CPSC 424, Fall 2017 Information About the Second Test

The second and last test will be given in class on Friday, November 17. It will cover Chapter 4 (OpenGL 1.1 light and material), Chapter 5 (three.js), and the first three sections of Chapter 6 (WebGL, not including textures or 3D graphics). As for Blender, the only thing that you might be asked about is keyframe animation.

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,
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)
vectors
operations on vectors:  dot product, length, normalize
unit vector (length = 1)
the dot product of two unit vectors gives the cosine of the angle between the vectors
normal vectors to a surface
the lighting equation: how visible color of a point on a surface is computed
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
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
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.clone() -- make a copy, including copying transformations
obj.position (for translation)-- obj.position.x,obj.position.y,obj.position.z
obj.scale (for scaling)-- obj.scale.x, obj.scale.y, obj.scale.z
obj.rotation (for 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 MeshLambertMaterial({ color: c })
new MeshPhongMaterial({ color: c, specular: s })

WebGL
OpenGL 1.1 uses a fixed-function pipeline
WebGL uses a programmable pipeline
why does modern OpenGL use a programmable pipeline?
the flow of data in the WebGL programmable pipeline
uniform variable
attribute variable
varying variable
uniform and attribute variable values come from JavaScript
a varying variable must be declared in both the vertex shader and the fragment shader
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