地形本质上由一个个顶点(x,y,z)组成多个三角面连接而成。
地形有两种来源:
1.美术使用3dmax、maya、bleader工具,画点、线、面,导出三维模型,然后在游戏中加载进来,进行绘制。
2.软件自身使用数据生成,如通过一张高度图生成。
涉及函数
opengl 绘制网格
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
代码:
下面Terrain 类就是生成一个简单的平面地形网格。
Terrain.hpp
#pragma once
#include <GL/glew.h>
#include <vector>
struct TerrainVert {
float x, y, z;
};
//使用索引方式绘制地形
class Terrain {
public:
typedef std::vector<TerrainVert> ArrayVertex;
typedef std::vector<unsigned short> ArrayIndex;
public:
ArrayVertex _vertex;
ArrayIndex _index;
int _drawSize;
public:
Terrain(void);
~Terrain(void);
void setup(float w, float h);
void render();
};
Terrain.cpp
#include "terrain.hpp"
Terrain::Terrain(void) {
}
Terrain::~Terrain(void) {
}
void Terrain::setup(float w, float h) {
float step = 1;
float startX = -w * 0.5f;
float startZ = -h * 0.5f;
float halfW = w * 0.5f;
float halfH = h * 0.5f;
_drawSize = (w / step) * 2;
//产生顶点数据
for (float z = startZ; z <= halfW; z += step) {
for (float x = startX; x <= halfH; x += step) {
TerrainVert vert0 = { x, 0, z };
_vertex.push_back(vert0);
}
}
//计算索引数据
size_t col = int(w / step + 0.5f) + 1;
size_t row = int(h / step + 0.5f) + 1;
for (size_t r = 0; r < row - 1; ++r) {
for (size_t i = 0; i < col - 1; ++i) {
_index.push_back((r + 0) * col + i);
_index.push_back((r + 1) * col + i);
_index.push_back((r + 0) * col + i + 1);
_index.push_back((r + 1) * col + i);
_index.push_back((r + 0) * col + i + 1);
_index.push_back((r + 1) * col + i + 1);
}
}
}
void Terrain::render() {
glEnableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(3, GL_FLOAT, sizeof(TerrainVert), &_vertex[0].x);
glDrawElements(GL_TRIANGLES, _index.size(), GL_UNSIGNED_SHORT, &_index.front());
}
main.cpp
/*
* 该实例演示 绘制地形网格。
* 地形原理:地形主要由很多三角形组成,terrain类 主要是生成很多三角形组成一个地面,然后采用索引缓存绘制
*/
#define GLEW_STATIC
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <iostream>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <glm/vec3.hpp> // glm::vec3
#include <glm/vec4.hpp> // glm::vec4
#include <glm/mat4x4.hpp> // glm::mat4
#include <glm/ext/matrix_transform.hpp> // glm::translate, glm::rotate, glm::scale
#include <glm/ext/matrix_clip_space.hpp>
#include "FreeImage.h"
#include "Terrain.hpp"
#pragma comment(linker, "/subsystem:\"windows\" /entry:\"mainCRTStartup\"" ) //这行是取消显示控制台
char szTitle[64] = "opengl view";
//glm::vec4 vec(1.0f, 0.0f, 0.0f, 1.0f);//创建一个点
//glm::mat4 trans = glm::mat4(1.0f);//创建单位矩阵
//Window dimensions
const GLuint WIDTH = 800, HEIGHT = 600;
GLfloat ratio = 1.f;
GLfloat xpos, ypos;
glm::vec3 _eye(0, 50, 50);
glm::vec3 _lookAt(0, 0, 0);
glm::vec3 _up(0, 1, 0);
glm::mat4 _matProj = glm::mat4(1.0f);//创建单位矩阵
glm::mat4 _matView = glm::mat4(1.0f);//创建单位矩阵
float size = 100.0f;
//顶点数据
struct Vertex {
float x, y, z;
float u, v;
};
Vertex g_cubeVertices[] =
{
{ -1.0f, -1.0f, 1.0f, 0.0f, 0.0f },
{ 1.0f, -1.0f, 1.0f, 1.0f, 0.0f },
{ 1.0f, 1.0f, 1.0f, 1.0f, 1.0f },
