我已经阅读了一段时间用于纹理地形的不同技术并遇到了纹理飞溅。我发现很多文章都在讨论如何在 OpenGL 中做到这一点,但大多数都只是理论上讨论它并且几乎没有提供我可以研究的代码。有谁知道/有一些代码可以在 OpenGL 中说明这一点?
澄清一下,我希望能够加载四种不同的纹理,并根据四边形/顶点的高度,逐渐将纹理从一个更改为下一个。
编辑:下面是一些快速的代码,可以帮助显示我想知道的内容
#include <windows.h>
#include <SFML/Graphics.hpp>
#include <gl/gl.h>
#include <gl/glu.h>
#define GL_CLAMP_TO_EDGE 0x812F
class Scene {
public:
void resize( int w, int h ) {
// OpenGL Reshape
glViewport( 0, 0, w, h );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
gluPerspective( 120.0, (GLdouble)w/(GLdouble)h, 0.5, 500.0 );
glMatrixMode( GL_MODELVIEW );
}
};
int main() {
sf::RenderWindow window(sf::VideoMode(800, 600, 32), "Test");
///Setup the scene, materials, lighting
Scene scene;
scene.resize(800,600);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glColorMaterial(GL_FRONT_AND_BACK, GL_EMISSION);
glEnable(GL_COLOR_MATERIAL);
glShadeModel(GL_SMOOTH);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_LIGHT0);
float XL = .5, YL = .1, ZL = 1;
GLfloat ambientLight[] = { 0.2f, 0.2f, 0.2f, 1.0f };
GLfloat diffuseLight[] = { 0.8f, 0.8f, 0.8, 1.0f };
GLfloat specularLight[] = { 0.5f, 0.5f, 0.5f, 1.0f };
GLfloat lightpos[] = {XL, YL, ZL, 0.};
glLightfv(GL_LIGHT0, GL_AMBIENT, ambientLight);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseLight);
glLightfv(GL_LIGHT0, GL_SPECULAR, specularLight);
glLightfv(GL_LIGHT0, GL_POSITION, lightpos);
///Test terrain texture splatting
///Load the textures
sf::Image tex1;
tex1.loadFromFile("texture1.png");
sf::Image tex2;
tex2.loadFromFile("texture2.png");
///Set the first texture
GLuint grass;
glGenTextures(1, &grass);
glBindTexture(GL_TEXTURE_2D, grass);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, tex1.getSize().x, tex1.getSize().y, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const GLvoid*)tex1.getPixelsPtr() );
///Set the second texture
GLuint dirt;
glGenTextures(1, &dirt);
glBindTexture(GL_TEXTURE_2D, dirt);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, tex2.getSize().x, tex2.getSize().y, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const GLvoid*)tex2.getPixelsPtr() );
///Start loop
while( window.isOpen() ) {
sf::Event event;
while( window.pollEvent( event ) ) {
if( event.type == sf::Event::Closed )
window.close();
}
///Clear buffer and set camera
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(50.0, 1.0, 1.0, 50);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(1, 0, 1, 0, 0, 0, 0, 1, 0);
///Begin rendering quad
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, grass);
///I know that around here I should enable blending in order to get my two textures to mix, but I am not certain
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex3f(-0.5, -0.5, 0.0);
glTexCoord2f(1, 0);
glVertex3f(-0.5, 0.5, 0.0);
glTexCoord2f(1, 1);
glVertex3f(0.5, 0.5, 0.0);
glTexCoord2f(0, 1);
glVertex3f(0.5, -0.5, 0.0);
glEnd();
///Reset env settings for SFML
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
window.display();
}
return 1;
}