从外部Terrain.raw 文件读取高度数据, 法线,添加多纹理支持,形成更真实地图。
涉及函数
glEnable(GL_FOG); //开启雾特效
glFogi(GL_FOG_MODE, GL_LINEAR);
glFogfv(GL_FOG_COLOR, fogColor);
glFogf(GL_FOG_START, 0.0);
glFogf(GL_FOG_END, 50.0);
glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
代码:
terrain.hpp
#pragma once
#include <GL/glew.h>
#include <vector>
#include <glm/glm.hpp>
using namespace glm;
struct TerrainVert {
float x, y, z;
float nx, ny, nz;
float u, v;
float u1, v1;
float r, g, b, a;
float fog;
};
#define MAP_SIZE 1024
class Terrain
{
public:
typedef std::vector<TerrainVert> ArrayVertex;
typedef std::vector<unsigned short> ArrayIndex;
public:
ArrayVertex _vertex;
ArrayIndex _index;
int _drawSize;
unsigned char* _data;
public:
Terrain(void);
~Terrain(void);
bool loadHeight(const char* fileName, unsigned char* pHeightMap, int w, int h);
float readHeight(int x, int y, const unsigned char* data);
float readFog(int x, int y, const unsigned char* data);
float readColor(int x, int y, const unsigned char* data);
vec3 computeNomal(TerrainVert& v1, TerrainVert& v2, TerrainVert& v3);
/**
* 根据给定的x,z世界坐标,计算出来所在位置的高度
*/
float calcHeight(float x, float z, unsigned char* data);
void setup(float w, float h);
void render();
};
terrain.cpp
#include <stdio.h>
#include "terrain.hpp"
Terrain::Terrain(void)
{
_data = 0;
}
Terrain::~Terrain(void)
{
if (_data)
{
delete _data;
}
}
bool Terrain::loadHeight(const char* fileName, unsigned char* pHeightMap, int w, int h)
{
FILE* pFile;
fopen_s(&pFile, fileName, "rb");
if (pFile == NULL)
{
return false;
}
fread(pHeightMap, 1, w * h, pFile);
fclose(pFile);
return true;
}
float Terrain::readHeight(int x, int y, const unsigned char* data)
{
x = x % MAP_SIZE;
y = y % MAP_SIZE;
return (float)data[x + (y * MAP_SIZE)];
}
float Terrain::readFog(int x, int y, const unsigned char* data)
{
float h = readHeight(x, y, data);
if (h > 120)
{
return 0;
}
return (120 - h);
}
float Terrain::readColor(int x, int y, const unsigned char* data)
{
return -0.15f + (readHeight(x, y, data) / 256.0f);
}
glm::vec3 Terrain::computeNomal(TerrainVert& v1, TerrainVert& v2, TerrainVert& v3)
{
vec3 f1(v2.x - v1.x, v2.y - v1.y, v2.z - v1.z);
vec3 f2(v3.x - v1.x, v3.y - v1.y, v3.z - v1.z);
return normalize(cross(f1, f2));
}
float Terrain::calcHeight(float x, float z, unsigned char* data)
{
float startX = -MAP_SIZE * 0.5f;
float startY = -MAP_SIZE * 0.5f;
float offsetX = x - startX;
float offsetZ = z - startY;
if (offsetX < 0)
{
offsetX = 0;
}
if (offsetZ < 0)
{
offsetZ = 0;
}
if (offsetX >= MAP_SIZE)
{
offsetX = MAP_SIZE - 1;
}
if (offsetZ >= MAP_SIZE)
{
offsetZ = MAP_SIZE - 1;
}
int posX = (int)offsetX;
int posZ = (int)offsetZ;
return readHeight(posX, posZ, data);
}
void Terrain::setup(float w, float h)
{
int step = 8;
unsigned char* data = new unsigned char[MAP_SIZE * MAP_SIZE];
loadHeight("../res/map/Terrain.raw", data, MAP_SIZE, MAP_SIZE);
/**
* 产生顶点数据
*/
for (int z = 0; z <= MAP_SIZE; z += step)
{
for (int x = 0; x <= MAP_SIZE; x += step)
{
TerrainVert vert0 = { x, readHeight(x,z,data), z, 0,0,0,1 };
vert0.x -= MAP_SIZE* 0.5f;
vert0.z -= MAP_SIZE* 0.5f;
vert0.r = 1;
vert0.g = 1;
