1)Write a shader program that renders a regular pentagon with textured image like the one shown below.
|
|
- Florence Stanley
- 6 years ago
- Views:
Transcription
1 Andrew Yenalavitch CSE520 Winter 2015 Quiz 2 Report 1)Write a shader program that renders a regular pentagon with textured image like the one shown below.
2 Use the following provided image for the texture: 2) Pass a time parameter from the C/C++ application to the shader program so that the textured image shrinks and expands periodically 3) Add in your C/C++ application or your shader program a feature so that when a user presses the key 'z', the textured image will be rotated by 3 o in the anti-clockwise direction about the z-axis; when 'Z' is pressed, it rotates in the clockwise direction.
3 My output for problem 1: My output for problem 2:
4 My output for problem 3: For problem 1, I started with the simpletex.cpp file from lab 9 and modified the number of sides of the gludisk to 5 to create a pentagon. gludisk(qobj, 0, 1, 5, 10); Then for problem 2, I added elements from homework 2, #1. These were added to simpletex.cpp: GLuint timeparam; timeparam = glgetuniformlocation ( programobject, "time" ); static void Idle(void) gluniform1f( timeparam, glutget ( GLUT_ELAPSED_TIME ) ); glutpostredisplay();
5 And the following was added/changed in simpletex.vert uniform float time; // global variable float r = 0; r = r * sin ( * time ); if (r < 0) r = 0; if (r > 1) r = 1; mat4 ScalarMatrix = mat4( r, 0.0, 0.0, 0.0, 0.0, r, 0.0, 0.0, 0.0, 0.0, r, 0.0, 0.0, 0.0, 0.0, 1.0 ); gl_position = gl_modelviewprojectionmatrix * ScalarMatrix * gl_vertex; And for problem 3, I added rotation controls via the Key function: int anglez = 0; // global variable glrotatef( anglez, 0.0, 0.0, 1.0); //in display static void Key(unsigned char key, int x, int y) case 'z': anglez = ( anglez + 3 ) % 360; break; case 'Z': anglez = ( anglez - 3 ) % 360; break;
6 glutpostredisplay(); Full source code: //simpletex.cpp #include <stdlib.h> #include <stdio.h> #include <string.h> #include <fcntl.h> #include <sys/types.h> #include <unistd.h> #define GLEW_STATIC 1 #include <GL/glew.h> #include <GL/glu.h> #include <GL/glut.h> #include "imageio.h" using namespace std; /* Global handles for the currently active program object, with its two shader objects */ GLuint programobject = 0; GLuint vertexshaderobject = 0; GLuint fragmentshaderobject = 0; static GLint win = 0; GLuint timeparam; int anglez = 0; //rotation angle
7 int objecttype = 0; GLuint texname; int iwidth = 64, iheight = 64; /* static GLubyte checkimage[iheight][iwidth][3]; void makecheckimage(void) int i, j, c; for (i = 0; i < iwidth; i++) for (j = 0; j < iheight; j++) c = ((((i&0x8)==0)^((j&0x8))==0))*255; checkimage[i][j][0] = (GLubyte) c; checkimage[i][j][1] = (GLubyte) c; checkimage[i][j][2] = (GLubyte) c; */ GLubyte* maketeximage( char *loadfile ) int i, j, c, width, height; GLubyte *teximage; teximage = loadimagergba( (char *) loadfile, &width, &height); iwidth = width; iheight = height; return teximage; void init2dtexture()
8 // makecheckimage(); char filename[100]; printf("enter png file name: "); scanf ("%s", filename ); //GLubyte *teximage = maketeximage( "front.png" ); GLubyte *teximage = maketeximage( filename ); if (!teximage ) printf("\nerror reading %s \n", filename ); exit(1); glgentextures(1, &texname); glbindtexture(gl_texture_2d, texname); //now we work on texname gltexparameteri(gl_texture_2d, GL_TEXTURE_WRAP_S, GL_REPEAT); gltexparameteri(gl_texture_2d, GL_TEXTURE_WRAP_T, GL_REPEAT); 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, GL_RGB, iwidth, // iheight, 0, GL_RGB, GL_UNSIGNED_BYTE, checkimage ); glteximage2d( GL_TEXTURE_2D, 0, GL_RGBA, iwidth, iheight, 0, GL_RGBA, GL_UNSIGNED_BYTE, teximage); delete teximage; int readshadersource(char *filename, GLchar **shader ) // Allocate memory to hold the source of our shaders. FILE *fp; int count, pos, shadersize; fp = fopen( filename, "r"); if (!fp )
9 return 0; pos = (int) ftell ( fp ); fseek ( fp, 0, SEEK_END ); shadersize = ( int ) ftell ( fp ) - pos; fseek ( fp, 0, SEEK_SET ); //move to end //calculates file size //rewind to beginning if ( shadersize <= 0 ) printf("shader %s empty\n", filename); return 0; *shader = (GLchar *) malloc( shadersize + 1); // Read the source code count = (int) fread(*shader, 1, shadersize, fp); (*shader)[count] = '\0'; if (ferror(fp)) count = 0; fclose(fp); return 1; // public int installshaders(const GLchar *vertex, const GLchar *fragment) GLint vertcompiled, fragcompiled; // status values GLint linked;
