OpenGL programavimas

An Introduction to OpenGL Programming. Agenda. What is opengl? Course Ground Rules. Evolution of the OpenGL Pipeline. In the Beginning. Beginnings of The Programmable Pipeline. An Evolutionary Change. The Exclusively Programmable Pipeline. More Programmability. More Evolution – Context Profiles. The Latest Pipelines. Opengl es and webgl. OpenGL Application Development. A Simplified Pipeline Model. OpenGL Programming in a Nutshell. Application Framework Requirements. Simplifying Working with OpenGL. Representing Geometric Objects. OpenGL’s Geometric Primitives. A First Program. Our First Program. Initializing the Cube’s Data. Initializing the Cube’s Data (cont’d). Cube Data. Cube Data (cont’d). Generating a Cube Face from Vertices. Generating the Cube from Faces. Vertex Array Objects (VAOs). Vaos in code. Storing Vertex Attributes. Vbos in code. Connecting Vertex Shaders with Geometric Data. Vertex Array Code. Drawing Geometric Primitives. Shaders and glsl. Glsl data types. Operators. Components and Swizzling. Qualifiers. Functions. Built-in Variables. Simple Vertex Shader for Cube Example. The Simplest Fragment Shader. Getting Your Shaders into OpenGL. A Simpler Way. Associating Shader Variables and Data. Determining Locations After Linking. Initializing Uniform Variable Values. Finishing the Cube Program. Cube Program’s GLUT Callbacks. Vertex Shader Examples. Transformations. Camera Analogy. Transformations. Camera Analogy and Transformations. D Transformations. Specifying What You Can See. Specifying What You Can See (cont’d). Viewing Transformations. Creating the LookAt Matrix. Translation. Scale. Rotation. Rotation (cont’d). Vertex Shader for Rotation of Cube. Vertex Shader for Rotation of Cube (cont’d). Sending Angles from Application. Lighting. Lighting Principles. Modified Phong Model. Surface Normals. Material Properties. Adding Lighting to Cube. Adding Lighting to Cube (cont’d). Fragment Shaders. Shader Examples. Height Fields. Displaying a Height Field. Time Varying Vertex Shader. Mesh Display. Adding Lighting. Mesh Shader. Mesh Shader (cont’d). Shaded Mesh. Texture Mapping. Texture Mapping and the OpenGL Pipeline. Applying Textures. Texture Objects. Texture Objects (cont'd. ). Specifying a Texture Image. Mapping a Texture. Applying the Texture in the Shader. Applying Texture to Cube. Creating a Texture Image. Texture Object. Vertex Shader. Fragment Shader. Q & a. Resources. Books. Online Resources. Thanks!
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OpenGL programavimas. (2015 m. Balandžio 13 d.). Peržiūrėta 2018 m. Balandžio 24 d. 02:18