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Opengl___真实感技术2:纹理映射

纹理映射

为在场景中添加纹理映射,需要执行以下步骤。
(1).纹理控制,定义纹理如何包裹物体的表面;
(2).定义纹理,利用矩形图像进行贴图是二维纹理贴图中常用的方法;
(3).纹理映射方式,用函数可以设置纹理映射的方式。
(4).纹理坐标,定义纹理与几何坐标对应关系的纹理坐标;

颜色贴图

// 提示:在合适的地方修改或添加代码
#include <GL/glut.h>
#include<stdlib.h>

using namespace std;
// 评测代码所用头文件-结束


#define checkImageWidth 64
#define checkImageHeight 64
static GLubyte checkImage[checkImageHeight][checkImageWidth][4];
static GLuint texName;

void makeCheckImage(void)
{
	int i, j, c;
	for (i = 0; i < checkImageHeight; i++)
	{
		for (j = 0; j < checkImageWidth; j++)
		{
			c = (((i & 0x8) == 0 ^ ((j & 0x8)) == 0)) * 255;
			checkImage[i][j][0] = (GLubyte)c;
			checkImage[i][j][1] = (GLubyte)c;
			checkImage[i][j][2] = (GLubyte)c;
			checkImage[i][j][3] = (GLubyte)255;
		}
	}
}

void init(void)
{
	glClearColor(0.5, 2.0, 0.5, 0.0);
	glShadeModel(GL_FLAT);
	glEnable(GL_DEPTH_TEST);

	makeCheckImage();
	glBindTexture(GL_TEXTURE_2D, texName);
	//********1.请输入代码设置控制纹理映射函数***************//
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
	//******************************************************//              
	 //********2.请输入代码设置纹理的定义函数*****************//
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, checkImageWidth, checkImageHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, checkImage);

	//******************************************************// 
}

void display(void)
{
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	glEnable(GL_TEXTURE_2D);
	//********3.请输入代码进行纹理映射方式设置*********//
	glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);

	//**********************************************//
	glBindTexture(GL_TEXTURE_2D, texName);
	glBegin(GL_QUADS);
	//********4.请输入代码进行纹理坐标设置**********//
	glTexCoord2f(0.0, 0.0); glVertex3f(-2.0, -1.0, 0.0);
	glTexCoord2f(0.0, 1.0); glVertex3f(-2.0, 1.0, 0.0);
	glTexCoord2f(1.0, 1.0); glVertex3f(0.0, 1.0, 0.0);
	glTexCoord2f(1.0, 0.0); glVertex3f(0.0, -1.0, 0.0);
	glTexCoord2f(0.0, 0.0); glVertex3f(1.0, -1.0, 0.0);
	glTexCoord2f(0.0, 1.0); glVertex3f(1.0, 1.0, 0.0);
	glTexCoord2f(1.0, 1.0); glVertex3f(2.41421, 1.0, -1.41421);
	glTexCoord2f(1.0, 0.0); glVertex3f(2.41421, -1.0, -1.41421);


	//***************************************** **//
	glEnd();
	glFlush();
	glDisable(GL_TEXTURE_2D);
}

void reshape(int w, int h)
{
	glViewport(0, 0, (GLsizei)w, (GLsizei)h);
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	gluPerspective(60.0, ((GLsizei)w / (GLsizei)h), 1.0, 30.0);
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
	glTranslatef(0.0, 0.0, -3.6);
}


int main(int argc, char* argv[])
{

	glutInit(&argc, argv);
	glutInitWindowPosition(100, 100);
	glutInitWindowSize(400, 400);
	glutCreateWindow("几何变换示例");
	init();
	glutDisplayFunc(display);
	glutReshapeFunc(reshape);
	glutMainLoop();

    return 0;
}


球体纹理

// 提示:在合适的地方修改或添加代码

#include <GL/glut.h>
#include<stdlib.h>
#include<stdio.h>

using namespace std;
// 评测代码所用头文件-结束

#define stripeImageWidth 32
GLubyte stripeImage[4 * stripeImageWidth];


void makeStripeImage(void) 		//生成纹理
{

    int j;
    for (j = 0; j < stripeImageWidth; j++)
    {
        stripeImage[4 * j + 0] = (GLubyte)((j <= 4) ? 255 : 0);
        stripeImage[4 * j + 1] = (GLubyte)((j > 4) ? 255 : 0);
        stripeImage[4 * j + 2] = (GLubyte)0;
        stripeImage[4 * j + 3] = (GLubyte)255;
    }
}
// 平面纹理坐标生成
static GLfloat xequalzero[] = { 1.0, 1.0, 1.0, 1.0 };
static GLfloat slanted[] = { 1.0, 1.0, 1.0, 0.0 };
static GLfloat* currentCoeff;
static GLenum currentPlane;
static GLint currentGenMode;
static float roangles;
void init(void)
{
    glClearColor(0.0, 0.0, 0.0, 0.0);
    glEnable(GL_DEPTH_TEST);
    glShadeModel(GL_SMOOTH);
    makeStripeImage();
    //********1.请输入代码设置纹理映射控制函数********//

    glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    //**************************************************//
    //********2.请输入代码设置纹理的定义函数********//

    glTexImage1D(GL_TEXTURE_1D, 0, 4, stripeImageWidth, 0, GL_RGBA, GL_UNSIGNED_BYTE, stripeImage);
    //**************************************************//
    //********3.请输入代码进行纹理映射方式设置*********//
    glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);