vert0.b = 1;
vert0.a = 1;
vert0.u = float(x) / MAP_SIZE;
vert0.v = float(z) / MAP_SIZE;
vert0.u1 = vert0.u * 20;
vert0.v1 = vert0.v * 20;
vert0.fog = readFog(x, z, data);
_vertex.push_back(vert0);
}
}
_data = data;
/**
* 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);
}
}
/**
* 计算法线
*/
for (size_t i = 0; i < _index.size(); i += 3)
{
TerrainVert& v0 = _vertex[_index[i + 0]];
TerrainVert& v1 = _vertex[_index[i + 1]];
TerrainVert& v2 = _vertex[_index[i + 2]];
vec3 nor = computeNomal(v0, v1, v2);
v0.nx = nor.x;
v0.ny = nor.y;
v0.nz = nor.z;
v1.nx = nor.x;
v1.ny = nor.y;
v1.nz = nor.z;
v2.nx = nor.x;
v2.ny = nor.y;
v2.nz = nor.z;
}
}
void Terrain::render()
{
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_FOG_COORD_ARRAY);
glVertexPointer(3, GL_FLOAT, sizeof(TerrainVert), &_vertex[0].x);
glNormalPointer(GL_FLOAT, sizeof(TerrainVert), &_vertex[0].nx);
glColorPointer(4, GL_FLOAT, sizeof(TerrainVert), &_vertex[0].r);
glClientActiveTextureARB(GL_TEXTURE0_ARB);
glTexCoordPointer(2, GL_FLOAT, sizeof(TerrainVert), &_vertex[0].u);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glClientActiveTextureARB(GL_TEXTURE1_ARB);
glTexCoordPointer(2, GL_FLOAT, sizeof(TerrainVert), &_vertex[0].u1);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glFogCoordPointer(GL_FLOAT, sizeof(TerrainVert), &_vertex[0].fog);
glDrawElements(GL_TRIANGLES, _index.size(), GL_UNSIGNED_SHORT, &_index.front());
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_FOG_COORD_ARRAY);
}
main.cpp
/*
* 该实例演示 从外部Terrain.raw 文件读取高度数据, 法线,添加多纹理支持,形成更真实地图。
* 例子中需要启动光照
*/
#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(800, 600, 400);
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;
GLuint _texDetail;
GLuint _terrainTex;
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/map/dimian.jpg");
_texDetail = createTextureFromImage("../res/map/Detail.bmp");
_terrainTex = createTextureFromImage("../res/map/Terrain.bmp");
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(1024, 1024);
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); //opengl 绘制网格
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
GLfloat diffuse_light0[] = { 1.0f, 1.0f, 1.0f, 1.0f };
GLfloat position_light0[] = { 0, 200, 0, 0.0f };
GLfloat ambient_lightModel[] = { 1, 1, 1, 1.0f };
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse_light0);
glLightfv(GL_LIGHT0, GL_POSITION, position_light0);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient_lightModel);
float fogColor[4] = { 0.8f, 0.8f, 0.8f, 1.0f };
glEnable(GL_FOG);
glFogi(GL_FOG_MODE, GL_LINEAR);
glFogfv(GL_FOG_COLOR, fogColor);
glFogf(GL_FOG_START, 0.0);
glFogf(GL_FOG_END, 50.0);
glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
}
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
//多纹理操作
glActiveTextureARB(GL_TEXTURE0_ARB);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, _terrainTex);
glActiveTextureARB(GL_TEXTURE1_ARB);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, _texDetail);
_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, 2000.0f);//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;
}