Review GLUT Callback Functions

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Presentation transcript:

Review GLUT Callback Functions Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Event Types Window: resize, expose, iconify Mouse: click one or more buttons Motion: move mouse Keyboard: press or release a key Idle: nonevent Define what should be done if no other event is in queue Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Callbacks Programming interface for event-driven input Define a callback function for each type of event the graphics system recognizes This user-supplied function is executed when the event occurs GLUT example: glutMouseFunc(mymouse) mouse callback function Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 GLUT callbacks GLUT recognizes a subset of the events recognized by any particular window system (Windows, X, Macintosh) glutDisplayFunc glutMouseFunc glutReshapeFunc glutKeyboardFunc glutIdleFunc glutMotionFunc, glutPassiveMotionFunc Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 GLUT Event Loop Recall that the last line in main.c for a program using GLUT must be glutMainLoop(); which puts the program in an infinite event loop In each pass through the event loop, GLUT looks at the events in the queue for each event in the queue, GLUT executes the appropriate callback function if one is defined if no callback is defined for the event, the event is ignored Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 The display callback The display callback is executed whenever GLUT determines that the window should be refreshed, for example When the window is first opened When the window is reshaped When a window is exposed When the user program decides it wants to change the display In main.c glutDisplayFunc(mydisplay) identifies the function to be executed Every GLUT program must have a display callback Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Posting redisplays Many events may invoke the display callback function Can lead to multiple executions of the display callback on a single pass through the event loop We can avoid this problem by instead using glutPostRedisplay(); which sets a flag. GLUT checks to see if the flag is set at the end of the event loop If set then the display callback function is executed Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Animating a Display When we redraw the display through the display callback, we usually start by clearing the window glClear() then draw the altered display Problem: the drawing of information in the frame buffer is decoupled from the display of its contents Graphics systems use dual ported memory Hence we can see partially drawn display See the program single_double.c for an example with a rotating cube Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Double Buffering Instead of one color buffer, we use two Front Buffer: one that is displayed but not written to Back Buffer: one that is written to but not displayed Program then requests a double buffer in main.c glutInitDisplayMode(GL_RGB | GL_DOUBLE) At the end of the display callback buffers are swapped void mydisplay() { glClear(GL_COLOR_BUFFER_BIT|….) . /* draw graphics here */ glutSwapBuffers() } Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Using the idle callback The idle callback is executed whenever there are no events in the event queue glutIdleFunc(myidle) Useful for animations void myidle() { /* change something */ t += dt glutPostRedisplay(); } Void mydisplay() { glClear(); /* draw something that depends on t */ glutSwapBuffers(); Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Using globals The form of all GLUT callbacks is fixed void mydisplay() void mymouse(GLint button, GLint state, GLint x, GLint y) Must use globals to pass information to callbacks float t; /*global */ void mydisplay() { /* draw something that depends on t } Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Objectives Learn to build interactive programs using GLUT callbacks Mouse Keyboard Reshape Introduce menus in GLUT Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 The mouse callback glutMouseFunc(mymouse) void mymouse(GLint button, GLint state, GLint x, GLint y) Returns which button (GLUT_LEFT_BUTTON, GLUT_MIDDLE_BUTTON, GLUT_RIGHT_BUTTON) caused event state of that button (GLUT_UP, GLUT_DOWN) Position in window Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Positioning The position in the screen window is usually measured in pixels with the origin at the top-left corner Consequence of refresh done from top to bottom OpenGL uses a world coordinate system with origin at the bottom left Must invert y coordinate returned by callback by height of window y = h – y; (0,0) h w Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Obtaining the window size To invert the y position we need the window height Height can change during program execution Track with a global variable New height returned to reshape callback that we will look at in detail soon Can also use query functions glGetIntv glGetFloatv to obtain any value that is part of the state Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Terminating a program In our original programs, there was no way to terminate them through OpenGL We can use the simple mouse callback