Modeler Help Session CSE 457, Autumn 2008

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Presentation transcript:

Modeler Help Session CSE 457, Autumn 2008 Modeler Due: Monday, October 27th Modeler Artifact Due: Thursday, October 30th Project TA: Eriel Thomas

Help Session Overview The Modeler Application Modeler Code Overview Constructing Your Model Hierarchical Modeling in OpenGL Warnings & Hints Example Models Summary

The Modeler Application Two main windows: Control window with sliders Model view window To navigate in the model view window: Left-click: Rotate the camera Middle-click: Move the point that the camera is looking at (Translation/Dolly) Right-click: Zoom in/out

Modeler Code Overview modelerapp.* and modelerui.* handles the user interface modelerapp.h defines the ModelerApplication class which handles the setting of control values modelerdraw.* supports the drawing of primitive shapes and material attributes

Modeler Code Overview modelerview.h modelerview.cpp defines the ModelerView object base class of your model – your model will be a subclass of ModelerView handles OpenGL drawing and event handling modelerview.cpp provides some base functionality such as setting up lighting and handling camera controls

Modeler Code Overview DO NOT TOUCH THE FOLLOWING FILES: modelerapp.* modelerui.* modelerdraw.* modelerview.* For the animator project, you will be re-using your model source file and plugging it into a different application. If you change modelerapp.* or modelerdraw.*, your model may not work with the animator project!

Modeler Code Overview What DO you get to change? Camera.* Sample.cpp Controls camera functions Look in camera.cpp to implement your own version of gluLookAt() Sample.cpp Example BoxModel - you will replace this with your own model file To start: copy sample code and then modify in order to include the methods you need. Eventually remove sample.cpp file and replace with <YourModel>.cpp

Modeler Code Overview Some helpful files (that you should also not change) Modelerui.fl is a data file that controls the FLTK user interface Vec.h & Mat.h contains useful vector/matrix operations

Constructing Your Model Make all changes in Sample.cpp Draw() function is where you will build your model Main() function initializes the controls Add slider controls Enum statement at the top of the file defines the names and number of controls Add controls both to Enum and main Remember to keep NUMCONTROLS variable at the end of the Enum list

Hierarchical Modeling in OpenGL OpenGL is a state machine glEnable()/glDisable() changes the state Once you change something, it will stay that way until you change it to something new! This includes: current color, transformation details, drawing modes, information about the lights, etc. OpenGL maintains a transformation matrix that is applied to everything that is drawn In other words: transformations are cumulative Perform transformations glRotated(), glTranslated(), glScaled() relative to the previous drawn object

Hierarchical Modeling in OpenGL How do we get back to an earlier transformation matrix? glPushMatrix() & glPopMatrix() Keeps track of the state of your model in a stack If you want to make changes and then undo the transformation matrix, glPushMatrix() will keep track of where everything was When popped off the stack, will return to those values

Warnings & Hints Keep track of your pushes() and pops() – having unmatched pushes and pops can cause a lot of grief! It can help to divide the draw routine into a series of nested methods, each with their own push and pop. Implementing gluLookAt(): Look in your slides and in the OpenGL Blue Book, but make sure you understand how it works! Implementing the animation sequence: have a slider control multiple aspects of the model

Warnings & Hints Worthwhile bells & whistles that will help you out down the road: Cool lighting/camera effects Smooth curve functionality/swept surfaces

Warnings & Hints Texturing mapping FAQ: Look in the OpenGL Programming Guide to see how to set up texture mapping Use the load function in imageio.cpp to load a JPEG or PNG to use as a texture map

Example Models Looking for inspiration? Example models can be found on previous quarters’ websites A short list of sample executables available at: http://www.cs.washington.edu/education/courses/cse457/CurrentQtr/projects/modeler/newdoc/demos/ A quarter of very impressive models: http://www.cs.washington.edu/education/courses/cse457/02au/projects/modeler/vote/winners/ More links on the project page

Avoiding SVN conflicts In general, never put automatically generated binaries into source control modeler.suo, modeler.ncb, Debug\*, Release\* Avoid *.user files too These binaries will cause a conflict at practically every commit when both people are working on the project http://svnbook.red-bean.com/ TortiseSVN: http://tortoisesvn.tigris.org/

Save your files! DO put source files (*.cpp, *.h, *.sln, *.vcproj), image files, etc. in the repository If you create any new files remember to both add AND commit the files to avoid loss Work from the ThawSpace drive (typically “Z:”) on the lab computers

Test the Source Control Early The only way we can fix problems is if we know about them So, verify that your repository works by checking it out, building it, tweak something, and commit If something fails, please let us know so we can fix it

Summary Things To Do: Bad Things Will Happen if you modify: Replace the glulookat() function in camera.cpp Create a model (like sample.cpp) with at least 4 hierarchical levels and 10 primitive shapes Animation Slider An Additional Bell modelerapp.* modelerui.* modelerdraw.* modelerview.* vec.h mat.h