NeHe教程Qt实现——lesson07

本教程通过实例演示如何在OpenGL中实现光照效果与不同纹理过滤方式,包括最近邻、双线性和 mip 映射。

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);
}
}

加载纹理的代码如下, 采用了三种不同的纹理过滤方式:

  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());
    }
}

接着是OpenGL 初始函数,启用了光照效果

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
}

绘制函数如下:

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
}

最后按键处理,主要是开启和关闭光照,以及切换不同的纹理过滤方式:

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;
    }
}

运行效果图如下所示:




NeHe OpenGL教程(中英文版附带VC++源码)中英文系列 Lesson 01-lesson 02 创建一个OpenGL窗口: 如何创建三角形和四边形 http://ieee.org.cn/dispbbs.asp?boardID=61&ID=53679 Lesson 03-lesson 04 添加颜色 旋转 http://ieee.org.cn/dispbbs.asp?boardID=61&ID=53682 Lesson 05-lesson 06 3D空间 纹理映射 http://ieee.org.cn/dispbbs.asp?boardID=61&ID=53706 Lesson 07-lesson 08 光照和键盘控制 混合 http://ieee.org.cn/dispbbs.asp?boardID=61&ID=53709 Lesson 09-lesson 10 3D空间中移动图像 加载3D世界,并在其中漫游 http://ieee.org.cn/dispbbs.asp?boardID=61&ID=53822 Lesson 11-lesson 12 飘动的旗帜 显示列表 http://ieee.org.cn/dispbbs.asp?boardID=61&ID=53823 Lesson 13-lesson 14 图像字体 图形字体 http://ieee.org.cn/dispbbs.asp?boardID=61&ID=53880 Lesson 15-lesson 16 图形字体的纹理映射 雾 http://ieee.org.cn/dispbbs.asp?boardID=61&ID=53881 Lesson 17-lesson 18 2D 图像文字 二次几何体 http://ieee.org.cn/dispbbs.asp?boardID=61&ID=54042 Lesson 19-lesson 20 粒子系统 蒙板 http://ieee.org.cn/dispbbs.asp?boardID=61&ID=54072 Lesson 21-lesson 22 线,反走样,计时,正投影和简单的声音 凹凸映射,多重纹理扩展 http://ieee.org.cn/dispbbs.asp?boardID=61&ID=54074 Lesson 23-lesson 24 球面映射 扩展,剪裁和TGA图像文件的加载 http://ieee.org.cn/dispbbs.asp?boardID=61&ID=54176 Lesson 25-lesson 26 变形和从文件中加载3D物体 剪裁平面,蒙板缓存和反射 http://ieee.org.cn/dispbbs.asp?boardID=61&ID=54177 Lesson 27-lesson 28 影子 贝塞尔曲面 http://ieee.org.cn/dispbbs.asp?boardID=61&ID=54180 Lesson 29-lesson 30 Blitter 函数 碰撞检测 http://ieee.org.cn/dispbbs.asp?boardID=61&ID=54186 Lesson 31-lesson 32 模型加载 拾取, Alpha混合, Alpha测试, 排序 http://ieee.org.cn/dispbbs.asp?boardID=61&ID=54209 Lesson 33-lesson 34 加载压缩和未压缩的TGA文件 从高度图生成地形 http://ieee.org.cn/dispbbs.asp?boardID=61&ID=54271 Lesson 35-lesson 36 在OpenGL中播放AVI 放射模糊和渲染到纹理 http://ieee.org.cn/dispbbs.asp?boardID=61&ID=54289 Lesson 37-lesson 38 卡通映射 从资源文件中载入图像 http://ieee.org.cn/dispbbs.asp?boardID=61&ID=54290 Lesson 39-lesson 40 物理模拟简介 绳子的模拟 http://ieee.org.cn/dispbbs.asp?boardID=61&ID=54706 Lesson 41-lesson 42 体积雾气 多重视口 http://ieee.org.cn/dispbbs.asp?boardID=61&ID=54707 Lesson 43-lesson 44 在OpenGL中使用FreeType库 3D 光晕 http://ieee.org.cn/dispbbs.asp?boardID=61&ID=54710 Lesson 45-lesson 46 顶点缓存 全屏反走样 http://ieee.org.cn/dispbbs.asp?boardID=61&ID=54729 Lesson 47-lesson 48 CG 顶点脚本 轨迹球实现的鼠标旋转 http://ieee.org.cn/dispbbs.asp?boardID=61&ID=54730
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