10 // Create a vertex shader object and a fragment shader object vertexshaderobject = glcreateshader(gl_vertex_shader); fragmentshaderobject = glcreateshader(gl_fragment_shader); // Load source code strings into shaders, compile and link glshadersource(vertexshaderobject, 1, &vertex, NULL); glshadersource(fragmentshaderobject, 1, &fragment, NULL); glcompileshader(vertexshaderobject); glgetshaderiv(vertexshaderobject, GL_COMPILE_STATUS, &vertcompiled); glcompileshader( fragmentshaderobject ); glgetshaderiv( fragmentshaderobject, GL_COMPILE_STATUS, &fragcompiled); if (!vertcompiled!fragcompiled) return 0; // Create a program object and attach the two compiled shaders programobject = glcreateprogram(); glattachshader( programobject, vertexshaderobject); glattachshader( programobject, fragmentshaderobject); // Link the program object gllinkprogram(programobject); glgetprogramiv(programobject, GL_LINK_STATUS, &linked); if (!linked) return 0; // Install program object as part of current state
11 gluseprogram(programobject); // Set up initial uniform values gluniform3f(glgetuniformlocation(programobject, "LightPosition"), 2.0, 2.0, 4.0); gluniform1i(glgetuniformlocation(programobject, "texhandle"), 0); return 1; int init(void) const char *version; GLchar *VertexShaderSource, *FragmentShaderSource; int loadstatus = 0; version = (const char *) glgetstring(gl_version); if (version[0] < '2' version[1]!= '.') printf("this program requires OpenGL >= 2.x, found %s\n", version); exit(1); gldepthfunc(gl_less); glenable(gl_depth_test); glclearcolor(1.0f, 1.0f, 1.0f, 1.0f); readshadersource("simpletex.vert", &VertexShaderSource ); readshadersource("simpletex.frag", &FragmentShaderSource ); loadstatus = installshaders(vertexshadersource, FragmentShaderSource); timeparam = glgetuniformlocation ( programobject, "time" ); init2dtexture();
12 return loadstatus; static void Reshape(int w, int h) float vp = 0.8f; float aspect = (float) w / (float) h; glviewport(0, 0, w, h); glmatrixmode(gl_projection); glloadidentity(); glviewport(0, 0, w, h); glmatrixmode(gl_projection); glloadidentity(); // glortho(-1.0, 1.0, -1.0, 1.0, -10.0, 10.0); glfrustum(-vp, vp, -vp / aspect, vp / aspect, 3, 10.0); glmatrixmode(gl_modelview); glloadidentity(); gltranslatef(0.0, 0.0, -5.0); void CleanUp(void) gldeleteshader(vertexshaderobject); gldeleteshader(fragmentshaderobject); gldeleteprogram(programobject); glutdestroywindow(win); static void Idle(void)
13 gluniform1f( timeparam, glutget ( GLUT_ELAPSED_TIME ) ); glutpostredisplay(); static void Key(unsigned char key, int x, int y) switch(key) case 27: CleanUp(); exit(0); break; case 'z': anglez = ( anglez + 3 ) % 360; break; case 'Z': anglez = ( anglez - 3 ) % 360; break; glutpostredisplay(); void display(void) GLfloat vec[4]; glclear(gl_color_buffer_bit GL_DEPTH_BUFFER_BIT); glclearcolor( 1.0, 1.0, 1.0, 0.0 ); //get white background color glpushmatrix(); glrotatef( anglez, 0.0, 0.0, 1.0); //rotate along z-axis glactivetexture(gl_texture0); glbindtexture(gl_texture_2d, texname); GLUquadric *qobj = glunewquadric();
14 // glutsolidsphere(), glutsolidtorus() do NOT have texture coordinates gluquadrictexture(qobj,gl_true); gludisk(qobj, 0, 1, 5, 10); glpopmatrix(); glutswapbuffers(); glflush(); int main(int argc, char *argv[]) int success = 0; glutinit(&argc, argv); glutinitwindowposition( 0, 0); glutinitwindowsize(500, 500); glutinitdisplaymode(glut_rgb GLUT_DOUBLE GLUT_DEPTH); win = glutcreatewindow(argv[0]); glutreshapefunc(reshape); glutkeyboardfunc(key); glutdisplayfunc(display); glutidlefunc(idle); // Initialize the "OpenGL Extension Wrangler" library glewinit(); success = init(); if ( success ) glutmainloop(); return 0; //simpletex.vert
15 uniform float time; varying float LightIntensity; uniform vec3 LightPosition; const float specularcontribution = 0.1; const float diffusecontribution = specularcontribution; void main(void) vec3 ecposition = vec3 (gl_modelviewmatrix * gl_vertex); vec3 tnorm = normalize(gl_normalmatrix * gl_normal); vec3 lightvec = normalize(lightposition - ecposition); vec3 reflectvec = reflect(-lightvec, tnorm); vec3 viewvec = normalize(-ecposition); float spec = clamp(dot(reflectvec, viewvec), 0.0, 1.0); spec = pow(spec, 16.0); LightIntensity = diffusecontribution * max(dot(lightvec, tnorm), 0.0) + specularcontribution * spec; float r = 0; r = r * sin ( * time ); if (r < 0) r = 0; if (r > 1) r = 1; mat4 ScalarMatrix = mat4( r, 0.0, 0.0, 0.0, 0.0, r, 0.0, 0.0, 0.0, 0.0, r, 0.0,
16 ); 0.0, 0.0, 0.0, 1.0 gl_position = gl_modelviewprojectionmatrix * ScalarMatrix * gl_vertex; gl_texcoord[0] = gl_multitexcoord0; //simpletex.frag varying float LightIntensity; uniform sampler2d texhandle; void main (void) vec3 lightcolor = vec3 (texture2d(texhandle, gl_texcoord[0].st)); gl_fragcolor = vec4 (lightcolor * LightIntensity, 1.0); Evaluation:I successfully completed all parts of the quiz and am giving myself 100 points.
