资源描述
计算机图形学实验报告04
北方工业大学
计算机图形学课程实验报告
题 目:
实验04_纹理映射
学 院:
计算机学院
专 业:
数字媒体技术
指导教师:
蔡兴泉
学生班级:
数媒13-2
学生学号:
13101090212
学生姓名:
常乐
教师评定:
1
计算机图形学实验报告03
学号:
13101090212
班级:
数媒13-2
姓名:
常乐
实验报告4 纹理映射
一.实验目的
1.熟悉OpenGL图形库;
2.掌握纹理映射实现方法。
二.实验环境
1.软件环境:
操作系统:WinXp
应用软件:VC6.0,OpenGL
2.硬件环境(查看自己的机子)
CPU: Intel PIV 2.80GHz
内存RAM: 1GB
显卡:NVIDIA GeForce7650,256M显存
三.实验内容1
实现简单纹理映射。三维空间中画一个三角形,贴纹理。纹理图自己从网上下载
给出源程序及效果截图。
void RenderScene(void)
{
GLTVector3 vNormal;
GLTVector3 vCorners[5] = { { 0.0f, .80f, 0.0f }, // Top 0
{ -0.5f, 0.0f, -.50f }, // Back left 1
{ 0.5f, 0.0f, -0.50f }, // Back right 2
{ 0.5f, 0.0f, 0.5f }, // Front right 3
{ -0.5f, 0.0f, 0.5f }}; // Front left 4
// Clear the window with current clearing color
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Save the matrix state and do the rotations
glPushMatrix();
// Move object back and do in place rotation
glTranslatef(0.0f, -0.25f, -4.0f);
glRotatef(xRot, 1.0f, 0.0f, 0.0f);
glRotatef(yRot, 0.0f, 1.0f, 0.0f);
// Draw the Pyramid
glColor3f(1.0f, 1.0f, 1.0f);
glBegin(GL_TRIANGLES);
// Bottom section - two triangles
glNormal3f(0.0f, -1.0f, 0.0f);
glTexCoord2f(1.0f, 1.0f);
glVertex3fv(vCorners[2]);
glTexCoord2f(0.0f, 0.0f);
glVertex3fv(vCorners[4]);
glTexCoord2f(0.0f, 1.0f);
glVertex3fv(vCorners[1]);
glTexCoord2f(1.0f, 1.0f);
glVertex3fv(vCorners[2]);
glTexCoord2f(1.0f, 0.0f);
glVertex3fv(vCorners[3]);
glTexCoord2f(0.0f, 0.0f);
glVertex3fv(vCorners[4]);
// Front Face
gltGetNormalVector(vCorners[0], vCorners[4], vCorners[3], vNormal);
glNormal3fv(vNormal);
glTexCoord2f(0.5f, 1.0f);
glVertex3fv(vCorners[0]);
glTexCoord2f(0.0f, 0.0f);
glVertex3fv(vCorners[4]);
glTexCoord2f(1.0f, 0.0f);
glVertex3fv(vCorners[3]);
// Left Face
gltGetNormalVector(vCorners[0], vCorners[1], vCorners[4], vNormal);
glNormal3fv(vNormal);
glTexCoord2f(0.5f, 1.0f);
glVertex3fv(vCorners[0]);
glTexCoord2f(0.0f, 0.0f);
glVertex3fv(vCorners[1]);
glTexCoord2f(1.0f, 0.0f);
glVertex3fv(vCorners[4]);
// Back Face
gltGetNormalVector(vCorners[0], vCorners[2], vCorners[1], vNormal);
glNormal3fv(vNormal);
glTexCoord2f(0.5f, 1.0f);
glVertex3fv(vCorners[0]);
glTexCoord2f(0.0f, 0.0f);
glVertex3fv(vCorners[2]);
glTexCoord2f(1.0f, 0.0f);
glVertex3fv(vCorners[1]);
// Right Face
gltGetNormalVector(vCorners[0], vCorners[3], vCorners[2], vNormal);
glNormal3fv(vNormal);
glTexCoord2f(0.5f, 1.0f);
glVertex3fv(vCorners[0]);
glTexCoord2f(0.0f, 0.0f);
glVertex3fv(vCorners[3]);
glTexCoord2f(1.0f, 0.0f);
glVertex3fv(vCorners[2]);
glEnd();
// Restore the matrix state
glPopMatrix();
// Buffer swap
glutSwapBuffers();
}
四.实验内容2
实现简单纹理映射。三维空间中画一个立方体,六个面贴同一张纹理。纹理图自己从网上下载。
给出源程序及效果截图。
int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
glLoadIdentity(); // Reset The View
glTranslatef(0.0f,0.0f,z);
glRotatef(xrot,1.0f,0.0f,0.0f);
glRotatef(yrot,0.0f,1.0f,0.0f);
GLint texture[6]; //
glGenTextures(6,&texture[0]); //
// glBindTexture(GL_TEXTURE_2D, texture[filter]);
glBegin(GL_QUADS);
// Front Face
glBindTexture(GL_TEXTURE_2D, texture[0]);//
glNormal3f( 0.0f, 0.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
// Back Face
glNormal3f( 0.0f, 0.0f,-1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
// Top Face
glNormal3f( 0.0f, 1.0f, 0.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
// Bottom Face