void mouse(int btn, int state, int x, int y) { if(btn==GLUT_RIGHT_BUTTON && state==GLUT_DOWN) exit(0); } Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Using the mouse position In the next example, we draw a small square at the location of the mouse each time the left mouse button is clicked This example does not use the display callback but one is required by GLUT; We can use the empty display callback function mydisplay(){} Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Drawing squares at cursor location void mymouse(int btn, int state, int x, int y) { if(btn==GLUT_RIGHT_BUTTON && state==GLUT_DOWN) exit(0); if(btn==GLUT_LEFT_BUTTON && state==GLUT_DOWN) drawSquare(x, y); } void drawSquare(int x, int y) y=w-y; /* invert y position */ glColor3ub( (char) rand()%256, (char) rand )%256, (char) rand()%256); /* a random color */ glBegin(GL_POLYGON); glVertex2f(x+size, y+size); glVertex2f(x-size, y+size); glVertex2f(x-size, y-size); glVertex2f(x+size, y-size); glEnd(); Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Using the motion callback We can draw squares (or anything else) continuously as long as a mouse button is depressed by using the motion callback glutMotionFunc(drawSquare) We can draw squares without depressing a button using the passive motion callback glutPassiveMotionFunc(drawSquare) Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Using the keyboard glutKeyboardFunc(mykey) void mykey(unsigned char key, int x, int y) Returns ASCII code of key depressed and mouse location void mykey() { if(key == ‘Q’ | key == ‘q’) exit(0); } Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Special and Modifier Keys GLUT defines the special keys in glut.h Function key 1: GLUT_KEY_F1 Up arrow key: GLUT_KEY_UP if(key == ‘GLUT_KEY_F1’ …… Can also check of one of the modifiers GLUT_ACTIVE_SHIFT GLUT_ACTIVE_CTRL GLUT_ACTIVE_ALT is depressed by glutGetModifiers() Allows emulation of three-button mouse with one- or two-button mice Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Reshaping the window We can reshape and resize the OpenGL display window by pulling the corner of the window What happens to the display? Must redraw from application Two possibilities Display part of world Display whole world but force to fit in new window Can alter aspect ratio Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Reshape possiblities original reshaped Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 The Reshape callback glutReshapeFunc(myreshape) void myreshape( int w, int h) Returns width and height of new window (in pixels) A redisplay is posted automatically at end of execution of the callback GLUT has a default reshape callback but you probably want to define your own The reshape callback is good place to put viewing functions because it is invoked when the window is first opened Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Toolkits and Widgets Most window systems provide a toolkit or library of functions for building user interfaces that use special types of windows called widgets Widget sets include tools such as Menus Slidebars Dials Input boxes But toolkits tend to be platform dependent GLUT provides a few widgets including menus Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Menus GLUT supports pop-up menus A menu can have submenus Three steps Define entries for the menu Define action for each menu item Action carried out if entry selected Attach menu to a mouse button Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Defining a simple menu In main.c menu_id = glutCreateMenu(mymenu); glutAddmenuEntry(“clear Screen”, 1); gluAddMenuEntry(“exit”, 2); glutAttachMenu(GLUT_RIGHT_BUTTON); clear screen exit entries that appear when right button depressed identifiers Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Menu actions Menu callback Note each menu has an id that is returned when it is created Add submenus by glutAddSubMenu(char *submenu_name, submenu id) void mymenu(int id) { if(id == 1) glClear(); if(id == 2) exit(0); } entry in parent menu Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Drawing Dot with Mouse void myMouse(int button, int state, int x, int y) { if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN) drawDot(x, screenHeight -y); else if(button == GLUT_RIGHT_BUTTON && state == GLUT_DOWN) exit(-1); } drawDot rountine? Void drawDot(GLint x Glint y){ glBegin(GL_POINTS): glVertex2i(x,y); glEnd;

Freehand drawing with a fat brush. void myMovedMouse(int mouseX, int mouseY) { GLint x = mouseX; //grab the mouse position GLint y = screenHeight -mouseY; // flip it as usual GLint brushSize = 20; glRecti(x,y, x + brushSize, y + brushSize); glFlush(); }

An example of the keyboard callback function void myKeyboard(unsigned char theKey, int mouseX, int mouseY) { GLint x = mouseX; GLint y = screenHeight - mouseY; // flip the y value as always switch(theKey) case ‘p’: drawDot(x, y); // draw a dot at the mouse position break; case ‘E’: exit(-1); //terminate the program default: break; // do nothing }}

Other functions in GLUT Dynamic Windows Create and destroy during execution Subwindows Multiple Windows Changing callbacks during execution Timers Portable fonts glutBitmapCharacter glutStrokeCharacter Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009