OpenGL. 1 OpenGL OpenGL 1.2 3D. (euske) 1. Client-Server Model OpenGL
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1 OpenGL (euske) 1 OpenGL OpenGL 1. Client-Server Model D OpenGL (Depth-Buffer Algorithm Z-Buffer Algorithm) (polygon ) ( rendering) Client-Server Model X Window System ( GL ) GL (Indy O 2 ) X (GLX) X GL X X GL X (drawable : ) OpenGL ( ) ( (texture mapping) (antialiasing) ) 1. GL 2. GL (primitive) ( ) ( ) 3. ( ) 4. 3D 2D (clip) ( ) (flat shading) (smooth shading) OpenGL (glow shading) OpenGL 3D 1
2 (diffuse) (specular) (ambient) 2 ( ) ( ) OpenGL 2D 3D 2.1 OpenGL 3 1. OpenGL gl prefix 2. OpenGL Utility (GLU) bitmap glu prefix 3. OpenGL X (GLX) X Window System glx prefix GL void gl < FUNCTION > {#}{s i f d}{v} (...); ( ) < F UNCT ION > #( ) s, i, f, d glvertex3f void glvertex3f (GLfloat x, GLfloat y, GLfloat z); v ( ) void glvertex3fv (GLfloat v[3]); GLfloat GL float < gl.h > s GLshort short (16bit) i GLint int (32bit) f GLfloat float(32bit) d GLdouble double(64bit) GLenum 2
3 2.2 (primitive ) (glbegin) (glvertex) void glbegin (GLenum mode 1 ); void glend (void); void glfrontface (GLenum mode 2 ); void glvertex3{s i f d} (GL?? x, GL?? y, GL?? z); void glvertex3{s i f d}v (GL?? v[3]); void glnormal3{s i f d} (GL?? x, GL?? y, GL?? z); void glnormal3{s i f d}v (GL?? v[3]); glvertex2 glvertex4 glnormal3* glvertex3* glvertex3* gltexcoord2* ( ) glvertex3* 1 1 glnormal3* glvertex3* glnormal3* 1. glbegin(type); GL POLYGON 4 (convex) 2. glnormal3*(..); ( ) 3. (a) gltexcoord2*(..); (b) glvertex3*(..); 4. glend(); glfrontface GL CW GL CCW ( ) 1 mode: GL POLYGON, GL QUADS, GL TRIANGLES.. 2 mode: GL CW, GL CCW 3
4 2.3 OpenGL 3D 2 void glmatrixmode (GLenum mode 3 ); void glloadidentify (void); void gltranslate{f d} (GL?? x, GL?? y, GL?? z); void glrotate{f d} (GL?? degree, GL?? x, GL?? y, GL?? z); void glscale{f d} (GL?? x, GL?? y, GL?? z); void glulookat (GLdouble eyex, GLdouble eyey, GLdouble eyez, GLdouble centerx, GLdouble centery, GLdouble centerz, GLdouble upx, GLdouble upy, GLdouble upz); void glfrustum (GLdouble left, GLdouble righgt, GLdouble bottom, GLdouble top, GLdouble near, GLdouble far); void glviewport (GLint x, GLint y, GLsizei width, GLsizei height); void glpushmatrix (void); void glpopmatrix (void); glmatrixmode gltranslate*, glrotate*, glscale* glulookat ( ) glfrustum glviewport glpushmatrix, glpopmatrix 2.4 OpenGL 8 GL LIGHT0 GL LIGHT7 void gllight{i f} (GLenum light 4, GLenum pname, GL?? param..); void gllight{i f}v (GLenum light, GLenum pname, GL?? v[ ]); void glmaterial{i f} (GLenum face 5, GLenum pname, GL?? param..); void glmaterial{i f}v (GLenum face, GLenum pname, GL?? v[ ]); void glenable (GLenum light); gllight* ( ) 3 mode: GL MODELVIEW, GL PROJECTION, GL TEXTURE 4 light: GL LIGHT0, GL LIGHT1,..., GL LIGHT7 5 face: GL FRONT, GL BACK, GL FRONT AND BACK 4
