OpenGL, GLUT, Transformations I Week 2, Wed Jan 16

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Presentation transcript:

OpenGL, GLUT, Transformations I Week 2, Wed Jan 16 http://www.ugrad.cs.ubc.ca/~cs314/Vjan2008

Review: Rendering Pipeline Geometry Database Model/View Transform. Lighting Perspective Clipping Scan Conversion Depth Test Texturing Blending Frame- buffer

OpenGL (briefly)

OpenGL API to graphics hardware based on IRIS_GL by SGI designed to exploit hardware optimized for display and manipulation of 3D graphics implemented on many different platforms low level, powerful flexible pipeline processing set state as needed

Graphics State set the state once, remains until overwritten glColor3f(1.0, 1.0, 0.0)  set color to yellow glSetClearColor(0.0, 0.0, 0.2)  dark blue bg glEnable(LIGHT0)  turn on light glEnable(GL_DEPTH_TEST)  hidden surf.

Geometry Pipeline tell it how to interpret geometry feed it vertices glBegin(<mode of geometric primitives>) mode = GL_TRIANGLE, GL_POLYGON, etc. feed it vertices glVertex3f(-1.0, 0.0, -1.0) glVertex3f(1.0, 0.0, -1.0) glVertex3f(0.0, 1.0, -1.0) tell it you’re done glEnd()

Open GL: Geometric Primitives glPointSize( float size); glLineWidth( float width); glColor3f( float r, float g, float b); ....

Code Sample more OpenGL as course continues void display() { glClearColor(0.0, 0.0, 0.0, 0.0); glClear(GL_COLOR_BUFFER_BIT); glColor3f(0.0, 1.0, 0.0); glBegin(GL_POLYGON); glVertex3f(0.25, 0.25, -0.5); glVertex3f(0.75, 0.25, -0.5); glVertex3f(0.75, 0.75, -0.5); glVertex3f(0.25, 0.75, -0.5); glEnd(); glFlush(); } more OpenGL as course continues

GLUT

GLUT: OpenGL Utility Toolkit developed by Mark Kilgard (also from SGI) simple, portable window manager opening windows handling graphics contexts handling input with callbacks keyboard, mouse, window reshape events timing idle processing, idle events designed for small/medium size applications distributed as binaries free, but not open source

Event-Driven Programming main loop not under your control vs. batch mode where you control the flow control flow through event callbacks redraw the window now key was pressed mouse moved callback functions called from main loop when events occur mouse/keyboard state setting vs. redrawing

GLUT Callback Functions // you supply these kind of functions void reshape(int w, int h); void keyboard(unsigned char key, int x, int y); void mouse(int but, int state, int x, int y); void idle(); void display(); // register them with glut glutReshapeFunc(reshape); glutKeyboardFunc(keyboard); glutMouseFunc(mouse); glutIdleFunc(idle); glutDisplayFunc(display); void glutDisplayFunc (void (*func)(void)); void glutKeyboardFunc (void (*func)(unsigned char key, int x, int y)); void glutIdleFunc (void (*func)()); void glutReshapeFunc (void (*func)(int width, int height));

GLUT Example 1 #include <GLUT/glut.h> void display() { glClearColor(0,0,0,1); glClear(GL_COLOR_BUFFER_BIT); glColor4f(0,1,0,1); glBegin(GL_POLYGON); glVertex3f(0.25, 0.25, -0.5); glVertex3f(0.75, 0.25, -0.5); glVertex3f(0.75, 0.75, -0.5); glVertex3f(0.25, 0.75, -0.5); glEnd(); glutSwapBuffers(); } int main(int argc,char**argv) { glutInit( &argc, argv ); glutInitDisplayMode( GLUT_RGB|GLUT_DOUBLE); glutInitWindowSize(640,480); glutCreateWindow("glut1"); glutDisplayFunc( display ); glutMainLoop(); return 0; // never reached }

GLUT Example 2 #include <GLUT/glut.h> void display() { glRotatef(0.1, 0,0,1); glClearColor(0,0,0,1); glClear(GL_COLOR_BUFFER_BIT); glColor4f(0,1,0,1); glBegin(GL_POLYGON); glVertex3f(0.25, 0.25, -0.5); glVertex3f(0.75, 0.25, -0.5); glVertex3f(0.75, 0.75, -0.5); glVertex3f(0.25, 0.75, -0.5); glEnd(); glutSwapBuffers(); } int main(int argc,char**argv) { glutInit( &argc, argv ); glutInitDisplayMode( GLUT_RGB|GLUT_DOUBLE); glutInitWindowSize(640,480); glutCreateWindow("glut2"); glutDisplayFunc( display ); glutMainLoop(); return 0; // never reached }

Redrawing Display display only redrawn by explicit request glutPostRedisplay() function default window resize callback does this idle called from main loop when no user input good place to request redraw will call display next time through event loop should return control to main loop quickly continues to rotate even when no user action