glNormal3f( 0.0f,-1.0f, 0.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
// Right face
glNormal3f( 1.0f, 0.0f, 0.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
// Left Face
glNormal3f(-1.0f, 0.0f, 0.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glEnd();
xrot+=xspeed;
yrot+=yspeed;
return TRUE; // Keep Going
}
五.实验内容3
采用纹理对象法,三维空间中画一个立方体,六个面贴不同纹理。纹理图自己从网上下载。
给出源程序及效果截图。
int LoadGLTextures()
{
int Status = 0;
char *bmpFile[6] = {"BmpFile/Ferrary.bmp","BmpFile/Honda.bmp","BmpFile/Hust.bmp",
"BmpFile/Lamborghini.bmp","BmpFile/NeHe.bmp","BmpFile/Porsche.bmp"};
for (int i = 0;i < 6;++i)
{
texture[i] = SOIL_load_OGL_texture(
bmpFile[i],
SOIL_LOAD_AUTO,
SOIL_CREATE_NEW_ID,
SOIL_FLAG_INVERT_Y);
printf("texture[%d]: %d\n",i,texture[i]);
if(texture[i] == 0)
Status = 0;
glBindTexture(GL_TEXTURE_2D,texture[i]);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
}
return Status;
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glTranslatef(0.0f,0.0f,-5.0f);
glRotatef(xRot,1.0f,0.0f,0.0f);
glRotatef(yRot,0.0f,1.0f,0.0f);
glRotatef(zRot,0.0f,0.0f,1.0f);
//glRotatef(45,1.0f,0.0f,0.0f);
//glRotatef(45,0.0f,1.0f,0.0f);
glBindTexture(GL_TEXTURE_2D,texture[0]);
glBegin(GL_QUADS);
// Front Face
// Bottom Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
// Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
// Top Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
// Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
glEnd();
glBindTexture(GL_TEXTURE_2D,texture[1]);
glBegin(GL_QUADS);
// Back Face
// Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
// Top Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
// Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
// Bottom Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
glEnd();
glBindTexture(GL_TEXTURE_2D,texture[2]);
glBegin(GL_QUADS);
// Top Face
// Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
// Bottom Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
// Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
// Top Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
glEnd();
glBindTexture(GL_TEXTURE_2D,texture[3]);
glBegin(GL_QUADS);
// Bottom Face
// Top Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
// Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
// Bottom Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
// Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
glEnd();
glBindTexture(GL_TEXTURE_2D,texture[4]);
glBegin(GL_QUADS);
// Right face
// Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
// Top Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
// Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
// Bottom Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
glEnd();
glBindTexture(GL_TEXTURE_2D,texture[5]);
glBegin(GL_QUADS);
// Left Face
// Bottom Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
// Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
// Top Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
// Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glEnd();
/*xRot += 0.3f;
yRot += 0.4f;
zRot += 0.5f;*/
glutSwapBuffers();
}
六.实验收获
通过这次实验,我熟悉了OpenGL图形库,掌握了纹理映射实现方法。学会创建三角体和正方体并给他们每个面贴上相同纹理,创建正方体分别给六个面贴上不同的纹理,感觉受益匪浅。
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