CH7 Buffers and Blending

41
CH7 Buffers and Blending

description

CH7 Buffers and Blending. Blending Example 1/6. #include #include #include "glut.h" GLfloat alpha = 0.0; GLfloat pos[4] = {0, 10, 10, 0}; GLfloat dif_l[4] = {1.0, 1.0, 1.0, 1.0}; GLfloat dif_t[4] = {1.0, 0.5, 0.8, 1.0}; GLfloat dif_m[4] = {0.5, 0.8, 0.8, cos(alpha)}; - PowerPoint PPT Presentation

Transcript of CH7 Buffers and Blending

Page 1: CH7 Buffers and Blending

CH7 Buffers and Blending

Page 2: CH7 Buffers and Blending

Blending Example 1/6

#include <math.h>#include <time.h>#include "glut.h"

GLfloat alpha = 0.0;GLfloat pos[4] = {0, 10, 10, 0};GLfloat dif_l[4] = {1.0, 1.0, 1.0, 1.0};GLfloat dif_t[4] = {1.0, 0.5, 0.8, 1.0};GLfloat dif_m[4] = {0.5, 0.8, 0.8, cos(alpha)};

int time1,time2;

void display();void reshape(GLsizei, GLsizei);void idle();

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Blending Example 2/6

void main(int argc, char** argv){glutInit(&argc, argv);glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);glutInitWindowSize (500, 500);glutCreateWindow("Blending");glEnable(GL_DEPTH_TEST);glEnable(GL_LIGHTING);glutDisplayFunc(display);glutReshapeFunc(reshape);glutIdleFunc(idle);glutMainLoop();return;

}

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Blending Example 3/6

void reshape(GLsizei w, GLsizei h){glViewport(0, 0, 500, 500);glMatrixMode(GL_PROJECTION);glLoadIdentity();gluPerspective(45, 1 / 1, 0.1, 1000);glMatrixMode(GL_MODELVIEW);glLoadIdentity();gluLookAt(-10, 10, 30, 0, 0, 0, 0, 1, 0);

}void idle(){

time2 = clock();alpha += 3.14 *(time2-time1)/CLK_TCK;dif_m[3] = (cos(alpha) + 1) / 2;time1 = time2;glutPostRedisplay();

}

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Blending Example 4/6

void display(){glClearColor(0, 0, 0, 0);glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);glEnable(GL_LIGHT0);glLightfv(GL_LIGHT0, GL_POSITION, pos);glLightfv(GL_LIGHT0, GL_DIFFUSE, dif_l);glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, dif_t);glutSolidTeapot(5);

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Blending Example 5/6

glEnable(GL_BLEND);glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, dif_m);glBegin(GL_POLYGON);glNormal3f(0, 0, 1);glVertex3f(-5, -5, 10);glVertex3f(5, -5, 10);glVertex3f(5, 5, 10);glVertex3f(-5, 5, 10);glEnd();glutSwapBuffers();

}

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Blending Example 6/6

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Blend Function 1/2

glBlendFunc(GLenum sfactor, GLenum dfactor); Color = source_color * sfactor +

destination_color * dfactor

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Blend Function 2/2

Parameter (f(R), f(G), f(B), f(A))

GL_ZERO (0,0,0,0)

GL_ONE (1,1,1,1)

GL_SRC_COLOR (RS/kR,GS/kG,BS/kB,AS/kA)

GL_ONE_MINUS_SRC_COLOR (1,1,1,1)-(RS/kR,GS/kG,BS/kB,AS/kA)

GL_DST_COLOR (Rd/kR,Gd/kG,Bd/kB,Ad/kA)

GL_ONE_MINUS_DST_COLOR (1,1,1,1)-(Rd/kR,Gd/kG,Bd/kB,Ad/kA)

GL_SRC_ALPHA AS/kA,AS/kA,AS/kA,AS/kA

GL_ONE_MINUS_SRC_ALPHA (1,1,1,1) -(AS/kA,AS/kA,AS/kA,AS/kA)

GL_DST_ALPHA (AD/kA,AD/kA,AD/kA,AD/kA)

GL_ONE_MINUS_DST_ALPHA (1,1,1,1) -(AD/kA,AD/kA,AD/kA,AD/kA)

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How to Use Blending?

