球体世界

2020-08-28  本文已影响0人  君幸食j

为球体贴上纹理以及实现镜面效果,代码如下:

#include "GLTools.h"
#include "GLFrame.h"
#include "GLFrustum.h"
#include "GLMatrixStack.h"
#include "GLGeometryTransform.h"
#include "StopWatch.h"

#ifdef __APPLE__
#include <glut/glut.h>
#else
#define FREEGLUT_STATIC
#include <GL/glut.h>
#endif


GLShaderManager shaderManager; //着色器管理器
GLFrustum viewFrustum; //视景体
GLMatrixStack modelViewMatrix; //模型视图矩阵
GLMatrixStack projectionMatrix; //投影矩阵
GLGeometryTransform transformPipeline; //几何图形变换管道
GLFrame cameraFrame; //角色帧 照相机角色帧(全局照相机实例)

GLTriangleBatch torusBatch; //大球批处理
GLTriangleBatch sphereBatch; //小球批处理
GLBatch floorBatch; //地板批处理

#define NUM_SPHERES 50
GLFrame spheres[NUM_SPHERES];

//纹理标记数组
GLuint uiTextures[3];



bool LoadTGATexture(const char * szFileName, GLenum minFilter, GLenum maxFilter, GLenum wrapMode)
{
    GLbyte * pBits;
    int nWidth, nHeight, nComponents;
    GLenum eFormat;
    
    pBits = gltReadTGABits(szFileName, &nWidth, &nHeight, &nComponents, &eFormat);
    if (pBits == NULL)
    {
        return false;
    }
    
    //设置纹理参数
    //参数1:纹理维度
    //参数2:为S/T坐标设置模式
    //参数3:wrapMode,环绕模式
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapMode);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapMode);
    
    //参数1:纹理维度
    //参数2:放大缩小过滤器
    //参数3:过滤器模式
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, minFilter);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, maxFilter);
    
    //3.载入纹理
    //参数1:纹理维度
    //参数2:mip贴图层次
    //参数3:纹理单元存储的颜色成分(从读取像素图是获得)-将内部参数nComponents改为了通用压缩纹理格式GL_COMPRESSED_RGB
    //参数4:加载纹理宽
    //参数5:加载纹理高
    //参数6:加载纹理的深度
    //参数7:像素数据的数据类型(GL_UNSIGNED_BYTE,每个颜色分量都是一个8位无符号整数)
    //参数8:指向纹理图像数据的指针
    glTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB, nWidth, nHeight, 0, eFormat, GL_UNSIGNED_BYTE, pBits);
    
    //使用完毕释放pBits
    free(pBits);
    
    //只有minFilter 等于以下四种模式,才可以生成Mip贴图
    //GL_NEAREST_MIPMAP_NEAREST具有非常好的性能,并且闪烁现象非常弱
    //GL_LINEAR_MIPMAP_NEAREST常常用于对游戏进行加速,它使用了高质量的线性过滤器
    //GL_LINEAR_MIPMAP_LINEAR 和GL_NEAREST_MIPMAP_LINEAR 过滤器在Mip层之间执行了一些额外的插值,以消除他们之间的过滤痕迹。
    //GL_LINEAR_MIPMAP_LINEAR 三线性Mip贴图。纹理过滤的黄金准则,具有最高的精度。
    if(minFilter == GL_LINEAR_MIPMAP_LINEAR ||
       minFilter == GL_LINEAR_MIPMAP_NEAREST ||
       minFilter == GL_NEAREST_MIPMAP_LINEAR ||
       minFilter == GL_NEAREST_MIPMAP_NEAREST)
    {
         
        //4.加载Mip,纹理生成所有的Mip层
        //参数:GL_TEXTURE_1D、GL_TEXTURE_2D、GL_TEXTURE_3D
        glGenerateMipmap(GL_TEXTURE_2D);
    }
    
    return true;
}


//屏幕更改大小或已初始化
void ChangeSize(int width, int height)
{
    //设置视口
    glViewport(0, 0, width, height);
    
    //设置投影方式
    viewFrustum.SetPerspective(35.0f, float(width)/float(height), 1.0f, 100.0f);
    
    //将投影矩阵加载到投影矩阵堆栈
    projectionMatrix.LoadMatrix(viewFrustum.GetProjectionMatrix());
    modelViewMatrix.LoadIdentity();
    