{ -1.0f, 1.0f, 1.0f, 0.0f, 1.0f },
{ -1.0f, -1.0f, -1.0f, 1.0f, 0.0f },
{ -1.0f, 1.0f, -1.0f, 1.0f, 1.0f },
{ 1.0f, 1.0f, -1.0f, 0.0f, 1.0f },
{ 1.0f, -1.0f, -1.0f, 0.0f, 0.0f },
{ -1.0f, 1.0f, -1.0f, 0.0f, 1.0f },
{ -1.0f, 1.0f, 1.0f, 0.0f, 0.0f },
{ 1.0f, 1.0f, 1.0f, 1.0f, 0.0f },
{ 1.0f, 1.0f, -1.0f, 1.0f, 1.0f },
{ -1.0f, -1.0f, -1.0f, 1.0f, 1.0f },
{ 1.0f, -1.0f, -1.0f, 0.0f, 1.0f },
{ 1.0f, -1.0f, 1.0f, 0.0f, 0.0f },
{ -1.0f, -1.0f, 1.0f, 1.0f, 0.0f },
{ 1.0f, -1.0f, -1.0f, 1.0f, 0.0f },
{ 1.0f, 1.0f, -1.0f, 1.0f, 1.0f },
{ 1.0f, 1.0f, 1.0f, 0.0f, 1.0f },
{ 1.0f, -1.0f, 1.0f, 0.0f, 0.0f },
{ -1.0f, -1.0f, -1.0f, 0.0f, 0.0f },
{ -1.0f, -1.0f, 1.0f, 1.0f, 0.0f },
{ -1.0f, 1.0f, 1.0f, 1.0f, 1.0f },
{ -1.0f, 1.0f, -1.0f, 0.0f, 1.0f },
// 地面数据
{ -size, -1.0f, -size, 0.0f, 0.0f },
{ -size, -1.0f, size, 100.0f, 0.0f },
{ size, -1.0f, size, 100.0f, 100.0f },
{ size, 0.0f, -size, 0.0f, 100.0f }
};
//纹理ID
GLuint _texture;
GLuint _vbo;
//地面纹理
GLuint _texGround;
Terrain _terrain;
static void error_callback(int error, const char* description) {
fputs(description, stderr);
}
static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) {
std::cout << "key " << key << std::endl;
switch(key) {
case GLFW_KEY_ESCAPE:
glfwSetWindowShouldClose(window, GL_TRUE);
break;
case GLFW_KEY_UP:
_eye.z -= 0.1f; //这里修改摄像机参数
break;
case GLFW_KEY_DOWN:
_eye.z += 0.1f;
break;
case GLFW_KEY_RIGHT:
_eye.x -= 1.0f;
break;
case GLFW_KEY_LEFT:
_eye.x += 1.0f;
break;
default:
break;
}
}
static void mouse_button_callback(GLFWwindow* window, int button, int action, int mods) {
if(action != GLFW_PRESS)
return;
switch(button) {
case GLFW_MOUSE_BUTTON_LEFT:
std::cout << "Mosue left button clicked!" << std::endl;
break;
case GLFW_MOUSE_BUTTON_MIDDLE:
std::cout << "Mosue middle button clicked!" << std::endl;
break;
case GLFW_MOUSE_BUTTON_RIGHT:
std::cout << "Mosue right button clicked!" << std::endl;
break;
default:
return;
}
return;
}
static void cursor_position_callback(GLFWwindow* window, double x, double y) {
//std::cout << "Mouse position move to X: " << x << " Y: " << y << std::endl;
xpos = float((x - WIDTH / 2) / WIDTH) * 2;
ypos = float(0 - (y - HEIGHT / 2) / HEIGHT) * 2;
return;
}
static void scroll_callback(GLFWwindow* window, double x, double y) {
return;
}
static unsigned createTexture(int w, int h, const void* data, GLenum type) {
unsigned texId;
glGenTextures(1, &texId);
glBindTexture(GL_TEXTURE_2D, texId);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, type, w, h, 0, type, GL_UNSIGNED_BYTE, data);
return texId;
}
/**
* 使用FreeImage加载图片
*/
static unsigned createTextureFromImage(const char* fileName) {
//1 获取图片格式
FREE_IMAGE_FORMAT fifmt = FreeImage_GetFileType(fileName, 0);
if(fifmt == FIF_UNKNOWN) {
return 0;
}
//2 加载图片
FIBITMAP *dib = FreeImage_Load(fifmt, fileName, 0);
FREE_IMAGE_COLOR_TYPE type = FreeImage_GetColorType(dib);