Remember to enable glEnable(GL_BLEND);

Set up blend function glBlendFunc(…,…)

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Fog Example 1/6

#include <gl/glaux.h>#include "glut.h"

GLfloat fcolor[4]={1.0, 1.0, 1.0, 1.0};AUX_RGBImageRec * img;GLuint texObject[1];

void LoadTexture(char* filename){img = auxDIBImageLoad(filename);glGenTextures(1, texObject);glBindTexture(GL_TEXTURE_2D, texObject[0]);glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img->sizeX, img->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, img->data);glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);

}

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Fog Example 2/6

void display(){glEnable(GL_FOG);glFogf(GL_FOG_MODE, GL_EXP);glFogf(GL_FOG_DENSITY, 0.5);glFogfv(GL_FOG_COLOR, fcolor);glClearColor(0, 0, 0, 0);glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);glEnable(GL_TEXTURE_2D);glBindTexture(GL_TEXTURE_2D, texObject[0]);

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Fog Example 3/6

glBegin(GL_QUADS);glTexCoord2f(0.0, 0.0);glVertex3f(-50.0, 0.0, 0.0);glTexCoord2f(0.0, 100.0);glVertex3f(-50.0, 0.0, 100.0);glTexCoord2f(100.0, 100.0);glVertex3f(50.0, 0.0, 100.0);glTexCoord2f(100.0, 0.0);glVertex3f(50.0, 0.0, 0.0);glEnd();glFlush();glutSwapBuffers();

}

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Fog Example 4/6

void reshape(GLsizei w, GLsizei h){glViewport(0, 0, 500, 500);glMatrixMode(GL_PROJECTION);glLoadIdentity();gluPerspective(45, 1 / 1, 0.1, 1000);glMatrixMode(GL_MODELVIEW);glLoadIdentity();gluLookAt(0.0, 0.5, 0.0, 50.0, 0.0, 50.0, 0.0, 1.0, 0.0);

}

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Fog Example 5/6

void main(int argc, char** argv){glutInit(&argc, argv);glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);glutInitWindowSize (500, 500);glutCreateWindow("Blending");glEnable(GL_DEPTH_TEST);glEnable(GL_LIGHTING);LoadTexture("check.bmp");glutDisplayFunc(display);glutReshapeFunc(reshape);glutMainLoop();return;

}

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Fog Example 6/6

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Fog Function 1/2

glFog{f,i}[v]{GLenum pname, param}Pname param

GL_FOG_MODE GL_LINEAR, GL_EXP, GL_EXP2

GL_FOG_DENSITY default : 1.0

GL_FOG_START default : 0.0

GL_FOG_END default : 1.0

GL_FOG_INDEX default : 0.0

GL_FOG_COLOR default : (0,0,0,0)

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Fog Function 2/2

GL_LINEAR

GL_EXP

GL_EXP2

COLOR:

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How to Use Fog?

Remember to enable glEnable(GL_FOG);

Set up fog function glFogf(…,…)

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Buffers in OpenGL

Color Buffer Store the color value to be seen on

screen. Depth Buffer

Store the depth values for each pixel. Stencil Buffer Accumulation Buffer

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Accumulation example 1/3

#include <GL/glut.h>void GL_display(){

// clear the bufferglClearColor(0.0, 0.0, 0.0, 0.0);glClearAccum(0.0, 0.0, 0.0, 0.0); glClear(GL_ACCUM_BUFFER_BIT);for(int i = 0; i < 360; i++){

glClear(GL_COLOR_BUFFER_BIT);glColor3f(1.0, 1 - (float)i / 180, 1 - (float)i / 360);glPushMatrix();glTranslatef(0, -6, -10);glRotatef(i,0, 1, 0);glutWireTeapot(5);glPopMatrix();glAccum(GL_ACCUM, 0.01);

