HW1 – 무피즈 (강현석)
HW1 – 무피즈 (백승대)HW2 – 캐릭터 (박찬호)HW2 – 캐릭터 (원종찬)HW2 – 캐릭터 (박재희)HW3 – 캐릭터 동산 (정효진)HW3 – 캐릭터 동산 (심지흠)HW3 – 캐릭터 동산 (심세용)
2011년 봄학기 그래픽스 프로그래밍 기말고사 문제
OpenGL Line-Drawing Algorithm
lecture18-ch7
OpenGL Blending
Blending 예제
http://dis.dankook.ac.kr/lectures/cg08/entry/blending-예제
Blending Filter 예제
http://dis.dankook.ac.kr/lectures/cg08/entry/blending-filter-예제
// Default (no blending) = Cs*1
glBlendFunc(GL_ONE, GL_ZERO)
// Draw background only = Cd*1
glBlendFunc(GL_ZERO, GL_ONE) // Addition Blending = Cs*1 + Cd*1
glBlendFunc(GL_ONE, GL_ONE)
// Alpha blending (back-to-front) = Cs*As + Cd*(1-As)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) // Brighten the scene = Cs*As + Cd*1
glBlendFunc(GL_SRC_ALPHA, GL_ONE) // Multiplicative blending = Cd*Cs
glBlendFunc(GL_ZERO, GL_SRC_COLOR)// darken the scene = Cd*As
glBlendFunc(GL_ZERO, GL_SRC_ALPHA);// Invert all the colors = Cs*(1-Cd)
glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO)
OpenGL Texture Mapping
/// init texture
void initTexture(char *filename, GLuint& textureID, GLint param=GL_REPEAT)
{
// 중간 생략
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, param);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, param);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, numComponents == 3 ? GL_RGB : GL_RGBA, imageWidth, imageHeight,
0, numComponents == 3 ? GL_RGB : GL_RGBA, GL_UNSIGNED_BYTE, imageBuffer);
glBindTexture(GL_TEXTURE_2D, 0);
}
/// Draw
void draw()
{
glBindTexture(GL_TEXTURE_2D, texID1);
glBegin(GL_QUADS);
glNormal3f(0, 0, 1);
glTexCoord2i( __________________ );
glVertex3f(-2.0, -1.0, 0.0);
glTexCoord2i(__________________);
glVertex3f(-0.1, -1.0, 0.0);
glTexCoord2i(__________________);
glVertex3f(-0.1, 1.0, 0.0);
glTexCoord2i(__________________);
glVertex3f(-2.0, 1.0, 0.0);
glEnd();
}
lecture17-ch8
OpenGL Texture Mapping
Texture binding, texture generate, texture filtering, texture subimage, texture mapping by procedural definition & using imagefile, mipmapping, texture environment setting (modulate/decal), texture distorting, texture transformation, flipbook animation, etc
http://dis.dankook.ac.kr/lectures/cg08/entry/texture-mapping-예제
Texture filtering & environment paramaters
http://dis.dankook.ac.kr/lectures/cg08/entry/texture-filtering-environment-parameters-예제
wrapping parameters (REPEAT | CLAMP)
magnification/minification filter parameters (NEAREST | LINEAR | LINEAR_MIPMAP_LINEAR)
environment parameters (MODULATE | DECAL | BLEND | REPLACE)
Texture generation
http://dis.dankook.ac.kr/lectures/cg08/entry/texture-generation-예제
Multitexturing
http://dis.dankook.ac.kr/lectures/cg09/entry/OPENGL-Multitexturing
multipass-multitexturingsingpass-multitexturing
Billboarding
http://dis.dankook.ac.kr/lectures/cg09/entry/OPENGL-Billboarding
Before Billboarding
After Billboarding