球体纹理(环境纹理)
sphere_map, 球体纹理是在一个球体表面应用一张二维纹理。
拍摄照片
表现现象是在物体的表面反射周围其它物体的映像,为了得到环境纹理,需要使用角度极大的广角镜头(鱼眼镜头)拍摄周围物体的照片,把照片扫描下来作为环境纹理贴图。
OGL环境纹理贴图算法
OGL提供了环境纹理贴图算法,可以自动生成环境纹理坐标。类似镜面反射的Phone光照模型求得反射向量,总纹理坐标分母等于反射向量长度的2倍,m = 2*sqrt(Rx^2 +Ry^2 + (Rz + 1)^2).
最后纹理坐标s = rx/m +0.5, t = ry/m + 0.5. 用极限法rx/m属于(-0.5, 0.5),故s, t属于(0,1),得到纹理坐标。
球体纹理可以用于天空盒。
设置代码
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
我们并不需要为纹理坐标生成函数指定任何参数。
立方图纹理
cube_map, 立方图纹理是将整个空间划分为6个平面,每个平面应用一个二维纹理贴图。立方图纹理非常适用于实现环境,反射和光照效果。可以使立方图纹理映射到球体上面,使得纹理均匀的分布于它的各个面。
可以在场景的原点放置相机,对准各个轴的方向拍摄一张图片,然后将照片映射到各个面上。立方图纹理各个轴都是独立的,因此可以独立的采用纹理边框,mipmap, 复制图像,子图像以及多重纹理等。可以使用GL_PROXY_TEXTURE_CUBE_MAP把立方图纹理视为一个整体。
立方图纹理的设置
纹理贴图的指定:
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X_EXT, 0, GL_RGBA, imageSize,
imageSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, image1);
glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X_EXT, 0, GL_RGBA, imageSize,
imageSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, image4);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y_EXT, 0, GL_RGBA, imageSize,
imageSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, image2);
glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_EXT, 0, GL_RGBA, imageSize,
imageSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, image5);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z_EXT, 0, GL_RGBA, imageSize,
imageSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, image3);
glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_EXT, 0, GL_RGBA, imageSize,
imageSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, image6);
环绕和过滤参数的指定
glTexParameteri(GL_TEXTURE_CUBE_MAP_EXT, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_CUBE_MAP_EXT, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_CUBE_MAP_EXT, GL_TEXTURE_WRAP_R, GL_REPEAT);
glTexParameteri(GL_TEXTURE_CUBE_MAP_EXT, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_CUBE_MAP_EXT, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
纹理坐标的生成
1)GL_REFLECTION_MAP所使用的计算方式和GL_SPHERE_MAP类似,只是将反射向量直接作为纹理坐标,非常适用于代替环境纹理贴图,其实每个面都可以看到其它纹理图像的,类似环境纹理贴图。
2)GL_NORMAL_MAP适用于渲染具有无限远处的光源,以及散射反射的场景,使用模型视图矩阵把顶点的法线变换为视觉坐标,它产生的(nx, ny, nz)就作为纹理坐标(s,t,r)刚好将6个面都独立的应用上6张纹理。
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_EXT);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_EXT);
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_EXT);
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
glEnable(GL_TEXTURE_GEN_R);
实例代码
/*
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*
* US Government Users Restricted Rights
* Use, duplication, or disclosure by the Government is subject to
* restrictions set forth in FAR 52.227.19(c)(2) or subparagraph
* (c)(1)(ii) of the Rights in Technical Data and Computer Software
* clause at DFARS 252.227-7013 and/or in similar or successor clauses
* in the FAR or the DOD or NASA FAR Supplement. Unpublished - rights
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* OpenGL(R) is a registered trademark of Silicon Graphics, Inc.
*/
/* cubemap.c
*
* This program demonstrates cube map textures.
* Six different colored checker board textures are
* created and applied to a lit sphere.
*
* Pressing the 'f' and 'b' keys translate the viewer
* forward and backward.