1) Here is the various stages of the tetrahedron:
Andrew Yenalavitch Homework 3 CSE 520 - Winter 2015 1) ( 20 points ) Write a shader program that renders a colored tetrahedron, which gradually shrinks to a point and expands back to its original shape.
More informationPhilip Calderon CSE 520 Lab 3 Color Shader
Philip Calderon CSE 520 Lab 3 Color Shader Summary: The purpose of lab 4 is to produce a pyramid tetrahedron that we are able to rotate it when clicked. Part 1: Color Tetrahedron Part 2: Rotation to show
More informationErik Anchondo cse 520 lab 4
Erik Anchondo 2-6-19 cse 520 lab 4 1. Wrote a glsl program that displays a colored tetrahedron. The tetrahedron starts to rotate on the x axis when the mouse button is clicked once. If the mouse button
More information2a. The triangles scale increases (expands) when the 'e' key is pressed and decreases (contracts) when the 'c' key is pressed.
Erik Anchondo 1-29-19 cse 520 lab 3 1. Wrote a shader program to display three colored triangles, with one of each triangle being red, green, and blue. The colors change which triangle they are applied
More information1. Write a shader program that animates the morphing of Figure 'A' to Figure 'B' and back.
Karl Zachary Maier CSE 520 Homework 1 1. Write a shader program that animates the morphing of Figure 'A' to Figure 'B' and back. /* morph.cpp */ #include #include #include
More informationYazhuo Liu Homework 3
Yazhuo Liu Homework 3 Write a shader program that renders a colored tetrahedron, which gradually shrinks to a point and expands back to its original shape. While it is shrinking and expanding, the color
More informationAn Introduction to 3D Computer Graphics, Stereoscopic Image, and Animation in OpenGL and C/C++ Fore June
An Introduction to 3D Computer Graphics, Stereoscopic Image, and Animation in OpenGL and C/C++ Fore June Appendix D OpenGL Shading Language (GLSL) D.1 Extending OpenGL The OpenGL architecture we have presented
More informationFAKULTI TEKNOLOGI MAKLUMAT DAN KOMUNIKASI BITM INTERACTIVE COMPUTER GRAPHICS LAB SESSION 4. C++ - OpenGL
FAKULTI TEKNOLOGI MAKLUMAT DAN KOMUNIKASI BITM 3213 - INTERACTIVE COMPUTER GRAPHICS LAB SESSION 4 C++ - OpenGL Part 1- C++ - Texture Mapping 1. Download texture file and put it into your current folder
More informationStored Texture Shaders
Stored Texture Shaders 157 Preparing for Texture Access These steps are the same when using a shader as when using fixed functionality Make a specific texture unit active by calling glactivetexture Create
More informationPreparing for Texture Access. Stored Texture Shaders. Accessing Texture Maps. Vertex Shader Texture Access
Stored Texture Shaders Preparing for Texture Access These steps are the same when using a shader as when using fixed functionality Make a specific texture unit active by calling glactivetexture Create
More informationChapter 9 Texture Mapping An Overview and an Example Steps in Texture Mapping A Sample Program Specifying the Texture Texture Proxy Replacing All or
Chapter 9 Texture Mapping An Overview and an Example Steps in Texture Mapping A Sample Program Specifying the Texture Texture Proxy Replacing All or Part of a Texture Image One Dimensional Textures Using
More information1 /* 4 C:\opencv\build\include. 6 C:\opencv\build\x86\vc10\lib
1 1. Program 1 OpenCV (OpenCV Sample001) 1 /* 2 - > - > - >VC++ 3 ( ) 4 C:\opencv\build\include 5 ( ) 6 C:\opencv\build\x86\vc10\lib 7 - > - > - > - > 8 (240 O p e n C V ) 9 opencv_core240d.lib 10 opencv_imgproc240d.lib
More informationMethodology for Lecture
Basic Geometry Setup Methodology for Lecture Make mytest1 more ambitious Sequence of steps Demo Review of Last Demo Changed floor to all white, added global for teapot and teapotloc, moved geometry to
More informationSource code: #include <iostream>
Andrew Yenalavitch Homework 4 CSE 520 - Winter 2015 1. ( 10 points ) Write a program that finds the knot vector ( u 0,..., u n-1 ) of a B-spline. It asks for 'number of control points' and 'degree of spline'
More informationTo Do. Review of Last Demo. Methodology for Lecture. Geometry Basic Setup. Outline. Foundations of Computer Graphics (Fall 2012)
Foundations of Computer Graphics (Fall 2012) CS 184, Lecture 8: OpenGL 2 http://inst.eecs.berkeley.edu/~cs184 To Do Continue working on HW 2. Can be difficult Class lectures, programs primary source Can
More informationInformation Coding / Computer Graphics, ISY, LiTH GLSL. OpenGL Shading Language. Language with syntax similar to C
GLSL OpenGL Shading Language Language with syntax similar to C Syntax somewhere between C och C++ No classes. Straight ans simple code. Remarkably understandable and obvious! Avoids most of the bad things
More informationC OMPUTER G RAPHICS Thursday
C OMPUTER G RAPHICS 2017.04.27 Thursday Professor s original PPT http://calab.hanyang.ac.kr/ Courses Computer Graphics practice3.pdf TA s current PPT not uploaded yet GRAPHICS PIPELINE What is Graphics
More informationUsing OpenGL with CUDA
