NeHe 系列教程之七: 光照及纹理过滤
英文教程地址:lesson07
本课将以第一课的代码为基础, 实现光照效果。
首先是对象定义与纹理加载的代码:
namespace { bool light; // Lighting ON / OFF bool lp; // L Pressed? bool fp; // F Pressed? GLfloat xrot; // X Rotation GLfloat yrot; // Y Rotation GLfloat xspeed; // X Rotation Speed GLfloat yspeed; // Y Rotation Speed GLfloat z=-5.0f; // Depth Into The Screen GLfloat LightAmbient[]= { 0.5f, 0.5f, 0.5f, 1.0f }; // Ambient Light Values ( NEW ) GLfloat LightDiffuse[]= { 1.0f, 1.0f, 1.0f, 1.0f }; // Diffuse Light Values ( NEW ) GLfloat LightPosition[]= { 0.0f, 0.0f, 2.0f, 1.0f }; // Light Position ( NEW ) GLuint filter; // Which Filter To Use GLuint texture[3]; // Storage for 3 textures QVector<QVector3D> vertices; QVector<QVector2D> texCoords; QVector<QVector3D> normals; void makeObject() { vertices<<QVector3D(-1.0f, -1.0f, 1.0f)<<QVector3D(1.0f, -1.0f, 1.0f)<<QVector3D(1.0f, 1.0f, 1.0f)<<QVector3D(-1.0f, 1.0f, 1.0f) <<QVector3D(-1.0f, -1.0f, -1.0f)<<QVector3D(-1.0f, 1.0f, -1.0f)<<QVector3D(1.0f, 1.0f, -1.0f)<<QVector3D(1.0f, -1.0f, -1.0f) <<QVector3D(-1.0f, 1.0f, -1.0f)<<QVector3D(-1.0f, 1.0f, 1.0f)<<QVector3D(1.0f, 1.0f, 1.0f)<<QVector3D(1.0f, 1.0f, -1.0f) <<QVector3D(-1.0f, -1.0f, -1.0f)<<QVector3D(1.0f, -1.0f, -1.0f)<<QVector3D(1.0f, -1.0f, 1.0f)<<QVector3D(-1.0f, -1.0f, 1.0f) <<QVector3D(1.0f, -1.0f, -1.0f)<<QVector3D(1.0f, 1.0f, -1.0f)<<QVector3D(1.0f, 1.0f, 1.0f)<<QVector3D(1.0f, -1.0f, 1.0f) <<QVector3D(-1.0f, -1.0f, -1.0f)<<QVector3D(-1.0f, -1.0f, 1.0f)<<QVector3D(-1.0f, 1.0f, 1.0f)<<QVector3D(-1.0f, 1.0f, -1.0f); texCoords<<QVector2D(0.0f, 0.0f)<<QVector2D(1.0f, 0.0f)<<QVector2D(1.0f, 1.0f)<<QVector2D(0.0f, 1.0f) <<QVector2D(1.0f, 0.0f)<<QVector2D(1.0f, 1.0f)<<QVector2D(0.0f, 1.0f)<<QVector2D(0.0f, 0.0f) <<QVector2D(0.0f, 1.0f)<<QVector2D(0.0f, 0.0f)<<QVector2D(1.0f, 0.0f)<<QVector2D(1.0f, 1.0f) <<QVector2D(1.0f, 1.0f)<<QVector2D(0.0f, 1.0f)<<QVector2D(0.0f, 0.0f)<<QVector2D(1.0f, 0.0f) <<QVector2D(1.0f, 0.0f)<<QVector2D(1.0f, 1.0f)<<QVector2D(0.0f, 1.0f)<<QVector2D(0.0f, 0.0f) <<QVector2D(0.0f, 0.0f)<<QVector2D(1.0f, 0.0f)<<QVector2D(1.0f, 1.0f)<<QVector2D(0.0f, 1.0f); normals<<QVector3D(0.0f, 0.0f, 1.0f)<<QVector3D(0.0f, 0.0f, 1.0f)<<QVector3D(0.0f, 0.0f, 1.0f)<<QVector3D(0.0f, 0.0f, 1.0f) <<QVector3D(0.0f, 0.0f,-1.0f)<<QVector3D(0.0f, 0.0f,-1.0f)<<QVector3D(0.0f, 0.0f,-1.0f)<<QVector3D(0.0f, 0.0f,-1.0f) <<QVector3D(0.0f, 1.0f, 0.0f)<<QVector3D(0.0f, 1.0f, 0.0f)<<QVector3D(0.0f, 1.0f, 0.0f)<<QVector3D(0.0f, 1.0f, 0.0f) <<QVector3D(0.0f, -1.0f, 0.0f)<<QVector3D(0.0f, -1.0f, 0.0f)<<QVector3D(0.0f, -1.0f, 0.0f)<<QVector3D(0.0f, -1.0f, 0.0f) <<QVector3D(1.0f, 0.0f, 0.0f)<<QVector3D(1.0f, 0.0f, 0.0f)<<QVector3D(1.0f, 0.0f, 0.0f)<<QVector3D(1.0f, 0.0f, 0.0f) <<QVector3D(-1.0f, 0.0f, 0.0f)<<QVector3D(-1.0f, 0.0f, 0.0f)<<QVector3D(-1.0f, 0.0f, 0.0f)<<QVector3D(-1.0f, 0.0f, 0.0f); glVertexPointer(3, GL_FLOAT, 0, vertices.constData()); glTexCoordPointer(2, GL_FLOAT, 0, texCoords.constData()); glNormalPointer(GL_FLOAT, 0, normals.constData()); } void drawObject() { glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); glBindTexture(GL_TEXTURE_2D, texture[filter]); glDrawArrays(GL_QUADS, 0, vertices.size()); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); } }
