片段着色时候当前片段上的颜色,都要和当前的纹理进行操作得到当前片段颜色,逐级递增得到最终纹理颜色,默认启用第一层的纹理颜色。现在讨论传统的多重纹理映射,Fragment Shader中多重纹理也是类似的概念只是放到Shader中操作。
1.建立多重纹理
每一级的纹理都有自己的纹理状态,纹理图像,过滤参数,纹理环境应用,纹理坐标自动生成,顶点数组指定,纹理片段组合方式。
多级纹理中指定操作其中一级用glActiveTexture(GLenum texUnit);
例如:
// 设置存储模式
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
// 生成两个纹理标示符
glGenTextures(2, texNames);
// 设置第1纹理的参数
glBindTexture(GL_TEXTURE_2D, texNames[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 32, 32, 0, GL_RGBA,
GL_UNSIGNED_BYTE, texels0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// 设置第2纹理的参数
glBindTexture(GL_TEXTURE_2D, texNames[1]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA,
GL_UNSIGNED_BYTE, texels1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
/* Use the two texture objects to define two texture units
* for use in multitexturing */
// 切换第1级纹理
glActiveTexture(GL_TEXTURE0);
// 启用纹理
glEnable(GL_TEXTURE_2D);
// 绑定纹理单元
glBindTexture(GL_TEXTURE_2D, texNames[0]);
// 启用纹理单元之间的混合模式
glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glMatrixMode (GL_TEXTURE);
glLoadIdentity();
glTranslatef(0.5f, 0.5f, 0.0f);
glRotatef(45.0f, 0.0f, 0.0f, 1.0f);
glTranslatef(-0.5f, -0.5f, 0.0f);
glMatrixMode (GL_MODELVIEW);
// 切换到第2级纹理
//glActiveTextureARB (GL_TEXTURE1_ARB);
glActiveTexture(GL_TEXTURE0);
// 启用纹理
glEnable(GL_TEXTURE_2D);
// 绑定纹理
glBindTexture(GL_TEXTURE_2D, texNames[1]);
glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
2.指定纹理坐标
glMultiTexCoord2fARB只是对当前级别的纹理,进行单个纹理单元的纹理坐标的设置。
第一个参数和glActiveTextureARB的第一个参数一样。
glTexCoord相当于glMultiTexCoord2fARB (GL_TEXTURE0_ARB,*);
glBegin(GL_TRIANGLES);
glMultiTexCoord2f(GL_TEXTURE0, 0.0, 0.0);
glMultiTexCoord2f(GL_TEXTURE1, 1.0, 0.0);
glVertex2f(0.0, 0.0);
glMultiTexCoord2f(GL_TEXTURE0, 0.5, 1.0);
glMultiTexCoord2f(GL_TEXTURE1, 0.5, 0.0);
glVertex2f(50.0, 100.0);
glMultiTexCoord2f(GL_TEXTURE0, 1.0, 0.0);
glMultiTexCoord2f(GL_TEXTURE1, 1.0, 1.0);
glVertex2f(100.0, 0.0);
glEnd();
使用纹理坐标自动生成,使用glTexGen*函数和顶点数组(使用glTexCoordPointer()函数),glTexGen需要启用glActiveTexture指定是对那个纹理单元使用自动纹理坐标。
例如:
glActiveTexture(GL_TEXTURE0);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, currentGenMode);
glEnable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_S);
glTexCoordPointer需要先使用glClientActiveTexture()选择纹理单元。
3.多重纹理禁用设置
多重纹理可以实现比较丰富的表面纹理效果,但是也是比较大的增加了开销,禁用多重纹理的设置为:
glActiveTexture(GL_TEXTURE1);
glDisable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE2);
glDisable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0);
实例代码
/*
* Copyright (c) 1993-2003, Silicon Graphics, Inc.
* All Rights Reserved
*
* Permission to use, copy, modify, and distribute this software for any
* purpose and without fee is hereby granted, provided that the above
* copyright notice appear in all copies and that both the copyright
* notice and this permission notice appear in supporting documentation,
* and that the name of Silicon Graphics, Inc. not be used in
* advertising or publicity pertaining to distribution of the software
* without specific, written prior permission.
*
* THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS" AND
* WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE,
* INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR
* FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL SILICON
* GRAPHICS, INC. BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT,
* SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY KIND,
* OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION, LOSS OF
* PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF THIRD
* PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC. HAS BEEN ADVISED OF
* THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE POSSESSION, USE
* OR PERFORMANCE OF THIS SOFTWARE.
*
* US Government Users Restricted Rights
* Use, duplication, or disclosure by the Government is subject to
* restrictions set forth in FAR 52.227.19(c)(2) or subparagraph
* (c)(1)(ii) of the Rights in Technical Data and Computer Software
* clause at DFARS 252.227-7013 and/or in similar or successor clauses
* in the FAR or the DOD or NASA FAR Supplement. Unpublished - rights
* reserved under the copyright laws of the United States.