//3 获取数据指针
FIBITMAP* temp = dib;
dib = FreeImage_ConvertTo32Bits(dib);
FreeImage_Unload(temp);
BYTE* pixels = (BYTE*)FreeImage_GetBits(dib);
int width = FreeImage_GetWidth(dib);
int height = FreeImage_GetHeight(dib);
for(int i = 0; i < width * height * 4; i += 4) {
BYTE temp = pixels[i];
pixels[i] = pixels[i + 2];
pixels[i + 2] = temp;
}
unsigned res = createTexture(width, height, pixels, GL_RGBA);
FreeImage_Unload(dib);
return res;
}
static void onInit() {
_texture = createTextureFromImage("../res/1.jpg");
_texGround = createTextureFromImage("../res/dimian.jpg");
glGenBuffers(1, &_vbo);
glBindBuffer(GL_ARRAY_BUFFER, _vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_cubeVertices), g_cubeVertices, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
_terrain.setup(100, 100);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); //opengl 绘制网格
}
static void onDestory() {
glDeleteTextures(1, &_texture);
glDeleteTextures(1, &_texGround);
glDeleteBuffers(1, &_vbo); //删除VBO 显存中释放VBO内存
}
// 绘制
static void render(GLFWwindow * window) {
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glEnable(GL_TEXTURE_2D);
glMatrixMode(GL_MODELVIEW);
_matView = glm::lookAt(_eye, _lookAt, _up); //使用glm数学库 根据公式计算得到视图矩阵 这公式可以推倒出来
//摄像机围绕目标旋转
//static float angle = 0; //旋转角度
//float r = 10; //旋转半径
//_eye.x = cos(angle * glm::pi<double>() / 180) * r;
//_eye.z = sin(angle * glm::pi<double>() / 180) * r;
//angle += 1; //角度每帧加一
glm::mat4 matVP = _matProj * _matView;
glLoadMatrixf(&matVP[0][0]);
glBindTexture(GL_TEXTURE_2D, _texture);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
//开始使用ID为 _vbo 的buffer 接下来的操作针对这个VBO
glBindBuffer(GL_ARRAY_BUFFER, _vbo);
float* addrVertex = (float*)0;
float* uvAddress = (float*)12;
glVertexPointer(3, GL_FLOAT, sizeof(Vertex), addrVertex);
glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), uvAddress);
// 绘制 立方体
glDrawArrays(GL_QUADS, 0, 24);
glBindBuffer(GL_ARRAY_BUFFER, 0);
//绘制地面
//glLoadIdentity(); //这里打开 地面就不会跟着旋转 说明摄像机操作的是模型矩阵
_terrain.render();
glfwSwapBuffers(window);
glfwPollEvents();
}
int main(void) {
GLFWwindow * window;
glfwSetErrorCallback(error_callback);
if(!glfwInit())
return -1;
window = glfwCreateWindow(WIDTH, HEIGHT, szTitle, NULL, NULL);
if(!window) {
glfwTerminate();
exit(EXIT_FAILURE);
}
glfwSetKeyCallback(window, key_callback);
glfwSetMouseButtonCallback(window, mouse_button_callback);
glfwSetCursorPosCallback(window, cursor_position_callback);
glfwSetScrollCallback(window, scroll_callback);
glfwMakeContextCurrent(window);
glewExperimental = GL_TRUE;
glewInit();
onInit();
glViewport(0, 0, WIDTH, HEIGHT); //设置opengl视口 即看到的显示区域
_matProj = glm::perspective(glm::radians(60.0f), float(WIDTH) / float(HEIGHT), 0.1f, 1000.0f);//使用glm数学库 根据公式计算得到投影矩阵 这公式可以推倒出来
while(!glfwWindowShouldClose(window)) {
render(window);
}
onDestory();
glfwDestroyWindow(window);
glfwTerminate();
return 0;
}