OpenGL纹理混合和平移
我有两个纹理映射到一个表面,一个是棋盘(地板上的图案),一个是光照贴图,两者都混合并呈现得很好。我遇到的问题是在混合之前使光照贴图纹理进行转换。我需要这样做,这样我就可以模拟手电筒扫描地板......
代码:
//Floor - Checkerboard
float fF = 3.0; //Floor Factor
//Checkerboard texture
glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, textures[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);//turn on mipmapping
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
//Spotlight, modulate on checkerboard
glActiveTexture(GL_TEXTURE1);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, textures[4]);
**glPushMatrix();
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glTranslatef(5.0, 5.0, 0.0);
glMatrixMode(GL_MODELVIEW);
glPopMatrix();**
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_BLEND);
float vals[4] = {0.0, 0.0, 0.0, 0.5};
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, vals);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE);
glTexEnvf(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_PREVIOUS);
glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
glTexEnvf(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_TEXTURE);
glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
glTexEnvf(GL_TEXTURE_ENV, GL_SRC2_RGB, GL_CONSTANT);
glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA);
float spot_x = 1;
float spot_y = 1;
glBegin(GL_QUADS);
glNormal3d(0, 1, 0);
glMultiTexCoord2f(GL_TEXTURE0, 0.0, fF);
glMultiTexCoord2f(GL_TEXTURE1, 0.0, spot_y);
glVertex3fv(d);
glMultiTexCoord2f(GL_TEXTURE0, fF, fF);
glMultiTexCoord2f(GL_TEXTURE1, spot_x, spot_y);
glVertex3fv(c);
glMultiTexCoord2f(GL_TEXTURE0, fF, 0.0);
glMultiTexCoord2f(GL_TEXTURE1, spot_x, 0.0);
glVertex3fv(e);
glMultiTexCoord2f(GL_TEXTURE0, 0.0, 0.0);
glMultiTexCoord2f(GL_TEXTURE1, 0.0, 0.0);
glVertex3fv(g);
glEnd();
我尝试将六行代码放在**的几个位置中,认为也许OpenGL状态机在某个地方需要它具体,但似乎没有什么能给我想要的效果。
以前有人这样做过吗?我在我的 OpenGL 书籍或网上都找不到任何有关翻译和混合纹理的信息。我可能正在寻找错误的东西,但这两天我一直在用头撞墙。任何帮助都会很棒。
谢谢
I've got two textures mapping to a surface, one is a checkerboard (the pattern on the floor) and one is a lightmap, both of which are blending and presenting just fine. What I'm having trouble with is making the lightmap texture translate prior to blending. I need to do this so I can simulate a flashlight scanning across the floor....
Code:
//Floor - Checkerboard
float fF = 3.0; //Floor Factor
//Checkerboard texture
glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, textures[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);//turn on mipmapping
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
//Spotlight, modulate on checkerboard
glActiveTexture(GL_TEXTURE1);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, textures[4]);
**glPushMatrix();
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glTranslatef(5.0, 5.0, 0.0);
glMatrixMode(GL_MODELVIEW);
glPopMatrix();**
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_BLEND);
float vals[4] = {0.0, 0.0, 0.0, 0.5};
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, vals);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE);
glTexEnvf(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_PREVIOUS);
glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
glTexEnvf(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_TEXTURE);
glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
glTexEnvf(GL_TEXTURE_ENV, GL_SRC2_RGB, GL_CONSTANT);
glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA);
float spot_x = 1;
float spot_y = 1;
glBegin(GL_QUADS);
glNormal3d(0, 1, 0);
glMultiTexCoord2f(GL_TEXTURE0, 0.0, fF);
glMultiTexCoord2f(GL_TEXTURE1, 0.0, spot_y);
glVertex3fv(d);
glMultiTexCoord2f(GL_TEXTURE0, fF, fF);
glMultiTexCoord2f(GL_TEXTURE1, spot_x, spot_y);
glVertex3fv(c);
glMultiTexCoord2f(GL_TEXTURE0, fF, 0.0);
glMultiTexCoord2f(GL_TEXTURE1, spot_x, 0.0);
glVertex3fv(e);
glMultiTexCoord2f(GL_TEXTURE0, 0.0, 0.0);
glMultiTexCoord2f(GL_TEXTURE1, 0.0, 0.0);
glVertex3fv(g);
glEnd();
I've tried putting the six lines of code inside the **'s in several locations, thinking maybe the OpenGL state machine needed it somewhere specific, but nothing seems to give me the effect I want.
Anyone done this before? I can't find any information in either of my OpenGL books, or online about translating AND blending textures. I might be looking for the wrong thing, but I've been beating my head against a wall for two days now. Any help at all would be awesome.
Thanks
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为了完整起见,问题在于纹理坐标落在 [0,1] 区间内,并且我按整数值进行翻译,因此看起来好像根本没有翻译。
For completeness, the problem is that texture coordinates fall in the [0,1] interval, and I was translating by integer values, so it appeared as though it wasn't translating at all.