在动态场景中,当一个纹理对象迅速地远离观察点时,纹理图像必须随着背投影的图像一起缩小,为了实现这个效果,OPENGL必须对纹理图像进行过渡,适当地对它进行缩小,使他不会产生令人不舒服的视觉感受。
OpenGL mipmap 预先设置好不同分辨率的纹理图像,根据被贴图的物体的大小确定采用哪种分辨率的纹理图像,达到平滑过渡的效果
使用mipmap必须提供全系列的大小为2的整数次方的纹理图像,其范围从最大值直到1*1,例如最大值为64*16的纹理单元还必须提供32*8,16*4,8*2,4*1,2*1,1*1的纹理单元。他们的分辨率为,0,1,2,3,4,5,6
另外使用mipmap还需要选择一种适当的过滤模式
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 32, 32, 0, GL_RGBA, GL_UNSIGNED_BYTE, mipmapImage32);//黄
glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 16, 16, 0,GL_RGBA, GL_UNSIGNED_BYTE, mipmapImage16);//紫
glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, mipmapImage8);//红
glTexImage2D(GL_TEXTURE_2D, 3, GL_RGBA, 4, 4, 0,GL_RGBA, GL_UNSIGNED_BYTE, mipmapImage4);//绿
glTexImage2D(GL_TEXTURE_2D, 4, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, mipmapImage2);//蓝
glTexImage2D(GL_TEXTURE_2D, 5, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, mipmapImage1);//白
mipmap层控制
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);//最高分辨率层
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 4);//最低分辨率层
mipmap细节层参数控制
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_LOD, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 3);
对于32*32的纹理图像来说,包含16*16,8*8,4*4,2*2,1*1. min可以简单的认为是起始分辨率(最大值) max是结束分别率(最大值)
上面方法如果要创建一个64*16的纹理,必须创建7个纹理图形,并进行分别绑定,很繁琐,当然OpenGL提供了一些方法,让这一切变得简单
方法1:OPENGL 1.4 以后
glTexParameteri(GL_TEXTURE_2D,GL_GENERATE_MIPMAP,GL_TRUE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 32, 32, 0, GL_RGBA, GL_UNSIGNED_BYTE, mipmapImage32);
方法2: OPENGL1.1
gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, 32, 32, GL_RGBA, GL_UNSIGNED_BYTE, mipmapImage32);
方法3:OPENGL3.0
glGenerateMipmap(GL_TEXTURE_2D)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 32, 32, 0, GL_RGBA, GL_UNSIGNED_BYTE, mipmapImage32);
#include "header.h"
GLubyte mipmapImage32[32][32][4];
GLubyte mipmapImage16[16][16][4];
GLubyte mipmapImage8[8][8][4];
GLubyte mipmapImage4[4][4][4];
GLubyte mipmapImage2[2][2][4];
GLubyte mipmapImage1[1][1][4];
#ifdef GL_VERSION_1_1
static GLuint texName;
#endif
void makeImages(void)
{
int i, j;
for (i = 0; i < 32; i++) {
for (j = 0; j < 32; j++) {
mipmapImage32[i][j][0] = 255;
mipmapImage32[i][j][1] = 255;
mipmapImage32[i][j][2] = 0;
mipmapImage32[i][j][3] = 255;
}
}
for (i = 0; i < 16; i++) {
for (j = 0; j < 16; j++) {
mipmapImage16[i][j][0] = 255;
mipmapImage16[i][j][1] = 0;
mipmapImage16[i][j][2] = 255;
mipmapImage16[i][j][3] = 255;
}
}
for (i = 0; i < 8; i++) {
for (j = 0; j < 8; j++) {
mipmapImage8[i][j][0] = 255;
mipmapImage8[i][j][1] = 0;
mipmapImage8[i][j][2] = 0;
mipmapImage8[i][j][3] = 255;
}
}
for (i = 0; i < 4; i++) {
for (j = 0; j < 4; j++) {
mipmapImage4[i][j][0] = 0;
mipmapImage4[i][j][1] = 255;
mipmapImage4[i][j][2] = 0;
mipmapImage4[i][j][3] = 255;
}
}
for (i = 0; i < 2; i++) {
for (j = 0; j < 2; j++) {
mipmapImage2[i][j][0] = 0;
