1 / 29

Texture Mapping Part II

Texture Mapping Part II. CS 4363/6353. What we Know. We can open image files for reading We can load them into texture buffers We can link that texture buffer to a variable in the fragment shader We can access the texture in the fragment shader using a sampler2D. Rectangle Textures.

Download Presentation

Texture Mapping Part II

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Texture Mapping Part II CS 4363/6353

  2. What we Know • We can open image files for reading • We can load them into texture buffers • We can link that texture buffer to a variable in the fragment shader • We can access the texture in the fragment shader using a sampler2D

  3. Rectangle Textures • There’s another mode called GL_TEXTURE_RECTANGLE • Works just like GL_TEXTURE_2D, but… • Texture coordinate range is the width and height of the image (not normalized) • Can’t be mipmapped • Texture coordinates cannot repeat • Do not support compression • Useful for when you need to process image data (image processing), not just texture • Typically, you create an orthographic projection with 0,0 on the bottom left • First quadrant of the Cartesian system

  4. OpenGL SuperBible Example

  5. CUBE Mapping • Used for “skyboxes” • Used for faking reflections • Comprised of 6 individual images • Treated as one texture • Can be mipmapped (glGenerateMipmap (GL_TEXTURE_CUBE_MAP)) • We’re going to have 3 texture coordinates! • S • T • R • It’s easiest to think of this as a normal because the cube “surrounds” you

  6. Neg Y Neg Z Neg X Pos Z Pos X Pos Y OpenGL SuperBible – Chapter 7

  7. LOADING CUBE MAPS • Create/Bind a buffer like normal • Still load using glTexImage2D, but must pass: • GL_TEXTURE_CUBE_MAP_POSITIVE_X • GL_TEXTURE_CUBE_MAP_NEGATIVE_X • GL_TEXTURE_CUBE_MAP_POSITIVE_Y • GL_TEXTURE_CUBE_MAP_NEGATIVE_Y • GL_TEXTURE_CUBE_MAP_POSITIVE_Z • GL_TEXTURE_CUBE_MAP_NEGATIVE_Y • Example: glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL_RGBA, w, h, 0, GL_BGR, GL_UNSIGNED_BYTE, bitmap_data);

  8. Texture Parameters • Still have MAG and MIN filters, but… • Specify it’s a GL_TEXTURE_CUBE_MAP • Specify how to wrap each texture coordinate • Example glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);

  9. SKYBOXES • Literally just a giant box with a texture on it • It follows the camera! • It doesn’t rotate with the camera • How do we map the cube map to the cube? • What are the texture coordinates?

  10. SKYBOXES • Literally just a giant box with a texture on it • It follows the camera! • It doesn’t rotate with the camera • How do we map the cube map to the cube? • What are the texture coordinates? The same as their positions!

  11. SKYBOXES • Literally just a giant box with a texture on it • It follows the camera! • It doesn’t rotate with the camera • How do we map the cube map to the cube? • What are the texture coordinates? • How do we sample the texture in our fragment shader? Using a sampleCube variable

  12. // Skybox Shader by Richard S. Wright, Jr. #version 330 in vec4 vVertex; uniform mat4 mvpMatrix; varying vec3vVaryingTexCoord; void main (void) { vVaryingTexCoord = normalize (vVertex.xyz); gl_Position = mvpMatrix* vVertex; } #version 330 out vec4 vFragColor; uniform samplerCubecubeMap; varying vec3 vVaryingTexCoord; void main (void) { vFragColor = texture (cubeMap, vVaryingTexCoord); }

  13. Reflections OpenGL SuperBible – Chapter 7

  14. // Reflection Shader – Richard S. Wright Jr. #version 330 in vec4 vVertex; in vec3 normal; uniform mat4 mvpMatrix; uniform mat4 mvMatrix; uniform mat3 normalMatrix; // Just the rots of the mv uniform mat4 mInverseCamera; // The camera matrix inverted smooth out vec3 vVaryingTexCoord; void main (void) { // Normal in eye space – only rots vec3 vEyeNormal = normalMatrix* vNormal; // Vertex in eye space vec4 vVert4 = mvMatrix * vVertex; vec3 vEyeVertex = normalize(vVert4.xyz/vVert4.w); // Calculate a reflection vector, then invert it vec4 vCoords = vec4(reflect(vEyeVertex, vEyeNormal), 1.0); vCoords = mInverseCamera* vCoords; vVaryingTexCoord.xyz = normalize(vCoords.xyz); gl_Position = mvpMatrix * vVertex; }

  15. Using Multiple Textures • Second texture useful for: • Adding multiple colors together • Using it as a bump map • Using it as a specular map • Using it as a transparency map

  16. For Color Alone

  17. BUMP Mapping • Used to approximate very rough surfaces • Using the second texture to adjust the normals of the surface • Per fragment, not per vertex • In the case below, all N◦L is the same

  18. BUMP Mapping • Used to approximate very rough surfaces • Using the second texture to adjust the normals of the surface • Per fragment, not per vertex • In the case below, all N◦L is not the same • Gives off a different amount of light! • Note – the geometry has not changed!

  19. Example

  20. Example From Book

  21. An Extreme Example http://www.chromesphere.com/Tutorials/Vue6/Optics-Basic.html

  22. Parallax Mapping • Approximate parallax • Changes the texture coordinate based on view vector and normal • Need a height map http://www.jpjorge.com/index.php?headfile=portfolio.php&topic=4 http://www.virtualworldlets.net/Resources/Hosted/Resource.php?Name=ParallaxFlash

  23. BillBoarding • Image always faces the camera (think of the math!) • Typically has transparency • Useful for trees • Useful for particle effects http://www.neotos.de/en/content/megaview-jogl-opengl-java-3d-engine

  24. Point Sprites • OpenGL 1.5 • Based on billboarding • Can place a 2D texture using a single point! • Previously, needed two triangles • 1/4th the bandwidth • No aligning the quad to face the camera • Using them • Bind a 2D texture • Draw using glPolygonMode (GL_FRONT, GL_POINTS) http://www.whatsthelatest.net/tutorials/run-macs-flurry-screensaver-windows-xp/

  25. Texture Arrays • Packing several images into a single texture units (GL_TEXTURE0) • Good for 2D animations • Similar use: • glBindTexture (GL_TEXTURE_2D_ARRAY, texBufID); • glTexParameteri (GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR); • However, to load the image, we are now in 3D! glTexImage3D (GL_TEXTURE_2D_ARRAY, level, internal_format, w, h, depth, border, format, NULL); • The depth parameter specifies how many images are in the array

  26. Loading the Arrays for (inti = 0; i < num_images; i++) { data = loadBitmap (“image”+i+”.bmp”); glTexSubImage(GL_TEXTURE_2D_ARRAY, 0, 0, 0, i, w, h, 1, GL_BGR, GL_UNSIGNED_BYTE, data); }

  27. Accessing the Images • Normally, you specify the image index from the client side GLuintloc = glGetUniform (progID, “image_num”); glUniform1f (loc, counter); // some int • Then, in the vertex shader, use it as the 3rd texture coordinate: uniform float image_num; in vec4 vTexCoords; smooth out vec3 imageTexCoords; void main (void) { imageTexCoords.st = vTexCoords.st; imageTexCoords.p = image_num; … }

  28. Your Fragment Shader • Must have a sampler2DArray variable • Must use the texture2DArray function uniform sampler2DArray texture; smooth in vec3 imageTexCoords; out vFragColor; void main () { vFragColor = texture2DArray (texture, imageTexCoods.stp); }

More Related