Using OpenGL with CUDA Installing OpenGL and GLUT; compiling with nvcc Basics of OpenGL and GLUT in C Interoperability between OpenGL and CUDA OpenGL = Open Graphic Library creation of 3D graphic primitives
More informationQUESTION 1 [10] 2 COS340-A October/November 2009
2 COS340-A QUESTION 1 [10] a) OpenGL uses z-buffering for hidden surface removal. Explain how the z-buffer algorithm works and give one advantage of using this method. (5) Answer: OpenGL uses a hidden-surface
More informationComputer Graphics (CS 543) Lecture 3b: Shader Setup & GLSL Introduction
Computer Graphics (CS 543) Lecture 3b: Shader Setup & GLSL Introduction Prof Emmanuel Agu Computer Science Dept. Worcester Polytechnic Institute (WPI) OpenGL function format function name gluniform3f(x,y,z)
More informationDuc Nguyen CSE 420 Computer Graphics 10/10/2018 Homework 1
Duc Nguyen CSE 420 Computer Graphics 10/10/2018 Homework 1 1. The endpoints of a given line are (0, 0) and (18, 6). Compute the first 4 values of y manually using Bresenham's Line Algorithm as x steps
More information20 GLuint objects; 36 Scale += 0.1; 37 break; 38 case GLUT_KEY_DOWN:
1 1. 1 #include 2 #include 3 Program 1 (OpenGL Sample016) 4 // 5 static int MouseX = 0; // X 6 static int MouseY = 0; // Y 7 static float SpinX = 0; // X 8 static float SpinY = 0;
More informationGrafica Computazionale
Grafica Computazionale lezione36 Informatica e Automazione, "Roma Tre" June 3, 2010 Grafica Computazionale: Lezione 33 Textures Introduction Steps in Texture Mapping A Sample Program Texturing algorithms
More informationCS559: Computer Graphics. Lecture 12: OpenGL Li Zhang Spring 2008
CS559: Computer Graphics Lecture 12: OpenGL Li Zhang Spring 2008 Reading Redbook Ch 1 & 2 So far: 3D Geometry Pipeline Model Space (Object Space) Rotation Translation Resizing World Space M Rotation Translation
More informationBooks, OpenGL, GLUT, GLUI, CUDA, OpenCL, OpenCV, PointClouds, and G3D
Books, OpenGL, GLUT, GLUI, CUDA, OpenCL, OpenCV, PointClouds, and G3D CS334 Spring 2012 Daniel G. Aliaga Department of Computer Science Purdue University Computer Graphics Pipeline Geometric Primitives
More informationC++ is Fun Part 13 at Turbine/Warner Bros.! Russell Hanson
C++ is Fun Part 13 at Turbine/Warner Bros.! Russell Hanson Syllabus 1) First program and introduction to data types and control structures with applications for games learning how to use the programming
More informationInformation Coding / Computer Graphics, ISY, LiTH GLSL. OpenGL Shading Language. Language with syntax similar to C
GLSL OpenGL Shading Language Language with syntax similar to C Syntax somewhere between C och C++ No classes. Straight ans simple code. Remarkably understandable and obvious! Avoids most of the bad things
More informationcompatibility mode core mode
Using the GLUT This document provides a more detailed description of the minimum steps necessary to write build and execute an OpenGL 3D application that runs on the three desktop platforms Windows, OSX
More informationCS 432 Interactive Computer Graphics
CS 432 Interactive Computer Graphics Lecture 7 Part 2 Texture Mapping in OpenGL Matt Burlick - Drexel University - CS 432 1 Topics Texture Mapping in OpenGL Matt Burlick - Drexel University - CS 432 2
More informationOpenGL for dummies hello.c #include int main(int argc, char** argv) { glutinit(&argc, argv); glutinitdisplaymode (GLUT_SINGLE GLUT_RGB); glutinitwindowsize (250, 250); glutinitwindowposition
More informationBooks, OpenGL, GLUT, CUDA, OpenCL, OpenCV, PointClouds, G3D, and Qt
Books, OpenGL, GLUT, CUDA, OpenCL, OpenCV, PointClouds, G3D, and Qt CS334 Fall 2015 Daniel G. Aliaga Department of Computer Science Purdue University Books (and by now means complete ) Interactive Computer
More informationComp 410/510 Computer Graphics Spring Programming with OpenGL Part 3: Shaders
Comp 410/510 Computer Graphics Spring 2018 Programming with OpenGL Part 3: Shaders Objectives Basic shaders - Vertex shader - Fragment shader Programming shaders with GLSL Finish first program void init(void)
More informationIntroduction to OpenGL
Introduction to OpenGL Banafsheh Azari http://www.uni-weimar.de/cms/medien/cg.html What You ll See Today What is OpenGL? Related Libraries OpenGL Command Syntax B. Azari http://www.uni-weimar.de/cms/medien/cg.html
More informationAn Introduction to 3D Computer Graphics, Stereoscopic Image, and Animation in OpenGL and C/C++ Fore June
An Introduction to 3D Computer Graphics, Stereoscopic Image, and Animation in OpenGL and C/C++ Fore June Chapter 19 OpenGL Shading Language (GLSL) 19.1 Extending OpenGL The OpenGL architecture we have
More informationTo Do. Demo: Surreal (HW 3) This Lecture. Introduction to OpenGL. Outline. Foundations of Computer Graphics (Spring 2012)
Foundations of Computer Graphics (Spring 2012) CS 184, Lecture 6: OpenGL 1 http://inst.eecs.berkeley.edu/~cs184 To Do HW 1 due on Thu Must find partners for HW 2 (if problems, speak to TAs during section).
