Texture mapping is the process of applying colors from an image to an
object created in OpenGL. A simple example would be, applying a brick
image onto a square which makes the square look like an original wall.
OpenGL supports four basic texture map types. 1D, 2D, 3D and cube map
textures. The following code is an example of a 2D texture mapping,
which provides a basic usage of textures.
Note: To run this code on your machine, make a bitmap image (64 x
64) and name it floor.bmp . Keep this image in the same folder where
your exe file is located. If you are Code::Blocks user, then compiling
from IDE results in Error, it says that it couldn’t found the Image. So
just compile it and run the exe file which is inside debug or release
folder. Visual Studio user can directly run this program without even
including <windows.h> but Code::Blocks user must include
<windows.h>.
Source Code:
#include <windows.h> //for Code::Blocks user#include <GL/glut.h>#include <stdio.h>#include <gl\gl.h>#include <gl\glu.h>#include <stdlib.h>GLuint texture[2];struct Image {unsigned long sizeX;unsigned long sizeY;char *data;};typedef struct Image Image;#define checkImageWidth 64#define checkImageHeight 64GLubyte checkImage[checkImageWidth][checkImageHeight][3];void makeCheckImage(void){int i, j, c;for (i = 0; i < checkImageWidth; i++) {for (j = 0; j < checkImageHeight; j++) {c = ((((i&0x8)==0)^((j&0x8)==0)))*255;checkImage[i][j][0] = (GLubyte) c;checkImage[i][j][1] = (GLubyte) c;checkImage[i][j][2] = (GLubyte) c;}}}int ImageLoad(char *filename, Image *image) {FILE *file;unsigned long size; // size of the image in bytes.unsigned long i; // standard counter.unsigned short int planes; // number of planes in image (must be 1)unsigned short int bpp; // number of bits per pixel (must be 24)char temp; // temporary color storage for bgr-rgb conversion.// make sure the file is there.if ((file = fopen(filename, "rb"))==NULL){printf("File Not Found : %s\n",filename);return 0;}// seek through the bmp header, up to the width/height:fseek(file, 18, SEEK_CUR);// read the widthif ((i = fread(&image->sizeX, 4, 1, file)) != 1) {printf("Error reading width from %s.\n", filename);return 0;}//printf("Width of %s: %lu\n", filename, image->sizeX);// read the heightif ((i = fread(&image->sizeY, 4, 1, file)) != 1) {printf("Error reading height from %s.\n", filename);return 0;}//printf("Height of %s: %lu\n", filename, image->sizeY);// calculate the size (assuming 24 bits or 3 bytes per pixel).size = image->sizeX * image->sizeY * 3;// read the planesif ((fread(&planes, 2, 1, file)) != 1) {printf("Error reading planes from %s.\n", filename);return 0;}if (planes != 1) {printf("Planes from %s is not 1: %u\n", filename, planes);return 0;}// read the bitsperpixelif ((i = fread(&bpp, 2, 1, file)) != 1) {printf("Error reading bpp from %s.\n", filename);return 0;}if (bpp != 24) {printf("Bpp from %s is not 24: %u\n", filename, bpp);return 0;}// seek past the rest of the bitmap header.fseek(file, 24, SEEK_CUR);// read the data.image->data = (char *) malloc(size);if (image->data == NULL) {printf("Error allocating memory for color-corrected image data");return 0;}if ((i = fread(image->data, size, 1, file)) != 1) {printf("Error reading image data from %s.\n", filename);return 0;}for (i=0;i<size;i+=3) { // reverse all of the colors. (bgr -> rgb)temp = image->data[i];image->data[i] = image->data[i+2];image->data[i+2] = temp;}// we're done.return 1;}Image * loadTexture(){Image *image1;// allocate space for textureimage1 = (Image *) malloc(sizeof(Image));if (image1 == NULL) {printf("Error allocating space for image");exit(0);}if (!ImageLoad("floor.bmp", image1)) {exit(1);}return image1;}void myinit(void){glClearColor (0.5, 0.5, 0.5, 0.0);glEnable(GL_DEPTH_TEST);glDepthFunc(GL_LESS);Image *image1 = loadTexture();if(image1 == NULL){printf("Image was not returned from loadTexture\n");exit(0);}makeCheckImage();glPixelStorei(GL_UNPACK_ALIGNMENT, 1);// Create TextureglGenTextures(2, texture);glBindTexture(GL_TEXTURE_2D, texture[0]);glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); //scale linearly when image bigger than textureglTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); //scale linearly when image smalled than textureglTexImage2D(GL_TEXTURE_2D, 0, 3, image1->sizeX, image1->sizeY, 0,GL_RGB, GL_UNSIGNED_BYTE, image1->data);glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);glBindTexture(GL_TEXTURE_2D, texture[1]);glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);glTexImage2D(GL_TEXTURE_2D, 0, 3, checkImageWidth,checkImageHeight, 0, GL_RGB, GL_UNSIGNED_BYTE,&checkImage[0][0][0]);glEnable(GL_TEXTURE_2D);glShadeModel(GL_FLAT);}void display(void){glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);glBindTexture(GL_TEXTURE_2D, texture[1]);glutSolidTeapot(1.0);glBindTexture(GL_TEXTURE_2D, texture[0]);glBegin(GL_QUADS);glTexCoord2f(0.0, 0.0);glVertex3f(1.0, -1.0, 0.0);glTexCoord2f(1.0, 0.0);glVertex3f(1.0, 1.0, 0.0);glTexCoord2f(1.0, 1.0);glVertex3f(2.41421, 1.0, -1.41421);glTexCoord2f(0.0, 1.0);glVertex3f(2.41421, -1.0, -1.41421);glEnd();glutSwapBuffers();}void myReshape(int w, int h){glViewport(0, 0, w, h);glMatrixMode(GL_PROJECTION);glLoadIdentity();gluPerspective(60.0, 1.0*(GLfloat)w/(GLfloat)h, 1.0, 30.0);glMatrixMode(GL_MODELVIEW);glLoadIdentity();glTranslatef(0.0, 0.0, -3.6);}void keyboard (unsigned char key, int x, int y){switch (key) {case 27: // “esc” on keyboardexit(0);break;default: // “a” on keyboardbreak;}}int main(int argc, char** argv){glutInit(&argc, argv);glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);glutCreateWindow("Texture Mapping - Programming Techniques");myinit();glutReshapeFunc (myReshape);glutDisplayFunc(display);glutKeyboardFunc(keyboard);glutMainLoop();return 0;}
Output
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