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如何对四边形应用纹理以对立方体进行纹理处理?

[英]How to apply textures to a quad in order to texture a cube?

最近,我一直在研究OpenGL,并且我已经达到要纹理化的阶段。 我以为我将从构造一个简单的多维数据集开始。 我目前有这段代码,并且完全了解它是如何工作的:

#include <glut.h>

#define WINDOW_WIDTH 400
#define WINDOW_HEIGHT 400


float angle = 30.0f;

void Draw() {

  glLoadIdentity(); //Reset the drawing perspective
  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //Clears the buffers

  //Add positioned light
  GLfloat lightColor0[] = {0.5f, 0.5f, 0.5f, 1.0f}; //Color intensity
  GLfloat lightPos0[] = {0.0f, 0.0f, 0.0f, 1.0f}; //Positioned at..
  glLightfv(GL_LIGHT0, GL_DIFFUSE, lightColor0); //Set our light colour
  glLightfv(GL_LIGHT0, GL_POSITION, lightPos0); //Set our light position

  glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 200);

  glRotatef(angle,1.0f,1.0f,1.0f); //Rotate around the origin
  glScalef(0.4f, 0.4f, 0.4f); //Scale the shape down
  glBegin(GL_QUADS); //Start drawing a Quad
  glColor3f(1.0f,0.0f,0.0f); //Set the colour to Red
  glVertex3f( 1.0f, 1.0f,-1.0f); //Top right of the quad (Top Face)
  glVertex3f(-1.0f, 1.0f,-1.0f); //Top left of the quad (Top Face)
  glVertex3f(-1.0f, 1.0f, 1.0f); //Bottom left of the quad (Top Face)
  glVertex3f( 1.0f, 1.0f, 1.0f); //Bottom right of the quad (Top Face)
  glVertex3f( 1.0f,-1.0f, 1.0f); //Top right of the quad (Bottom Face)
  glVertex3f(-1.0f,-1.0f, 1.0f); //Top left of the quad (Bottom Face)
  glVertex3f(-1.0f,-1.0f,-1.0f); //Bottom left of the quad (Bottom Face)
  glVertex3f( 1.0f,-1.0f,-1.0f); //Bottom right of the quad (Bottom Face)
  glVertex3f( 1.0f, 1.0f, 1.0f); //Top right of the quad (Front Face)
  glVertex3f(-1.0f, 1.0f, 1.0f); //Top left of the quad (Front Face)
  glVertex3f(-1.0f,-1.0f, 1.0f); //Bottom left of the quad (Front Face)
  glVertex3f( 1.0f,-1.0f, 1.0f); //Bottom right of the quad (Front Face)
  glVertex3f( 1.0f,-1.0f,-1.0f); //Top right of the quad (Back Face)
  glVertex3f(-1.0f,-1.0f,-1.0f); //Top left of the quad (Back Face)
  glVertex3f(-1.0f, 1.0f,-1.0f); //Bottom left of the quad (Back Face)
  glVertex3f( 1.0f, 1.0f,-1.0f); //Bottom right of the quad (Back Face)
  glVertex3f(-1.0f, 1.0f, 1.0f); //Top right of the quad (Left Face)
  glVertex3f(-1.0f, 1.0f,-1.0f); //Top left of the quad (Left Face)
  glVertex3f(-1.0f,-1.0f,-1.0f); //Bottom left of the quad (Left Face)
  glVertex3f(-1.0f,-1.0f, 1.0f); //Bottom right of the quad (Left Face)
  glVertex3f( 1.0f, 1.0f,-1.0f); //Top right of the quad (Right Face)
  glVertex3f( 1.0f, 1.0f, 1.0f); //Top left of the quad (Right Face)
  glVertex3f( 1.0f,-1.0f, 1.0f); //Bottom left of the quad (Right Face)
  glVertex3f( 1.0f,-1.0f,-1.0f); //Bottom right of the quad (Right Face)
  glEnd(); //Finished Drawing The Quad
  glutSwapBuffers(); //Send the 3D scene to the screen
}

void Update(int value){ //Our update function
  angle+=0.5f; //Increase the angle by 5

  if(angle>360){ //If the angle is greater than 360
    angle=0; //Set the angle to 0
  }

  glutPostRedisplay(); //Tell it that the scene has changed
  glutTimerFunc(25,Update,0); //Call "Update" again in another 25ms
}