mipmapImage2[i][j][1] = 0;
mipmapImage2[i][j][2] = 255;
mipmapImage2[i][j][3] = 255;
}
}
mipmapImage1[0][0][0] = 255;
mipmapImage1[0][0][1] = 255;
mipmapImage1[0][0][2] = 255;
mipmapImage1[0][0][3] = 255;
}
int a;
GLboolean b=0;
void init(void)
{
glEnable(GL_DEPTH_TEST);
glShadeModel(GL_FLAT);
glTranslatef(0.0, 0.0, -3.6);
makeImages();
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
#ifdef GL_VERSION_1_1
glGenTextures(1, &texName);
glBindTexture(GL_TEXTURE_2D, texName);
#endif
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_NEAREST_MIPMAP_NEAREST);
//方法3:
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 32, 32, 0,
GL_RGBA, GL_UNSIGNED_BYTE, mipmapImage32);
glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 16, 16, 0,
GL_RGBA, GL_UNSIGNED_BYTE, mipmapImage16);
glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA, 8, 8, 0,
GL_RGBA, GL_UNSIGNED_BYTE, mipmapImage8);
glTexImage2D(GL_TEXTURE_2D, 3, GL_RGBA, 4, 4, 0,
GL_RGBA, GL_UNSIGNED_BYTE, mipmapImage4);
glTexImage2D(GL_TEXTURE_2D, 4, GL_RGBA, 2, 2, 0,
GL_RGBA, GL_UNSIGNED_BYTE, mipmapImage2);
glTexImage2D(GL_TEXTURE_2D, 5, GL_RGBA, 1, 1, 0,
GL_RGBA, GL_UNSIGNED_BYTE, mipmapImage1);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 4);
// 方法1:OPENGL 1.4 以后
/*glTexParameteri(GL_TEXTURE_2D,GL_GENERATE_MIPMAP,GL_TRUE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 32, 32, 0, GL_RGBA, GL_UNSIGNED_BYTE, mipmapImage32);*/
// 方法2: OPENGL1.1
//gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, 32, 32, GL_RGBA, GL_UNSIGNED_BYTE, mipmapImage32);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_LOD, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 4);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
glEnable(GL_TEXTURE_2D);
//glGetTexLevelParameteriv(GL_TEXTURE_RESIDENT,0,texName,&a);
glAreTexturesResident(1,&texName,&b);
glEnable(GL_TEXTURE_2D);
}
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
#ifdef GL_VERSION_1_1
glBindTexture(GL_TEXTURE_2D, texName);
#endif
glBegin(GL_QUADS);
glTexCoord2f(0.0, 0.0); glVertex3f(-2.0, -1.0, 0.0);
glTexCoord2f(0.0, 8.0); glVertex3f(-2.0, 1.0, 0.0);
glTexCoord2f(8.0, 8.0); glVertex3f(2000.0, 1.0, -6000.0);
glTexCoord2f(8.0, 0.0); glVertex3f(2000.0, -1.0, -6000.0);
glEnd();
glFlush();
}
void reshape(int w, int h)
{
glViewport(0, 0, (GLsizei) w, (GLsizei) h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60.0, (GLfloat)w/(GLfloat)h, 1.0, 30000.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void keyboard (unsigned char key, int x, int y)
{
switch (key) {
case 27:
exit(0);
break;
default:
break;
}
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize (500, 500);
glutInitWindowPosition (50, 50);
glutCreateWindow (argv[0]);
glewInit();
init ();
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutKeyboardFunc(keyboard);
glutMainLoop();
return 0;
}