report4郭小明 三维图形程序设计 电子科技大学
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课程名称:三维图形程序设计学 院:计算机科学与工程专 业:计算机科学与技术指导教师:曹跃学生姓名:郭小明学 号:实验成绩:日 期:实验报告 2011060100010
2013年 5 月 3
日
电 子 科 技 大 学
实 验 报 告
实验四 OpenGL纹理映射编程实验
实验室名称:A2—412 实验时间:2013.5.3
一.实验目的
1、理解OpenGL纹理映射的相关原理;
2、掌握与纹理映射相关的OpenGL API函数及其用法; 3、熟悉纹理映射设置的基本步骤。
二.实验内容
(一)编程任务1——绘制一个具有纹理和光照的房间
为在第三次实验中生成的房间(如上图)添加数字图像生成的纹理。 要求:
1、使用纹理对象;
2、墙壁、地板和天花板的数字图像生成的纹理要不相同; 3、屋内至少有一个点光源;
4、可用右键菜单交互式的开启或关闭场景光照和纹理;
5、可用右键菜单设置纹理环境(GL_REPLACE和GL_MODULATE)。分析这两种方式中哪种适宜于有光照的环境下。 6、
三.实验要求
1. 实验前要做好充分准备;
2. 实验中独立完成源程序编辑、编译、链接过程,运行并记录程序运行结
果;
3. 对程序结果进行分析。 四.实验报告
1. OpenGL纹理映射的基本原理和思想; 2. OpenGL纹理映射的基本步骤; 3. 编程任务1
a) 程序说明。说明程序的功能、结构。
b) 编制的应用程序上机调试的情况、上机调试步骤、调试所遇到的问题
是如何解决的,并对编程过程中的问题进行分析,对执行结果进行分析。
c) 写出源程序清单(详细注释)和执行结果。 d) 实验结果的分析。
五、实验器材(设备、元器件):
Microsoft Windows XP Professional 版本2002 Service Pack 3 VC++ 6.0
六、 墙壁原图片
源程序:
#include
GLint HITS; int flag_xyz = 1; int flag_light = 1; int mousex,mousey; float movex,movey,movez;
typedef struct {
GLubyte * image_data; GLsizei width; GLsizei height;
} Data; Data* data[4]; GLuint textures[4];
float PI = 3.1415926; void display();
void drawSphere(GLfloat,GLfloat,GLfloat,int);
float wide=0.8,height=0.8,Dept=0.8;
void init() { }
int wide_screen=300,height_screen=300;
float eyex = 0,eyey = 0,eyez = 1.7;
void reshape(int w, int h) {
glMatrixMode(GL_MODELVIEW); glLoadIdentity(); wide_screen = w; height_screen = h; glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION); glLoadIdentity();
gluPerspective(60,1,1,30);//3.设置视景体,glFrustum gluLookAt(eyex,eyey,eyez,0,0,0,0,1,0); //glPixelStoref(GL_UNPACK_ALIGNMENT,1); glGenTextures(4,textures); for(int i=0;i<4;i++){ }
//printf(\
glBindTexture(GL_TEXTURE_2D,textures[i]); glTexImage2D(
GL_TEXTURE_2D, 0, GL_RGB, data[i]->width, data[i]->height , 0,
GL_RGB, GL_UNSIGNED_BYTE, data[i]->image_data);
glEnable(GL_DEPTH_TEST); glEnable(GL_NORMALIZE); glEnable(GL_COLOR_MATERIAL); glEnable(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
}
float light_postion[4]={wide-0.2,height-0.2,-Dept,1}; float light_ambient [4]={1.0,1.0,1.0,0.8}; float light_diffuse [4]={1.0,1.0,1.0,0.8}; float light_specular [4]={1.0,1.0,1.0,0.8}; //float light_ambient [4]={0.6,0.6,0.6,0.5}; //float light_diffuse [4]={0.4,0.4,0.4,0.5}; //float light_specular [4]={0.8,0.8,0.8,0.5};
float proxy[3] = {wide-0.2,height-0.2,-Dept};
void createLightAndProxy(GLenum mode) { }
void create_wall() {
//设置墙壁材质
GLfloat Material_ambient[4]={0.2,0.2,0.2,1.0}; if(mode == GL_SELECT) { }
glLoadName(2);
glTranslatef(-2*movex/wide_screen,-2*movey/height_screen,-2*movez/wide_screen); if(mode == GL_SELECT) { }
if(flag_light == 1)
drawSphere(proxy[0],proxy[1]-wide/12,proxy[2],1); glLoadName(1); //设置光源相关
glLightf(GL_LIGHT0,GL_CONSTANT_ATTENUATION,1); glLightf(GL_LIGHT0,GL_LINEAR_ATTENUATION,0); glLightfv(GL_LIGHT0,GL_POSITION,light_postion); glLightfv(GL_LIGHT0,GL_AMBIENT,light_ambient); glLightfv(GL_LIGHT0,GL_DIFFUSE,light_diffuse); glLightfv(GL_LIGHT0,GL_SPECULAR,light_specular);
glTranslatef(2*movex/wide_screen,2*movey/height_screen,2*movez/wide_screen);
