Tunnel Effect 【Graphics】

本文介绍了一个基于OpenGL的隧道视觉效果实现方法。通过非线性变换表来调整纹理映射,结合动态纹理更新技术,实现了一种类似从隧道内部观看的效果。文章提供了完整的源代码,并参考了http://lodev.org/cgtutor/tunnel.html的原理。

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晚上看到大牛http://fabiensanglard.net/ 的好早的文章将Tunnel Effect的,觉得挺好看,根据他给的算法,自己实现了opengl版,读BMP函数直接网上摘得

他给的链接里面有Tunnel Effect的详细原理  http://lodev.org/cgtutor/tunnel.html 

/* 
=========================================
  参考:
    http://lodev.org/cgtutor/tunnel.html
    http://fabiensanglard.net/Tunnel/index.php
=========================================
*/
#include <cstdio>
#include <cmath>
#include <gl/glut.h>

#pragma comment(lib, "glut32.lib")

typedef struct BMPImage {
  int width, height;
  unsigned char *data;
  void ReleaseRes() {
    delete [] data;
  }
}BmpImage;

bool loadBMP_custom(const char *imagepath, BMPImage &bmpData) {
  printf("Reading image %s\n", imagepath);

  // Data read from the header of the BMP file
  unsigned char header[54];
  unsigned int dataPos;
  unsigned int imageSize;
  unsigned int width, height;
  unsigned char *data;
  // Open the file
  FILE * file = fopen(imagepath,"rb");
  if (!file) {
    printf("%s could not be opened. Are you in the right directory ? Don't forget to read the FAQ !\n", imagepath); 
    return false;
  }

  // Read the header, i.e. the 54 first bytes

  // If less than 54 byes are read, problem
  if (fread(header, 1, 54, file)!=54){ 
    printf("Not a correct BMP file\n");
    return 0;
  }
  // A BMP files always begins with "BM"
  if (header[0]!='B' || header[1]!='M'){
    printf("Not a correct BMP file\n");
    return 0;
  }
  // Make sure this is a 24bpp file
  if ( *(int*)&(header[0x1E])!=0  )         {printf("Not a correct BMP file\n");    return 0;}
  if ( *(int*)&(header[0x1C])!=24 )         {printf("Not a correct BMP file\n");    return 0;}

  // Read the information about the image
  dataPos    = *(int*)&(header[0x0A]);
  imageSize  = *(int*)&(header[0x22]);
  width      = *(int*)&(header[0x12]);
  height     = *(int*)&(header[0x16]);

  // Some BMP files are misformatted, guess missing information
  if (imageSize==0)    imageSize=width*height*3; // 3 : one byte for each Red, Green and Blue component
  if (dataPos==0)      dataPos=54; // The BMP header is done that way

  // Create a buffer
  data = new unsigned char [imageSize];

  // Read the actual data from the file into the buffer
  fread(data,1,imageSize,file);
  bmpData.data = data;
  bmpData.width = width;
  bmpData.height = height;

  // Everything is in memory now, the file wan be closed
  fclose (file);

  return true;
}

#define screenWidth 400
#define screenHeight 400

static BMPImage bmpImage;

int distanceTable[screenWidth][screenHeight];
int angleTable[screenWidth][screenHeight];
unsigned char dynamicTex[screenWidth][screenHeight][3];
static float animation;

void init() {
  glClearColor(0.0f,0.0f,0.0f,1.0f);
  glShadeModel(GL_SMOOTH);

  loadBMP_custom("./tex99.bmp", bmpImage);
  //generate non-linear transformation table
  for(int x = 0; x < screenWidth; x++)
    for(int y = 0; y < screenHeight; y++)
    {
      int angle, distance;
      float ratio = 32.0;
      distance = int(ratio * bmpImage.height / sqrt((x - screenWidth / 2.0) * (x - screenWidth / 2.0) 
        + (y - screenHeight / 2.0) * (y - screenHeight / 2.0))) % bmpImage.height;
      angle = (unsigned int)(0.5 * bmpImage.width * atan2(y - screenHeight / 2.0, x - screenWidth / 2.0) / 3.1416);
      distanceTable[x][y] = distance;
      angleTable[x][y] = angle;
    }
}

void reshape(int w, int h) {
  glViewport(0,0,w,h);
  glMatrixMode(GL_PROJECTION);
  glLoadIdentity();
  gluOrtho2D(0,0,1,1);
  glMatrixMode(GL_MODELVIEW);
  glLoadIdentity();
}

void calculate() {
  animation = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
  //calculate the shift values out of the animation value
  int shiftX = int(bmpImage.width * 1.0 * animation);
  int shiftY = int(bmpImage.height * 0.25 * animation);        

  for(int x = 0; x < screenWidth; x++)
    for(int y = 0; y < screenHeight; y++)
    {
      //get the texel from the texture by using the tables, shifted with the animation values
      unsigned char *pBmpData = bmpImage.data;
      unsigned char r = pBmpData[(unsigned int)(distanceTable[x][y] + shiftX)  % bmpImage.width *3
        + (unsigned int)(angleTable[x][y] + shiftY) % bmpImage.height * bmpImage.width * 3];
      unsigned char g = pBmpData[(unsigned int)(distanceTable[x][y] + shiftX)  % bmpImage.width *3
        + (unsigned int)(angleTable[x][y] + shiftY) % bmpImage.height * bmpImage.width * 3 + 1];
      unsigned char b = pBmpData[(unsigned int)(distanceTable[x][y] + shiftX)  % bmpImage.width *3
        + (unsigned int)(angleTable[x][y] + shiftY) % bmpImage.height * bmpImage.width * 3 + 2];
      dynamicTex[x][y][0] = r;
      dynamicTex[x][y][1] = g;
      dynamicTex[x][y][2] = b;
    }
}

void display() {
  calculate();

  glDrawPixels(screenWidth, screenHeight, GL_BGR_EXT, GL_UNSIGNED_BYTE, dynamicTex);

  glutSwapBuffers();
  glutPostRedisplay();
}

int main(int argc, char **argv)
{
  glutInit(&argc, argv);
  glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE);
  glutInitWindowSize(screenWidth,screenHeight);    
  glutInitWindowPosition(200,200);
  glutCreateWindow("Tunnel Effect");
  
  init();
  glutDisplayFunc(display);
  glutReshapeFunc(reshape);
  
  glutMainLoop();
  bmpImage.ReleaseRes();

  return 0; 
}


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