void Initialize() {
  glEnable(GL_DEPTH_TEST);
  glEnable(GL_COLOR_MATERIAL);
  glEnable(GL_LIGHTING); //Enable lighting
  glEnable(GL_LIGHT0); //Enable light No. 0
  glEnable(GL_NORMALIZE); //Automatically "normalize" normals
  glShadeModel(GL_SMOOTH); //Enable smooth shading (nice effect)  

  glClearColor(0.0, 0.0, 0.0, 0.0); //Background RGBA
  glMatrixMode(GL_MODELVIEW); //MODELVIEW view
  glLoadIdentity(); //Start at origin
  glOrtho(0.0, 1.0, 0.0, 1.0, -1.0, 1.0); //Set the scale
  //X axis = 0 to 1. Y = 0 to 1. Z = -1 to 1.
}

int main() {
  glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); //The display mode
  glutInitWindowSize(WINDOW_WIDTH, WINDOW_HEIGHT); //Window Size
  glutInitWindowPosition(200, 200); //Window Position
  glutCreateWindow("Lighting!"); //Creates a window with the name "Lighting!"
  Initialize(); //Call our initialize function.
  glutDisplayFunc(Draw); //"Draw" then refresh the window
  glutTimerFunc(25,Update,0); //Call "Update" 25ms after program starts
  glutMainLoop(); //Process events etc. Also keeps the window open.
  return 0; //End the program
}

但是,在阅读了很多之后,很多纹理教程(我的意思是我可以在网上找到的所有教程); 我仍然对如何将其添加到该程序中感到困惑。 我知道我必须加载纹理(以某种方式),然后在绘制多维数据集之前使用glBindTexture函数将其绑定,但是我认为中间还需要做一些其他事情(而且我不知道如何加载)图像是否正确)。

要加载纹理文件(png,jpg ...),请使用以下命令:(不要忘记安装SDL和SDL_image库)

#include <SDL/SDL.h>
#include <SDL/SDL_image.h>

GLuint texture_alloc(const char  *tex_name, int alpha)
{
    GLuint tex_num;

    SDL_Surface *tex_img;
    glGenTextures(1, &tex_num);

    if(tex_img = (SDL_Surface *) IMG_Load(tex_name)) {

        glBindTexture(GL_TEXTURE_2D, tex_num);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);

        if (alpha==1)
            glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex_img->w, tex_img->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, tex_img->pixels);
        else
            glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, tex_img->w, tex_img->h, 0, GL_RGB, GL_UNSIGNED_BYTE, tex_img->pixels);
        SDL_FreeSurface (tex_img);
    }

    return tex_num;

}

要设置纹理坐标,请使用glTexCoord函数:

glTexCoord2f(0.0f, 0.0f);
glVertex3f( 1.0f, 1.0f,-1.0f); 
glTexCoord2f(1.0f, 0.0f);
glVertex3f(-1.0f, 1.0f,-1.0f);
.
.
.

我建议看一下SOIL ,它是一个OpenGL图像加载库-我使用的是它。

至于使纹理起作用,它几乎是:

Unsigned int texture = SOIL_load_OGL_texture(imagePath.c_str(), SOIL_CREATE_NEW_ID, SOIL_LOAD_AUTO, SOIL_FLAG_MIPMAPS);

glBindTexture(texture);

但是,您必须使用纹理坐标,以便opengl知道如何包装纹理。 这里是一些渲染立方体的示例调用。

    int size = 1;

    // Begin Rending
    glBegin(GL_QUADS);

    {
        // Face 1

        glNormal3f( 0.0f, 0.0f, 1.0f);  

        glTexCoord2f(0.0f, 0.0f);
        glVertex3f( m_size, m_size,-m_size);

        glTexCoord2f(1.0f, 0.0f);
        glVertex3f(-m_size, m_size,-m_size);

        glTexCoord2f(1.0f, 1.0f);
        glVertex3f(-m_size, m_size, m_size);

        glTexCoord2f(0.0f, 1.0f);
        glVertex3f( m_size, m_size, m_size);    