*
* Contractor/manufacturer is:
* Silicon Graphics, Inc.
* 1500 Crittenden Lane
* Mountain View, CA 94043
* United State of America
*
* OpenGL(R) is a registered trademark of Silicon Graphics, Inc.
*/
/* multitex.c
*/
#include <GL/glew.h>
#include <GL/glut.h>
#include <GL/freeglut.h>
#include <stdlib.h>
#include <stdio.h>
#pragma comment(lib, "glew32d.lib")
#ifdef GL_VERSION_1_2
static GLubyte texels0[32][32][4];
static GLubyte texels1[16][16][4];
void makeCheckImages(void)
{
int i, j;
for (i = 0; i < 32; i++) {
for (j = 0; j < 32; j++) {
texels0[i][j][0] = (GLubyte) i;
texels0[i][j][1] = (GLubyte) j;
texels0[i][j][2] = (GLubyte) (i*j)/255;
texels0[i][j][3] = (GLubyte) 255;
}
}
for (i = 0; i < 16; i++) {
for (j = 0; j < 16; j++) {
texels1[i][j][0] = (GLubyte) 255;
texels1[i][j][1] = (GLubyte) i;
texels1[i][j][2] = (GLubyte) j;
texels1[i][j][3] = (GLubyte) 255;
}
}
}
void init(void)
{
GLuint texNames[2];
glClearColor (0.0, 0.0, 0.0, 0.0);
glShadeModel(GL_FLAT);
glEnable(GL_DEPTH_TEST);
makeCheckImages();
// 设置存储模式
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
// 生成两个纹理标示符
glGenTextures(2, texNames);
// 设置第1纹理的参数
glBindTexture(GL_TEXTURE_2D, texNames[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 32, 32, 0, GL_RGBA,
GL_UNSIGNED_BYTE, texels0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// 设置第2纹理的参数
glBindTexture(GL_TEXTURE_2D, texNames[1]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA,
GL_UNSIGNED_BYTE, texels1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
/* Use the two texture objects to define two texture units
* for use in multitexturing */
// 切换第1级纹理
glActiveTexture(GL_TEXTURE0);
// 启用纹理
glEnable(GL_TEXTURE_2D);
// 绑定纹理单元
glBindTexture(GL_TEXTURE_2D, texNames[0]);
// 启用纹理单元之间的混合模式
glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glMatrixMode (GL_TEXTURE);
glLoadIdentity();
glTranslatef(0.5f, 0.5f, 0.0f);
glRotatef(45.0f, 0.0f, 0.0f, 1.0f);
glTranslatef(-0.5f, -0.5f, 0.0f);
glMatrixMode (GL_MODELVIEW);
// 切换到第2级纹理
//glActiveTextureARB (GL_TEXTURE1_ARB);
glActiveTexture(GL_TEXTURE0);
// 启用纹理
glEnable(GL_TEXTURE_2D);
// 绑定纹理
glBindTexture(GL_TEXTURE_2D, texNames[1]);
glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBegin(GL_TRIANGLES);
glMultiTexCoord2f(GL_TEXTURE0, 0.0, 0.0);
glMultiTexCoord2f(GL_TEXTURE1, 1.0, 0.0);
glVertex2f(0.0, 0.0);
glMultiTexCoord2f(GL_TEXTURE0, 0.5, 1.0);
glMultiTexCoord2f(GL_TEXTURE1, 0.5, 0.0);
glVertex2f(50.0, 100.0);
glMultiTexCoord2f(GL_TEXTURE0, 1.0, 0.0);
glMultiTexCoord2f(GL_TEXTURE1, 1.0, 1.0);
glVertex2f(100.0, 0.0);
glEnd();
glFlush();
}
void reshape(int w, int h)
{
glViewport(0, 0, (GLsizei) w, (GLsizei) h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if (w <= h)
gluOrtho2D(0.0, 100.0, 0.0, 100.0 * (GLdouble)h/(GLdouble)w);
else
gluOrtho2D(0.0, 100.0 * (GLdouble)w/(GLdouble)h, 0.0, 100.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void keyboard(unsigned char key, int x, int y)
{
switch (key) {
case 27:
exit(0);
break;
}
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(250, 250);
glutInitWindowPosition(100, 100);
glutCreateWindow(argv[0]);
init();
glutReshapeFunc(reshape);
glutDisplayFunc(display);
glutKeyboardFunc (keyboard);
glutMainLoop();
return 0;
}
#else
int main(int argc, char** argv)
{
fprintf (stderr, "This program demonstrates a feature which is not in OpenGL Version 1.0 or 1.1.\n");
fprintf (stderr, "If your implementation of OpenGL Version 1.0 has the right extensions,\n");
fprintf (stderr, "you may be able to modify this program to make it run.\n");
return 0;
}
#endif