CS 445 / 645 Introduction to Computer Graphics Lecture 19 Texture Maps Lecture 19 Texture Maps
Texture Mapping Limited ability to generate complex surfaces with geometry Images can convey the illusion of geometry Images painted onto polygons is called texture mapping Limited ability to generate complex surfaces with geometry Images can convey the illusion of geometry Images painted onto polygons is called texture mapping
Texture Maps Chapter 9 of Open GL Programming Guide (Red Book) Images applied to polygons to enhance the visual effect of a scene Rectangular arrays of dataRectangular arrays of data –Color, luminance, alpha –Components of array called texels Or in 3D, volumetric voxels Chapter 9 of Open GL Programming Guide (Red Book) Images applied to polygons to enhance the visual effect of a scene Rectangular arrays of dataRectangular arrays of data –Color, luminance, alpha –Components of array called texels Or in 3D, volumetric voxels
Texture Mapping Texture map is an image, two-dimensional array of color values (texels) Texels are specified by texture’s (u,v) space At each screen pixel, texel can be used to substitute a polygon’s surface property (color) We must map (u,v) space to polygon’s (s, t) space Texture map is an image, two-dimensional array of color values (texels) Texels are specified by texture’s (u,v) space At each screen pixel, texel can be used to substitute a polygon’s surface property (color) We must map (u,v) space to polygon’s (s, t) space U V S T
Texture Mapping (u,v) to (s,t) mapping can be explicitly set at vertices by storing texture coordinates with each vertex How do we compute (u,v) to (s,t) mapping for points in between Watch for aliasingWatch for aliasing Watch for many to one mappingsWatch for many to one mappings Watch for perspective foreshortening effects and linear interpolationWatch for perspective foreshortening effects and linear interpolation (u,v) to (s,t) mapping can be explicitly set at vertices by storing texture coordinates with each vertex How do we compute (u,v) to (s,t) mapping for points in between Watch for aliasingWatch for aliasing Watch for many to one mappingsWatch for many to one mappings Watch for perspective foreshortening effects and linear interpolationWatch for perspective foreshortening effects and linear interpolation
Example Texture Map Applied to tilted polygon
Example Texture Map glVertex3d (s, s, s) glTexCoord2d(1,1); glVertex3d (-s, -s, -s) glTexCoord2d(0, 0);
Example Texture Map glVertex3d (s, s, s) glTexCoord2d(5, 5); glVertex3d (s, s, s) glTexCoord2d(1, 1); Repeating textures vs. Clamped textures
Texture Coordinates Every polygon can have object coordinates and texture coordinates Object coordinates describe where polygon vertices are on the screenObject coordinates describe where polygon vertices are on the screen Texture coordinates describe texel coordinates of each vertex (usually 0 -> 1)Texture coordinates describe texel coordinates of each vertex (usually 0 -> 1) Texture coordinates are interpolated along vertex-vertex edgesTexture coordinates are interpolated along vertex-vertex edges glTexCoord{1234}{sifd}(TYPE coords) Every polygon can have object coordinates and texture coordinates Object coordinates describe where polygon vertices are on the screenObject coordinates describe where polygon vertices are on the screen Texture coordinates describe texel coordinates of each vertex (usually 0 -> 1)Texture coordinates describe texel coordinates of each vertex (usually 0 -> 1) Texture coordinates are interpolated along vertex-vertex edgesTexture coordinates are interpolated along vertex-vertex edges glTexCoord{1234}{sifd}(TYPE coords) Why 1 4 coords? s, t, r, and q (for homogeneous coordinates, an advanced topic)
Textures Texture Object An OpenGL data type that keeps textures resident in memory and provides identifiers to easily access themAn OpenGL data type that keeps textures resident in memory and provides identifiers to easily access them Provides efficiency gains over having to repeatedly load and reload a textureProvides efficiency gains over having to repeatedly load and reload a texture You can prioritize textures to keep in memoryYou can prioritize textures to keep in memory OpenGL uses least recently used (LRU) if no priority is assignedOpenGL uses least recently used (LRU) if no priority is assigned Texture Object An OpenGL data type that keeps textures resident in memory and provides identifiers to easily access themAn OpenGL data type that keeps textures resident in memory and provides identifiers to easily access them Provides efficiency gains over having to repeatedly load and reload a textureProvides efficiency gains over having to repeatedly load and reload a texture You can prioritize textures to keep in memoryYou can prioritize textures to keep in memory OpenGL uses least recently used (LRU) if no priority is assignedOpenGL uses least recently used (LRU) if no priority is assigned
