CSC461 Lecture 9: GLUT Callbacks Objectives Introduce double buffering for smooth animations Programming event input with GLUT.

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Presentation transcript:

CSC461 Lecture 9: GLUT Callbacks Objectives Introduce double buffering for smooth animations Programming event input with GLUT

GLUT callbacks GLUT recognizes a subset of the events recognized by any particular window system (Windows, X, Macintosh) –glutDisplayFunc –glutMouseFunc –glutReshapeFunc –glutKeyFunc –glutIdleFunc –glutMotionFunc, glutPassiveMotionFunc

Double Buffering Instead of one color buffer, we use two –Front Buffer: displayed but not written to –Back Buffer: written to but not altered Program then requests a double buffer in main.c –glutInitDisplayMode(GL_RGB | GL_DOUBLE) –At the end of the display callback buffers are swapped void mydisplay() { glClear(). /* draw graphics here */. glutSwapBuffers() }

Using the idle callback The idle callback is executed whenever there are no events in the event queue –glutIdleFunc(myidle) –Useful for animations void myidle() { /* change something */ t += dt glutPostRedisplay(); } Void mydisplay() { glClear(); /* draw something that depends on t */ glutSwapBuffers(); }

Rotating Square void display() { glClear(GL_COLOR_BUFFER_BIT); glBegin(GL_POLYGON); thetar=theta/((2* )/360.0); glVertex2f(cos(thetar), sin(thetar)); glVertex2f(-sin(thetar), cos(thetar)); glVertex2f(-cos(thetar),-sin(thetar)); glVertex2f(sin(thetar), -cos(thetar)); glEnd(); } Specify the display and idle callbacks in main.c void idle() { theta+=2; if (theta>=360.0) theta=-360.0; glutPostRedisplay(); }

Using globals The form of all GLUT callbacks is fixed –void mydisplay() –void mymouse(GLint button, GLint state, GLint x, GLint y) Must use globals to pass information to callbacks float t; /*global */ void mydisplay() { /* draw something that depends on t }

The mouse callback glutMouseFunc(mymouse) void mymouse(GLint button, GLint state, GLint x, GLint y) Returns –which button ( GLUT_LEFT_BUTTON, GLUT_MIDDLE_BUTTON, GLUT_RIGHT_BUTTON ) caused event –state of that button ( GL_UP, GLUT_DOWN ) –Position in window

Positioning The position in the screen window is usually measured in pixels with the origin at the top- left cornerThe position in the screen window is usually measured in pixels with the origin at the top- left corner Consequence of refresh done from top to bottomConsequence of refresh done from top to bottom OpenGL uses a world coordinate system with origin at the bottom leftOpenGL uses a world coordinate system with origin at the bottom left Must invert y coordinate returned by callback by height of windowMust invert y coordinate returned by callback by height of window y = h – y;y = h – y; (0,0) h w

Obtaining the window size To invert the y position we need the window height –Height can change during program execution –Track with a global variable –New height returned to reshape callback that we will look at in detail soon Can also use enquiry functions glGetIntv(State_comp, *ptr) glGetFloatv(State_com, *ptr) to obtain any value that is part of the state –State_comp could be: GL_MODELVIEW_MATRIX, GL_PROJECTION_MATRIX, GL_VIEWPORT, etc.

Window Management Multiple windows and subwindows Creating a window returns a window id –GLInt id= glutCreateWindow(“A New Window”); Change the current window –glutSetWindow(GLInt id); Operations performed on the current window

Terminating a program In our original programs, there was no way to terminate them through OpenGL We can use the simple mouse callback void mouse(int btn, int state, int x, int y) { if(btn==GLUT_RIGHT_BUTTON && state==GLUT_DOWN) exit(0); }

Using the mouse position In the next example, we draw a small square at the location of the mouse each time the left mouse button is clicked This example does not use the display callback but one is required by GLUT; We can use the empty display callback function mydisplay(){}

Drawing squares at cursor location void myMouse(int btn, int state, int x, int y) { if(btn==GLUT_RIGHT_BUTTON && state==GLUT_DOWN) if(btn==GLUT_RIGHT_BUTTON && state==GLUT_DOWN) exit(0); exit(0); if(btn==GLUT_LEFT_BUTTON && state==GLUT_DOWN) if(btn==GLUT_LEFT_BUTTON && state==GLUT_DOWN) drawSquare(x, y); } void drawSquare(int x, int y) { y=w-y; /* invert y position */ y=w-y; /* invert y position */ glColor3ub( (char) rand()%256, (char) rand )%256, (char) rand()%256); /* a random color */ glColor3ub( (char) rand()%256, (char) rand )%256, (char) rand()%256); /* a random color */ glBegin(GL_POLYGON); glBegin(GL_POLYGON); glVertex2f(x+size, y+size); glVertex2f(x+size, y+size); glVertex2f(x-size, y+size); glVertex2f(x-size, y+size); glVertex2f(x-size, y-size); glVertex2f(x-size, y-size); glVertex2f(x+size, y-size); glVertex2f(x+size, y-size); glEnd(); glEnd();}

Using the motion callback We can draw squares (or anything else) continuously as long as a mouse button is depressed by using the motion callback –glutMotionFunc(drawSquare) We can draw squares without depressing a button using the passive motion callback –glutPassiveMotionFunc(drawSquare)

Using the keyboard Register function glutKeyboardFunc(mykey)Callback void mykey(unsigned char key,int x, int y) –Passed in ASCII code of the key depressed and mouse location –Note GLUT does not recognize key release as an event void mykey() { if(key == ‘Q’ | key == ‘q’) exit(0); }

Special and Modifier Keys GLUT defines the special keys in glut.h –Function key 1: GLUT_KEY_F1 –Up arrow key: GLUT_KEY_UP if(key == ‘GLUT_KEY_F1’ …… Can also check of one of the modifiers –GLUT_ACTIVE_SHIFT –GLUT_ACTIVE_CTRL –GLUT_ACTIVE_ALT is depressed by glutGetModifiers() Allows emulation of three-button mouse with one- or two-button mice

Reshaping the window We can reshape and resize the OpenGL display window by pulling the corner of the window What happens to the display? –Must redraw from application –Two possibilities Display part of world Display whole world but force to fit in new window –Can alter aspect ratio

Reshape possiblities original reshaped

The Reshape callback Register function –glutReshapeFunc(myreshape) Callback –void myreshape(int w, int h) –Passed in width and height of new window (in pixels) –A redisplay is posted automatically at end of execution of the callback –GLUT has a default reshape callback but you probably want to define your own The reshape callback is good place to put camera functions because it is invoked when the window is first opened

Example Reshape This reshape preserves shapes by making the viewport and world window have the same aspect ratio void myReshape(int w, int h) { glViewport(0, 0, w, h); glMatrixMode(GL_PROJECTION); /* switch matrix mode */ glLoadIdentity(); if (w <= h) gluOrtho2D(-2.0, 2.0, -2.0*(GLfloat)h/(GLfloat)w, 2.0*(GLfloat)h/(GLfloat)w); else gluOrtho2D(-2.0*(GLfloat)w/(GLfloat)h, 2.0*(GLfloat)w/(GLfloat)h, -2.0, 2.0); glMatrixMode(GL_MODELVIEW); /* return to modelview mode */ }