Programming with OpenGL Part 6: Three Dimensions

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Presentation transcript:

Programming with OpenGL Part 6: Three Dimensions Ed Angel Professor Emeritus of Computer Science University of New Mexico E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Objectives Develop a more sophisticated three-dimensional example Sierpinski gasket: a fractal Introduce hidden-surface removal E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Three-dimensional Applications In OpenGL, two-dimensional applications are a special case of three-dimensional graphics Going to 3D Not much changes Use vec3, glUniform3f Have to worry about the order in which primitives are rendered or use hidden-surface removal E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Sierpinski Gasket (2D) Start with a triangle Connect bisectors of sides and remove central triangle Repeat E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Example Five subdivisions E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

The gasket as a fractal Consider the filled area (black) and the perimeter (the length of all the lines around the filled triangles) As we continue subdividing the area goes to zero but the perimeter goes to infinity This is not an ordinary geometric object It is neither two- nor three-dimensional It is a fractal (fractional dimension) object E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Gasket Program #include <GL/glut.h> /* initial triangle */ point2 v[3] ={point2(-1.0, -0.58), point2(1.0, -0.58), point2 (0.0, 1.15)}; int n; /* number of recursive steps */ E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Draw one triangle void triangle( point2 a, point2 b, point2 c) /* display one triangle */ { static int i =0; points[i] = a; points[i] = b; points[i] = c; i += 3; } E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Triangle Subdivision void divide_triangle(point2 a, point2 b, point2 c, int m) { /* triangle subdivision using vertex numbers */ point2 ab, ac, bc; if(m>0) ab = (a + b )/2; ac = (a + c)/2; bc = (b + c)/2; divide_triangle(a, ab, ac, m-1); divide_triangle(c, ac, bc, m-1); divide_triangle(b, bc, ac, m-1); } else(triangle(a,b,c)); /* draw triangle at end of recursion */ E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

display and init Functions void display() { glClear(GL_COLOR_BUFFER_BIT); glDrawArrays(GL_TRIANGLES, 0, NumVertices); glFlush(); } void myinit() vec2 v[3] = {point2(…… . divide_triangles(v[0], v[1], v[2], n); E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

main Function int main(int argc, char **argv) { n=4; glutInit(&argc, argv); glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB); glutInitWindowSize(500, 500); glutCreateWindow(“2D Gasket"); glutDisplayFunc(display); myinit(); glutMainLoop(); } E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Moving to 3D We can easily make the program three-dimensional by using point3 v[3] and we start with a tetrahedron E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

3D Gasket We can subdivide each of the four faces Appears as if we remove a solid tetrahedron from the center leaving four smaller tetrahedra Code almost identical to 2D example E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Almost Correct Because the triangles are drawn in the order they are specified in the program, the front triangles are not always rendered in front of triangles behind them get this want this E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Hidden-Surface Removal We want to see only those surfaces in front of other surfaces OpenGL uses a hidden-surface method called the z-buffer algorithm that saves depth information as objects are rendered so that only the front objects appear in the image E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Using the z-buffer algorithm The algorithm uses an extra buffer, the z-buffer, to store depth information as geometry travels down the pipeline It must be Requested in main.c glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH) Enabled in init.c glEnable(GL_DEPTH_TEST) Cleared in the display callback glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Surface vs Volume Subdvision In our example, we divided the surface of each face We could also divide the volume using the same midpoints The midpoints define four smaller tetrahedrons, one for each vertex Keeping only these tetrahedrons removes a volume in the middle See text for code E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Volume Subdivision E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012