        // Face 2

        glNormal3f( 0.0f, 0.0f,-1.0f);

        glTexCoord2f(0.0f, 0.0f);
        glVertex3f( m_size,-m_size, m_size);    

        glTexCoord2f(1.0f, 0.0f);
        glVertex3f(-m_size,-m_size, m_size);

        glTexCoord2f(1.0f, 1.0f);
        glVertex3f(-m_size,-m_size,-m_size);

        glTexCoord2f(0.0f, 1.0f);
        glVertex3f( m_size,-m_size,-m_size);

        // Face 3


        glTexCoord2f(0.0f, 0.0f);
        glVertex3f( m_size, m_size, m_size);    

        glTexCoord2f(1.0f, 0.0f);
        glVertex3f(-m_size, m_size, m_size);

        glTexCoord2f(1.0f, 1.0f);
        glVertex3f(-m_size,-m_size, m_size);    

        glTexCoord2f(0.0f, 1.0f);
        glVertex3f( m_size,-m_size, m_size);

        // Face 4

        glNormal3f( 0.0f,-1.0f, 0.0f);  

        glTexCoord2f(0.0f, 0.0f);
        glVertex3f( m_size,-m_size,-m_size);

        glTexCoord2f(1.0f, 0.0f);
        glVertex3f(-m_size,-m_size,-m_size);

        glTexCoord2f(1.0f, 1.0f);
        glVertex3f(-m_size, m_size,-m_size);

        glTexCoord2f(0.0f, 1.0f);
        glVertex3f( m_size, m_size,-m_size);

        // Face 5

        glNormal3f( 1.0f, 0.0f, 0.0f);

        glTexCoord2f(0.0f, 0.0f);
        glVertex3f(-m_size, m_size, m_size);    

        glTexCoord2f(1.0f, 0.0f);
        glVertex3f(-m_size, m_size,-m_size);    

        glTexCoord2f(1.0f, 1.0f);
        glVertex3f(-m_size,-m_size,-m_size);

        glTexCoord2f(0.0f, 1.0f);
        glVertex3f(-m_size,-m_size, m_size);

        // Face 6

        glNormal3f( 1.0f, 0.0f, 0.0f);

        glTexCoord2f(0.0f, 0.0f);
        glVertex3f( m_size, m_size,-m_size);

        glTexCoord2f(1.0f, 0.0f);
        glVertex3f( m_size, m_size, m_size);

        glTexCoord2f(1.0f, 1.0f);
        glVertex3f( m_size,-m_size, m_size);

        glTexCoord2f(0.0f, 1.0f);
        glVertex3f( m_size,-m_size,-m_size);    
    }

    glEnd();

我认为您缺少的部分是纹理坐标的概念。

纹理是二维的吗? 因此,当您将对象的3d点推到图形卡上时,如果要使其纹理化,还需要将该3d点与纹理图像中的位置相关联,您可以使用一对纹理坐标(纹理是2d)...看一下glTexCoord2f()...如果在调用glVertex3f()之前先调用该对象,则将3d点与图像中的点关联...如果对组成原始opengl的所有点都可以这样做,可以为之间的所有点进行插值...

对于图像加载,您还可以使用SDL图像库:

http://www.libsdl.org/projects/SDL_image/

非常方便。

您可以使用http://nehe.gamedeve.net/中的glaux代码,这也非常简单。

AUX_RGBImageRec* LoadBMP(char* Filename)
{
    FILE *File = NULL;

    if ( !Filename )
        return NULL;

    File = fopen(Filename,"r");

    if ( !Filename )
        return NULL;

    fclose(File);
    return auxDIBImageLoad(Filename);
}

int LoadTextures()
{
    int Status = FALSE;
    AUX_RGBImageRec *TextureImage[1];
    memset(TextureImage,0,sizeof(void*)*1);

    if ( TextureImage[0] = LoadBMP("GoneFishing.bmp") )
    {
        Status = true;
        if(texture[0] == -1)
            glGenTextures(1,&texture[0]);
        glBindTexture(GL_TEXTURE_2D,texture[0]);
        // Generate The Texture
        glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
        glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); // Linear Filtering
        glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); // Linear Filtering
    }

    if (TextureImage[0])                            // If Texture Exists
    {
        if (TextureImage[0]->data)                  // If Texture Image Exists
        {
            free(TextureImage[0]->data);                // Free The Texture Image Memory
        }

        free(TextureImage[0]);                      // Free The Image Structure
    }

    return Status;
}

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