Gholamhossein Tavasoli @ ZNU Texture mapping Implemented in hardware on every GPU Simplest surface detail hack, dating back to the ‘60s GE flight simulator and its terrain generator Technique: “Paste” photograph or bitmap (the texture, for example: a brick pattern, a wood grain pattern, a sky with clouds) on a surface to add detail without adding more polygons. Map texture onto the surface, get the surface color or alter the object’s surface color Think of texture map as stretchable contact paper How do we add more detail to a model? Add more detailed geometry; more, smaller triangles: Pros: Responds realistically to lighting, other surface interaction Cons: Difficult to generate, takes longer to render, takes more memory space Map a texture to a model: Pros: Can be stored once and reused, easily compressed to reduce size, rendered very quickly, very intuitive to use, especially useful on far-away objects, terrain, sky,… Cons: Very crude approximation of real life. Texture mapped but otherwise unaltered surfaces still look smooth. What can you put in a texture map? Diffuse, ambient, specular, or any kind of color Specular exponents, transparency or reflectivity coefficients Surface normal data (for normal mapping or bump mapping) Projected reflections or shadows A texture is just a bitmap image 2D array - texture[height][width][4] Pixels of the texture are called texels Texture coordinates are in 2D, in the range [0,1] A technique to handle variations of reflectance properties of an object surface by storing the reflectance as a function or a pixel-based image and “mapping” it onto a surface. The image is called a texture map The texture map is defied in its own coordinate system, parameterized by (u, v) Assign (u, v) coordinates to the vertices of surface triangles For each pixel inside a triangle, calculate its texture coordinates using barycentric interpolation on the triangle vertices’ texture coordinates Using the pixel texture coordinates, use bilinear interpolation in the texture map to find the pixel’s color Steps in Texture Mapping Create a texture object and specify a texture for that object Indicate how the texture is to be applied to each pixel Enable texture mapping Draw the scene, supplying both texture and geometric coordinates Loading image file as texture with Qt void glBindTexture(GLenum target, GLuint textureName); When using the textureName of an unsigned integer other than zero for the first time, a new texture object is created and assigned that name When binding to a previously created texture object, that texture object becomes active When binding to a textureName value of zero, OpenGL stops using texture objects and returns to the unnamed default texture. void glDeleteTextures(GLsizei n, const GLuint *textureNames); Deletes n texture objects, named by elements in the array textureNames. You must provide both object coordinates and texture coordinates for each vertex. The texture coordinates determine which texel in the texture map is assigned to that vertex. Texture coordinates are interpolated between vertices Textures are rectangular arrays of data In exactly the same way that colors are interpolated between two vertices of shaded polygons and lines void glTexCoord{1234}{sifd}(TYPE coords); void glTexCoord{1234}{sifd}v(TYPE *coords); Sets the current texture coordinates (u,v, w, q) Subsequent calls to glVertex*() result in those vertices being assigned the current texture coordinates. Using glTexCoord2*() allows you to specify u and v; u and v are set to 0 and 1, respectively You need to enable texturing before drawing your scene. glEnable(GL_TEXTURE_2D) glDisable(GL_TEXTURE_2D) Supplying Both Texture and Geometric Coordinates For a two-dimensional texture map the texture coordinates range from 0.0 to 1.0 in both directions, but the coordinates of the items being textured can be anything (0,0) is conventionally the bottom-left corner (1,1) is the top-right corner of the texture image Wrapping The texture should be sampled when a coordinate outside the range of 0 to 1 is given GL_REPEAT GL_MIRRORED_REPEAT GL_CLAMP_TO_EDGE GL_CLAMP_TO_BORDER The clamping can be set per coordinate, where the equivalent of (x,y,z) in texture coordinates is called (s,t,r) Texture parameter are changed with the glTexParameter* functions glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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