1、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.
2、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 },
3、 // 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.
4、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
5、 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 glNormal
6、3f(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]);
7、 glTexCoord2f(1.0f, 1.0f); glVertex3fv(vCorners[2]); glTexCoord2f(1.0f, 0.0f); glVertex3fv(vCorners[3]); glTexCoord2f(0.0f, 0.0f); glVertex3fv(vCorners[4]);
8、 // 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]);
9、 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]);
10、 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);
11、 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 Fa
12、ce 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
13、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
14、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]; // gl
15、GenTextures(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); g
16、lVertex3f( 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); glV
17、ertex3f(-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); glVert
18、ex3f(-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); glVert
19、ex3f( 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); glVerte
20、x3f( 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); glVertex3
21、f(-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。 i
22、nt 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(
23、 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_TEXT
24、URE_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(
25、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 Tex
26、ture 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);
27、 // 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); glVertex3
28、f(-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 glTexCoord
29、2f(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 a
30、nd 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); gl
31、End(); 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
32、 -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]
33、); 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 a
34、nd 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 //
35、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
36、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。 10