More informationThis Lecture. Why OpenGL? Introduction to OpenGL. Programmer s View
Foundations of Computer Graphics Overview and Motivation This Lecture Introduction to OpenGL and simple demo code mytest1.cpp ; you compiled mytest3.cpp for HW 0 I am going to show (and write) actual code
More informationLecture 09: Shaders (Part 1)
Lecture 09: Shaders (Part 1) CSE 40166 Computer Graphics Peter Bui University of Notre Dame, IN, USA November 9, 2010 OpenGL Rendering Pipeline OpenGL Rendering Pipeline (Pseudo-Code) 1 f o r gl_vertex
More informationModeling Transform. Chapter 4 Geometric Transformations. Overview. Instancing. Specify transformation for objects 李同益
Modeling Transform Chapter 4 Geometric Transformations 李同益 Specify transformation for objects Allow definitions of objects in own coordinate systems Allow use of object definition multiple times in a scene
More informationSome advantages come from the limited environment! No classes. Stranight ans simple code. Remarkably. Avoids most of the bad things with C/C++.
GLSL OpenGL Shading Language Language with syntax similar to C Syntax somewhere between C och C++ No classes. Stranight ans simple code. Remarkably understandable and obvious! Avoids most of the bad things
More informationCSE 4431/ M Advanced Topics in 3D Computer Graphics. TA: Margarita Vinnikov
CSE 4431/5331.03M Advanced Topics in 3D Computer Graphics TA: Margarita Vinnikov mvinni@cse.yorku.ca What do we need to do to use shaders in our program? Shaders Work flow For multiple shaders 1. Create
More informationLetterkenny Institute of Technology
Letterkenny Institute of Technology BSc in Computing in Games Development Subject: Computer Graphics for Games Programming 2 Level: 7 Date: January 2008 Examiners: Dr. J.G. Campbell Dr. M.D.J. McNeill
More informationLecture 22 Sections 8.8, 8.9, Wed, Oct 28, 2009
s The s Lecture 22 Sections 8.8, 8.9, 8.10 Hampden-Sydney College Wed, Oct 28, 2009 Outline s The 1 2 3 4 5 The 6 7 8 Outline s The 1 2 3 4 5 The 6 7 8 Creating Images s The To create a texture image internally,
More information9.Texture Mapping. Chapter 9. Chapter Objectives
Chapter 9 9.Texture Mapping Chapter Objectives After reading this chapter, you ll be able to do the following: Understand what texture mapping can add to your scene Specify texture images in compressed
More informationyahoo.com
What is the workshop about? We use software such as AutoCAD, 3D Studio, Maya and many others for a host of applications ranging from Technical Drawings to Machine Design to Game Making to Special Effects
More information- Surface Rendering -
Programmable Shaders II - Surface Rendering - 12 th Week, 2008 Sun-Jeong Kim Downloading 2 GLEW OpenGL Extension Wrangler Library http://glew.sourceforge.net/ Cross-platform open-source C/C++ extension
More informationExercise 1 Introduction to OpenGL
Exercise 1 Introduction to OpenGL What we are going to do OpenGL Glut Small Example using OpenGl and Glut Alexandra Junghans 2 What is OpenGL? OpenGL Two Parts most widely used and supported graphics API
More informationLecture 3. Understanding of OPenGL programming
Lecture 3 Understanding of OPenGL programming What is OpenGL GL: stands for Graphic Library Software interface for rendering purposes for 2D or 3D geometric data objects. Various Pieces gl: The basic libraries.
