3D Game Programming Texture Mapping

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Presentation transcript:

3D Game Programming Texture Mapping Ming-Te Chi Department of Computer Science,  National Chengchi University 2017

Outline Texture Mapping: The Basics Mapping textures to geometry Change the texture environment texture mapping parameter mipmaps

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

Texture Mapping x y z geometry display s t image

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

Texture Mapping and the OpenGL Pipeline Images and geometry flow through separate pipelines that join during fragment processing “complex” textures do not affect geometric complexity geometry pipeline vertices pixel pipeline image Fragment processor

Specifying a Texture Image Define a texture image from an array of texels (texture elements) in CPU memory Glubyte my_texels[512][512][3]; //3:rgb Define as any other pixel map Scanned image Generate by application code Enable texture mapping glEnable(GL_TEXTURE_2D) OpenGL supports 1-4 dimensional texture maps

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);

Typical Usage target: GL_TEXTURE_2D level: no mipmapping glTexImage2D(GL_TEXTURE_2D, 0, 3, 512, 512, 0, GL_RGB, GL_UNSIGNED_BYTE, my_texels); target: GL_TEXTURE_2D level: no mipmapping components: R, G, B w, h: 512 X 512 border: no border format and type: GL_RGB and unsigned byte (0~255) texels: actual data!

Mapping a Texture t s

Mapping a Texture t s

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

Texture image

Texture Parameter Texture Parameter

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

Texture Parameters OpenGL has a variety of parameters that determine how texture is applied Wrapping parameters determine what happens if 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

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

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

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)

Example point sampling linear filtering mipmapped point mipmapped

Multiple level of Detail Mipmaps – many things in a small place

UV mapping

Complex model Blender uv mapping

glTexEnv{fi}[v]( GL_TEXTURE_ENV, prop, param ) 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_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); Set blend color with GL_TEXTURE_ENV_COLOR

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

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)

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

Environment Mapping Bump Mapping

Standard Metallic

Texture Types Alpha Source Alpha is Transparency None Input Texture Alpha From Gray Scale Alpha is Transparency

Texture type: Normal Map