• <ins id="pjuwb"></ins>
    <blockquote id="pjuwb"><pre id="pjuwb"></pre></blockquote>
    <noscript id="pjuwb"></noscript>
          <sup id="pjuwb"><pre id="pjuwb"></pre></sup>
            <dd id="pjuwb"></dd>
            <abbr id="pjuwb"></abbr>

            Shuffy

            不斷的學(xué)習(xí),不斷的思考,才能不斷的進(jìn)步.Let's do better together!
            posts - 102, comments - 43, trackbacks - 0, articles - 19

                 本文在9篇文章的基礎(chǔ)上,為立方體加入紋理映射的功能。

            Texture Mapping

            Texture Mapping in OpenGL is a fairly straightforward concept. Every texture is nothing but an image of some sort. Texture mapping is basically applying a texture to a surface. Textures can be 1D, 2D or even 3D. A 1D texture is an image with either a width or a height, not both. They are not very useful. 2D textures have both width and height and are very useful. 3D textures are called Volume textures and are used in medical imaging applications for viewing CAT, MRI, and other 3D scans. We will look at using 2D textures in OpenGL as they are the most widely used in 3D Graphics.

            Windows Bitmap Files

            Images in Windows are typically stored in bitmap files. These images can be used as textures that will be applied to OpenGL surfaces. But before use them for texture mapping applications we should convert them to an OpenGL format. So we essentially have to read a Windows Bitmap into an OpenGL image. We can use the Auxiliary library to do so. It takes care of all the trouble involved in performing this conversion. Once a texture map is read into memory, the individual elements are called texels, just like an image's individual elements are called pixels. We wouldn't be dealing with these texels as we would be using the Aux library routine auxDIBImageLoadA to perform the conversion for us. Also, we need to make sure that the image dimensions are a power of 2. OpenGL images that we are going to use as a texture must have dimensions of a power of 2. Thus 32X32, 64X64, 128X64 etc. are all valid image sizes to be used as texture maps.

            Defining 2D Textures

            To define a 2D texture image in OpenGL we call glTexImage2D (when we are not using Mipmapping).

            Mipmapping

            When texture mapping is used with animation scaling of images cause some visual artifacts. This can be avoided by generating textures of various sizes from a large original texture and letting OpenGL automatically switch between the textures of various sizes. This technique is called Mipmapping and the individual textures are called Mipmaps. We can use the function gluBuild2DMipMaps to construct a series of mipmaps.

            Texture Modes

            OpenGL defines three texturing modes for different types of rendering. The first is GL_MODULATE, which modulates the current lighting and color information with the texture image. GL_DECAL is the second mode which only uses the texture image. Color and Lighting information will not affect the texture's appearance. The last mode is GL_BLEND, in which the texture image is blended with the current texture color and the current lighting and color information.

            Texture Filters

            OpenGL uses texture filters to interpolate between the texture pixels. It provides two types of texture filters: the minification filter (GL_TEXTURE_MIN_FILTER) for polygons smaller than the texture image and the magnification filter (GL_TEXTURE_MAG_FILTER) for polygons that are larger than the texture image. We'll look at how we will use these later in the tutorial.

            Texture Coordinates

            Texture Coordinates associate a particular location in the texture image with vertices in a polygon. These coordinates determine how the texture is mapped onto the polygon. Texture coordinates lie between 0.0 and 1.0 in case of 2D textures.

            Texture Wrapping

            When texture coordinates go outside the range of 0.0 to 1.0, they are either clamped to the surface or repeated. This can be specified by setting the GL_TEXTURE_WRAP_* parameter appropriately, to either GL_CLAMP or GL_REPEAT.

            Texture Objects

            Texture objects are a way of loading and maintaining multiple textures in memory without loading them each time before they are used. They are an optimization feature introduced recently in OpenGL.

            1,CCY457OpenGLView類中加入下列變量,分別代表紋理環(huán)繞,紋理過(guò)濾,紋理模式的參數(shù)。

                GLdouble m_texWrap, m_texFilter, m_texMode;  
                
            //All Texture Names
                 GLuint m_Texture[3]; //保存紋理對(duì)象的名稱

             并在構(gòu)造函數(shù)中加入:

            CCY457OpenGLView::CCY457OpenGLView()
            {
                m_xRot 
            = 0.0f;
                m_yRot 
            = 0.0f;
                m_texWrap 
            = GL_CLAMP;
                m_texMode 
            = GL_DECAL;
                m_texFilter 
            = GL_NEAREST;
            }

            2,加載紋理對(duì)象。

            //Texture Mapping Functions
            void CCY457OpenGLView::LoadGLTextures()
            {
                
            //Create Texture Names
                glGenTextures(3, m_Texture);
                LoadTexture(
            "Apple.bmp",0);
                LoadTexture(
            "Fauve.bmp",1);
                LoadTexture(
            "Flower.bmp",2);
            }
            void CCY457OpenGLView::LoadTexture (CString fileName, int texName)
            {
                
            //Load Texture
                AUX_RGBImageRec* m_texture;
                m_texture 
            = auxDIBImageLoad((const char*)fileName);
                
            if(!m_texture)
                {
                    MessageBox(
            "Picture could not be loaded");
                    exit(
            1);
                }
                glBindTexture(GL_TEXTURE_2D, m_Texture[texName]);
                glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, m_texWrap);
                glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, m_texWrap);
                glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, m_texFilter);
                glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, m_texFilter);
                glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, m_texMode);
                gluBuild2DMipmaps(GL_TEXTURE_2D, 
            3, m_texture->sizeX,m_texture->sizeY, GL_RGB, GL_UNSIGNED_BYTE, m_texture->data);
            }

             3,加入控制紋理映射效果的各個(gè)菜單項(xiàng)及其事件處理程序

            void CCY457OpenGLView::OnTexturewrapGlclamp() 
            {
                m_texWrap 
            = GL_CLAMP;
                LoadGLTextures();
                InvalidateRect(NULL,FALSE);    
            }
            void CCY457OpenGLView::OnUpdateTexturewrapGlclamp(CCmdUI* pCmdUI) 
            {
                
            if(m_texWrap == GL_CLAMP)
                    pCmdUI
            ->SetRadio();
                
            else
                    pCmdUI
            ->SetRadio(FALSE);    
            }
            void CCY457OpenGLView::OnTexturewrapGlrepeat() 
            {
                m_texWrap 
            = GL_REPEAT;
                LoadGLTextures();
                InvalidateRect(NULL,FALSE);
            }
            void CCY457OpenGLView::OnUpdateTexturewrapGlrepeat(CCmdUI* pCmdUI) 
            {
                
            if(m_texWrap == GL_REPEAT)
                    pCmdUI
            ->SetRadio();        
                
            else
                    pCmdUI
            ->SetRadio(FALSE);
            }
            void CCY457OpenGLView::OnTexturefilterGlnearest() 
            {
                m_texFilter 
            = GL_NEAREST;
                LoadGLTextures();
                InvalidateRect(NULL,FALSE);        
                
            }
            void CCY457OpenGLView::OnUpdateTexturefilterGlnearest(CCmdUI* pCmdUI) 
            {
                
            if(m_texFilter == GL_NEAREST)
                    pCmdUI
            ->SetRadio();    
                
            else
                    pCmdUI
            ->SetRadio(FALSE);    
            }
            void CCY457OpenGLView::OnTexturefilterGllinear() 
            {
                m_texFilter 
            = GL_LINEAR;
                LoadGLTextures();
                InvalidateRect(NULL,FALSE);        
            }
            void CCY457OpenGLView::OnUpdateTexturefilterGllinear(CCmdUI* pCmdUI) 
            {
                
            if(m_texFilter == GL_LINEAR)
                    pCmdUI
            ->SetRadio();    
                
            else
                    pCmdUI
            ->SetRadio(FALSE);    
            }
            void CCY457OpenGLView::OnTexturemodeGlmodulate() 
            {
                m_texMode 
            = GL_MODULATE;
                LoadGLTextures();
                InvalidateRect(NULL,FALSE);
            }
            void CCY457OpenGLView::OnUpdateTexturemodeGlmodulate(CCmdUI* pCmdUI) 
            {
                
            if(m_texMode == GL_MODULATE)
                    pCmdUI
            ->SetRadio();                
                
            else
                    pCmdUI
            ->SetRadio(FALSE);    
            }
            void CCY457OpenGLView::OnTexturemodeGldecal() 
            {
                m_texMode 
            = GL_DECAL;
                LoadGLTextures();
                InvalidateRect(NULL,FALSE);
            }
            void CCY457OpenGLView::OnUpdateTexturemodeGldecal(CCmdUI* pCmdUI) 
            {
                
            if(m_texMode == GL_DECAL)
                    pCmdUI
            ->SetRadio();                
                
            else
                    pCmdUI
            ->SetRadio(FALSE);
            }
            void CCY457OpenGLView::OnTexturemodeGlblend() 
            {
                m_texMode 
            = GL_BLEND;
                LoadGLTextures();
                InvalidateRect(NULL,FALSE);
            }
            void CCY457OpenGLView::OnUpdateTexturemodeGlblend(CCmdUI* pCmdUI) 
            {
                
            if(m_texMode == GL_BLEND)
                    pCmdUI
            ->SetRadio();                
                
            else
                    pCmdUI
            ->SetRadio(FALSE);
            }

            4,在InitializeOpenGL()中加入如下調(diào)用:

                //加載紋理
                LoadGLTextures();

            5,繪制函數(shù)修改如下:

            void CCY457OpenGLView::RenderScene ()
            {
            //繪制函數(shù)
                    glTranslatef(0.0f,0.0f,-5.0f);
                    glRotatef(m_xRot,
            1.0f,0.0f,0.0f);
                    glRotatef(m_yRot,
            0.0f,1.0f,0.0f);
                    glEnable(GL_TEXTURE_2D);
                    glBindTexture(GL_TEXTURE_2D,m_Texture[
            0]);
                    
            //Front Face
                    glBegin(GL_POLYGON);
                        glTexCoord2f(
            0,0);
                        glVertex3f(
            -1.0f,-1.0f,0.0f);
                        glTexCoord2f(
            1,0);
                        glVertex3f( 
            1.0f,-1.0f,0.0f);
                        glTexCoord2f(
            1,1);
                        glVertex3f( 
            1.0f1.0f,0.0f);
                        glTexCoord2f(
            0,1);
                        glVertex3f(
            -1.0f1.0f,0.0f);
                    glEnd();
                    
            //Back Face
                    glBegin(GL_POLYGON);
                        glTexCoord2f(
            1,0);
                        glVertex3f(
            -1.0f,-1.0f,-1.0f);
                        glTexCoord2f(
            1,1);
                        glVertex3f(
            -1.0f1.0f,-1.0f);
                        glTexCoord2f(
            0,1);
                        glVertex3f( 
            1.0f1.0f,-1.0f);
                        glTexCoord2f(
            0,0);
                        glVertex3f( 
            1.0f,-1.0f,-1.0f);
                    glEnd();
                    glBindTexture(GL_TEXTURE_2D,m_Texture[
            1]);
                    
            //Left Face
                    glBegin(GL_POLYGON);
                        glTexCoord2f(
            1,0);
                        glVertex3f(
            -1.0f,-1.0f0.0f);
                        glTexCoord2f(
            1,1);
                        glVertex3f(
            -1.0f1.0f0.0f);
                        glTexCoord2f(
            0,1);
                        glVertex3f(
            -1.0f1.0f,-1.0f);
                        glTexCoord2f(
            0,0);
                        glVertex3f(
            -1.0f,-1.0f,-1.0f);
                    glEnd();
                    