//近处的墙
glColor3f(0.6,0.5,0.0); glNormal3f(0,0,-1); glTexCoord2f(0,0);
glVertex3f(-wide,-height,Dept); glTexCoord2f(16,0);
glVertex3f(wide,-height,Dept); glTexCoord2f(16,16); glVertex3f(wide,height,Dept); glTexCoord2f(0,16);
glVertex3f(-wide,height,Dept);
//右边的墙
glColor3f(0.5,0.5,0.8); glNormal3f(-1,0,0); glTexCoord2f(0,0);
glVertex3f(wide,-height,-Dept); glTexCoord2f(16,0);
glVertex3f(wide,-height,Dept); glTexCoord2f(16,16); glVertex3f(wide,height,Dept); glTexCoord2f(0,16);
glVertex3f(wide,height,-Dept);
//左边的墙
glColor3f(0.5,0.5,0.8); glNormal3f(1,0,0); glTexCoord2f(0,0);
glVertex3f(-wide,-height,Dept); glTexCoord2f(16,0);
glVertex3f(-wide,-height,-Dept); glTexCoord2f(16,16);
glBindTexture(GL_TEXTURE_2D,textures[0]); glBegin(GL_QUADS);
glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT,Material_ambient); glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE,Material_diffuse); glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR,Material_specular); glMaterialf(GL_FRONT_AND_BACK,GL_SHININESS,Material_shiness); GLfloat Material_diffuse[4]={0.8,0.8,0.6,1.0}; GLfloat Material_specular[4]={0.2,0.2,0.5,1.0}; GLfloat Material_shiness = 64.0;
}
void create_floor() { }
void create_quad(int i,int j) {
if((i+j)%2 == 1 ) else
glColor3f(0.0,0.0,0.0); glVertex3f(-wide/16,0,Dept/16); glVertex3f(wide/16,0,Dept/16); glBegin(GL_QUADS);
glColor3f(0.0,0.5,0.5);
glBindTexture(GL_TEXTURE_2D,textures[3]); glBegin(GL_QUADS); glColor4f(0.4,0.3,0.3,0.6); glNormal3f(0,1,0); glTexCoord2f(0.0,0.0); glVertex3f(-wide,-height,Dept); glTexCoord2f(16.0,0); glVertex3f(wide,-height,Dept); glTexCoord2f(16.0,16.0); glVertex3f(wide,-height,-Dept); glTexCoord2f(0.0,16.0); glVertex3f(-wide,-height,-Dept); glEnd();
//远处的墙
glColor3f(0.5,0.5,0.8); glNormal3f(0,0,1); glTexCoord2f(0,0);
glVertex3f(-wide,-height,-Dept); glTexCoord2f(16,0);
glVertex3f(wide,-height,-Dept); glTexCoord2f(16,16); glVertex3f(wide,height,-Dept); glTexCoord2f(0,16);
glVertex3f(-wide,height,-Dept);
glVertex3f(-wide,height,-Dept); glTexCoord2f(0,16);
glVertex3f(-wide,height,Dept);
glEnd();
}
void create_ceil() {
/************************************************************************/ /*采用纹理贴图的方式,就可以放弃循环画小图的方式了,下面的代码就不再使用*/ /************************************************************************/ /* int j =1; int i=1;
glTranslatef(0,height,0);
//glBindTexture(GL_TEXTURE_2D,textures[1]); glNormal3f(0,1,0); for(;j<=16;j++) {
glTranslatef(-wide+j*wide/8-wide/16,0,0); for(i=1;i<=16;i++)
glBindTexture(GL_TEXTURE_2D,textures[1]); glBegin(GL_QUADS);
glColor4f(0.4,0.3,0.3,0.6); glNormal3f(0,-1,0); glTexCoord2f(0.0,0.0); glVertex3f(-wide,height,-Dept); glTexCoord2f(16.0,0); glVertex3f(wide,height,-Dept); glTexCoord2f(16.0,16.0); glVertex3f(wide,height,Dept); glTexCoord2f(0.0,16.0); glVertex3f(-wide,height,Dept);
glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT,Material_ambient); glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE,Material_diffuse); glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR,Material_specular); glMaterialf(GL_FRONT_AND_BACK,GL_SHININESS,Material_shiness); GLfloat Material_ambient[4]={0.8,0.8,0.8,1.0}; GLfloat Material_diffuse[4]={0.8,0.8,0.8,1.0}; GLfloat Material_specular[4]={0.4,0.3,0.5,1.0}; GLfloat Material_shiness = 1.0;
glVertex3f(wide/16,0,-Dept/16); glVertex3f(-wide/16,0,-Dept/16);
glEnd();
glEnd();
}
void drawSphere(GLfloat xx=0,GLfloat yy=0,GLfloat zz=0,int flag=0) {
x[0] = radius * sin(angle_z) * cos(angle_xy); y[0] = radius * sin(angle_z) * sin(angle_xy); z[0] = radius * cos(angle_z);
for(j=0; j angle_xy = j * step_xy; float angle_z = 0.0; float angle_xy = 0.0; int i=0, j=0; if(flag == 0) else glColor3f(1.0,1.0,1.0); glBegin(GL_QUADS); for(i=0; i angle_z = i * step_z; glColor3f(0.5,0.25,0); GLfloat radius; if(flag == 0) else radius=wide/16; GLfloat M=20; GLfloat N=20; float step_z = PI/M; float step_xy = 2*PI/N; float x[4],y[4],z[4]; radius=2*wide/8; } glTranslatef(0,-height,0); */ { } glTranslatef(wide-j*wide/8+wide/16,0,0); glTranslatef(0,0,-Dept+i*Dept/8-Dept/16); create_quad(i,j); glTranslatef(0,0,Dept-i*Dept/8+Dept/16); } void yuanzhui() { glTranslatef(-wide/2,-height,-Dept/2); glBegin(GL_TRIANGLE_FAN); glColor3f(0,0.25,0.5); glNormal3f(1,1,1); glVertex3f(0,height/1.2,0); for(int i=0;i<=32;i++) { } glEnd(); glBegin(GL_TRIANGLE_FAN); glColor3f(0,0.25,0.5); glNormal3f(0,1,0); glVertex3f(0,0,0); for(int i=0;i<=32;i++) { } glVertex3f(0.2*cos(i*PI/16), 0.01 , 0.2*sin(i*PI/16)); glVertex3f(0.2*cos(i*PI/16),0,0.2*sin(i*PI/16)); } glEnd(); } for(int k=0; k<4; k++) { } glNormal3f(x[k],y[k],z[k]); glVertex3f(xx+x[k], yy+y[k],zz+z[k]); x[3] = radius * sin(angle_z) * cos(angle_xy + step_xy); y[3] = radius * sin(angle_z) * sin(angle_xy + step_xy); z[3] = radius * cos(angle_z); x[2] = radius*sin(angle_z + step_z)*cos(angle_xy + step_xy); y[2] = radius*sin(angle_z + step_z)*sin(angle_xy + step_xy); z[2] = radius*cos(angle_z + step_z); x[1] = radius * sin(angle_z + step_z) * cos(angle_xy); y[1] = radius * sin(angle_z + step_z) * sin(angle_xy); z[1] = radius * cos(angle_z + step_z); glEnd(); glTranslatef(wide/2,height,Dept/2); } void createFurnishings() { } void draw(GLenum mode) { } void display() { } int flag_move = 0 ; glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(60,1,1,30); gluLookAt(eyex,eyey,eyez,0,0,0,0,1,0); draw(GL_RENDER); glFlush(); glutSwapBuffers(); createLightAndProxy(mode); create_wall(); create_floor(); create_ceil(); createFurnishings(); glMatrixMode(GL_MODELVIEW); if(flag_light == 1) { } else { } glDisable(GL_LIGHTING); glDisable(GL_LIGHT0); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glTranslatef(0,-height+2*wide/8,-Dept+2*Dept/8); drawSphere(); glTranslatef(0,height-2*wide/8,Dept-2*Dept/8); yuanzhui(); void process(GLint hits,GLuint buffer[]) { } GLuint select_Buffer[SIZE]; void mouse(int key,int state,int x,int y) { gluPickMatrix((GLdouble)x,(GLdouble)(viewport[3]-y),5,5,viewport); gluPerspective(60,1,1,30); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glInitNames(); glPushName(0); glSelectBuffer(SIZE,select_Buffer); glRenderMode(GL_SELECT); GLint