    //********************************************//
    currentCoeff = xequalzero;
    currentGenMode = GL_OBJECT_LINEAR;
    currentPlane = GL_OBJECT_PLANE;
    //****************4.自动纹理坐标生成功能函数******************//

    glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
    glTexGenfv(GL_S, currentPlane, currentCoeff);

    //*******************************************************//
    glEnable(GL_TEXTURE_GEN_S);
    glEnable(GL_TEXTURE_1D);
    glEnable(GL_LIGHTING);
    glEnable(GL_LIGHT0);
    glEnable(GL_AUTO_NORMAL);
    glEnable(GL_NORMALIZE);
    glMaterialf(GL_FRONT, GL_SHININESS, 64.0);
    roangles = 45.0f;
}
void display(void)
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glPushMatrix();
    glRotatef(roangles, 0.0, 0.0, 1.0);
    glutSolidSphere(2.0, 32, 32);
    glPopMatrix();
    glFlush();
}
void reshape(int w, int h)
{
    glViewport(0, 0, (GLsizei)w, (GLsizei)h);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    if (w <= h)
        glOrtho(-3.5, 3.5, -3.5 * (GLfloat)h / (GLfloat)w,
            3.5 * (GLfloat)h / (GLfloat)w, -3.5, 3.5);
    else
        glOrtho(-3.5 * (GLfloat)w / (GLfloat)h,
            3.5 * (GLfloat)w / (GLfloat)h, -3.5, 3.5, -3.5, 3.5);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
}



int main(int argc, char* argv[])
{

    glutInit(&argc, argv);
    glutInitWindowPosition(100, 100);
    glutInitWindowSize(400, 400);
    glutCreateWindow("几何变换示例");
    init();
    glutDisplayFunc(display);
    glutReshapeFunc(reshape);
    glutMainLoop();
}

贴图映射

// 提示:在合适的地方修改或添加代码
#include <GL/glut.h>
#include<stdlib.h>
#include <cstdio>
#include<iostream>

using namespace std;
// 评测代码所用头文件-结束

#define WindowWidth  400
#define WindowHeight 400
#define WindowTitle  "OpenGL纹理测试"
#define _CRT_SECURE_NO_WARNINGS
//定义两个纹理对象编号
GLuint texGround;
GLuint texWall;

#define BMP_Header_Length 54  //图像数据在内存块中的偏移量
static GLfloat angle = 220.0f;   //旋转角度

// 函数power_of_two用于判断一个整数是不是2的整数次幂
int power_of_two(int n)
{
	if (n <= 0)
		return 0;
	return (n & (n - 1)) == 0;
}

/* 函数load_texture
* 读取一个BMP文件作为纹理
* 如果失败,返回0,如果成功,返回纹理编号
*/

GLuint load_texture(const char* file_name)
{
	GLint width, height, total_bytes;
	GLubyte* pixels = 0;
	GLuint last_texture_ID = 0, texture_ID = 0;

	// 打开文件,如果失败,返回
	FILE* pFile = fopen(file_name, "rb");
	if (pFile == 0)
		return 0;
	// 读取文件中图象的宽度和高度
	fseek(pFile, 0x0012, SEEK_SET);
	fread(&width, 4, 1, pFile);
	fread(&height, 4, 1, pFile);
	fseek(pFile, BMP_Header_Length, SEEK_SET);
	printf("w=%d h=%d\n", width, height);
	// 计算每行像素所占字节数,并根据此数据计算总像素字节数
	{
		GLint line_bytes = width * 3;
		while (line_bytes % 4 != 0)
			++line_bytes;
		total_bytes = line_bytes * height;
	}
	// 根据总像素字节数分配内存
	pixels = (GLubyte*)malloc(total_bytes);
	if (pixels == 0)
	{
		cout << "pixels" << total_bytes << endl;
		fclose(pFile);
		return 0;
	}
	// 读取像素数据
	if (fread(pixels, total_bytes, 1, pFile) <= 0)
	{
		free(pixels);
		fclose(pFile);
		return 0;
	}
	// 对就旧版本的兼容,如果图象的宽度和高度不是的整数次方,则需要进行缩放
	// 若图像宽高超过了OpenGL规定的最大值,也缩放
	{
		GLint max;
		glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max);
		if (!power_of_two(width)
			|| !power_of_two(height)
			|| width > max
			|| height > max)
		{
			const GLint new_width = 256;
			const GLint new_height = 256; // 规定缩放后新的大小为边长的正方形
			GLint new_line_bytes, new_total_bytes;
			GLubyte* new_pixels = 0;

			// 计算每行需要的字节数和总字节数
			new_line_bytes = new_width * 3;
			while (new_line_bytes % 4 != 0)
				++new_line_bytes;
			new_total_bytes = new_line_bytes * new_height;

