NeHe 系列教程之六: 纹理映射
英文教程地址:lesson06
本课以第一课的代码为基础,演示了加载纹理的过程。
首先给出的是绘制几何对象和加载纹理坐标的代码
namespace {
GLfloat xrot = 0; // X Rotation ( NEW )
GLfloat yrot = 0; // Y Rotation ( NEW )
GLfloat zrot = 0; // Z Rotation ( NEW )
GLuint texture[1]; // Storage For One Texture ( NEW )
QVector<QVector3D> vertices;
QVector<QVector2D> texCoords;
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);
glVertexPointer(3, GL_FLOAT, 0, vertices.constData());
glTexCoordPointer(2, GL_FLOAT, 0, texCoords.constData());
}
void drawObject()
{
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glDrawArrays(GL_QUADS, 0, vertices.size());
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
}
然后是加载纹理的代码,该方法在头文件中声明:
void MyGLWidget::loadTextures()
{
texture[0] = bindTexture(QString(":/NeHe.bmp"),
GL_TEXTURE_2D,
GL_RGBA);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); // Linear Filtering
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); // Linear Filtering
}
初始化代码:
void MyGLWidget::initializeGL()
{
makeObject();
loadTextures();
glEnable(GL_TEXTURE_2D); // Enable Texture Mapping ( NEW )
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
}
最后,是实际的绘制代码:
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,-5.0f); // Move Into The Screen 5 Units
glRotatef(xrot,1.0f,0.0f,0.0f); // Rotate On The X Axis
glRotatef(yrot,0.0f,1.0f,0.0f); // Rotate On The Y Axis
glRotatef(zrot,0.0f,0.0f,1.0f); // Rotate On The Z Axis
glBindTexture(GL_TEXTURE_2D, texture[0]); // Select Our Texture
drawObject();
xrot += 0.3f; // X Axis Rotation
yrot += 0.2f; // Y Axis Rotation
zrot += 0.4f; // Z Axis Rotation
}
实际运行效果如下所示: