The second and last test will be given in class on Friday, November 20. It covers Chapter 4, Chapter 5, and the first three sections of Chapter 6. There might also be something about basic concepts from Blender.
The format of the test will be the usual: some essay questions and definitions; reading some code and explaining its purpose; writing some code. There will not be a lot of code writing. You do not need to memorize every function and method that we have encountered, but you should should be able to write code using those that are listed below, except those that are listed as requiring only a "reading knowledge".
Here are some terms and ideas that you should be familiar with:
Light and material in OpenGL 1.0 material properties: ambient color, diffuse color, specular color, emission color, shinininess (also called specular exponent) color represents the fraction of incident light that is reflected by a surface light properties: position, diffuse intensity, specular intensity global ambient light directional light from direction (x,y,z), position = (x,y,z,0) point light at (x,y,z), position = (x,y,z,1) normal vectors vectors operations on vectors: dot product, cross product, length unit vector (length = 1) the dot product of two unit vectors gives the angle between the vectors the lighting equation: how visible color of a point on a surface is computed how emission material color contributes to the color how ambient material color and ambient light contribute to the color how light angle and normal vector affect diffuse reflection how light angle, normal, direction to viewer affect specular reflection the effect of the "shininess" material property textures image textures texture coordinates, and how they are used on a primitive texture repeat modes: how are texcoords outside the range 0 to 1 are treated minification and magnification filtering of image textures mipmaps how and why mipmaps are used for improved minification filtering texture transformation how texture transformations affect the appearance of the texture on a surface setting texture coordinates: glTexCoords2f(s,t) setting normal vectors: glNormal3f(x,y,z) [ might also need: gl.Begin(primitive), gl.End(), gl.Vertex3f(x,y,z) ] a READING knowledge of the OpenGL API for light and material: glEnable(gl_LIGHTING), glEnable(GL_LIGHT0), glEnable(GL_LIGHT1), ... glMaterialfv( side, property, value ) side is GL_FRONT_AND_BACK, GL_FRONT, GL_BACK property is GL_AMBIENT, GL_DIFFUSE, GL_AMBIENT_AND_DIFFUSE, GL_SPECULAR, GL_EMISSION value is an array of 4 numbers (or a pointer) in JOGL, there is an extra integer parameter, usually 0 glMateriali( side, property, value ) property is GL_SHININESS, value is 0 to 128 glLightfv( light, property, value ) light is GL_LIGHT0, GL_LIGHT1, ... property is gl_POSITION, gl_DIFFUSE, gl_SPECULAR, gl_AMBIENT value is an array of 4 numbers (or a pointer) in JOGL, there is an extra integer parameter, usually 0 Three.js: A 3D scene graph API for WebGL basic requirements for rendering an image: scene, camera, renderer the basic rendering command: renderer.render( scene, camera ) the class THREE.Object3D represents scene graph nodes, with properties obj.add(object) -- adds an object as a child of obj obj.clone() -- make a copy, including copying transformations obj.position (translation)-- obj.position.x,obj.position.y,obj.position.z obj.scale (scaling)-- obj.scale.x, obj.scale.y, obj.scale.z obj.rotation (rotations)-- obj.rotation.x, obj.rotation.y, obj.rotation.z applying transformations using obj.position, obj.rotation, obj.scale building hierarchical structures with Three.js geometry and material (required for a visible object) creating a mesh object with new Three.Mesh( geometry, material ) Lambert material vs. Phong material a READING knowledge of basic constructors from the three.js API: new THREE.Scene() -- the root node of the scene graph new THREE.PerspectiveCamera(fovy,aspect,near,far) new THREE.PointLight( color ); // at (0,0,0) new THREE.DirectionalLight( color ); // shining from (0,1,0) new THREE.Mesh( geometry, material ) new THREE.BoxGeometry( sizeX, sizeY, sizeZ ) new THREE.SphereGeometry( radius, slices, stacks ) new THREE.CylinderGeometry( topRadius, bottomRadius, height, slices ) new MeshLambertMaterial({ color: c }) new MeshPhongMaterial({ color: c, specular: s }) WebGL OpenGL 1.0 uses a fixed-function pipeline WebGL uses a programmable pipeline why does modern OpenGL use a programmable pipeline? shader programs vertex shader fragment shader the flow of data in the programmable pipeline uniform variable attribute variable varying variable uniform and attribute variable values come from JavaScript values for varying variables in fragment shader are interpolated from vertices JavaScript API for uniform variables: gl.getUniformLocation(prog, uniformName) gl.uniform*(uniformLocation, value...) Typed arrays: Float32Array, Uint16Array, Uint8Array a READING knowledge of the JavaScript API for attribute variables: gl.createBuffer() gl.bindBuffer(gl.ARRAY_BUFFER, buffer) gl.bufferData(buffer, typedArray, gl.STATIC_DRAW) // or gl.STREAM_DRAW gl.getAttribLocation(prog, attributeName) gl.enableVertexAttribArray(attributeLocation) gl.vertexAttribPointer(attributeLocation, numsPerVertex, type, false, 0, 0) gl.drawArrays( primitive, startVertex, vertexCount ) primitives include gl.POINTS, gl.LINES, gl.TRIANGLES the difference between gl.STREAM_DRAW and gl.STATIC_DRAW buffers are Vertex Buffer Objects (VBO) why VBOs are used for attribute and index values the importance of limiting data exchange between CPU and GPU GLSL shader programming language basic GLSL: the entry point to a shader: void main() { ... } basic types: int, float, vec2, vec3, vec4 constructors such as vec4( color, 1.0 ) or vec3(1,1,1) referring to vector components as v.x, v.y, v.z, v.w declaring and using uniform, attribute, and varying variables vertex shader assigns a value to gl_Position (of type vec4) fragment shader assigns a value to gl_FragColor (of type vec4) control strictures: if statement and basic for loop some basic ideas from Blender parenting tracking edit mode procedural textures image textures extruding a mesh object modifiers: subsurface modifier / displace modifier keyframes and keyframe animation particle systems: forces and velocities / halo materials path animation