Texture mapping a pyramid

  最近每晚都超累...脖子酸,脑袋昏沉...表示看书成问题...最近不知怎么了,特别特别累.

  抄了一段书上的代码,跑了一遍.贴出来吧.

 

//	SphereWorld.cpp

#include "stdafx.h"
#include <GLTools.h>
#include <GLMatrixStack.h>
#include <GLFrame.h>
#include <GLFrustum.h>
#include <GLBatch.h>
#include <GLGeometryTransform.h>
#include <math.h>
#include <GL/glut.h>

GLShaderManager shaderManager ;
GLMatrixStack modelViewMatrix ;
GLMatrixStack projectionMatrix ;
GLFrame cameraFrame ;
GLFrame objectFrame ;
GLFrustum viewFrustum ;

GLBatch pyramidBatch ;
GLuint textureID ;

GLGeometryTransform transformPipeline ;
M3DMatrix44f shadowMatrix ;

void MakePyramid(GLBatch& pyramidBatch)
{
	pyramidBatch.Begin(GL_TRIANGLES, 18, 1);
    
	// Bottom of pyramid
	pyramidBatch.Normal3f(0.0f, -1.0f, 0.0f);
	pyramidBatch.MultiTexCoord2f(0, 0.0f, 0.0f);
	pyramidBatch.Vertex3f(-1.0f, -1.0f, -1.0f);
    
	pyramidBatch.Normal3f(0.0f, -1.0f, 0.0f);
	pyramidBatch.MultiTexCoord2f(0, 1.0f, 0.0f);
	pyramidBatch.Vertex3f(1.0f, -1.0f, -1.0f);
    
	pyramidBatch.Normal3f(0.0f, -1.0f, 0.0f);
	pyramidBatch.MultiTexCoord2f(0, 1.0f, 1.0f);
	pyramidBatch.Vertex3f(1.0f, -1.0f, 1.0f);
    
	pyramidBatch.Normal3f(0.0f, -1.0f, 0.0f);
	pyramidBatch.MultiTexCoord2f(0, 0.0f, 1.0f);
	pyramidBatch.Vertex3f(-1.0f, -1.0f, 1.0f);
    
	pyramidBatch.Normal3f(0.0f, -1.0f, 0.0f);
	pyramidBatch.MultiTexCoord2f(0, 0.0f, 0.0f);
	pyramidBatch.Vertex3f(-1.0f, -1.0f, -1.0f);
    
	pyramidBatch.Normal3f(0.0f, -1.0f, 0.0f);
	pyramidBatch.MultiTexCoord2f(0, 1.0f, 1.0f);
	pyramidBatch.Vertex3f(1.0f, -1.0f, 1.0f);
    
	
	M3DVector3f vApex = { 0.0f, 1.0f, 0.0f };
	M3DVector3f vFrontLeft = { -1.0f, -1.0f, 1.0f };
	M3DVector3f vFrontRight = { 1.0f, -1.0f, 1.0f };
	M3DVector3f vBackLeft = { -1.0f, -1.0f, -1.0f };
	M3DVector3f vBackRight = { 1.0f, -1.0f, -1.0f };
	M3DVector3f n;
	
	// Front of Pyramid
	m3dFindNormal(n, vApex, vFrontLeft, vFrontRight);
	pyramidBatch.Normal3fv(n);
	pyramidBatch.MultiTexCoord2f(0, 0.5f, 1.0f);
	pyramidBatch.Vertex3fv(vApex);		// Apex
    
	pyramidBatch.Normal3fv(n);
	pyramidBatch.MultiTexCoord2f(0, 0.0f, 0.0f);
	pyramidBatch.Vertex3fv(vFrontLeft);		// Front left corner
    
	pyramidBatch.Normal3fv(n);
	pyramidBatch.MultiTexCoord2f(0, 1.0f, 0.0f);
	pyramidBatch.Vertex3fv(vFrontRight);		// Front right corner
    
    
	m3dFindNormal(n, vApex, vBackLeft, vFrontLeft);
	pyramidBatch.Normal3fv(n);
	pyramidBatch.MultiTexCoord2f(0, 0.5f, 1.0f);
	pyramidBatch.Vertex3fv(vApex);		// Apex
    