Example use of Texture Read.bmp from file Use Image data typeUse Image data type –getc() and fseek() to read image x & y size –fread() fills the Image data memory with actual red/green/blue values from.bmp NoteNote –malloc() Image->data to appropriate size –.bmp stores color in bgr order and we convert to rgb order Read.bmp from file Use Image data typeUse Image data type –getc() and fseek() to read image x & y size –fread() fills the Image data memory with actual red/green/blue values from.bmp NoteNote –malloc() Image->data to appropriate size –.bmp stores color in bgr order and we convert to rgb order
Step 2 – create Texture Objects glGenTextures(1, &texture[texture_num]); First argument tells GL how many Texture Objects to createFirst argument tells GL how many Texture Objects to create Second argument is a pointer to the place where OpenGL will store the names (unsigned integers) of the Texture Objects it createsSecond argument is a pointer to the place where OpenGL will store the names (unsigned integers) of the Texture Objects it creates –texture[ ] is of type GLuint glGenTextures(1, &texture[texture_num]); First argument tells GL how many Texture Objects to createFirst argument tells GL how many Texture Objects to create Second argument is a pointer to the place where OpenGL will store the names (unsigned integers) of the Texture Objects it createsSecond argument is a pointer to the place where OpenGL will store the names (unsigned integers) of the Texture Objects it creates –texture[ ] is of type GLuint
Step 3 – Specify which texture object is about to be defined Tell OpenGL that you are going to define the specifics of the Texture Object it created glBindTexture(GL_TEXTURE_2D, texture[texture_num]);glBindTexture(GL_TEXTURE_2D, texture[texture_num]); –Textures can be 1D and 3D as well Tell OpenGL that you are going to define the specifics of the Texture Object it created glBindTexture(GL_TEXTURE_2D, texture[texture_num]);glBindTexture(GL_TEXTURE_2D, texture[texture_num]); –Textures can be 1D and 3D as well
Step 4 – Begin defining texture glTexParameter() Sets various parameters that control how a texture is treated as it’s applied to a fragment or stored in a texture objectSets various parameters that control how a texture is treated as it’s applied to a fragment or stored in a texture object // scale linearly when image bigger than texture glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);// scale linearly when image bigger than texture glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); // scale linearly when image smaller than texture glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); // scale linearly when image smaller than texture glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);glTexParameter() Sets various parameters that control how a texture is treated as it’s applied to a fragment or stored in a texture objectSets various parameters that control how a texture is treated as it’s applied to a fragment or stored in a texture object // scale linearly when image bigger than texture glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);// scale linearly when image bigger than texture glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); // scale linearly when image smaller than texture glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); // scale linearly when image smaller than texture glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
Step 5 – Assign image data glTexImage2D();glTexImage2D(); GL_TEXTURE_2D (2D Texture) 0 (level of detail 0) 3 (3 components, RGB) image1->sizeX(size) image1->sizeY(size) 0 (no border pixel) GL_RGB (RGB color order) GL_UNSIGNED_BYTE (unsigned byte data) image1->data (pointer to the data))
glTexImage2D – Arg 1 GLenum target GL_TEXTURE_{1|2|3}DGL_TEXTURE_{1|2|3}D GL_PROXY_TEXTURE_2DGL_PROXY_TEXTURE_2D –Provides queries for texture resources –Proceed with hypothetical texture use (GL won’t apply the texture) –After query, call GLGetTexLevelParamter to verify presence of required system components –Doesn’t check possibility of multiple texture interference GLenum target GL_TEXTURE_{1|2|3}DGL_TEXTURE_{1|2|3}D GL_PROXY_TEXTURE_2DGL_PROXY_TEXTURE_2D –Provides queries for texture resources –Proceed with hypothetical texture use (GL won’t apply the texture) –After query, call GLGetTexLevelParamter to verify presence of required system components –Doesn’t check possibility of multiple texture interference