More informationDiscussion 3. PPM loading Texture rendering in OpenGL
Discussion 3 PPM loading Texture rendering in OpenGL PPM Loading - Portable PixMap format 1. 2. Code for loadppm(): http://ivl.calit2.net/wiki/images/0/09/loadppm.txt ppm file format: Header: 1. P6: byte
More informationAnnouncement. Homework 1 has been posted in dropbox and course website. Due: 1:15 pm, Monday, September 12
Announcement Homework 1 has been posted in dropbox and course website Due: 1:15 pm, Monday, September 12 Today s Agenda Primitives Programming with OpenGL OpenGL Primitives Polylines GL_POINTS GL_LINES
More informationIntroduction to OpenGL
Introduction to OpenGL Tutorial 1: Create a window and draw a 2D square Introduction: The aim of the first tutorial is to introduce you to the magic world of graphics based on the OpenGL and GLUT APIs.
More informationObjectives. Programming with OpenGL Part 5: More GLSL. Program Object. Reading a Shader. Shader Reader. Linking Shaders with Application
Objectives Programming with OpenGL Part : More GLSL CS Interactive Computer Graphics Prof. David E. Breen Department of Computer Science Coupling shaders to applications - Reading - Compiling - Linking
More information... Print PROGRAMS\Final Project final\planes\planeshoot.c 1
... Print PROGRAMS\Final Project final\planes\planeshoot.c 1 1 #include 2 #include 3 #include 4 #include 5 #include 6 #include
More informationCS559: Computer Graphics. Lecture 12: OpenGL Transformation Li Zhang Spring 2008
CS559: Computer Graphics Lecture 2: OpenGL Transformation Li Zhang Spring 28 Today Transformation in OpenGL Reading Chapter 3 Last time Primitive Details glpolygonmode(glenum face, GLenum mode); face:
More informationCPSC 436D Video Game Programming
CPSC 436D Video Game Programming OpenGL/Shaders Opengl RENDERING PIPELINE Copyright: Alla Sheffer 1 Opengl RENDERING PIPELINE C/C++ OpenGL GLSL (automatic) (automatic) GLSL (automatic) opengl Low-level
More informationPrecept 2 Aleksey Boyko February 18, 2011
Precept 2 Aleksey Boyko February 18, 2011 Getting started Initialization Drawing Transformations Cameras Animation Input Keyboard Mouse Joystick? Textures Lights Programmable pipeline elements (shaders)
More informationComputer Graphics (CS 4731) Lecture 11: Implementing Transformations. Prof Emmanuel Agu. Computer Science Dept. Worcester Polytechnic Institute (WPI)
Computer Graphics (CS 47) Lecture : Implementing Transformations Prof Emmanuel Agu Computer Science Dept. Worcester Polytechnic Institute (WPI) Objectives Learn how to implement transformations in OpenGL
More informationTuesday, 23 March OpenGL Shading Language
OpenGL Shading Language GLSL Is a high level shading language based on the C programming language. It was created by the OpenGL ARB to give developers more direct control of the graphics pipeline without
More informationDisplay Lists in OpenGL
Display Lists in OpenGL Display lists are a mechanism for improving performance of interactive OpenGL applications. A display list is a group of OpenGL commands that have been stored for later execution.
More informationIntroduction to Computer Graphics with OpenGL/GLUT
Introduction to Computer Graphics with OpenGL/GLUT What is OpenGL? A software interface to graphics hardware Graphics rendering API (Low Level) High-quality color images composed of geometric and image
More informationIntroduction to Computer Graphics. Hardware Acceleration Review
Introduction to Computer Graphics Hardware Acceleration Review OpenGL Project Setup Create a command-line style project in Xcode 4 Select the project file and click Build Phases tab Add OpenGL.framework
More informationGraphics Programming. August 31, Programming of the Sierpinski gasket. Programming with OpenGL and C/C++
Computer Graphics Graphics Programming August 31, 2005 Contents Our Goal in This Chapter Programming of the Sierpinski gasket How To? Programming with OpenGL and C/C++ OpenGL API (Application Programmer
More informationInformation Coding / Computer Graphics, ISY, LiTH. OpenGL! ! where it fits!! what it contains!! how you work with it 11(40)
11(40) Information Coding / Computer Graphics, ISY, LiTH OpenGL where it fits what it contains how you work with it 11(40) OpenGL The cross-platform graphics library Open = Open specification Runs everywhere
More information6. Make use of glviewport() to display two sine curves on the same screen, one on the
Duc Nguyen CSE-420: Computer Graphics 10/17/18 1. Modify lines.cpp to display lines in the following patterns: a. a long dash and a dot, (.. ) b. two close dots followed by a distant dot (...... ) 2. Modify
More informationOpenGL & Visualization
OpenGL & Visualization Martin Ilčík Institute of Computer Graphics and Algorithms Vienna University of Technology Motivation What is OpenGL How to use OpenGL Slices with OpenGL GPU raycasting Martin Ilčík
More informationComputergraphics Exercise 15/ Shading & Texturing
Computergraphics Exercise 15/16 3. Shading & Texturing Jakob Wagner for internal use only Shaders Vertex Specification define vertex format & data in model space Vertex Processing transform to clip space
More informationChapter 13 Selection and Feedback
OpenGL Programming Guide (Addison-Wesley Publishing Company) Chapter 13 Selection and Feedback Chapter Objectives After reading this chapter, you ll be able to do the following: Create applications that
More informationVertex & Fragment shaders
Vertex & Fragment shaders The next big step in graphics hardware Adds programmability to the previously fixed rendering pipeline The OpenGL Shading Language (a.k.a. GLSL, glslang) Vertex shaders: programs
More informationProgramming with OpenGL Part 3: Three Dimensions
Programming with OpenGL Part 3: Three Dimensions Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico Objectives Develop a more sophisticated
More informationGLSL. OpenGL Shading Language. OpenGL 1.5 Logical Diagram. OpenGL 2.0 Logical Diagram
OpenGL Shading Language GLSL Is a high level shading language based on the C programming language. It was created by the OpenGL ARB to give developers more direct control of the graphics pipeline without
More informationCSE 167: Introduction to Computer Graphics Lecture #7: Textures. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2018
CSE 167: Introduction to Computer Graphics Lecture #7: Textures Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2018 Announcements Project 2 due this Friday at 2pm Grading in
More informationTo Do. Computer Graphics (Fall 2008) Course Outline. Course Outline. Methodology for Lecture. Demo: Surreal (HW 3)
Computer Graphics (Fall 2008) COMS 4160, Lecture 9: OpenGL 1 http://www.cs.columbia.edu/~cs4160 To Do Start thinking (now) about HW 3. Milestones are due soon. Course Course 3D Graphics Pipeline 3D Graphics
More informationTransformation, Input and Interaction. Hanyang University
Transformation, Input and Interaction Hanyang University Transformation, projection, viewing Pipeline of transformations Standard sequence of transforms Cornell CS4620 Fall 2008 Lecture 8 3 2008 Steve
More informationglviewport(0, 0, w, h); h = 1;
/* hello1.txt Simple Demo for GLSL www.lighthouse3d.com */ #include #include #include #include #include "textfile.h" GLhandleARB v,f,f2,p; float lpos[4] = 1,0.5,1,0;
More informationComputer Graphics Introduction to OpenGL
Computer Graphics 2015 3. Introduction to OpenGL Hongxin Zhang State Key Lab of CAD&CG, Zhejiang University 2015-09-28 2. 2D Graphics Algorithms (cont.) Rasterization Computer Graphics @ ZJU Hongxin Zhang,
More informationComputer graphics MN1
Computer graphics MN1 http://www.opengl.org Todays lecture What is OpenGL? How do I use it? Rendering pipeline Points, vertices, lines,, polygons Matrices and transformations Lighting and shading Code
More informationCOMPSCI 373 S1 C - Assignment 2 Sample Solution
COMPSCI 373 S1 C Assignment 2 Sample Solution 1 of 17 Computer Science COMPSCI 373 S1 C - Assignment 2 Sample Solution This assignment is worth 8.3333% of your final grade. 1. 3D Modelling and Texture
More informationCS4621/5621 Fall Basics of OpenGL/GLSL Textures Basics
CS4621/5621 Fall 2015 Basics of OpenGL/GLSL Textures Basics Professor: Kavita Bala Instructor: Nicolas Savva with slides from Balazs Kovacs, Eston Schweickart, Daniel Schroeder, Jiang Huang and Pramook
More informationComputer Graphics (CS 4731) Lecture 11: Implementing Transformations. Prof Emmanuel Agu. Computer Science Dept. Worcester Polytechnic Institute (WPI)
Computer Graphics (CS 47) Lecture : Implementing Transformations Prof Emmanuel Agu Computer Science Dept. Worcester Polytechnic Institute (WPI) Objectives Learn how to implement transformations in OpenGL
More informationFourier Series. Given a periodic function, x(t), (-T <t <T): + b n sin n t T. a n cos n t T. 2 a 0 + Z T. a n = 1 T. x(t) cos n t T. b n = 1 T.
x(t) = 1 1X 2 a 0 + Fourier Series Given a periodic function, x(t), (-T
More informationAssignment #6 2D Vector Field Visualization Arrow Plot and LIC
Assignment #6 2D Vector Field Visualization Arrow Plot and LIC Due Oct.15th before midnight Goal: In this assignment, you will be asked to implement two visualization techniques for 2D steady (time independent)
More information// double buffering and RGB glutinitdisplaymode(glut_double GLUT_RGBA); // your own initializations
#include int main(int argc, char** argv) { glutinit(&argc, argv); Typical OpenGL/GLUT Main Program // GLUT, GLU, and OpenGL defs // program arguments // initialize glut and gl // double buffering
More informationOutline. Other Graphics Technology. OpenGL Background and History. Platform Specifics. The Drawing Process
Outline 433-380 Graphics and Computation Introduction to OpenGL OpenGL Background and History Other Graphics Technology Drawing Viewing and Transformation Lighting GLUT Resources Some images in these slides
More informationGraphics and Computation Introduction to OpenGL
433-380 Graphics and Computation Introduction to OpenGL Some images in these slides are taken from The OpenGL Programming Manual, which is copyright Addison Wesley and the OpenGL Architecture Review Board.
