OpenGL:纹理

OpenGL: 纹理

1. 原始图像数据

像素包装
图像存储空间 = 图像width * 图像height * 每个像素的字节数
在OpenGL中:使用4字节的行对齐方式,每一行补全到4的倍数,使用glPixelStorei(pname,param)可以改变或者恢复像素的存储方式

2. 从颜色缓存区内容作为像素图直接读取
void glReadPixels(GLint x,GLint y,GLSizei width,GLSizei
height, GLenum format, GLenum type,const void * pixels);

3. 像素图数据的获取过程(从硬盘到内存)
gltReadTGABits(szFileName,iWidth,iHeight,iComponents,eFormat)

4.纹理载入方式(图像数据从内存到纹理缓冲区):
`glTexImage1D/glTexImage2D/glTexImage3D
glTexImage2D(target,level,internalformat,width,height,border,format,type,*data)

5.纹理对象

//使用函数分配纹理对象
//指定纹理对象的数量 和 指针(指针指向一个无符号整形数组,由纹理对象标识符填充)。 void glGenTextures(GLsizei n,GLuint * textTures);

//绑定纹理状态
void glBindTexture(GLenum target,GLunit texture);

//删除绑定纹理对象
void glDeleteTextures(GLsizei n,GLuint *textures);

//测试纹理对象是否有效 //如果texture是 个已经分配空间的纹理对象,那么这个函数会返回GL_TRUE,否则会返回GL_FALSE。 GLboolean glIsTexture(GLuint texture);

`5.1 设置纹 参数
glTexParameterf(GLenum target,GLenum pname,GLFloat param);
glTexParameteri(GLenum target,GLenum pname,GLint param);
glTexParameterfv(GLenum target,GLenum pname,GLFloat *param);
glTexParameteriv(GLenum target,GLenum pname,GLint *param);

5.2 设置过滤 式
邻近过滤(GL_NEAREST) 线性过滤(GL_LINEAR)

2种纹理过滤方式比较

glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST) 纹理缩小时,使用邻近过滤
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST) 纹理放大时,使用线性过滤
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_HEAREST
);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_HEAREST
);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR)
;
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR)
;

5.3 设置环绕方式
参数1:GL_TEXTURE_1D、 GL_TEXTURE_2D、GL_TEXTURE_3D 参数2:GL_TEXTURE_WRAP_S、GL_TEXTURE_T、GL_TEXTURE_R,针对s,t,r坐标 参数3:GL_REPEAT、GL_CLAMP、GL_CLAMP_TO_EDGE、GL_CLAMP_TO_BORDER
GL_REPEAT:OpenGL 在纹理坐标超过1.0的方向上对纹理进行重复; GL_CLAMP:所需的纹理单元取自纹理边界或TEXTURE_BORDER_COLOR. GL_CLAMP_TO_EDGE环绕模式强制对范围之外的纹理坐标沿着合法的纹理单元的最后 或者最后
来进 采样。 GL_CLAMP_TO_BORDER:在纹 坐标在0.0到1.0范围之外的只使 边界纹 单元。边界纹理单元是
作为围绕基本图像的额外的 和 ,并与基本纹 图像 起加载的。
glTextParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAR_S,GL_CLAMP_TO_EDGE);
glTextParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAR_T,GL_CLAMP_TO_EDGE);

`

示例:金字塔

void SetupRC()
{
    
    glClearColor(0.7f, 0.7f,0.7f, 1.0f);
    
    shaderManager.InitializeStockShaders();
    
    glEnable(GL_DEPTH_TEST);
    
    glGenTextures(1, &textureID);
    glBindTexture(GL_TEXTURE_2D, textureID);
    
    LoadTGATexture("stone.tga", GL_LINEAR, GL_LINEAR, GL_CLAMP_TO_EDGE);
    MakePyramid(pyramidBatch);
    
    cameraFrame.MoveForward(-10.0);
    
}

// 将TGA文件加载为2D纹理

bool LoadTGATexture(const char *szFileName, GLenum minFilter, GLenum magFilter, GLenum wrapMode)
{
    GLbyte *pBits;
    int nWidth,nHeight,nComponents;
    GLenum eFormat;
    
    //1.读取纹理的像素
    pBits =  gltReadTGABits(szFileName, &nWidth, &nHeight, &nComponents, &eFormat);
    
    if (pBits == NULL) {
        
        printf("读取纹理像素失败\n");
        return  false;
    }
    
    //2.设置纹理参数
    //设置s,t的环绕方式
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapMode);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapMode);
    
    //设置放大\缩小的过滤方式
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, minFilter);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, magFilter);
    
    
    //3.精密包装像素数据
    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
    
    //4.载入纹理
    glTexImage2D(GL_TEXTURE_2D, 0, nComponents, nWidth, nHeight, 0, eFormat, GL_UNSIGNED_BYTE, pBits);
    
    
    //使用完释放
    free(pBits);
    
    if(minFilter == GL_LINEAR_MIPMAP_LINEAR ||
       minFilter == GL_LINEAR_MIPMAP_NEAREST ||
       minFilter == GL_NEAREST_MIPMAP_LINEAR ||
       minFilter == GL_NEAREST_MIPMAP_NEAREST)
        glGenerateMipmap(GL_TEXTURE_2D);

    
    return true;
}

//绘制金字塔

//绘制金字塔
void MakePyramid(GLBatch&  pyramidBatch)
{

    //1.pyramidBatch
    pyramidBatch.Begin(GL_TRIANGLES, 18,1);
    
