Jeff Molofee - NeHe's OpenGL Tutorials
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- Название:NeHe's OpenGL Tutorials
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NeHe's OpenGL Tutorials: краткое содержание, описание и аннотация
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glEnd();
}
Now in InitGL we add two new function calls, these two calls set the texture generation mode for S and T to Sphere Mapping. The texture coordinates S, T, R & Q relate in a way to object coordinates x, y, z and w. If you are using a one-dimensional texture (1D) you will use the S coordinate. If your texture is two dimensional, you will use the S & T coordinates.
So what the following code does is tells OpenGL how to automatically generate the S and T coordinates for us based on the sphere-mapping formula. The R and Q coordinates are usually ignored. The Q coordinate can be used for advanced texture mapping extensions, and the R coordinate may become useful once 3D texture mapping has been added to OpenGL, but for now we will ignore the R & Q Coords. The S coordinate runs horizontally across the face of our polygon, the T coordinate runs vertically across the face of our polygon.
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); // Set The Texture Generation Mode For S To Sphere Mapping ( NEW )
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); // Set The Texture Generation Mode For T To Sphere Mapping ( NEW )
We're almost done! All we have to do is set up the rendering, I took out a few of the quadratic objects because they didn't work well with environment mapping. The first thing we need to do is enable texture generation. Then we select the reflective texture (sphere map) and draw our object. After all of the objects you want sphere-mapped have been drawn, you will want to disable texture generation, otherwise everything will be sphere mapped. We disable sphere-mapping before we draw the background scene (we don't want the background sphere mapped). You will notice that the bind texture commands may look fairly complex. All we're doing is selecting the filter to use when drawing our sphere map or the background image.
int DrawGLScene(GLvoid) // Here's 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);
glEnable(GL_TEXTURE_GEN_S); // Enable Texture Coord Generation For S ( NEW )
glEnable(GL_TEXTURE_GEN_T); // Enable Texture Coord Generation For T ( NEW )
glBindTexture(GL_TEXTURE_2D, texture[filter+(filter+1)]); // This Will Select A Sphere Map
glPushMatrix();
glRotatef(xrot,1.0f,0.0f,0.0f);
glRotatef(yrot,0.0f,1.0f,0.0f);
switch(object) {
case 0:
glDrawCube();
break;
case 1:
glTranslatef(0.0f,0.0f,-1.5f); // Center The Cylinder
gluCylinder(quadratic,1.0f,1.0f,3.0f,32,32); // A Cylinder With A Radius Of 0.5 And A Height Of 2
break;
case 2:
gluSphere(quadratic,1.3f,32,32); // Sphere With A Radius Of 1 And 16 Longitude/Latitude Segments
break;
case 3:
glTranslatef(0.0f,0.0f,-1.5f); // Center The Cone
gluCylinder(quadratic,1.0f,0.0f,3.0f,32,32); // Cone With A Bottom Radius Of .5 And Height Of 2
break;
};
glPopMatrix();
glDisable(GL_TEXTURE_GEN_S); // Disable Texture Coord Generation ( NEW )
glDisable(GL_TEXTURE_GEN_T); // Disable Texture Coord Generation ( NEW )
glBindTexture(GL_TEXTURE_2D, texture[filter*2]); // This Will Select The BG Texture ( NEW )
glPushMatrix();
glTranslatef(0.0f, 0.0f, –24.0f);
glBegin(GL_QUADS);
glNormal3f( 0.0f, 0.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-13.3f, –10.0f, 10.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f( 13.3f, –10.0f, 10.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 13.3f, 10.0f, 10.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-13.3f, 10.0f, 10.0f);
glEnd();
glPopMatrix();
xrot+=xspeed;
yrot+=yspeed;
return TRUE; // Keep Going
}
The last thing we have to do is update the spacebar section of code to reflect (No Pun Intended) the changes we made to the Quadratic objects being rendered. (We removed the discs)
if (keys[' '] && !sp) {
sp=TRUE;
object++;
if (object>3) object=0;
}
We're done! Now you can do some really impressive things with Environment mapping like making an almost accurate reflection of a room! I was planning on showing how to do Cube Environment Mapping in this tutorial too but my current video card does not support cube mapping. Maybe in a month or so after I buy a GeForce 2 :) Also I taught myself environment mapping (mostly because I couldnt find too much information on it) so if anything in this tutorial is inaccurate, Email Me or let NeHe know.
Thanks, and Good Luck!
Visit my site: http://www.tiptup.com/
GB Schmick (TipTup) Jeff Molofee (NeHe)* DOWNLOAD Visual C++Code For This Lesson.
* DOWNLOAD Mac OS X/CocoaCode For This Lesson. (Conversion by Bryan Blackburn)
Lesson 24
This tutorial is far from visually stunning, but you will definitely learn a few new things by reading through it. I have had quite a few people ask me about extensions, and how to find out what extensions are supported on a particular brand of video card. This tutorial will teach you how to find out what OpenGL extensions are supported on any type of 3D video card.
I will also teach you how to scroll a portion of the screen without affecting any of the graphics around it using scissor testing. You will also learn how to draw line strips, and most importantly, in this tutorial we will drop the AUX library completely, along with Bitmap images. I will show you how to use Targa (TGA) images as textures. Not only are Targa files easy to work with and create, they support the ALPHA channel, which will allow you to create some pretty cool effects in future projects!
The first thing you should notice in the code below is that we no longer include the glaux header file (glaux.h). It is also important to note that the glaux.lib file can also be left out! We're not working with bitmaps anymore, so there's no need to include either of these files in our project.
Also, using glaux, I always received one warning message. Without glaux there should be zero errors, zero warnings.
#include // Header File For Windows
#include // Header File For Standard Input / Output
#include // Header File For Variable Argument Routines
#include // Header File For String Management
#include // Header File For The OpenGL32 Library
#include // Header File For The GLu32 Library
HDC hDC=NULL; // Private GDI Device Context
HGLRC hRC=NULL; // Permanent Rendering Context
HWND hWnd=NULL; // Holds Our Window Handle
HINSTANCE hInstance; // Holds The Instance Of The Application
bool keys[256]; // Array Used For The Keyboard Routine
bool active=TRUE; // Window Active Flag Set To TRUE By Default
bool fullscreen=TRUE; // Fullscreen Flag Set To Fullscreen Mode By Default
The first thing we need to do is add some variables. The first variable scroll will be used to scroll a portion of the screen up and down. The second variable maxtokens will be used to keep track of how many tokens (extensions) are supported by the video card.
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