CSE 457: Impressionist Help Session...And Your Friendly TA is: Steve Martin.

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Presentation transcript:

CSE 457: Impressionist Help Session...And Your Friendly TA is: Steve Martin

What we’ll be going over Setting up MSVC The Skeleton Code: Live and Uncut! What on earth is openGL? Basic FLTK Hint #1: How to make a new brush. Hint #2+: Filter kernel dos and don'ts Basic Photoshop (artifacts, plus check your work!) Good References for Project 1 Q&A

How to Set Up MVC (and why support now filters out my s...) We want you to work in MSVC++ 6.0! However: The default dev program is.NET MSVC++ 6 has been moved, rendering all of the paths (stored in your profile) useless. Sad! However, you only have to fix things once. Here’s how...

Paths to Add Under 'Include files': C:\Program Files\VISUALSTUDIO6\VC98\Include C:\Program Files\fltk \ Under 'Executable files': C:\Program Files\VISUALSTUDIO6\VC98\Bin C:\Program Files\VISUALSTUDIO6\Common\MSDev98\Bin C:\Program Files\VISUALSTUDIO6\Common\Tools Under 'Library Files' C:\Program Files\VISUALSTUDIO6\VC98\Lib C:\Program Files\fltk \lib Under 'Source Files' C:\Program Files\VISUALSTUDIO6\VC98\Include C:\Program Files\fltk \

The Skeleton Code

The Skeleton Code, part deux impressionistDoc This class handles all of the document-related stuff, like loading/saving, etc. impressionistUI This class handles all of the UI stuff, such as getting values from sliders, setting up the window, etc. PaintView This class handles drawing the side of the window the user paints on. OriginalView This class handles the other side of the window. ImpBrush This is the virtual class all brushes are derived from. PointBrush This is an example brush that draws points.

Meet your new friend: openGL OpenGL is a great environment for PC 2d/3d graphics applications. It is one among many others, such as DirectX, Glide, Allegro, etc. Very easy to start working with—trust me! It is extremely well documented. We will be using it throughout the quarter. Project 1 uses just the basics of openGL. Although you’re welcome to learn more on your own, the focus of the project is on 2d image manipulation.

How openGL Works openGL draws primitives—lines, vertexes, or polygons—subject to many selectable modes. It can be modeled as a state machine Once a mode is selected, it stays there until turned off. It is procedural—commands are executed in the order they’re specified. The coordinate system in which it draws is transformed using function calls. glRotate, and why it might be confusing (right now). The matrix stack. This will all be covered in detail in lecture!

Drawing with openGL That said, how to draw an actual primitive? Lets do an example: a filled triangle. (why will you need this later...?) First, set your color: glColor3f( red, green, blue ); Now, tell openGL to begin drawing: glBegin( GL_POLYGON ); Specify vertices A, B, and C. Since we’re drawing in an image, use integers. glVertex2i( Ax, Ay ); glVertex2i( Bx, By ); glVertex2i( Cx, Cy ); Close the openGL block. glEnd(); Force openGL to draw what you specified now. glFlush(); // don't forget this!

FLTK: Diet Win32...on crack. Stands for Fast Light ToolKit. A really handy cross-platform windowing system. Completely Event-driven (via callbacks). The window setup code is run, and then the main loop is called. (we’ll look at an example in a second) All further events are handed out to callbacks. For those who have used Tk before, the structure of it is really similar.

FLTK Example code This code is taken/modified directly from fltk.org: #include This code is executed in order: int main(int argc, char **argv) { Fl_Window *window = new Fl_Window(300,180); Fl_Box *box = new Fl_Box(20,40,260,100,"Hello, World!"); Run functions registered to Fl_Box on the box you created: box->box(FL_UP_BOX); box->labelsize(36); box->labelfont(FL_BOLD+FL_ITALIC); box->labeltype(FL_SHADOW_LABEL); window->end(); window->show(argc, argv); This is where we hand control of our program to FLTK. Anything that happens now is the result of a callback. return Fl::run(); }

Where to get FLTK Help References linked on web page. There are a lot of function calls!! Widget-specific code directly commented into ImpressionistUI.cpp! No help session on copying and pasting... Ask a TA. (like, say, me!)

How to Make a Brush Now that we’ve got all the background, lets make a brush! And because I’m mean, lets make one that isn’t required. Presenting...triangleBrush! Because we’re lazy, lets make a copy of pointBrush.h/cpp and rename them triangleBrush.h/cpp. Add them to the impressionist project. Go through the code and change all pointBrush labels to triangleBrush.

Brushmaking, continued... Now, open up impressionistDoc.cpp Add triangleBrush.h to the includes Scroll down a bit, and add triangleBrush to the selectable brushes. Pick a constant for it. Go to ImpBrush.h and add the constant for triangleBrush to the enum. Go to impressionistUI.cpp, and add the triangle brush to the brush menu.

Brushmaking, continued again Run Impressionist. See the triangle brush. And, well, see the triangle brush make points instead of triangles. Open triangleBrush.cpp and go to BrushMove. Here’s what’s there now: glBegin( GL_POINTS ); SetColor( source ); glVertex2d( target.x, target.y ); glEnd(); Triangles need 3 vertices. Lets center ours around the target point where the user clicked. How do we do this?

Brushmaking, continued again We do it like so: int size = pDoc->getSize(); int Ax,Ay,Bx,By,Cx,Cy; Ax = target.x - (.5*size); Bx = target.x + (.5*size); Cx = target.x; Ay = target.y - (.5*size); By = target.y - (.5*size); Cy = target.y + (.5*size); glBegin( GL_POLYGON ); SetColor( source ); glVertex2i( Ax, Ay ); glVertex2i( Bx, By ); glVertex2i( Cx, Cy ); glEnd();

Filter Kernel Hints Remember how filter kernels are applied to an image. Look at sample program. How does it apply a filter? What could go wrong? (you tell me) What cases should we handle? We will be looking closely at your filter kernel...

Basic Photoshop How to check your work... Filter kernel in Photoshop: Go to Filter->Other->Custom Median filter in Photoshop: Go to Filter->Noise->Median How to resize your artifact... Go to Image->Image Size Don’t forget to save as a jpeg! For a monster bell, write Photoshop 8.0. No, really! I’ll give you 2 monster bells!

Good References Books around the lab!! The Red/Blue OpenGL Bibles, and Erik’s books Class Web Lots of references linked there! (often in strange places.... working on this) Google Your TAs

Questions...? Ask ‘em now Or me Or check the web page for good ways to contact your staff.