    
    //----------vBlackLeft------------
    //设置法线坐标-光照
    pyramidBatch.Normal3f(0.0f, -1.0f, 0.0f);

    pyramidBatch.MultiTexCoord2f(0, 0.0f, 0.0f);
    
    //设置顶点坐标
    pyramidBatch.Vertex3f(-1.0f, -1.0f, -1.0f);
    
    //------vBlackRight------------
    pyramidBatch.Normal3f(0.0f, -1.0f, 0.0f);
    pyramidBatch.MultiTexCoord2f(0, 1.0f, 0.0f);
    pyramidBatch.Vertex3f(1.0f, -1.0f, -1.0f);
   
    //vFrontRight点
    pyramidBatch.Normal3f(0.0f, -1.0f, 0.0f);
    pyramidBatch.MultiTexCoord2f(0, 1.0f, 1.0f);
    pyramidBatch.Vertex3f(1.0f, -1.0f, 1.0f);
    
    
    //三角形Y
    pyramidBatch.Normal3f(0.0f, -1.0f, 0.0f);
    pyramidBatch.MultiTexCoord2f(0, 0.0f, 1.0f);
    pyramidBatch.Vertex3f(-1.0f, -1.0f, 1.0f);
    
    pyramidBatch.Normal3f(0.0f, -1.0f, 0.0f);
    pyramidBatch.MultiTexCoord2f(0, 0.0f, 0.0f);
    pyramidBatch.Vertex3f(-1.0f, -1.0f, -1.0f);
    
    pyramidBatch.Normal3f(0.0f, -1.0f, 0.0f);
    pyramidBatch.MultiTexCoord2f(0, 1.0f, 1.0f);
    pyramidBatch.Vertex3f(1.0f, -1.0f, 1.0f);

    //塔顶
    M3DVector3f vApex = {0.0f,1.0f,0.0f};
    M3DVector3f vFrontLeft = {-1.0f,-1.0f,1.0f};
    M3DVector3f vFrontRight = {1.0f,-1.0f,1.0f};
    M3DVector3f vBackLeft = {-1.0f,-1.0f,-1.0f};
    M3DVector3f vBackRight = {1.0f,-1.0f,-1.0f};
    
    //目的:为了临时存储法线向量
    M3DVector3f n;
    
    //金字塔的前面
    //三角形:(Apex,vFrontLeft,vFrontRight)
    
    m3dFindNormal(n, vApex, vFrontLeft, vFrontRight);
    
    //vApex
    pyramidBatch.Normal3fv(n);
    pyramidBatch.MultiTexCoord2f(0, 0.5, 1.0f);
    pyramidBatch.Vertex3fv(vApex);
    
    //vFrontLeft
    pyramidBatch.Normal3fv(n);
    pyramidBatch.MultiTexCoord2f(0, 0.0f, 0.0f);
    pyramidBatch.Vertex3fv(vFrontLeft);
    
    //vFrongRight
    pyramidBatch.Normal3fv(n);
    pyramidBatch.MultiTexCoord2f(0, 1.0f, 0.0f);
    pyramidBatch.Vertex3fv(vFrontRight);

    
    //金字塔的左边
    //三角形:(Apex,vBackLeft,vFrontLeft)
    m3dFindNormal(n, vApex, vBackLeft, vFrontLeft);

    //vApex
    pyramidBatch.Normal3fv(n);
    pyramidBatch.MultiTexCoord2f(0, 0.5f, 1.0f);
    pyramidBatch.Vertex3fv(vApex);
    
    //vBackLeft
    pyramidBatch.Normal3fv(n);
    pyramidBatch.MultiTexCoord2f(0, 1.0f, 0.0f);
    pyramidBatch.Vertex3fv(vBackLeft);
    
    //vFrontLeft
    pyramidBatch.Normal3fv(n);
    pyramidBatch.MultiTexCoord2f(0, 0.0f, 0.0f);
    pyramidBatch.Vertex3fv(vFrontLeft);
    
    //金字塔右边
    //三角形:(vApex, vFrontRight, vBackRight)
    m3dFindNormal(n, vApex, vFrontRight, vBackRight);
    pyramidBatch.Normal3fv(n);
    pyramidBatch.MultiTexCoord2f(0, 0.5f, 1.0f);
    pyramidBatch.Vertex3fv(vApex);
    
    pyramidBatch.Normal3fv(n);
    pyramidBatch.MultiTexCoord2f(0, 1.0f, 0.0f);
    pyramidBatch.Vertex3fv(vFrontRight);
    
    pyramidBatch.Normal3fv(n);
    pyramidBatch.MultiTexCoord2f(0, 0.0f, 0.0f);
    pyramidBatch.Vertex3fv(vBackRight);
    
    //金字塔后边
    //三角形:(vApex, vBackRight, vBackLeft)
    m3dFindNormal(n, vApex, vBackRight, vBackLeft);
    pyramidBatch.Normal3fv(n);
    pyramidBatch.MultiTexCoord2f(0, 0.5f, 1.0f);
    pyramidBatch.Vertex3fv(vApex);
    
    pyramidBatch.Normal3fv(n);
    pyramidBatch.MultiTexCoord2f(0, 0.0f, 0.0f);
    pyramidBatch.Vertex3fv(vBackRight);
    
    pyramidBatch.Normal3fv(n);
    pyramidBatch.MultiTexCoord2f(0, 1.0f, 0.0f);
    pyramidBatch.Vertex3fv(vBackLeft);
    
    //结束批次设置
    pyramidBatch.End(); 
}

代码稍后上传:

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