Building Models Ed Angel

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Presentation transcript:

Building Models Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Objectives Introduce simple data structures for building polygonal models Vertex lists Edge lists OpenGL vertex arrays Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Representing a Mesh Consider a mesh There are 8 nodes and 12 edges 5 interior polygons 6 interior (shared) edges Each vertex has a location vi = (xi yi zi) e2 v5 v6 e3 e9 e8 v8 v4 e1 e11 e10 v7 e4 e7 v1 e12 v2 v3 e6 e5 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Simple Representation Define each polygon by the geometric locations of its vertices Leads to OpenGL code such as Inefficient and unstructured Consider moving a vertex to a new location Must search for all occurrences glBegin(GL_POLYGON); glVertex3f(x1, x1, x1); glVertex3f(x6, x6, x6); glVertex3f(x7, x7, x7); glEnd(); Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Inward and Outward Facing Polygons The order {v1, v6, v7} and {v6, v7, v1} are equivalent in that the same polygon will be rendered by OpenGL but the order {v1, v7, v6} is different The first two describe outwardly facing polygons Use the right-hand rule = counter-clockwise encirclement of outward-pointing normal OpenGL can treat inward and outward facing polygons differently Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Geometry vs Topology Generally it is a good idea to look for data structures that separate the geometry from the topology Geometry: locations of the vertices Topology: organization of the vertices and edges Example: a polygon is an ordered list of vertices with an edge connecting successive pairs of vertices and the last to the first Topology holds even if geometry changes Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Vertex Lists Put the geometry in an array Use pointers from the vertices into this array Introduce a polygon list x1 y1 z1 x2 y2 z2 x3 y3 z3 x4 y4 z4 x5 y5 z5. x6 y6 z6 x7 y7 z7 x8 y8 z8 v1 v7 v6 P1 P2 P3 P4 P5 v8 v5 v6 topology geometry Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Shared Edges Vertex lists will draw filled polygons correctly but if we draw the polygon by its edges, shared edges are drawn twice Can store mesh by edge list Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Edge List v1 v2 v7 v6 v8 v5 v3 e1 e8 e3 e2 e11 e6 e7 e10 e5 e4 e9 e12 x1 y1 z1 x2 y2 z2 x3 y3 z3 x4 y4 z4 x5 y5 z5. x6 y6 z6 x7 y7 z7 x8 y8 z8 e1 e2 e3 e4 e5 e6 e7 e8 e9 v1 v6 Note polygons are not represented Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Modeling a Cube Model a color cube for rotating cube program Define global arrays for vertices and colors GLfloat vertices[][3] = {{-1.0,-1.0,-1.0},{1.0,-1.0,-1.0}, {1.0,1.0,-1.0}, {-1.0,1.0,-1.0}, {-1.0,-1.0,1.0}, {1.0,-1.0,1.0}, {1.0,1.0,1.0}, {-1.0,1.0,1.0}}; GLfloat colors[][3] = {{0.0,0.0,0.0},{1.0,0.0,0.0}, {1.0,1.0,0.0}, {0.0,1.0,0.0}, {0.0,0.0,1.0}, {1.0,0.0,1.0}, {1.0,1.0,1.0}, {0.0,1.0,1.0}}; Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Drawing a polygon from a list of indices Draw a quadrilateral from a list of indices into the array vertices and use color corresponding to first index void polygon(int a, int b, int c , int d) { glBegin(GL_POLYGON); glColor3fv(colors[a]); glVertex3fv(vertices[a]); glVertex3fv(vertices[b]); glVertex3fv(vertices[c]); glVertex3fv(vertices[d]); glEnd(); } Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Draw cube from faces void colorcube( ) { polygon(0,3,2,1); polygon(2,3,7,6); polygon(0,4,7,3); polygon(1,2,6,5); polygon(4,5,6,7); polygon(0,1,5,4); } 5 6 2 1 7 4 3 Note that vertices are ordered so that we obtain correct outward facing normals Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Efficiency The weakness of our approach is that we are building the model in the application and must do many function calls to draw the cube Drawing a cube by its faces in the most straight forward way requires 6 glBegin, 6 glEnd 6 glColor 24 glVertex More if we use texture and lighting Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Vertex Arrays OpenGL provides a facility called vertex arrays that allows us to store array data in the implementation Six types of arrays supported Vertices Colors Color indices Normals Texture coordinates Edge flags We will need only colors and vertices Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Initialization Using the same color and vertex data, first we enable glEnableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_VERTEX_ARRAY); Identify location of arrays glVertexPointer(3, GL_FLOAT, 0, vertices); glColorPointer(3, GL_FLOAT, 0, colors); data array data contiguous 3d arrays stored as floats Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Mapping indices to faces Form an array of face indices Each successive four indices describe a face of the cube Draw through glDrawElements which replaces all glVertex and glColor calls in the display callback GLubyte cubeIndices[24] = {0,3,2,1,2,3,7,6 0,4,7,3,1,2,6,5,4,5,6,7,0,1,5,4}; Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Drawing the cube Method 1: Method 2: number of indices what to draw for(i=0; i<6; i++) glDrawElements(GL_POLYGON, 4, GL_UNSIGNED_BYTE, &cubeIndices[4*i]); format of index data start of index data glDrawElements(GL_QUADS, 24, GL_UNSIGNED_BYTE, cubeIndices); Draws cube with 1 function call!! Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009