    //将投影矩阵堆栈和模型视图矩阵对象设置到管道中
    transformPipeline.SetMatrixStacks(modelViewMatrix, projectionMatrix);
}

void drawSomething(GLfloat yRot)
{
    //定义光源位置&漫反射颜色
    static GLfloat vWhite[] = {1.0f, 1.0f, 1.0f, 1.0f};
    static GLfloat vLightPos[] = {0.0f, 3.0f, 0.0f, 1.0f};
    
    //绘制悬浮小球
    glBindTexture(GL_TEXTURE_2D, uiTextures[2]);
    for (int i = 0; i < NUM_SPHERES; i++)
    {
        modelViewMatrix.PushMatrix();
        modelViewMatrix.MultMatrix(spheres[i]);
        shaderManager.UseStockShader(GLT_SHADER_TEXTURE_POINT_LIGHT_DIFF,
                                     modelViewMatrix.GetMatrix(),
                                     transformPipeline.GetProjectionMatrix(),
                                     vLightPos,
                                     vWhite,
                                     0);
        sphereBatch.Draw();
        modelViewMatrix.PopMatrix();
    }
    
    //绘制大球
    modelViewMatrix.Translate(0.0f, 0.2f, -2.5f);
    modelViewMatrix.PushMatrix();
    modelViewMatrix.Rotate(yRot, 0.0f, 1.0f, 0.0f);
    glBindTexture(GL_TEXTURE_2D, uiTextures[1]);
    shaderManager.UseStockShader(GLT_SHADER_TEXTURE_POINT_LIGHT_DIFF,
                                        modelViewMatrix.GetMatrix(),
                                        transformPipeline.GetProjectionMatrix(),
                                        vLightPos,
                                        vWhite,
                                        0);
    torusBatch.Draw();
    modelViewMatrix.PopMatrix();
    
    modelViewMatrix.PushMatrix();
    modelViewMatrix.Rotate(yRot * -2.0f, 0.0f, 1.0f, 0.0f);
    modelViewMatrix.Translate(0.8f, 0.0f, 0.0f);
    glBindTexture(GL_TEXTURE_2D, uiTextures[2]);
    shaderManager.UseStockShader(GLT_SHADER_TEXTURE_POINT_LIGHT_DIFF,
                                           modelViewMatrix.GetMatrix(),
                                           transformPipeline.GetProjectionMatrix(),
                                           vLightPos,
                                           vWhite,
                                           0);
    sphereBatch.Draw();
    modelViewMatrix.PopMatrix();
}



void RenderScene()
{
    //地板颜色值
    static GLfloat vFloorColor[] = {1.0f, 1.0f, 0.0f, 0.75f};
    
    //基于时间动画
    static CStopWatch rotTimer;
    float yRot = rotTimer.GetElapsedSeconds() * 60.0f;
    
    //清除颜色缓存区和深度缓冲区
    glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
    
    //压入栈(栈顶)
    modelViewMatrix.PushMatrix();
    
    //设置观察者矩阵
    M3DMatrix44f mCamera;
    cameraFrame.GetCameraMatrix(mCamera);
    modelViewMatrix.MultMatrix(mCamera);
    
    //压栈(镜面)
    modelViewMatrix.PushMatrix();
    
    //添加反光效果
    //翻转Y轴
    modelViewMatrix.Scale(1.0f, -1.0f, 1.0f);
    //镜面世界围绕Y轴平移一定间距
    modelViewMatrix.Translate(0.0f, 0.8f, 0.0f);
    
    //指定顺时针为正面
    glFrontFace(GL_CW);
    
    //绘制地面以外其他部分(镜面)
    drawSomething(yRot);
    
    //恢复为逆时针为正面
    glFrontFace(GL_CCW);
    
    //绘制镜面,恢复矩阵
    modelViewMatrix.PopMatrix();
    
    //开启混合功能(绘制地板)
    glEnable(GL_BLEND);
    //指定glBlendFunc 颜色混合方程式
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    
    //绑定地面纹理
    glBindTexture(GL_TEXTURE_2D, uiTextures[0]);
    
    
    /*
     纹理调整着色器(将一个基本色乘以一个取自纹理的单元nTextureUnit的纹理)
     参数1:GLT_SHADER_TEXTURE_MODULATE
     参数2:模型视图投影矩阵
     参数3:颜色
     参数4:纹理单元(第0层的纹理单元)
     */
    shaderManager.UseStockShader(GLT_SHADER_TEXTURE_MODULATE,
                                 transformPipeline.GetModelViewProjectionMatrix(),
                                 vFloorColor,
                                 0);
    //开始绘制
    floorBatch.Draw();
    //取消混合
    glDisable(GL_BLEND);
    
