(本节对应分析NEHE教程第20课)
有时我们希望上层的图片的某些区域能投出下层的某些区域。当然我们可以通过关
键色进行处理,但是蒙版技术一样可以达到这样的效果,通过以下图片达到蒙版的效果
本节包含2个技术点
1.如何让纹理移动,放大(不是图像位置移动,是纹理移动)(前面以及介绍过了)
2.蒙版的设计
蒙版设计简单的说是通过控制Alpha来让白色的部分透,黑色的部分不透
蒙版的设计
1.第一张图与第二张图进行混合(1下2上),期望达到的效果是2图黑色部分不透,白色部分透到1图
分析:R新=Rs+Rd; G新=Gs+Gd; B新=Bs+Bd;其实S为图2,D为图1
期望效果:图2黑色区域:R新=Rd;G新=Gd; B新=Bd;
图2白色区域:R新=Rs;G新=Gs; B新=Bs;
因此glBlendFunc(GL_DST_COLOR,GL_ZERO);方式进行混合的时候满足要求
2.第三张图与前两张混合,期望达到的效果是图3黑色区域透,非黑区域不透(S为图3,D为上一步混合图)
期望效果:图3黑色区域:R新=Rd;G新=Gd; B新=Bd;
图3非黑色区域:R新=Rs;G新=Gs; B新=Bs;
因此 glBlendFunc(GL_ONE, GL_ONE) ;方式进行混合的时候满足要求
总结,蒙版技术看似2个图的混合,是指为3个图的混合而成,
我们期望达到的效果是图3黑色区域透出图1部分,非黑色部分不透。解决办法就是增加掩图(图2),掩图白色区域对于图3黑色区域,黑色其余对应图3非黑色区域
#include "header.h" bool masking=TRUE; bool scene; GLuint texture[5]; GLuint loop; GLfloat roll; AUX_RGBImageRec *LoadBMP(char *Filename) { FILE *File=NULL; if (!Filename) { return NULL; } File=fopen(Filename,"r"); if (File) { fclose(File); return auxDIBImageLoad(Filename); } return NULL; } int LoadGLTextures() { int Status=FALSE; AUX_RGBImageRec *TextureImage[5]; memset(TextureImage,0,sizeof(void *)*5); if ((TextureImage[0]=LoadBMP("Data/logo.bmp")) && (TextureImage[1]=LoadBMP("Data/mask1.bmp")) && (TextureImage[2]=LoadBMP("Data/image1.bmp")) && (TextureImage[3]=LoadBMP("Data/mask2.bmp")) && (TextureImage[4]=LoadBMP("Data/image2.bmp"))) { Status=TRUE; glGenTextures(5, &texture[0]); for (loop=0; loop<5; loop++) { glBindTexture(GL_TEXTURE_2D, texture[loop]); 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, 3, TextureImage[loop]->sizeX, TextureImage[loop]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[loop]->data); } } for (loop=0; loop<5; loop++) { if (TextureImage[loop]) { if (TextureImage[loop]->data) { free(TextureImage[loop]->data); } free(TextureImage[loop]); } } return Status; } GLvoid ReSizeGLScene(GLsizei width, GLsizei height) { if (height==0) { height=1; } glViewport(0,0,width,height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } int InitGL(void) { if (!LoadGLTextures()) { return FALSE; } glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClearDepth(1.0); glEnable(GL_DEPTH_TEST); glShadeModel(GL_SMOOTH); glEnable(GL_TEXTURE_2D); return TRUE; } void DrawGLScene(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glTranslatef(0.0f,0.0f,-2.0f); glBindTexture(GL_TEXTURE_2D, texture[0]); glBegin(GL_QUADS); glTexCoord2f(0.0f, -roll+0.0f); glVertex3f(-1.1f, -1.1f, 0.0f); glTexCoord2f(3.0f, -roll+0.0f); glVertex3f( 1.1f, -1.1f, 0.0f); glTexCoord2f(3.0f, -roll+3.0f); glVertex3f( 1.1f, 1.1f, 0.0f); glTexCoord2f(0.0f, -roll+3.0f); glVertex3f(-1.1f, 1.1f, 0.0f); glEnd(); glEnable(GL_BLEND); glDisable(GL_DEPTH_TEST); if (masking) { glBlendFunc(GL_DST_COLOR,GL_ZERO); } if (scene) { glTranslatef(0.0f,0.0f,-1.0f); glRotatef(roll*360,0.0f,0.0f,1.0f); if (masking) { glBindTexture(GL_TEXTURE_2D, texture[3]); glBegin(GL_QUADS); glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.1f, -1.1f, 0.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.1f, -1.1f, 0.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.1f, 1.1f, 0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.1f, 1.1f, 0.0f); glEnd(); } glBlendFunc(GL_ONE, GL_ONE); glBindTexture(GL_TEXTURE_2D, texture[4]); glBegin(GL_QUADS); glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.1f, -1.1f, 0.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.1f, -1.1f, 0.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.1f, 1.1f, 0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.1f, 1.1f, 0.0f); glEnd(); } else { if (masking) { glBindTexture(GL_TEXTURE_2D, texture[1]); glBegin(GL_QUADS); glTexCoord2f(roll+0.0f, 0.0f); glVertex3f(-1.1f, -1.1f, 0.0f); glTexCoord2f(roll+4.0f, 0.0f); glVertex3f( 1.1f, -1.1f, 0.0f); glTexCoord2f(roll+4.0f, 4.0f); glVertex3f( 1.1f, 1.1f, 0.0f); glTexCoord2f(roll+0.0f, 4.0f); glVertex3f(-1.1f, 1.1f, 0.0f); glEnd(); } glBlendFunc(GL_ONE, GL_ONE); glBindTexture(GL_TEXTURE_2D, texture[2]); glBegin(GL_QUADS); glTexCoord2f(roll+0.0f, 0.0f); glVertex3f(-1.1f, -1.1f, 0.0f); glTexCoord2f(roll+4.0f, 0.0f); glVertex3f( 1.1f, -1.1f, 0.0f); glTexCoord2f(roll+4.0f, 4.0f); glVertex3f( 1.1f, 1.1f, 0.0f); glTexCoord2f(roll+0.0f, 4.0f); glVertex3f(-1.1f, 1.1f, 0.0f); glEnd(); } glEnable(GL_DEPTH_TEST); glDisable(GL_BLEND); glFlush(); } void rotate() { roll+=0.002f; if (roll>1.0f) { roll-=1.0f; } glutPostRedisplay(); } void mouse(int button,int state,int x,int y) { switch(button) { case GLUT_LEFT_BUTTON: if(GLUT_DOWN==state) { glutIdleFunc(rotate); } break; case GLUT_RIGHT_BUTTON: if(GLUT_DOWN==state) { //glutIdleFunc(0); } break; } } void keyboard(unsigned char key,int x,int y) { switch (key) { case 'M': masking=true; break; case 'm': masking=false; break; case 'S': scene=true; break; case 's': scene=false; break; } glutPostRedisplay(); } int main(int argc,char **argv) { glutInit(&argc,argv); glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB|GLUT_DEPTH); glutInitWindowSize(800,600); glutInitWindowPosition(100,100); glutCreateWindow("蒙版"); InitGL(); glutDisplayFunc(DrawGLScene); glutKeyboardFunc(keyboard); glutMouseFunc(mouse); glutReshapeFunc(ReSizeGLScene); glutMainLoop(); }