hits; GLint viewport[4]; if(key == GLUT_LEFT_BUTTON && state == GLUT_DOWN) { mousex = x; mousey = y; glGetIntegerv(GL_VIEWPORT,viewport); ptr = (GLint *) buffer; for (i = 0; i < hits; i++) { } names = *ptr; ptr+=3; for (j = 0; j < names; j++) { /* for each name */ } if(*ptr==1) { } ptr++; flag_move = 1; /* for each hit */ unsigned int i, j; GLint names, *ptr; } void motion(int x,int y) { } void keyboard(unsigned char key,int x,int y) { if(flag_move == 0) else { } switch(flag_xyz) { case 1: case 2: } glutPostRedisplay(); mousex = x; mousey = y; movex = x-mousex+movex; movey = -y+mousey+movey; break; movez = x-mousex+movez; break; return; } if(key == GLUT_LEFT_BUTTON && state == GLUT_UP) { } flag_move = 0; hits = glRenderMode(GL_RENDER); process(hits,select_Buffer); HITS = hits; glutPostRedisplay(); glMatrixMode(GL_PROJECTION); glPopMatrix(); glFlush(); draw(GL_SELECT); gluLookAt(eyex,eyey,eyez,0,0,0,0,1,0); case 3: } void MenuFunc(int data) { switch(data) { case 1: switch(key) { case 'x': eyex -=0.1; break; eyey -=0.1; break; eyez -=0.1; break; eyex +=0.1; break; eyey +=0.1; break; eyez +=0.1; break; case 'y': case 'z': case 'X': case 'Y': case 'Z': case 'h': case 'H': flag_xyz = 1; break; case 's': case 'S': flag_xyz = 2; break; case 'l': case 'L': } glutPostRedisplay(); flag_xyz = 3; break; return; break; default: } static GLint ImageWidth; static GLint ImageHeight; static GLint PixelLength; static GLubyte* PixelData; Data* imageInit(char * path_name){ fseek(pFile, 54, SEEK_SET); fread(PixelData, PixelLength, 1, pFile); // 读取像素数据 PixelData = (GLubyte*)malloc(PixelLength); if( PixelData == 0 ) exit(0); // 计算像素数据长度 PixelLength = ImageWidth * 3; while( PixelLength % 4 != 0 ) ++PixelLength; PixelLength *= ImageHeight; // 读取图象的大小信息 fseek(pFile, 0x0012, SEEK_SET); fread(&ImageWidth, sizeof(ImageWidth), 1, pFile); fread(&ImageHeight, sizeof(ImageHeight), 1, pFile); // 打开文件 FILE* pFile = fopen(path_name, \); if( pFile == 0 ) { } printf(\文件未找到\); exit(0); } glutPostRedisplay(); flag_light = 0; break; flag_light = 1; break; break; case 2: default: } int Menu; int main(int argc,char ** argv) { } glutInitDisplayMode(GLUT_RGBA|GLUT_DOUBLE|GLUT_DEPTH); glutInit(&argc,argv); glutInitWindowSize(wide_screen,height_screen); glutCreateWindow(argv[0]); init(); Menu = glutCreateMenu(MenuFunc); glutAddMenuEntry(\关闭光源!\,1); glutAddMenuEntry(\打开光源!\,2); glutAttachMenu(GLUT_RIGHT_BUTTON); glutDisplayFunc(display); glutKeyboardFunc(keyboard); glutMouseFunc(mouse); glutMotionFunc(motion); glutKeyboardFunc(keyboard); glutReshapeFunc(reshape); glutMainLoop(); return 0; char* tupian[4]={\,\,\,\}; for(int i=0;i<4;i++){ } data[i] = imageInit(tupian[i]); // 关闭文件 fclose(pFile); Data* rv = (Data *)malloc(sizeof(Data)); rv->image_data = PixelData; rv->width = ImageWidth; rv->height = ImageHeight; return rv; 七.实验结果: 开灯之后的情况 关灯之后的情况 改变纹理和视角之后的情况 八.总结、改进建议及心得体会: 1、理解了OpenGL纹理映射的相关原理; 2、掌握了与纹理映射相关的OpenGL API函数及其用法; 3、熟悉了纹理映射设置的基本步骤。
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