所以我在openGL中有一个圆柱体,我没有使用gluCylinder而是使用分段GL_QUAD_STRIP来创建它,以给人一种圆形管的印象。我想得到一个纹理图像来一直包裹在圆柱体周围,但不知道如何;在OpenGL中的纹理方面,我仍然是一个新手,所以也许我不像我想象的那样理解纹理。这是我拥有的代码,用于绘制圆柱体并尝试对其进行纹理处理:
float x,z,angle; // Used to calculate cylinder wall
float height = 75.0f; // Height of the cylinder
float diameter = 10.0f; // Diameter of the cylinder, or more specifically,
float normal[3],corners[2][3]; // Storeage for vertex calculations
float numSides = 100.0f;
float step;
float sideLength;
float perimeter; // Not perimeter of ideal circular cylinder
// but actual perimeter of what is drawn
int whichSide; // Used to keep track of which side you are on during the loop
step = (GL_PI/numSides/2.0f); // Approximate the cylinder wall with
// some number of flat segments
sideLength =
2.0f*diameter*(float)sin(GL_PI/(2.0f*numSides)); // Calculate the length of each side
perimeter = numSides * sideLength;
printf("There are %f sides on the small cylindernthat are each %f units
long.nThe dimensions of the texture must benclose to %f x %fnnn", numSides,
sideLength, perimeter, height);
// Set material color for head of screw
glColor3f(1.0f, 1.0f, 1.0f);
// Assemble the wall as 100 quadrilaterals formed by
// placing adjoining Quads together
glFrontFace(GL_CCW);
glBegin(GL_QUAD_STRIP);
for(angle = (2.0f*GL_PI); angle > 0.0f; angle -= step)
{
// Calculate x and y position of the first vertex
x = diameter*(float)sin(angle);
z = diameter*(float)cos(angle);
// Get the coordinate for this point and extrude the
// length of the cylinder.
corners[0][0] = x;
corners[0][1] = -height/2.0f;
corners[0][2] = z;
corners[1][0] = x;
corners[1][1] = height/2.0f;
corners[1][2] = z;
// Instead of using real normal to actual flat section
// Use what the normal would be if the surface was really
// curved. Since the cylinder goes up the Y axis, the normal
// points from the Y axis out directly through each vertex.
// Therefore we can use the vertex as the normal, as long as
// we reduce it to unit length first and assume the y component
// to be zero
normal[0] = corners[1][0];
normal[1] = 0.0f;
normal[2] = corners[1][2];
//@@@@@#####*****TEXTURING DONE HERE *****#####@@@@@//
// Reduce to length of one and specify for this point
ReduceToUnit(normal);
glNormal3fv(normal);
glTexCoord2f(((float)whichSide)/numSides,0.0f);
glVertex3fv(corners[0]);
glTexCoord2f(((float)whichSide)/numSides,1.0f);
glVertex3fv(corners[1]);
whichSide++;
}
如果您将纹理映射过程视为将一张纸包裹在圆柱体周围(因此圆柱体的高度 = 纸张的高度和圆柱体的周长 = 纸张的宽度),您需要做的就是生成改变 Y(或 X)以及角度的 texcoord(但这将从 0-1 变为 Angle,而角度从 0 变为 Pi)。另一个纹理坐标 X(或 Y)将为 0 和 1,因此它映射到该轴上的全图范围。