OpenGL Texture Mapping. 2 Objectives Introduce the OpenGL texture functions and options.

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Presentation transcript:

OpenGL Texture Mapping

2 Objectives Introduce the OpenGL texture functions and options

3 Basic Strategy Three steps to applying a texture 1.specify the texture read or generate image assign to texture enable texturing 2.assign texture coordinates to vertices Proper mapping function is left to application 3.specify texture parameters wrapping, filtering

4 Texture Mapping s t x y z image geometry screen

5 Texture Example The texture (below) is a 256 x 256 image that has been mapped to a rectangular polygon which is viewed in perspective

6 Texture Mapping and the OpenGL Pipeline geometry pipeline vertices pixel pipeline image rasterizer Images and geometry flow through separate pipelines that join at the rasterizer ­“complex” textures do not affect geometric complexity

7 Define a texture image from an array of texels (texture elements) in CPU memory Glubyte my_texels[512][512]; Define as any other pixel map ­Scan ­Via application code Enable texture mapping ­glEnable(GL_TEXTURE_2D) ­OpenGL supports 1-4 dimensional texture maps Specify Texture Image

8 Define Image as a Texture glTexImage2D( target, level, components, w, h, border, format, type, texels ); target: type of texture, e.g. GL_TEXTURE_2D level: used for mipmapping (discussed later) components: elements per texel w, h: width and height of texels in pixels border: used for smoothing (discussed later) format and type: describe texels texels: pointer to texel array glTexImage2D(GL_TEXTURE_2D, 0, 3, 512, 512, 0, GL_RGB, GL_UNSIGNED_BYTE, my_texels);

9 Converting A Texture Image OpenGL requires texture dimensions to be powers of 2 If dimensions of image are not powers of 2 gluScaleImage( format, w_in, h_in, type_in, *data_in, w_out, h_out, type_out, *data_out ); ­data_in is source image ­data_out is for destination image Image interpolated and filtered during scaling

10 Based on parametric texture coordinates glTexCoord*() specified at each vertex s t 1, 1 0, 1 0, 01, 0 (s, t) = (0.2, 0.8) (0.4, 0.2) (0.8, 0.4) A BC a b c Texture SpaceObject Space Mapping a Texture

11 Typical Code glBegin(GL_POLYGON); glColor3f(r0, g0, b0); glNormal3f(u0, v0, w0); glTexCoord2f(s0, t0); glVertex3f(x0, y0, z0); glColor3f(r1, g1, b1); glNormal3f(u1, v1, w1); glTexCoord2f(s1, t1); glVertex3f(x1, y1, z1);. glEnd(); Note that we can use vertex arrays to increase efficiency

12 Interpolation OpenGL uses bilinear interpolation to find proper texels from specified texture coordinates Can be distortions good selection of tex coordinates poor selection of tex coordinates texture stretched over trapezoid showing effects of bilinear interpolation

13 Texture Parameters OpenGL a variety of parameter that determine how texture is applied ­Wrapping parameters determine what happens of s and t are outside the (0,1) range ­Filter modes allow us to use area averaging instead of point samples ­Mipmapping allows us to use textures at multiple resolutions ­Environment parameters determine how texture mapping interacts with shading

14 Wrapping Mode Clamping: if s,t > 1 use 1, if s,t <0 use 0 Wrapping: use s,t modulo 1 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP ) glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ) texture s t GL_CLAMP wrapping GL_REPEAT wrapping

15 Magnification and Minification TexturePolygon MagnificationMinification PolygonTexture More than one texel can cover a pixel (minification) or more than one pixel can cover a texel (magnification) Can use point sampling (nearest texel) or linear filtering ( 2 x 2 filter) to obtain texture values

16 Filter Modes Modes determined by ­glTexParameteri( target, type, mode ) glTexParameteri(GL_TEXTURE_2D, GL_TEXURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXURE_MIN_FILTER, GL_LINEAR); Note that linear filtering requires a border of an extra texel for filtering at edges (border = 1)

17 Mipmapped Textures Mipmapping allows for pre-filtered texture maps of decreasing resolutions Lessens interpolation errors for smaller textured objects Declare mipmap level during texture definition glTexImage2D( GL_TEXTURE_*D, level, … ) GLU mipmap builder routines will build all the textures from a given image gluBuild*DMipmaps( … )

18 Example point sampling mipmapped point sampling mipmapped linear filtering linear filtering

19 Texture Functions Controls how texture is applied glTexEnv{fi}[v]( GL_TEXTURE_ENV, prop, param ) GL_TEXTURE_ENV_MODE modes ­GL_MODULATE: modulates with computed shade ­GL_BLEND: blends with an environmental color ­GL_REPLACE: use only texture color ­GL(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); Set blend color with GL_TEXTURE_ENV_COLOR

20 Perspective Correction Hint Texture coordinate and color interpolation ­either linearly in screen space ­or using depth/perspective values (slower) Noticeable for polygons “on edge” glHint( GL_PERSPECTIVE_CORRECTION_HINT, hint ) where hint is one of GL_DONT_CARE GL_NICEST GL_FASTEST

21 Generating Texture Coordinates OpenGL can generate texture coordinates automatically glTexGen{ifd}[v]() specify a plane ­generate texture coordinates based upon distance from the plane generation modes ­GL_OBJECT_LINEAR ­GL_EYE_LINEAR ­GL_SPHERE_MAP (used for environmental maps)

22 Texture Objects Texture is part of the OpenGL state ­If we have different textures for different objects, OpenGL will be moving large amounts data from processor memory to texture memory Recent versions of OpenGL have texture objects ­one image per texture object ­Texture memory can hold multiple texture obejcts

23 Applying Textures II 1.specify textures in texture objects 2.set texture filter 3.set texture function 4.set texture wrap mode 5.set optional perspective correction hint 6.bind texture object 7.enable texturing 8.supply texture coordinates for vertex ­coordinates can also be generated

24 Other Texture Features Environmental Maps ­Start with image of environment through a wide angle lens Can be either a real scanned image or an image created in OpenGL t ­Use this texture to generate a spherical map ­Use automatic texture coordinate generation Multi-texturing ­Apply a sequence of textures through cascaded texture units