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Texture Mapping source code...

Posted on 1998-07-01
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Last Modified: 2013-12-03
I want to get source code of texture mapping in Win32.

<requirement>
source code have to be programed in C.
mapping speed have to be fast(optimized code).
program have to run in Win32 API.
example must be included..

thanks.
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Question by:jhjeon
5 Comments
 
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by:BlackMan
Comment Utility
I don't know if this is what you want:

/*==========================================================================
 *
 *  Copyright (C) 1995, 1996 Microsoft Corporation. All Rights Reserved.
 *
 *  File: tex1.c
 *
 ***************************************************************************/
 
/*
 * A texture mapping example using a cylindrical mapping.
 */
 
#include "rmdemo.h"
 
BOOL
BuildScene(LPDIRECT3DRMDEVICE dev, LPDIRECT3DRMVIEWPORT view,
   LPDIRECT3DRMFRAME scene, LPDIRECT3DRMFRAME camera)
{
    LPDIRECT3DRMMESH mesh = NULL;
    LPDIRECT3DRMMESHBUILDER builder = NULL;
    LPDIRECT3DRMFRAME frame = NULL;
    LPDIRECT3DRMTEXTURE tex = NULL;
    LPDIRECT3DRMMATERIAL mat = NULL;
    LPDIRECT3DRMWRAP wrap = NULL;
    LPDIRECT3DRMLIGHT l1 = NULL;
    LPDIRECT3DRMLIGHT l2 = NULL;
    D3DRMBOX box;
    D3DVALUE miny, maxy;
    D3DVALUE height;
    HRESULT rval;
 
    dev;
    view;
    camera;
 
    if (FAILED(lpD3DRM->lpVtbl->CreateLightRGB(lpD3DRM, D3DRMLIGHT_AMBIENT, D3DVAL(0.2),
                                  D3DVAL(0.2), D3DVAL(0.2), &l1)))
  goto generic_error;
    if (FAILED(scene->lpVtbl->AddLight(scene, l1)))
goto generic_error;
    if (FAILED(lpD3DRM->lpVtbl->CreateFrame(lpD3DRM, scene, &frame)))
goto generic_error;
    if (FAILED(frame->lpVtbl->SetOrientation(frame, scene, -D3DVAL(1), -D3DVAL(1),
                                  D3DVAL(1), D3DVAL(0), D3DVAL(1), D3DVAL(0))))
  goto generic_error;
    if (FAILED(lpD3DRM->lpVtbl->CreateLightRGB(lpD3DRM, D3DRMLIGHT_DIRECTIONAL, D3DVAL(1),
                                  D3DVAL(1), D3DVAL(1), &l2)))
  goto generic_error;
    if (FAILED(frame->lpVtbl->AddLight(frame, l2)))
goto generic_error;
    RELEASE(frame);
 
    if (FAILED(lpD3DRM->lpVtbl->CreateFrame(lpD3DRM, scene, &frame)))
goto generic_error;
    if (FAILED(frame->lpVtbl->SetPosition(frame, scene, D3DVAL(0), D3DVAL(0), D3DVAL(15))))
goto generic_error;
    if (FAILED(frame->lpVtbl->SetRotation(frame, scene, D3DVAL(1.1), D3DVAL(0.3),  
                               D3DVAL(0.0), D3DVAL(0.04))))
       goto generic_error;
 
    if (FAILED(lpD3DRM->lpVtbl->CreateMeshBuilder(lpD3DRM, &builder)))
goto generic_error;
    rval = builder->lpVtbl->Load(builder, "sphere4.x", NULL,
    D3DRMLOAD_FROMFILE, NULL, NULL);
    if (rval != D3DRM_OK) {
        Msg("Failed to load sphere4.x.\n%s", D3DRMErrorToString(rval));
goto ret_with_error;
    }
 
    rval = lpD3DRM->lpVtbl->LoadTexture(lpD3DRM, "tex7.ppm", &tex);
    if (rval != D3DRM_OK) {
        Msg("Failed to load tex7.ppm.\n%s", D3DRMErrorToString(rval));
goto ret_with_error;
    }
    if (FAILED(lpD3DRM->lpVtbl->CreateMaterial(lpD3DRM, D3DVAL(10.0), &mat)))
goto generic_error;
 
    if (FAILED(builder->lpVtbl->SetTexture(builder, tex)))
goto generic_error;
    if (FAILED(builder->lpVtbl->SetMaterial(builder, mat)))
goto generic_error;
    if (FAILED(builder->lpVtbl->SetColorRGB(builder, D3DVAL(1.0), D3DVAL(1.0), D3DVAL(1.0))))
goto generic_error;
 
    if (FAILED(builder->lpVtbl->CreateMesh(builder, &mesh)))
goto generic_error;
    RELEASE(builder);
 
    if (FAILED(mesh->lpVtbl->GetBox(mesh, &box)))
goto generic_error;
    maxy = box.max.y;
    miny = box.min.y;
    height = maxy - miny;
 
    if (FAILED(lpD3DRM->lpVtbl->CreateWrap(lpD3DRM, D3DRMWRAP_CYLINDER, NULL, D3DVAL(0.0),
                              D3DVAL(0.0), D3DVAL(0.0), D3DVAL(0.0),
                              D3DVAL(1.0), D3DVAL(0.0), D3DVAL(0.0),
                              D3DVAL(0.0), D3DVAL(1.0), D3DVAL(0.0),
                              D3DDivide(miny, height), D3DVAL(1.0),
                              D3DDivide(-D3DVAL(1.0), height), &wrap)))
      goto generic_error;
 
    if (FAILED(wrap->lpVtbl->Apply(wrap, (LPDIRECT3DRMOBJECT)mesh)))
goto generic_error;
    if (FAILED(frame->lpVtbl->AddVisual(frame, (LPDIRECT3DRMVISUAL) mesh)))
goto generic_error;
 
    RELEASE(frame);
    RELEASE(wrap);
    RELEASE(mesh);
    RELEASE(tex);
    RELEASE(mat);
    RELEASE(l1);
    RELEASE(l2);
    return TRUE;
generic_error:
    Msg("A failure occurred while building the scene.\n");
ret_with_error:
    RELEASE(mesh);
    RELEASE(builder);
    RELEASE(frame);
    RELEASE(tex);
    RELEASE(mat);
    RELEASE(wrap);
    RELEASE(l1);
    RELEASE(l2);
    return FALSE;
}
 
void
OverrideDefaults(Defaults* defaults)
{
    defaults->bConstRenderQuality = TRUE;
    lstrcpy(defaults->Name, "Texture Mapping Direct3DRM Example");
}

 

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Author Comment

by:jhjeon
Comment Utility
BlackMan, thanks for your comment
but I don't want Direct3d, OpenGL, Guild etc..
I do not need source code with 3D library ..

I want raw algorithm of texture mapping .
 
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LVL 2

Expert Comment

by:kinkajou
Comment Utility
True texture mapping onto a polygonal object? As opposed to just bitmapping.
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LVL 4

Accepted Solution

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nils pipenbrinck earned 300 total points
Comment Utility
These two URL's are what you need.

They explain in detail how to write a fast affinite texture mapper (for triangles and n-gons). complete with example sourcecode (for 32-bit dos, but the texturemapper itself works fine under win32).

ftp://us.hornet.org/pub/demos/code/3d/trifill/texmap/fatmap.txt

ftp://us.hornet.org/pub/demos/code/3d/trifill/texmap/fatmap2.zip

Have fun,

  Nils Pipenbrinck
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Author Comment

by:jhjeon
Comment Utility
nils pipenbrinck, Thanks for your answer!

have a good day !!

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