void MyGLWidget::loadTextures() { QImage image; if (image.load(":/Crate.bmp")) { image = convertToGLFormat(image); glGenTextures(3, texture); // Create Nearest Filtered Texture glBindTexture(GL_TEXTURE_2D, texture[0]); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image.width(), image.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, image.bits()); // Create Linear Filtered Texture glBindTexture(GL_TEXTURE_2D, texture[1]); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image.width(), image.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, image.bits()); // Create MipMapped Texture glBindTexture(GL_TEXTURE_2D, texture[2]); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST); gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, image.width(), image.height(), GL_RGBA, GL_UNSIGNED_BYTE, image.bits()); } }
void MyGLWidget::initializeGL() { makeObject(); loadTextures(); glEnable(GL_TEXTURE_2D); // Enable Texture Mapping glShadeModel(GL_SMOOTH); // Enables Smooth Shading glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background glClearDepth(1.0f); // Depth Buffer Setup glEnable(GL_DEPTH_TEST); // Enables Depth Testing glDepthFunc(GL_LEQUAL); // The Type Of Depth Test To Do glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient); // Setup The Ambient Light glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse); glLightfv(GL_LIGHT1, GL_POSITION,LightPosition); // Position The Light glEnable(GL_LIGHT1); // Enable Light One }
void MyGLWidget::paintGL() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer glLoadIdentity(); // Reset The Current Modelview Matrix glTranslatef(0.0f,0.0f,z); // Translate Into/Out Of The Screen By z glRotatef(xrot,1.0f,0.0f,0.0f); // Rotate On The X Axis By xrot glRotatef(yrot,0.0f,1.0f,0.0f); // Rotate On The Y Axis By yrot drawObject(); xrot += xspeed; // Add xspeed To xrot yrot += yspeed; // Add yspeed To yrot }
void MyGLWidget::keyReleaseEvent(QKeyEvent *e) { switch (e->key()) { case Qt::Key_L: lp = false; break; case Qt::Key_I: fp = false; break; default: QGLWidget::keyReleaseEvent(e); } }
void MyGLWidget::keyPressEvent(QKeyEvent *e) { switch (e->key()) { case Qt::Key_I: fp = true; filter += 1; if (filter > 2) filter = 0; break; case Qt::Key_F: fullscreen = !fullscreen; if (fullscreen) { showFullScreen(); } else { resize(640, 480); showNormal(); } break; case Qt::Key_L: if (!lp) { lp=true; // lp Becomes TRUE light=!light; // Toggle Light TRUE/FALSE if (!light) // If Not Light { glDisable(GL_LIGHTING); // Disable Lighting } else // Otherwise { glEnable(GL_LIGHTING); // Enable Lighting } } break; case Qt::Key_PageUp: z -= 0.02f; break; case Qt::Key_PageDown: z += 0.02f; break; case Qt::Key_Up: xspeed -= 0.01f; break; case Qt::Key_Down: xspeed += 0.01f; break; case Qt::Key_Right: yspeed += 0.01f; break; case Qt::Key_Left: yspeed -= 0.01f; break; case Qt::Key_Escape: QMessageBox::StandardButton reply; reply = QMessageBox::question(NULL, "NeHe", "Do you want to exit?", QMessageBox::Yes | QMessageBox::No, QMessageBox::Yes); if (reply == QMessageBox::Yes) { qApp->quit(); } break; default: QGLWidget::keyPressEvent(e); break; } }