5 (pname) GL AMBIENT 4 (R, G, B, A) GL DIFFUSE 4 (R, G, B, A) GL SPECULAR 4 (R, G, B, A) GL POSITION 4 (x, y, z, w) GL SPOT DIRECTION 3 (vx, vy, vz) GL SPOT CUTOFF 1 (degree) GL POSITION w w = 0 ( ) w RGBA A glenable 6 glmaterial* ( ) (pname) GL AMBIENT 4 (R, G, B, A) GL DIFFUSE 4 (R, G, B, A) GL AMBIENT AND DIFFUSE 4 (R, G, B, A) GL SPECULAR 4 (R, G, B, A) GL SHININESS 1 (shininess) GL EMISSION 4 (degree) ( hilite) ( ) 2.5 void glteximage2d (GL TEXTURE 2D, GLint level, GLint components, GLsizei width, GLsizei height, GLint border, GL RGB, GL UNSIGNED BYTE, const GLvoid* pixels); void gltexparameter{i f} (GL TEXTURE 2D, GLenum pname 7, GL?? param 8 ); void gltexcoord2{s i f d} (GL?? s, GL?? t); void gltexcoord2{s i f d}v (GL?? v[2]); OpenGL GLubyte teximagename[imagewidth][imageheight][3]; 6 glenable OpenGL 7 pname: GL TEXTURE WRAP S, GL TEXTURE WRAP T, GL TEXTURE MAG FILTER, GL TEXTURE MIN FILTER 8 param: GL CLAMP, GL REPEAT, GL NEAREST, GL LINER 5
6 glteximage2d GL RGB width, height 3 [x][y][0],[x][y][1], [x][y][2] Red, Green, Blue (0, 0)-(1, 1) (s, t) glvertex3* gltexcoord2* gltexparameter* GL TEXTURE MAG FILTER, GL TEXTURE MIN FILTER GL NEAREST GL LINER gltexparameter* GL TEXTURE WRAP S, GL TEXTURE WRAP T GL REPEAT gltexcoord2* 2.6 OpenGL (glbegin, glend, glvertex3*, gllight* ) 2 ( ) void glnewlist (GLuint list, GLenum mode 9 ); void glendlist (void); void glcalllist (GLuint list); 1. glnewlist ( ) 2. GL COMPILE GL COMPILE AND EXECUTE 3. glendlist 4. glcalllist glnewlist glendlist 2.7 void glclear (GLbitfield mask 10 ); void glclearcolor (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); void glcleardepth (GLclampd depth); void glshademodel (GLenum model 11 ); 9 mode: GL COMPILE, GL COMPILE AND EXECUTE 10 mask: GL COLOR BUFFER BIT, GL DEPTH BUFFER BIT 11 model: GL FLAT, GL SMOOTH 6
7 void glflush (void); void glenable (GLenum enable); void gldisable (GLenum enable); glclear glclearcolor, glcleardepth glshademodel glflush GL glenable, gldisable OpenGL / OpenGL : glenable(gl_lighting); glenable(gl_normalize); glenable(gl_texture_2d); glenable(gl_depth_test); // // // // Depth-Buffer gltexenv(gl_texture_env, GL_TEXTURE_ENV_MODE, GL_MODULATE); // gllightmodelf(gl_light_model_two_side, GL_TRUE); // glshademodel(gl_flat); glclearcolor(0.0, 0.0, 0.0, 1.0); glcleardepth(0.0); glclear(gl_color_buffer_bit GL_DEPTH_BUFFER_BIT); // // // GLX OpenGL X XVisualInfo* glxchoosevisual (Display* dpy, int screen, int* attriblist); int glxgetconfig (Display* dpy, XVisualInfo* vis, int attrib, int* value); GLXContext glxcreatecomtext (Display* dpy, XVisualInfo* vis, GLXContext sharelist, Bool direct); Bool glxmakecurrent (Display* dpy, GLXDrawable draw, GLXContext ctx); GLXPixmap glxcreateglxpixmap (Display* dpy, XVisualInfo* vis, Pixmap pixmap); void glxswapbuffers (Display* dpy, Window window); GLX 1. glxchoosevisual Visual 2. glxcreatecontext X 5. Expose OpenGL 7
8 glxchoosevisual GL glxcreatecontext glxmakecurrent OK glxswapbuffers GLX DOUBLEBUFFER GLX : int list[] = {GLX_RGBA, // RGB GLX_RED_SIZE, 1, // Red, Green, Blue GLX_GREEN_SIZE, 1, GLX_BLUE_SIZE, 1, GLX_DEPTH_SIZE, 1, // GLX_DOUBLEBUFFER, // None}; // XVisualInfo* myvisual; GLXContext mycontext; Display* dpy; Window win; Colormap colmap; mycontext = glxcreatecontext(dpy, myvisual, None, GL_FALSE); // X glxmakecurrent(dpy, win, mycontext); // dpy = XOpenDisplay(NULL); // X myvisual = glxchoosevisual(dpy, 0, list); // colmap = XCreateColormap(...); // win = XCreateSimpleWindow(...); // XSetWMProperties(...); // XMapWindow(...); // /* */... 8
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