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Taddeüs Kroes
uva
Commits
6f811dc5
Commit
6f811dc5
authored
Nov 29, 2010
by
Taddeüs Kroes
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Plain Diff
Graphics assignment 10: texture mapping
Added some finishing changes and comments.
parent
9fecafab
Changes
2
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2 changed files
with
19 additions
and
11 deletions
+19
-11
graphics/ass10/geometry.c
graphics/ass10/geometry.c
+4
-1
graphics/ass10/main.c
graphics/ass10/main.c
+15
-10
No files found.
graphics/ass10/geometry.c
View file @
6f811dc5
...
@@ -99,7 +99,10 @@ setHemispherePoint(vec3 *p, vec3* n, vec3* t, int latitude, int longitude,
...
@@ -99,7 +99,10 @@ setHemispherePoint(vec3 *p, vec3* n, vec3* t, int latitude, int longitude,
p
->
y
=
oy
+
sin
(
latitude
*
dToR
)
*
s
;
p
->
y
=
oy
+
sin
(
latitude
*
dToR
)
*
s
;
p
->
z
=
oz
+
cos
(
longitude
*
dToR
)
*
cos
(
latitude
*
dToR
)
*
s
;
p
->
z
=
oz
+
cos
(
longitude
*
dToR
)
*
cos
(
latitude
*
dToR
)
*
s
;
// Set texture coordinate
// Set texture coordinate, use the longitude to determine the vertical
// component and the latitude for vertical. Because the texture image
// is four times as wide as it is high, divide the latitude by 90 and
// the longitude by 360).
t
->
x
=
longitude
/
360
.
0
;
t
->
x
=
longitude
/
360
.
0
;
t
->
y
=
latitude
/
90
.
0
;
t
->
y
=
latitude
/
90
.
0
;
...
...
graphics/ass10/main.c
View file @
6f811dc5
...
@@ -128,7 +128,7 @@ InitializePolygonlists(void)
...
@@ -128,7 +128,7 @@ InitializePolygonlists(void)
loadPolygonalObject
(
polylistHouse
,
"house.obj"
,
texture_names
,
1
.
0
,
loadPolygonalObject
(
polylistHouse
,
"house.obj"
,
texture_names
,
1
.
0
,
object_positions
[
0
].
x
,
object_positions
[
0
].
y
,
object_positions
[
0
].
z
);
object_positions
[
0
].
x
,
object_positions
[
0
].
y
,
object_positions
[
0
].
z
);
// A single tree object
// A single tree object
, use the banana_leaf object for a single leaf
polylistTreeLeafs
=
CreatePolylist
(
4
);
polylistTreeLeafs
=
CreatePolylist
(
4
);
loadPolygonalObject
(
polylistTreeLeafs
,
"banana_leaf.obj"
,
texture_names
,
loadPolygonalObject
(
polylistTreeLeafs
,
"banana_leaf.obj"
,
texture_names
,
1
.
0
,
0
,
1
.
8
,
0
);
1
.
0
,
0
,
1
.
8
,
0
);
...
@@ -256,14 +256,18 @@ InitGL(void)
...
@@ -256,14 +256,18 @@ InitGL(void)
glTexParameteri
(
GL_TEXTURE_2D
,
GL_TEXTURE_WRAP_S
,
GL_REPEAT
);
glTexParameteri
(
GL_TEXTURE_2D
,
GL_TEXTURE_WRAP_S
,
GL_REPEAT
);
glTexParameteri
(
GL_TEXTURE_2D
,
GL_TEXTURE_WRAP_T
,
GL_REPEAT
);
glTexParameteri
(
GL_TEXTURE_2D
,
GL_TEXTURE_WRAP_T
,
GL_REPEAT
);
glTexParameteri
(
GL_TEXTURE_2D
,
GL_TEXTURE_MAG_FILTER
,
GL_LINEAR
);
glTexParameteri
(
GL_TEXTURE_2D
,
GL_TEXTURE_MAG_FILTER
,
GL_LINEAR
);
// Set mip-mapping type
glTexParameteri
(
GL_TEXTURE_2D
,
GL_TEXTURE_MIN_FILTER
,
GL_LINEAR_MIPMAP_LINEAR
);
glTexParameteri
(
GL_TEXTURE_2D
,
GL_TEXTURE_MIN_FILTER
,
GL_LINEAR_MIPMAP_LINEAR
);
glCheckError
(
"glTexParameteri"
);
glCheckError
(
"glTexParameteri"
);
// Enable mip-mapping
gluBuild2DMipmaps
(
GL_TEXTURE_2D
,
texture_internal_format
,
gluBuild2DMipmaps
(
GL_TEXTURE_2D
,
texture_internal_format
,
width
,
height
,
texture_format
,
texture_type
,
image_data
);
width
,
height
,
texture_format
,
texture_type
,
image_data
);
glCheckError
(
"ggluBuild2DMipmaps"
);
//glTexImage2D(GL_TEXTURE_2D, 0, texture_internal_format,
//glTexImage2D(GL_TEXTURE_2D, 0, texture_internal_format,
// width, height, 0, texture_format, texture_type, image_data);
// width, height, 0, texture_format, texture_type, image_data);
glCheckError
(
"glTexImage2D"
);
//
glCheckError("glTexImage2D");
// Free the image data, as OpenGL will have made its internal copy by now
// Free the image data, as OpenGL will have made its internal copy by now
free
(
image_data
);
free
(
image_data
);
...
@@ -420,15 +424,16 @@ DrawGLScene(void)
...
@@ -420,15 +424,16 @@ DrawGLScene(void)
DrawPolylist
(
polylistTreeStem
);
DrawPolylist
(
polylistTreeStem
);
// Draw 5 to 10 leafs
// Draw 5 to 10 leafs, rotate them according to the number of leafs
for
(
int
l
=
0
,
step
=
360
/
(
5
+
rand
()
%
6
);
l
<
360
;
l
+=
step
)
int
i
=
0
,
n
=
5
+
rand
()
%
6
;
float
step
=
360
.
0
/
n
;
while
(
i
++
<
n
)
{
{
glPushMatrix
();
if
(
i
)
glRotatef
(
step
,
0
,
1
,
0
);
glRotatef
((
float
)
l
,
0
,
1
,
0
);
DrawPolylist
(
polylistTreeLeafs
);
DrawPolylist
(
polylistTreeLeafs
);
glPopMatrix
();
}
}
glPopMatrix
();
glPopMatrix
();
...
...
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