			// 分配内存
			new_pixels = (GLubyte*)malloc(new_total_bytes);
			if (new_pixels == 0)
			{
				free(pixels);
				fclose(pFile);
				return 0;
			}

			// 进行像素缩放
			gluScaleImage(GL_RGB,
				width, height, GL_UNSIGNED_BYTE, pixels,
				new_width, new_height, GL_UNSIGNED_BYTE, new_pixels);

			// 释放原来的像素数据,把pixels指向新的像素数据,并重新设置width和height
			free(pixels);
			pixels = new_pixels;
			width = new_width;
			height = new_height;
		}
	}

	// 分配一个新的纹理编号
	glGenTextures(1, &texture_ID);
	if (texture_ID == 0)
	{
		free(pixels);
		fclose(pFile);
		return 0;
	}

	// 绑定新的纹理,载入纹理并设置纹理参数
	// 在绑定前,先获得原来绑定的纹理编号,以便在最后进行恢复
	GLint lastTextureID = last_texture_ID;
	glGetIntegerv(GL_TEXTURE_BINDING_2D, &lastTextureID);
	glBindTexture(GL_TEXTURE_2D, texture_ID);
	//********1.请输入代码设置纹理映射控制函数********//
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);


	//**********************************************//
	//*********2.请输入代码设置纹理的定义函数*********//
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_BGR_EXT, GL_UNSIGNED_BYTE, pixels);

	//**********************************************//
	//********3.请输入代码进行纹理映射方式设置*********//

	glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
	//**********************************************//
	glBindTexture(GL_TEXTURE_2D, lastTextureID);  //恢复之前的纹理绑定
	free(pixels);
	return texture_ID;
}


void display(void)
{
	// 清除屏幕
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	// 设置视角
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	gluPerspective(75, 1, 1, 21);
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
	gluLookAt(13, 5, 5, 0, 0, 0, 0, 0, 1);
	glRotatef(angle, 0.0f, 0.0f, 1.0f); //旋转

	// 绘制底面以及纹理
	glBindTexture(GL_TEXTURE_2D, texGround);
	glBegin(GL_QUADS);
	//**********4.1请输入代码进行底面纹理坐标设置******//
	glTexCoord2f(0.0f, 0.0f); glVertex3f(-6.0f, -3.0f, 0.0f);//右边近点坐标
	glTexCoord2f(0.0f, 3.0f); glVertex3f(-6.0f, 7.0f, 0.0f); //左边近点坐标
	glTexCoord2f(3.0f, 3.0f); glVertex3f(6.0f, 7.0f, 0.0f);  //左边远点坐标
	glTexCoord2f(3.0f, 0.0f); glVertex3f(6.0f, -3.0f, 0.0f); //右边远点坐标

		//**********************************************//
	glEnd();
	// 绘制立面
	glBindTexture(GL_TEXTURE_2D, texWall);
	glBegin(GL_QUADS);
	//*******4.2请输入代码进行右侧矩形纹理坐标设置*****//
	glTexCoord2f(0.0f, 0.0f); glVertex3f(-6.0f, -3.0f, 0.0f); //下边近点坐标
	glTexCoord2f(0.0f, 1.0f); glVertex3f(-6.0f, -3.0f, 5.0f); //上边近点坐标
	glTexCoord2f(2.0f, 1.0f); glVertex3f(6.0f, -3.0f, 5.0f);  //上边远点坐标    
	glTexCoord2f(2.0f, 0.0f); glVertex3f(6.0f, -3.0f, 0.0f);  //下边远点坐标

	//**********************************************//
	glEnd();

	//绘制另外一个立面
	glBindTexture(GL_TEXTURE_2D, texWall);
	glBegin(GL_QUADS);
	//*****4.3请输入代码进行左侧矩形纹理坐标设置******//
	glTexCoord2f(0.0f, 0.0f); glVertex3f(6.0f, 7.0f, 0.0f);  //下左边坐标 
	glTexCoord2f(0.0f, 1.0f); glVertex3f(6.0f, 7.0f, 5.0f);  //上左坐标 
	glTexCoord2f(2.0f, 1.0f); glVertex3f(6.0f, -3.0f, 5.0f); //上右坐标   
	glTexCoord2f(2.0f, 0.0f); glVertex3f(6.0f, -3.0f, 0.0f); //下右边坐标

	//**********************************************//
	glEnd();
	glFlush();
	glutSwapBuffers();
}


int main(int argc, char* argv[])
{

	glutInit(&argc, argv);
	glutInitWindowPosition(100, 100);
	glutInitWindowSize(400, 400);
	glutCreateWindow("几何变换示例");
	glEnable(GL_DEPTH_TEST);
	glEnable(GL_TEXTURE_2D);    // 启用纹理
	texGround = load_texture("ground1.bmp");  //加载纹理
	texWall = load_texture("wall1.bmp");

	glutDisplayFunc(&display);   //注册函数 
	glutMainLoop();

	
	return 0;
}


QUOTE

posted @ 2022-12-05 20:19  lxp_blog  阅读(181)  评论(0编辑  收藏  举报