一晃又好久沒發博文了.這個東西就是照亮一個貼了紋理的球球.上次也學到這了,上次是學到HDR的編碼部分停下來的.
最近工作累得不可開交,自己總是有事情做,解決了一個又一個問題,弄得我每天很煩.最近又涉及到了多線程共用資源互斥的問題.用處就是在載入資源的第一步是從檔案中載入出待解密的資源,對其進行解密.這一步...做項目各種事情,這周寫了個基於引擎的組織資源的工具,可以提高組織效率的東西.上午做人物動畫部分,做著做著發覺跟另一位程式員的耦合太大.索性委託他去做了.在一個團隊裡,要想說話有分量,別人聽,還是要自己牛逼啊,牛逼別人也願意聽你的.
最近不開心的時候很多,似乎還是喜歡單身的生活,我也苛求女朋友太多了.似乎交女朋友讓我有點力不從心,確實每天很累.
//LitTexture.cpp -- 2013/08/22-21:19#include "stdafx.h"#include <GLTools.h>#include <GLMatrixStack.h>#include <GLFrame.h>#include <GLFrustum.h>#include <GLGeometryTransform.h>#include <StopWatch.h>#include <math.h>#define FREEGLUT_STATIC#include <GL/glut.h>GLFrame viewFrame;GLFrustum viewFrustum;GLTriangleBatch sphereBatch;GLMatrixStack modelViewMatrix;GLMatrixStack projectionMatrix;GLGeometryTransform transformPipeline;GLShaderManager shaderManager;GLuintADSTextureShader;GLintlocAmbient;GLint locDiffuse;GLint locSpecular;GLintlocLight;GLintlocMVP;GLintlocMV;GLintlocNM;GLint locTexture;GLuint texture;bool LoadTGATexture(const char *szFileName, GLenum minFilter, GLenum magFilter, GLenum wrapMode){GLbyte *pBits;int nWidth, nHeight, nComponents;GLenum eFormat;// Read the texture bitspBits = gltReadTGABits(szFileName, &nWidth, &nHeight, &nComponents, &eFormat);if(pBits == NULL) return false;glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapMode);glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapMode);glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, minFilter);glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, magFilter);glPixelStorei(GL_UNPACK_ALIGNMENT, 1);glTexImage2D(GL_TEXTURE_2D, 0, nComponents, nWidth, nHeight, 0,eFormat, GL_UNSIGNED_BYTE, pBits);free(pBits);if(minFilter == GL_LINEAR_MIPMAP_LINEAR || minFilter == GL_LINEAR_MIPMAP_NEAREST ||minFilter == GL_NEAREST_MIPMAP_LINEAR ||minFilter == GL_NEAREST_MIPMAP_NEAREST)glGenerateMipmap(GL_TEXTURE_2D);return true;}void SetupRC(void){glClearColor(0, 0, 0, 1) ;glEnable(GL_DEPTH_TEST) ;glEnable(GL_CULL_FACE) ;shaderManager.InitializeStockShaders();viewFrame.MoveForward(4.0f) ;gltMakeSphere(sphereBatch, 1.0, 26, 13) ;ADSTextureShader = gltLoadShaderPairWithAttributes("ADSTexture.vp", "ADSTexture.fp", 3, GLT_ATTRIBUTE_VERTEX, "vVertex",GLT_ATTRIBUTE_NORMAL, "vNormal", GLT_ATTRIBUTE_TEXTURE0, "vTexture0");locAmbient = glGetUniformLocation(ADSTextureShader, "ambientColor");locDiffuse = glGetUniformLocation(ADSTextureShader, "diffuseColor");locSpecular = glGetUniformLocation(ADSTextureShader, "specularColor");locLight = glGetUniformLocation(ADSTextureShader, "vLightPosition");locMVP = glGetUniformLocation(ADSTextureShader, "mvpMatrix");locMV = glGetUniformLocation(ADSTextureShader, "mvMatrix");locNM = glGetUniformLocation(ADSTextureShader, "normalMatrix");locTexture = glGetUniformLocation(ADSTextureShader, "colorMap");glGenTextures(1, &texture) ;glBindTexture(GL_TEXTURE_2D, texture) ;LoadTGATexture("CoolTexture.tga", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_CLAMP_TO_EDGE) ;}void ShutdownRC(void){glDeleteTextures(1, &texture) ;}void RenderScene(void){static CStopWatch rotTimer ;glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);modelViewMatrix.PushMatrix(viewFrame);modelViewMatrix.Rotate(rotTimer.GetElapsedSeconds() * 10.0f, 0.0f, 1.0f, 0.0f);GLfloat vEyeLight[] = { -100.0f, 100.0f, 100.0f };GLfloat vAmbientColor[] = { 0.2f, 0.2f, 0.2f, 1.0f };GLfloat vDiffuseColor[] = { 1.0f, 1.0f, 1.0f, 1.0f};GLfloat vSpecularColor[] = { 1.0f, 1.0f, 1.0f, 1.0f };glBindTexture(GL_TEXTURE_2D, texture);glUseProgram(ADSTextureShader);glUniform4fv(locAmbient, 1, vAmbientColor);glUniform4fv(locDiffuse, 1, vDiffuseColor);glUniform4fv(locSpecular, 1, vSpecularColor);glUniform3fv(locLight, 1, vEyeLight);glUniformMatrix4fv(locMVP, 1, GL_FALSE, transformPipeline.GetModelViewProjectionMatrix()) ;glUniformMatrix4fv(locMV, 1, GL_FALSE, transformPipeline.GetModelViewMatrix()) ;glUniformMatrix3fv(locNM, 1, GL_FALSE, transformPipeline.GetNormalMatrix()) ;glUniform1i(locTexture, 0) ;sphereBatch.Draw() ;modelViewMatrix.PopMatrix() ;glutSwapBuffers() ;glutPostRedisplay() ;}void ChangeSize(int w, int h){if (h == 0)h = 1 ;glViewport(0, 0, w, h) ;viewFrustum.SetPerspective(35.0f, float(w)/h, 1, 100.0f) ;projectionMatrix.LoadMatrix(viewFrustum.GetProjectionMatrix()) ;transformPipeline.SetMatrixStacks(modelViewMatrix, projectionMatrix) ;}int main(int argc, char* argv[]){gltSetWorkingDirectory(argv[0]);glutInit(&argc, argv);glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_STENCIL);glutInitWindowSize(800, 600);glutCreateWindow("Lit Texture");glutReshapeFunc(ChangeSize);glutDisplayFunc(RenderScene);GLenum err = glewInit();if (GLEW_OK != err) {fprintf(stderr, "GLEW Error: %s\n", glewGetErrorString(err));return 1;}SetupRC(); glutMainLoop();ShutdownRC();return 0;}