line drawing algorithm
-DDA (Digital Differential Analyzer)
-Bresenham’s Line Drawing Algorithm
lecture18
OpenGLTextureBlendingGeometry
OpenGL TimeVaryingAlphaTexture
OpenGL TimeVaryingAlphaTexture
OpenGL Blending Filter
OpenGL Blending Filter

if (g_filter == 0) // Default (no blending) = Cs*1
glBlendFunc(GL_ONE, GL_ZERO);
else if (g_filter == 1) // Draw background only = Cd*1
glBlendFunc(GL_ZERO, GL_ONE);
else if (g_filter == 2) // Cs*1 + Cd*1
glBlendFunc(GL_ONE, GL_ONE);
else if (g_filter == 3) // Alpha blending (back-to-front) = Cs*As + Cd*(1-As)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
else if (g_filter == 4) // Additive blending (brighten the scene) = Cs*As + Cd*1
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
else if (g_filter == 5) // Multiplicative blending = Cd*Cs
glBlendFunc(GL_ZERO, GL_SRC_COLOR);
else if (g_filter == 6) // darken the scene = Cd*As
glBlendFunc(GL_ZERO, GL_SRC_ALPHA);
else if (g_filter == 7) // Invert all the colors = Cs*(1-Cd)
glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
lecture17
OpenGLTextureGeometry
OpenGL Multi-Texturing
http://dis.dankook.ac.kr/lectures/cg12/entry/OpenGL-Multi-Texturing
ADD


Multi-Pass Multi-Texturing (Using Blending)
Texture Animation
Texture Animation
// init 중간생략..
{
char filename[255];
sprintf(filename, “tacgun0%d.rgb”, i);
texture[i] = InitTexture(filename);
}
// draw 중간생략..
glBindTexture(GL_TEXTURE_2D, texture[currentTex]);
drawSquare();
glBindTexture(GL_TEXTURE_2D, 0);
// update
{
static int currentTime, deltaTime, prevTime = 0;
currentTime = glutGet(GLUT_ELAPSED_TIME);
deltaTime = currentTime – prevTime;
prevTime = currentTime;
currentTex = (GLuint) ((float)currentTime * 0.01) % 7;
glutPostRedisplay();
}
OpenGL Texture Mapping Filtering & Environment Parameters
Wrapping parameters (CLAMP | CLAMP_TO_EDGE | GL_REPEAT | GL_MIRRORED_REPEAT)
// Square Texture Coordinates
squareTextureCoords.push_back(glm::vec2(-1.0f, -1.0f));
squareTextureCoords.push_back(glm::vec2(3.0f, -1.0f));
squareTextureCoords.push_back(glm::vec2(3.0f, 3.0f));
squareTextureCoords.push_back(glm::vec2(-1.0f, 3.0f));
//(왼쪽 아래)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
//(오른쪽 아래)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
//(왼쪽 위)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
//(오른쪽 위)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);

Magnification/Minification/Mipmap filter parameters (NEAREST | LINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
//(위오른쪽)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
//(아래왼쪽)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
//(아래오른쪽)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