*/
#include <GL/glew.h>
#include <GL/glut.h>
#include <stdlib.h>
#include <stdio.h>
#pragma comment(lib, "glew32d.lib")
#define imageSize 4
static GLubyte image1[imageSize][imageSize][4];
static GLubyte image2[imageSize][imageSize][4];
static GLubyte image3[imageSize][imageSize][4];
static GLubyte image4[imageSize][imageSize][4];
static GLubyte image5[imageSize][imageSize][4];
static GLubyte image6[imageSize][imageSize][4];
static GLdouble ztrans = 0.0;
void makeImages(void)
{
int i, j, c;
for (i = 0; i < imageSize; i++) {
for (j = 0; j < imageSize; j++) {
c = ((((i&0x1)==0)^((j&0x1))==0))*255;
image1[i][j][0] = (GLubyte) c;
image1[i][j][1] = (GLubyte) c;
image1[i][j][2] = (GLubyte) c;
image1[i][j][3] = (GLubyte) 255;
image2[i][j][0] = (GLubyte) c;
image2[i][j][1] = (GLubyte) c;
image2[i][j][2] = (GLubyte) 0;
image2[i][j][3] = (GLubyte) 255;
image3[i][j][0] = (GLubyte) c;
image3[i][j][1] = (GLubyte) 0;
image3[i][j][2] = (GLubyte) c;
image3[i][j][3] = (GLubyte) 255;
image4[i][j][0] = (GLubyte) 0;
image4[i][j][1] = (GLubyte) c;
image4[i][j][2] = (GLubyte) c;
image4[i][j][3] = (GLubyte) 255;
image5[i][j][0] = (GLubyte) 255;
image5[i][j][1] = (GLubyte) c;
image5[i][j][2] = (GLubyte) c;
image5[i][j][3] = (GLubyte) 255;
image6[i][j][0] = (GLubyte) c;
image6[i][j][1] = (GLubyte) c;
image6[i][j][2] = (GLubyte) 255;
image6[i][j][3] = (GLubyte) 255;
}
}
}
void init(void)
{
GLfloat diffuse[4] = {1.0, 1.0, 1.0, 1.0};
glClearColor (0.0, 0.0, 0.0, 0.0);
glEnable(GL_DEPTH_TEST);
glShadeModel(GL_SMOOTH);
makeImages();
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexParameteri(GL_TEXTURE_CUBE_MAP_EXT, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_CUBE_MAP_EXT, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_CUBE_MAP_EXT, GL_TEXTURE_WRAP_R, GL_REPEAT);
glTexParameteri(GL_TEXTURE_CUBE_MAP_EXT, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_CUBE_MAP_EXT, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X_EXT, 0, GL_RGBA, imageSize,
imageSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, image1);
glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X_EXT, 0, GL_RGBA, imageSize,
imageSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, image4);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y_EXT, 0, GL_RGBA, imageSize,
imageSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, image2);
glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_EXT, 0, GL_RGBA, imageSize,
imageSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, image5);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z_EXT, 0, GL_RGBA, imageSize,
imageSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, image3);
glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_EXT, 0, GL_RGBA, imageSize,
imageSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, image6);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_EXT);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_EXT);
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_EXT);
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
glEnable(GL_TEXTURE_GEN_R);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glEnable(GL_TEXTURE_CUBE_MAP_EXT);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_AUTO_NORMAL);
glEnable(GL_NORMALIZE);
glMaterialfv (GL_FRONT, GL_DIFFUSE, diffuse);
}
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix ();
glTranslatef (0.0, 0.0, ztrans);
glutSolidSphere (5.0, 20, 10);
glPopMatrix ();
glutSwapBuffers();
}
void reshape(int w, int h)
{
glViewport(0, 0, (GLsizei) w, (GLsizei) h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(40.0, (GLfloat) w/(GLfloat) h, 1.0, 300.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0, 0.0, -20.0);
}
void keyboard (unsigned char key, int x, int y)
{
switch (key) {
case 'f':
ztrans = ztrans - 0.2;
glutPostRedisplay();
break;
case 'b':
ztrans = ztrans + 0.2;
glutPostRedisplay();
break;
case 27:
exit(0);
break;
default:
break;
}
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(400, 400);
glutInitWindowPosition(100, 100);
glutCreateWindow (argv[0]);
init ();
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutKeyboardFunc(keyboard);
glutMainLoop();
return 0;
}