OGL多重纹理映射

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



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