More informationOpenGL pipeline Evolution and OpenGL Shading Language (GLSL) Part 2/3 Vertex and Fragment Shaders
OpenGL pipeline Evolution and OpenGL Shading Language (GLSL) Part 2/3 Vertex and Fragment Shaders Prateek Shrivastava CS12S008 shrvstv@cse.iitm.ac.in 1 GLSL Data types Scalar types: float, int, bool Vector
More informationModeling Objects by Polygonal Approximations. Linear and Affine Transformations (Maps)
Modeling Objects by Polygonal Approximations Define volumetric objects in terms of surfaces patches that surround the volume Each surface patch is approximated set of polygons Each polygon is specified
More informationTexture Mapping. CS 537 Interactive Computer Graphics Prof. David E. Breen Department of Computer Science
Texture Mapping CS 537 Interactive Computer Graphics Prof. David E. Breen Department of Computer Science 1 Objectives Introduce Mapping Methods - Texture Mapping - Environment Mapping - Bump Mapping Consider
More informationCS452/552; EE465/505. Texture Mapping in WebGL
CS452/552; EE465/505 Texture Mapping in WebGL 2-26 15 Outline! Texture Mapping in WebGL Read: Angel, Chapter 7, 7.3-7.5 LearningWebGL lesson 5: http://learningwebgl.com/blog/?p=507 Lab3 due: Monday, 3/2
More informationInteraction Computer Graphics I Lecture 3
15-462 Computer Graphics I Lecture 3 Interaction Client/Server Model Callbacks Double Buffering Hidden Surface Removal Simple Transformations January 21, 2003 [Angel Ch. 3] Frank Pfenning Carnegie Mellon
More informationBest practices for effective OpenGL programming. Dan Omachi OpenGL Development Engineer
Best practices for effective OpenGL programming Dan Omachi OpenGL Development Engineer 2 What Is OpenGL? 3 OpenGL is a software interface to graphics hardware - OpenGL Specification 4 GPU accelerates rendering
More informationComputer graphics MN1
Computer graphics MN1 Hierarchical modeling Transformations in OpenGL glmatrixmode(gl_modelview); glloadidentity(); // identity matrix gltranslatef(4.0, 5.0, 6.0); glrotatef(45.0, 1.0, 2.0, 3.0); gltranslatef(-4.0,
More informationOrder of Transformations
Order of Transformations Because the same transformation is applied to many vertices, the cost of forming a matrix M=ABCD is not significant compared to the cost of computing Mp for many vertices p Note
More informationThe GLSL API. Mike Bailey. Oregon State University. Geometry Shader. Program. The GLSL Shader-creation Process. create. compile. Vertex.
The GLSL API Mike Bailey Oregon State University Program The GLSL -creation Process create compile Source read Source read Program link Use create compile Source read create compile 1 Initializing the
More informationComputer Graphics Programming
Computer Graphics Programming Graphics APIs Using MFC (Microsoft Foundation Class) in Visual C++ Programming in Visual C++ GLUT in Windows and Unix platform Overview and Application Graphics APIs Provide
More informationRendering Pipeline/ OpenGL
Chapter 2 Basics of Computer Graphics: Your tasks for the weekend Piazza Discussion Group: Register Post review questions by Mon noon Use private option, rev1 tag Start Assignment 1 Test programming environment
More informationCS 4204 Computer Graphics
CS 4204 Computer Graphics OpenGL Basics Yong Cao Virginia Tech References: 2001 Siggraph, An Interactive Introduction to OpenGL Programming, Dave Shreiner,Ed Angel, Vicki Shreiner Official Presentation
More information(21) OpenGL GUI. OpenGL GUI 1 UNIX MAGAZINE UNIX. SGI (Silicon Graphics Inc.) Windows PC GUI. UNIX Windows GUI. Java. 1 prefposition() X X
(21) OpenGL GUI UNIX Windows Macintosh UNIX Windows PC SGI (Silicon Graphics Inc.) Windows PC GUI UNIX Windows GUI Java OpenGL OpenGL SGI 3 / GL GUI OpenGL GL OpenGL SGI 3 GL SGI 3 / 3 1 GL /* GL sample
More informationLecture 19: OpenGL Texture Mapping. CITS3003 Graphics & Animation
Lecture 19: OpenGL Texture Mapping CITS3003 Graphics & Animation E. Angel and D. Shreiner: Interactive Computer Graphics 6E Addison-Wesley 2012 Objectives Introduce the OpenGL texture functions and options
More informationBasic Graphics Programming
15-462 Computer Graphics I Lecture 2 Basic Graphics Programming Graphics Pipeline OpenGL API Primitives: Lines, Polygons Attributes: Color Example January 17, 2002 [Angel Ch. 2] Frank Pfenning Carnegie
More informationComputer Graphics (CS 4731) & 2D Graphics Systems
Computer Graphics (CS 4731) Lecture 4: Shader Setup & 2D Graphics Systems Prof Emmanuel Agu Computer Science Dept. Worcester Polytechnic Institute (WPI) Recall: OpenGL Program: Shader Setup initshader(
More informationOverview. By end of the week:
Overview By end of the week: - Know the basics of git - Make sure we can all compile and run a C++/ OpenGL program - Understand the OpenGL rendering pipeline - Understand how matrices are used for geometric
More information