	pyramidBatch.Normal3fv(n);
	pyramidBatch.MultiTexCoord2f(0, 1.0f, 0.0f);
	pyramidBatch.Vertex3fv(vBackLeft);		// Back left corner
	
	pyramidBatch.Normal3fv(n);
	pyramidBatch.MultiTexCoord2f(0, 0.0f, 0.0f);
	pyramidBatch.Vertex3fv(vFrontLeft);		// Front left corner
    
	m3dFindNormal(n, vApex, vFrontRight, vBackRight);
	pyramidBatch.Normal3fv(n);
	pyramidBatch.MultiTexCoord2f(0, 0.5f, 1.0f);
	pyramidBatch.Vertex3fv(vApex);				// Apex
    
	pyramidBatch.Normal3fv(n);
	pyramidBatch.MultiTexCoord2f(0, 1.0f, 0.0f);
	pyramidBatch.Vertex3fv(vFrontRight);		// Front right corner
    
	pyramidBatch.Normal3fv(n);
	pyramidBatch.MultiTexCoord2f(0, 0.0f, 0.0f);
	pyramidBatch.Vertex3fv(vBackRight);			// Back right cornder
    
    
	m3dFindNormal(n, vApex, vBackRight, vBackLeft);
	pyramidBatch.Normal3fv(n);
	pyramidBatch.MultiTexCoord2f(0, 0.5f, 1.0f);
	pyramidBatch.Vertex3fv(vApex);		// Apex
    
	pyramidBatch.Normal3fv(n);
	pyramidBatch.MultiTexCoord2f(0, 0.0f, 0.0f);
	pyramidBatch.Vertex3fv(vBackRight);		// Back right cornder

	pyramidBatch.Normal3fv(n);
	pyramidBatch.MultiTexCoord2f(0, 1.0f, 0.0f);
	pyramidBatch.Vertex3fv(vBackLeft);		// Back left corner

	pyramidBatch.End();
}

bool LoadTGATexture(const char* szFileName, GLenum minFilter, GLenum magFilter, GLenum wrapMode)
{
	GLbyte * pBits ;
	int width, height, components ;
	GLenum format ;

	pBits = gltReadTGABits(szFileName, &width, &height, &components, &format) ;
	if (pBits == NULL)
		return false ;

	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapMode) ;
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapMode) ;
	
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, minFilter) ;
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, magFilter) ;

	glPixelStorei(GL_UNPACK_ALIGNMENT, 1) ;
	glTexImage2D(GL_TEXTURE_2D, 0, components, width, height, 0, format, GL_UNSIGNED_BYTE, pBits) ;

	free(pBits) ;

	if (minFilter == GL_LINEAR_MIPMAP_LINEAR ||
		minFilter == GL_LINEAR_MIPMAP_NEAREST ||
		minFilter == GL_NEAREST_MIPMAP_LINEAR ||
		minFilter== GL_NEAREST_MIPMAP_NEAREST)
	{
		glGenerateMipmap(GL_TEXTURE_2D) ;
	}

	return true ;
}

void SetUpRC()
{
	glClearColor(0.7f, 0.7f, 0.7f, 1.0f) ;

	shaderManager.InitializeStockShaders() ;

	glEnable(GL_DEPTH_TEST) ;

	glGenTextures(1, &textureID) ;
	glBindTexture(GL_TEXTURE_2D, textureID) ;
	LoadTGATexture("stone.tga", GL_LINEAR, GL_LINEAR, GL_CLAMP_TO_EDGE) ;

	MakePyramid(pyramidBatch) ;

	cameraFrame.MoveForward(-7.0f) ;
}

void ShutdownRC(void)
{
	glDeleteTextures(1, &textureID) ;
}

void RenderScene(void)
{
	static GLfloat lightPos[] = {1.0f,1.0f, 1.0f,} ;
	static GLfloat white[] = {1.0f, 1.0f, 1.0f, 1.0f,} ;

	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT) ;

	modelViewMatrix.PushMatrix() ;
	M3DMatrix44f mCamera ;
	cameraFrame.GetCameraMatrix(mCamera) ;
	modelViewMatrix.MultMatrix(mCamera) ;

