c – OpenGL中的Texture Splatting是如何实现的?
发布时间:2020-12-16 07:32:10 所属栏目:百科 来源:网络整理
导读:我已经阅读了一段时间用于纹理地形的不同技术并遇到了 texture splatting.我发现很多文章讨论如何在OpenGL中做到这一点,但大多数只在理论上讨论它并提供很少甚至没有代码我可以研究.有谁知道/有一些代码在OpenGL中说明了这一点? 为了澄清,我希望能够加载四
我已经阅读了一段时间用于纹理地形的不同技术并遇到了
texture splatting.我发现很多文章讨论如何在OpenGL中做到这一点,但大多数只在理论上讨论它并提供很少甚至没有代码我可以研究.有谁知道/有一些代码在OpenGL中说明了这一点?
为了澄清,我希望能够加载四种不同的纹理,并根据四边形/顶点的高度,将纹理从一个渐变到下一个. 编辑:下面是一些代码,以帮助显示我想知道的内容 #include <windows.h> #include <SFML/Graphics.hpp> #include <gl/gl.h> #include <gl/glu.h> #define GL_CLAMP_TO_EDGE 0x812F class Scene { public: void resize( int w,int h ) { // OpenGL Reshape glViewport( 0,w,h ); glMatrixMode( GL_PROJECTION ); glLoadIdentity(); gluPerspective( 120.0,(GLdouble)w/(GLdouble)h,0.5,500.0 ); glMatrixMode( GL_MODELVIEW ); } }; int main() { sf::RenderWindow window(sf::VideoMode(800,600,32),"Test"); ///Setup the scene,materials,lighting Scene scene; scene.resize(800,600); glEnable(GL_DEPTH_TEST); glEnable(GL_LIGHTING); glColorMaterial(GL_FRONT_AND_BACK,GL_EMISSION); glEnable(GL_COLOR_MATERIAL); glShadeModel(GL_SMOOTH); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_LIGHT0); float XL = .5,YL = .1,ZL = 1; GLfloat ambientLight[] = { 0.2f,0.2f,1.0f }; GLfloat diffuseLight[] = { 0.8f,0.8f,0.8,1.0f }; GLfloat specularLight[] = { 0.5f,0.5f,1.0f }; GLfloat lightpos[] = {XL,YL,ZL,0.}; glLightfv(GL_LIGHT0,GL_AMBIENT,ambientLight); glLightfv(GL_LIGHT0,GL_DIFFUSE,diffuseLight); glLightfv(GL_LIGHT0,GL_SPECULAR,specularLight); glLightfv(GL_LIGHT0,GL_POSITION,lightpos); ///Test terrain texture splatting ///Load the textures sf::Image tex1; tex1.loadFromFile("texture1.png"); sf::Image tex2; tex2.loadFromFile("texture2.png"); ///Set the first texture GLuint grass; glGenTextures(1,&grass); glBindTexture(GL_TEXTURE_2D,grass); glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_REPLACE); glTexParameterf( GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR ); glTexParameterf( GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR ); glTexImage2D( GL_TEXTURE_2D,GL_RGBA,tex1.getSize().x,tex1.getSize().y,GL_UNSIGNED_BYTE,(const GLvoid*)tex1.getPixelsPtr() ); ///Set the second texture GLuint dirt; glGenTextures(1,&dirt); glBindTexture(GL_TEXTURE_2D,dirt); glTexEnvf(GL_TEXTURE_ENV,tex2.getSize().x,tex2.getSize().y,(const GLvoid*)tex2.getPixelsPtr() ); ///Start loop while( window.isOpen() ) { sf::Event event; while( window.pollEvent( event ) ) { if( event.type == sf::Event::Closed ) window.close(); } ///Clear buffer and set camera glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(50.0,1.0,50); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(1,1,0); ///Begin rendering quad glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D,grass); ///I know that around here I should enable blending in order to get my two textures to mix,but I am not certain glBegin(GL_QUADS); glTexCoord2f(0,0); glVertex3f(-0.5,-0.5,0.0); glTexCoord2f(1,1); glVertex3f(0.5,0.0); glTexCoord2f(0,0.0); glEnd(); ///Reset env settings for SFML glTexEnvf(GL_TEXTURE_ENV,GL_MODULATE); window.display(); } return 1; } 解决方法
如上所述,使用可编程管道,使用着色器.在片段着色器中,您可以传递所有纹理,并根据从顶点着色器接收的顶点数据在它们之间进行插值.
快速搜索给了我this result.我相信这就是你所需要的.另请参阅this post. this论文非常好地解释了这项技术. (编辑:李大同) 【声明】本站内容均来自网络,其相关言论仅代表作者个人观点,不代表本站立场。若无意侵犯到您的权利,请及时与联系站长删除相关内容! |