}glAccum(GL_RETURN, 1.0) ;glutSwapBuffers();

}

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Accumulation example 2/3

void GL_reshape(GLsizei w, GLsizei h){

glViewport(0, 0, w, h);glMatrixMode(GL_PROJECTION);glLoadIdentity();gluPerspective(60.0, (GLfloat)w/(GLfloat)h, 1.0, 20.0);glMatrixMode(GL_MODELVIEW);glLoadIdentity();gluLookAt(0.0, 3.0, 5.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);

}

int main(int argc, char** argv){

glutInit(&argc, argv);glutInitWindowSize(500, 500);glutInitWindowPosition(0, 0);glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_ACCUM);glutCreateWindow("Accumulation");glutDisplayFunc(GL_display);glutReshapeFunc(GL_reshape);glutMainLoop();

}

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Accumulation example 3/3

Motion blur

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Accumulation example 2 1/3

#include <GL/glut.h>

void GL_display(){

glClearColor(0.0, 0.0, 0.0, 0.0);glClearAccum(0.0, 0.0, 0.0, 0.0); glClear(GL_ACCUM_BUFFER_BIT);for(int i = 1; i <5; i++){

glClear(GL_COLOR_BUFFER_BIT);glLoadIdentity();gluLookAt(i * 0.4, 0.0, 8.0, i * 0.4, 0.0, 0.0, 0.0, 1.0, 0.0);glColor3f(1, 0, 0);glutWireTeapot(2);glAccum(GL_ACCUM, (float)i);

}glAccum(GL_RETURN, 0.1) ;glutSwapBuffers();

}

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Accumulation example 2 2/3

void GL_reshape(GLsizei w, GLsizei h){

glViewport(0, 0, w, h);glMatrixMode(GL_PROJECTION);glLoadIdentity();gluPerspective(60.0, (GLfloat)w/(GLfloat)h, 1.0, 50.0);glMatrixMode(GL_MODELVIEW);glLoadIdentity();

}

int main(int argc, char** argv){

glutInit(&argc, argv);glutInitWindowSize(500, 500);glutInitWindowPosition(0, 0);glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_ACCUM);glutCreateWindow("Accumulation");glutDisplayFunc(GL_display);glutReshapeFunc(GL_reshape);glutMainLoop();

}

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Accumulation example 2 3/3

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How to use accumulation buffer?

glutInitDisplayMode(GLUT_ACCUM);

glClear(GL_ACCUM_BUFFER_BIT);

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Accumulation function void glAccum( GLenum op,

GLfloat value ); operates on the accumulation buffer. http://msdn.microsoft.com/library/default.asp?url=/library/en-us/opengl/

glfunc01_8o4t.asp op: The accumulation buffer

operation. See next page. value: also see next page.

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Accumulation functionop Meaning

GL_ACCUM read each pixel from the color buffer, multiplies the R, G, B, and alpha values by value, then add

the result to accumulation buffer.

GL_LOAD the same as GL_ACCUM, but replace the value in accumulation rather than add.

GL_RETURN read values from the accumulation buffer, multiplies them by value, and places the result in the

color buffers.

GL_ADD / GL_MULT simply add / multiply the values of each pixel in the accumulation buffer by value, and return to

the accumulation buffer. (GL_MULT will clamp value from –1.0 to 1.0 while GL_ADD will not.)