	M3DMatrix44f mObjectFrame ;
	objectFrame.GetMatrix(mObjectFrame) ;
	modelViewMatrix.MultMatrix(mObjectFrame) ;

	glBindTexture(GL_TEXTURE_2D, textureID) ;
	shaderManager.UseStockShader(
		GLT_SHADER_TEXTURE_POINT_LIGHT_DIFF,
		transformPipeline.GetModelViewMatrix(),
		transformPipeline.GetProjectionMatrix(),
		lightPos, white, 0) ;

	pyramidBatch.Draw() ;

	modelViewMatrix.PopMatrix() ;

	glutSwapBuffers() ;
}

void SpecialKeys(int key, int x, int y)
{
	if (key == GLUT_KEY_UP)
		objectFrame.RotateWorld(m3dDegToRad(-5.0f), 1.0f, 0, 0) ;

	if (key == GLUT_KEY_DOWN)
		objectFrame.RotateWorld(m3dDegToRad(5.0f), 1.0f, 0, 0) ;

	if (key == GLUT_KEY_LEFT)
		objectFrame.RotateWorld(m3dDegToRad(-5.0f), 0, 1.0f, 0) ;

	if (key == GLUT_KEY_RIGHT)
		objectFrame.RotateWorld(m3dDegToRad(5.0f), 0, 1.0f, 0) ;

	glutPostRedisplay() ;
}

void ChangeSize(int w, int h)
{
	glViewport(0, 0, w, h) ;
	viewFrustum.SetPerspective(35.0f, (float)w / h, 1.0f, 500.0f) ;
	projectionMatrix.LoadMatrix(viewFrustum.GetProjectionMatrix()) ;
	transformPipeline.SetMatrixStacks(modelViewMatrix, projectionMatrix) ;
}

int main(int argc, char* argv[])
{
	gltSetWorkingDirectory(argv[0]);
	
	glutInit(&argc, argv);
	glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_STENCIL);
	glutInitWindowSize(800, 600);
	glutCreateWindow("Pyramid");
    glutReshapeFunc(ChangeSize);
    glutSpecialFunc(SpecialKeys);
    glutDisplayFunc(RenderScene);
        
	GLenum err = glewInit();

	if (GLEW_OK != err)
	{
		fprintf(stderr, "GLEW Error: %s\n", glewGetErrorString(err));
		return 1;
	}
	
	SetUpRC();

	glutMainLoop();
    
    ShutdownRC();
    
	return 0;
}


 

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Projective texture mapping in Unity Shader is a technique used to project a texture onto an object in a way that simulates the effect of a slide projector. It can be used to create various effects like projecting a spotlight texture onto a surface, projecting a decal onto a curved surface, or creating a shadow map for an object. To implement projective texture mapping in Unity Shader, you need to use a combination of vertex and fragment shaders. The vertex shader calculates the projective transformation matrix, which is used to transform the texture coordinates in the fragment shader. The fragment shader samples the texture and applies it to the object's surface. Here's a simple example of a vertex shader that calculates the projective transformation matrix: ``` Shader "Custom/ProjectiveTextureMapping" { Properties { _MainTex ("Texture", 2D) = "white" {} _Projector ("Projector", 3D) = "" {} } SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag uniform sampler2D _MainTex; uniform float4x4 unity_Projector; float4x4 unity_ObjectToWorld; struct appdata { float4 vertex : POSITION; float3 normal : NORMAL; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = mul(unity_Projector, v.vertex).xy; return o; } fixed4 frag (v2f i) : SV_Target { return tex2D(_MainTex, i.uv); } ENDCG } } } ``` In this example, the `_MainTex` property is the texture to be projected, and the `_Projector` property is the object that will project the texture. The `unity_Projector` variable is a matrix that transforms the texture coordinates from object space to clip space. The `vert` function calculates the transformed texture coordinates and passes them to the fragment shader in the `v2f` struct. The fragment shader simply samples the texture using the transformed texture coordinates and returns the color. You can use this shader by assigning it to a material and setting the `_MainTex` and `_Projector` properties to appropriate textures and objects, respectively.
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