    //绘制地面以外其他部分
    drawSomething(yRot);
    
    //绘制完,恢复矩阵
    modelViewMatrix.PopMatrix();
    
    //交换缓存区
    glutSwapBuffers();
    
    //提交重新渲染
    glutPostRedisplay();
}


//移动照相机参考帧,来对方向键作出响应
void SpecialKeys(int key, int x, int y)
{
    float linear = 0.1f;
    float angular = float(m3dDegToRad(5.0f));
    
    if (key == GLUT_KEY_UP)
    {
        cameraFrame.MoveForward(linear);
    }
    
    if (key == GLUT_KEY_DOWN)
    {
        cameraFrame.MoveForward(-linear);
    }
    
    if (key == GLUT_KEY_LEFT)
    {
        cameraFrame.RotateWorld(angular, 0.0f, 1.0f, 0.0f);
    }
    
    if (key == GLUT_KEY_RIGHT)
    {
        cameraFrame.RotateWorld(angular, 0.0f, 1.0f, 0.0f);
    }
    
}



void SetupRC()
{
    //设置背景颜色
    glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
    
    //初始化着色器管理器
    shaderManager.InitializeStockShaders();
    
    //开启深度测试/背面剔除
    glEnable(GL_DEPTH_TEST);
    glEnable(GL_CULL_FACE);
    
    //设置大球
    gltMakeSphere(torusBatch, 0.4f, 40, 80);
    
    //设置小球
    gltMakeSphere(sphereBatch, 0.1f, 26, 13);
    
    //设置地板顶点数据&地板纹理
    GLfloat texSize = 10.0f;
    floorBatch.Begin(GL_TRIANGLE_FAN, 4,1);
    floorBatch.MultiTexCoord2f(0, 0.0f, 0.0f);
    floorBatch.Vertex3f(-20.f, -0.41f, 20.0f);
     
    floorBatch.MultiTexCoord2f(0, texSize, 0.0f);
    floorBatch.Vertex3f(20.0f, -0.41f, 20.f);
     
    floorBatch.MultiTexCoord2f(0, texSize, texSize);
    floorBatch.Vertex3f(20.0f, -0.41f, -20.0f);
     
    floorBatch.MultiTexCoord2f(0, 0.0f, texSize);
    floorBatch.Vertex3f(-20.0f, -0.41f, -20.0f);
    floorBatch.End();
    
    for (int i = 0; i < NUM_SPHERES; i++)
    {
        //y轴不变,X,Z产生随机值
        GLfloat x = ((GLfloat)((rand() % 400) - 200 ) * 0.1f);
        GLfloat z = ((GLfloat)((rand() % 400) - 200 ) * 0.1f);
        
        //在y方向,将球体设置为0.0的位置,这使得它们看起来是飘浮在眼睛的高度
        //对spheres数组中的每一个顶点,设置顶点数据
        spheres[i].SetOrigin(x, 0.0f, z);
    }
    
    //命名纹理对象
    glGenTextures(3, uiTextures);
    
    //将TGA文件加载为2D纹理。
    //参数1:纹理文件名称
    //参数2&参数3:需要缩小&放大的过滤器
    //参数4:纹理坐标环绕模式
    glBindTexture(GL_TEXTURE_2D, uiTextures[0]);
    LoadTGATexture("Marble.tga", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_REPEAT);
    
    glBindTexture(GL_TEXTURE_2D, uiTextures[1]);
    LoadTGATexture("Marslike.tga", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_CLAMP_TO_EDGE);
    
    glBindTexture(GL_TEXTURE_2D, uiTextures[2]);
    LoadTGATexture("MoonLike.tga", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_CLAMP_TO_EDGE);
}


//删除纹理
void ShutdownRC(void)
{
    glDeleteTextures(3, uiTextures);
}



int main(int argc, char * argv[])
{
    gltSetWorkingDirectory(argv[0]);
    
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DEPTH | GLUT_RGB | GLUT_DOUBLE);
    glutInitWindowSize(800, 800);
    glutCreateWindow("球体世界");
    
    glutReshapeFunc(ChangeSize);
    glutDisplayFunc(RenderScene);
    glutSpecialFunc(SpecialKeys);
    
    GLenum err = glewInit();
    if (GLEW_OK != err)
    {
        fprintf(stderr, "GLEW Errow:%s\n",glewGetErrorString(err));
        return 1;
    }
    
    SetupRC();
    glutMainLoop();
    ShutdownRC();
    
    return 0;
}
运行效果如下: 球体世界.png
上一篇 下一篇

猜你喜欢

热点阅读