glTexImage2D – Arg 2 GLint level Used for Level of Detail (LOD)Used for Level of Detail (LOD) LOD stores multiple versions of texture that can be used at runtime (set of sizes)LOD stores multiple versions of texture that can be used at runtime (set of sizes) Runtime algorithms select appropriate version of textureRuntime algorithms select appropriate version of texture –Pixel size of polygon used to select best texture –Eliminates need for error-prone filtering algorithms GLint level Used for Level of Detail (LOD)Used for Level of Detail (LOD) LOD stores multiple versions of texture that can be used at runtime (set of sizes)LOD stores multiple versions of texture that can be used at runtime (set of sizes) Runtime algorithms select appropriate version of textureRuntime algorithms select appropriate version of texture –Pixel size of polygon used to select best texture –Eliminates need for error-prone filtering algorithms
glTexImage2D – Arg 3 GLint internalFormat GL defines 38 symbolic constants that describe which of R, G, B, and A are used in internal representation of texelsGL defines 38 symbolic constants that describe which of R, G, B, and A are used in internal representation of texels Provides control over things texture can doProvides control over things texture can do –High bit depth alpha blending –High bit depth intensity mapping –General purpose RGB GL doesn’t guarantee all options are available on given hardwareGL doesn’t guarantee all options are available on given hardware GLint internalFormat GL defines 38 symbolic constants that describe which of R, G, B, and A are used in internal representation of texelsGL defines 38 symbolic constants that describe which of R, G, B, and A are used in internal representation of texels Provides control over things texture can doProvides control over things texture can do –High bit depth alpha blending –High bit depth intensity mapping –General purpose RGB GL doesn’t guarantee all options are available on given hardwareGL doesn’t guarantee all options are available on given hardware
glTexImage2D – Args 4-6 GLsizei width GLsizei height Dimensions of texture imageDimensions of texture image –Must be 2 m + 2b (b=0 or 1 depending on border) –min, 64 x 64 GLint border Width of border (1 or 0)Width of border (1 or 0) –Border allows linear blending between overlapping textures –Useful when manually tiling textures GLsizei width GLsizei height Dimensions of texture imageDimensions of texture image –Must be 2 m + 2b (b=0 or 1 depending on border) –min, 64 x 64 GLint border Width of border (1 or 0)Width of border (1 or 0) –Border allows linear blending between overlapping textures –Useful when manually tiling textures
glTexImage2D – Args 7 & 8 GLenum format Describe how texture data is stored in input arrayDescribe how texture data is stored in input array –GL_RGB, GL_RGBA, GL_BLUE… GLenum type Data size of array componentsData size of array components –GL_SHORT, GL_BYTE, GL_INT… GLenum format Describe how texture data is stored in input arrayDescribe how texture data is stored in input array –GL_RGB, GL_RGBA, GL_BLUE… GLenum type Data size of array componentsData size of array components –GL_SHORT, GL_BYTE, GL_INT…
glTexImage2D – Arg 9 Const GLvoid *texels Pointer to data describing texture mapPointer to data describing texture map Const GLvoid *texels Pointer to data describing texture mapPointer to data describing texture map
Step 6 – Apply texture Before defining geometry glEnable(GL_TEXTURE_2D);glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, texture[0]);glBindTexture(GL_TEXTURE_2D, texture[0]); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); Before defining geometry glEnable(GL_TEXTURE_2D);glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, texture[0]);glBindTexture(GL_TEXTURE_2D, texture[0]); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glTexEnv() GL_TEXTURE_ENV_MODE GL_DECAL (alpha blends texture with poly color) GL_REPLACE (straight up replacement) GL_MODULATE (texture application is a function of poly lighting) GL_BLEND (texture controls blending with another color) If GL_BLEND selected, second call to glTexEnv() must specify GL_TEXTURE_ENV_COLOR 4-float array for R,G,B,A blend First argument to function is always GL_TEXTURE_ENV