Programming with OpenGL Part 3: Three Dimensions

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Angel: Interactive Computer Graphics5E © Addison-Wesley 2009
Angel: Interactive Computer Graphics5E © Addison-Wesley 2009
Presentation transcript:

Programming with OpenGL Part 3: Three Dimensions Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico

Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Objectives Develop a more sophisticated three-dimensional example Sierpinski gasket: a fractal Introduce hidden-surface removal Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

Three-dimensional Applications In OpenGL, two-dimensional applications are a special case of three-dimensional graphics Going to 3D Not much changes Use glVertex3*( ) Have to worry about the order in which polygons are drawn or use hidden-surface removal Polygons should be simple, convex, flat Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Sierpinski Gasket (2D) Start with a triangle Connect bisectors of sides and remove central triangle Repeat Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Example Five subdivisions Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 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 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Gasket Program #include <GL/glut.h> /* a point data type typedef GLfloat point2[2]; /* initial triangle */ point2 v[]={{-1.0, -0.58}, {1.0, -0.58}, {0.0, 1.15}}; int n; /* number of recursive steps */ Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Draw a triangle void triangle( point2 a, point2 b, point2 c) /* display one triangle */ { glBegin(GL_TRIANGLES); glVertex2fv(a); glVertex2fv(b); glVertex2fv(c); glEnd(); } Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Triangle Subdivision void divide_triangle(point2 a, point2 b, point2 c, int m) { /* triangle subdivision using vertex numbers */ point2 v0, v1, v2; int j; if(m>0) for(j=0; j<2; j++) v0[j]=(a[j]+b[j])/2; for(j=0; j<2; j++) v1[j]=(a[j]+c[j])/2; for(j=0; j<2; j++) v2[j]=(b[j]+c[j])/2; divide_triangle(a, v0, v1, m-1); divide_triangle(c, v1, v2, m-1); divide_triangle(b, v2, v0, m-1); } else(triangle(a,b,c)); /* draw triangle at end of recursion */ Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

Display and Init Functions void display() { glClear(GL_COLOR_BUFFER_BIT); divide_triangle(v[0], v[1], v[2], n); glFlush(); } void myinit() glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluOrtho2D(-2.0, 2.0, -2.0, 2.0); glMatrixMode(GL_MODELVIEW); glClearColor (1.0, 1.0, 1.0,1.0) glColor3f(0.0,0.0,0.0); Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 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(); } Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Moving to 3D We can easily make the program three-dimensional by using typedef Glfloat point3[3] glVertex3f glOrtho But that would not be very interesting Instead, we can start with a tetrahedron Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 3D Gasket We can subdivide each of the four faces Appears as if we remove a solid tetrahedron from the center leaving four smaller tetrahedtra Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Example after 5 iterations Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 triangle code void triangle( point a, point b, point c) { glBegin(GL_POLYGON); glVertex3fv(a); glVertex3fv(b); glVertex3fv(c); glEnd(); } Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 subdivision code void divide_triangle(point a, point b, point c, int m) { point v1, v2, v3; int j; if(m>0) for(j=0; j<3; j++) v1[j]=(a[j]+b[j])/2; for(j=0; j<3; j++) v2[j]=(a[j]+c[j])/2; for(j=0; j<3; j++) v3[j]=(b[j]+c[j])/2; divide_triangle(a, v1, v2, m-1); divide_triangle(c, v2, v3, m-1); divide_triangle(b, v3, v1, m-1); } else(triangle(a,b,c)); Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 tetrahedron code void tetrahedron( int m) { glColor3f(1.0,0.0,0.0); divide_triangle(v[0], v[1], v[2], m); glColor3f(0.0,1.0,0.0); divide_triangle(v[3], v[2], v[1], m); glColor3f(0.0,0.0,1.0); divide_triangle(v[0], v[3], v[1], m); glColor3f(0.0,0.0,0.0); divide_triangle(v[0], v[2], v[3], m); } Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Almost Correct Because the triangles are drawn in the order they are defined in the program, the front triangles are not always rendered in front of triangles behind them get this want this Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

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 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

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) Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

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 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Volume Subdivision Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002