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Stencil buffer example 1/3

#include<gl/glut.h>

void GL_display(){glEnable(GL_DEPTH_TEST);glEnable(GL_STENCIL_TEST);glClearStencil(0);glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);glStencilFunc(GL_ALWAYS, 1, 1);glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);glColor3f(0.0, 1.0, 1.0);glutSolidCube(16.0);glClear(GL_DEPTH_BUFFER_BIT);glStencilOp(GL_KEEP, GL_KEEP, GL_INVERT);glStencilFunc(GL_EQUAL, 1, 1);glColor3f(1.0, 1.0, 1.0);glutSolidTeapot(8);glFlush();

}

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Stencil buffer example 2/3

void GL_reshape(GLsizei w, GLsizei h){

glViewport(0, 0, w, h);glMatrixMode(GL_PROJECTION);glLoadIdentity();gluPerspective(60.0, (GLfloat)w/(GLfloat)h, 0.5, 100.0);glMatrixMode(GL_MODELVIEW);glLoadIdentity();gluLookAt(0.0, 0.0, 50.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);

}

int main(int argc, char** argv){

glutInit(&argc, argv);glutInitWindowSize(400, 400);glutInitWindowPosition(0, 0);glutInitDisplayMode(GLUT_SINGLE | GLUT_RGBA | GLUT_DEPTH | GLUT_STENCIL);glutCreateWindow("Stencil Buffer");glutDisplayFunc(GL_display);glutReshapeFunc(GL_reshape);glutMainLoop();

}

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Stencil buffer example 3/3

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Other example… 1/2

void GL_display(){glEnable(GL_DEPTH_TEST);glEnable(GL_STENCIL_TEST);glClearStencil(0);glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);glStencilFunc(GL_ALWAYS, 1, 1);glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);glColor3f(0.0, 1.0, 1.0);glutSolidCube(16.0);glClear(GL_DEPTH_BUFFER_BIT);glStencilOp(GL_KEEP, GL_KEEP, GL_INVERT);glStencilFunc(GL_EQUAL, 1, 1);glColor3f(1.0, 1.0, 1.0);glutSolidTeapot(8);glStencilFunc(GL_NOTEQUAL, 1, 1);glColor3f(1.0, 1.0, 0.0);glPushMatrix();glTranslatef(10, 0, 0);glutSolidSphere(12, 10, 6);glPopMatrix();glFlush();

}

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Other example… 2/2

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Cooler example…

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Stencil buffer + Z buffer

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How to use stencil buffer?

1. glutInitDisplayMode(GLUT_STENCIL);

2. glEnable(GL_STENCIL_TEST);

3. glClearStencil(0);4. glClear(GL_STENCIL_BUFFER_BIT);

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Stencil Testing 1/2

void glStencilFunc( GLenum func, GLint ref, GLuint mask ); sets the function and reference value

for stencil testing. func: test function, see next page. ref: reference value mask:A mask that is ANDed with both

the reference value and the stored stencil value when the test is done.

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Stencil Testing 2/2

param Meaning

GL_NEVER Always fails.

GL_LESS Passes if ( ref & mask) < ( stencil & mask).

GL_LEQUAL Passes if ( ref & mask) ≤ ( stencil & mask).

GL_GEQUAL Passes if ( ref & mask) ≥ ( stencil & mask).

GL_NOTEQUAL Passes if ( ref & mask) ( stencil & mask).

GL_ALWAYS Always passes.

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Modify stencil buffer 1/2

void glStencilOp( GLenum fail, GLenum zfail, GLenum zpass ); sets the stencil test actions. fail: The action to take when the

stencil test fails zfail: Stencil action when the stencil

test passes, but the depth test fails. zpass: both the stencil test and the

depth test pass

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Modify stencil buffer 2/2

param Meaning

GL_KEEP keep the current value

GL_ZERO set the value in stencil buffer to zero

GL_REPLACE set the value in stencil buffer to ref in glStencilFunc()

GL_INCR increase the current value in stencil buffer

GL_DECR decrease the current value in stencil buffer

GL_INVERT bitwise inverse the current value in stencil buffer