GLUT Example 3 #include <GLUT/glut.h> void idle() { void display() { glRotatef(0.1, 0,0,1); glClearColor(0,0,0,1); glClear(GL_COLOR_BUFFER_BIT); glColor4f(0,1,0,1); glBegin(GL_POLYGON); glVertex3f(0.25, 0.25, -0.5); glVertex3f(0.75, 0.25, -0.5); glVertex3f(0.75, 0.75, -0.5); glVertex3f(0.25, 0.75, -0.5); glEnd(); glutSwapBuffers(); } void idle() { glutPostRedisplay(); } int main(int argc,char**argv) { glutInit( &argc, argv ); glutInitDisplayMode( GLUT_RGB|GLUT_DOUBLE); glutInitWindowSize(640,480); glutCreateWindow("glut1"); glutDisplayFunc( display ); glutIdleFunc( idle ); glutMainLoop(); return 0; // never reached

Keyboard/Mouse Callbacks again, do minimal work consider keypress that triggers animation do not have loop calling display in callback! what if user hits another key during animation? instead, use shared/global variables to keep track of state yes, OK to use globals for this! then display function just uses current variable value

GLUT Example 4 #include <GLUT/glut.h> bool animToggle = true; float angle = 0.1; void display() { glRotatef(angle, 0,0,1); ... } void idle() { glutPostRedisplay(); int main(int argc,char**argv) { ... glutKeyboardFunc( doKey ); void doKey(unsigned char key, int x, int y) { if ('t' == key) { animToggle = !animToggle; if (!animToggle) glutIdleFunc(NULL); else glutIdleFunc(idle); } else if ('r' == key) { angle = -angle; } glutPostRedisplay();

Transformations

Transformations transforming an object = transforming all its points transforming a polygon = transforming its vertices

Matrix Representation represent 2D transformation with matrix multiply matrix by column vector apply transformation to point transformations combined by multiplication matrices are efficient, convenient way to represent sequence of transformations!

Scaling scaling a coordinate means multiplying each of its components by a scalar uniform scaling means this scalar is the same for all components:  2

Scaling non-uniform scaling: different scalars per component: how can we represent this in matrix form? X  2, Y  0.5

Scaling scaling operation: or, in matrix form: scaling matrix

 (x', y') (x, y) 2D Rotation x' = x cos() - y sin() counterclockwise RHS (x', y') (x, y) x' = x cos() - y sin() y' = x sin() + y cos() 

2D Rotation From Trig Identities x = r cos (f) y = r sin (f) x' = r cos (f + ) y' = r sin (f + ) Trig Identity… x' = r cos(f) cos() – r sin(f) sin() y' = r sin(f) cos() + r cos(f) sin() Substitute… x' = x cos() - y sin() y' = x sin() + y cos() (x', y') (x, y)  f

2D Rotation Matrix easy to capture in matrix form: even though sin(q) and cos(q) are nonlinear functions of q, x' is a linear combination of x and y y' is a linear combination of x and y

2D Rotation: Another Derivation (x',y') q (x,y)

2D Rotation: Another Derivation (x',y') q (x,y) y x

2D Rotation: Another Derivation (x',y') q y x (x,y) q y x

2D Rotation: Another Derivation (x',y') ' x B (x,y) A

2D Rotation: Another Derivation (x',y') ' x B x (x,y) q A x

2D Rotation: Another Derivation (x',y') B ' x q q y (x,y) q q y A x

Shear shear along x axis push points to right in proportion to height y y x x

Shear shear along x axis push points to right in proportion to height y y x x

Reflection reflect across x axis mirror x x

Reflection reflect across x axis mirror x x

2D Translation (x’,y’) (x,y)

2D Translation (x’,y’) (x,y) scaling matrix rotation matrix

2D Translation vector addition (x’,y’) (x,y) matrix multiplication scaling matrix rotation matrix

2D Translation vector addition (x’,y’) (x,y) matrix multiplication scaling matrix rotation matrix translation multiplication matrix??

Linear Transformations linear transformations are combinations of shear scale rotate reflect properties of linear transformations satisifes T(sx+ty) = s T(x) + t T(y) origin maps to origin lines map to lines parallel lines remain parallel ratios are preserved closed under composition

Challenge matrix multiplication homogeneous coordinates trick for everything except translation how to do everything with multiplication? then just do composition, no special cases homogeneous coordinates trick represent 2D coordinates (x,y) with 3-vector (x,y,1)

Homogeneous Coordinates our 2D transformation matrices are now 3x3: use rightmost column

Homogeneous Coordinates Geometrically point in 2D cartesian y x

Homogeneous Coordinates Geometrically cartesian / w x y w w=1 point in 2D cartesian + weight w = point P in 3D homog. coords multiples of (x,y,w) form a line L in 3D all homogeneous points on L represent same 2D cartesian point example: (2,2,1) = (4,4,2) = (1,1,0.5)

Homogeneous Coordinates Geometrically cartesian / w x y w w=1 homogenize to convert homog. 3D point to cartesian 2D point: divide by w to get (x/w, y/w, 1) projects line to point onto w=1 plane like normalizing, one dimension up when w=0, consider it as direction points at infinity these points cannot be homogenized lies on x-y plane (0,0,0) is undefined

Affine Transformations affine transforms are combinations of linear transformations translations properties of affine transformations origin does not necessarily map to origin lines map to lines parallel lines remain parallel ratios are preserved closed under composition

Homogeneous Coordinates Summary may seem unintuitive, but they make graphics operations much easier allow all affine transformations to be expressed through matrix multiplication we’ll see even more later... use 3x3 matrices for 2D transformations use 4x4 matrices for 3D transformations