            //Right Face
                    glBegin(GL_POLYGON);
                        glTexCoord2f(
            0,0);
                        glVertex3f(
            1.0f,-1.0f0.0f);
                        glTexCoord2f(
            1,0);
                        glVertex3f(
            1.0f,-1.0f,-1.0f);
                        glTexCoord2f(
            1,1);
                        glVertex3f(
            1.0f1.0f,-1.0f);
                        glTexCoord2f(
            0,1);
                        glVertex3f(
            1.0f1.0f0.0f);
                    glEnd();
                    glBindTexture(GL_TEXTURE_2D,m_Texture[
            2]);
                    
            //Top Face
                    glBegin(GL_POLYGON);
                        glTexCoord2f(
            0,0);
                        glVertex3f(
            -1.0f1.0f,  0.0f);
                        glTexCoord2f(
            0,1);
                        glVertex3f( 
            1.0f1.0f,  0.0f);
                        glTexCoord2f(
            1,1);
                        glVertex3f( 
            1.0f1.0f-1.0f);
                        glTexCoord2f(
            1,0);
                        glVertex3f(
            -1.0f1.0f-1.0f);
                    glEnd();
                    
            //Botton Face
                    glBegin(GL_POLYGON);
                        glTexCoord2f(
            0,1);
                        glVertex3f(
            -1.0f-1.0f,  0.0f);
                        glTexCoord2f(
            0,0);
                        glVertex3f(
            -1.0f-1.0f-1.0f);
                        glTexCoord2f(
            1,0);
                        glVertex3f( 
            1.0f-1.0f-1.0f);
                        glTexCoord2f(
            1,1);
                        glVertex3f( 
            1.0f-1.0f,  0.0f);
                    glEnd();
                    glDisable(GL_TEXTURE_2D);
            }

             

             

            作者:洞庭散人

            出處:http://phinecos.cnblogs.com/    

            本文版權(quán)歸作者和博客園共有,歡迎轉(zhuǎn)載,但未經(jīng)作者同意必須保留此段聲明,且在文章頁(yè)面明顯位置給出原文連接,否則保留追究法律責(zé)任的權(quán)利。
            原文鏈接:http://www.cnblogs.com/phinecos/archive/2008/11/05/1327646.html
            伊人久久大香线蕉无码麻豆| 热RE99久久精品国产66热| 精品国产日韩久久亚洲| 99精品国产免费久久久久久下载| 人人狠狠综合久久88成人| 日韩亚洲欧美久久久www综合网| 亚洲七七久久精品中文国产| 精品久久久久久久无码| 一本久道久久综合狠狠躁AV| 好久久免费视频高清| 国内精品九九久久精品| 精品国产乱码久久久久久浪潮| 亚洲人成精品久久久久| 99久久亚洲综合精品网站| 国产成人久久精品一区二区三区 | 久久久中文字幕| 热99RE久久精品这里都是精品免费| 久久青青草原国产精品免费| 伊人久久大香线蕉亚洲| 性做久久久久久免费观看| 久久久久免费精品国产| 久久96国产精品久久久| 色综合久久久久综合体桃花网| 女同久久| 欧美一级久久久久久久大| 91精品国产91久久久久久青草| 99久久中文字幕| 成人妇女免费播放久久久| 伊人久久大香线蕉av不变影院 | 一本色道久久综合狠狠躁篇| 久久精品无码专区免费| 久久精品成人欧美大片| 久久亚洲国产精品五月天婷| 久久国产精品波多野结衣AV | 国产精品久久自在自线观看| 久久ZYZ资源站无码中文动漫| 日产精品久久久一区二区| 久久精品aⅴ无码中文字字幕不卡| 久久综合香蕉国产蜜臀AV| 久久99国产乱子伦精品免费| 久久久久久久久久久久中文字幕 |