Introduction to OpenGL Pipeline From Programmer View Tong-Yee Lee.

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Presentation transcript:

Introduction to OpenGL Pipeline From Programmer View Tong-Yee Lee

vertexvertex Modelview Matrix Projection Matrix Perspective Division Viewport Transform Modelview Projection object eye clip normalized device window OpenGL Transformation Pipeline glTranslate{fd}( x, y, z ) glRotate{fd}( angle, x, y, z ) glScale{fd}( x, y, z )

3D Transformations

OpenGL transformation Matrices

vertexvertex Modelview Matrix Projection Matrix Perspective Division Viewport Transform Modelview Projection object eye clip normalized device window OpenGL Transformation Pipeline gluLookAt( eye x, eye y, eye z, aim x, aim y, aim z, up x, up y, up z ) tripod

Changes of Coordinate System World coordinate system Camera (eye) coordinate system

vertexvertex Modelview Matrix Projection Matrix Perspective Division Viewport Transform Modelview Projection object eye clip normalized device window OpenGL Transformation Pipeline model viewing volume Perspective projection Orthographic parallel projection

Perspective projection gluPerspective( fovy, aspect, zNear, zFar ) glFrustum ( left, right, bottom, top, zNear, zFar ) Orthographic parallel projection glOrtho( left, right, bottom, top, zNear, zFar ) gluOrtho2D( left, right, bottom, top )

vertexvertex Modelview Matrix Projection Matrix Perspective Division Viewport Transform Modelview Projection object eye clip normalized device window glViewport( 0, 0, (GLsizei) w, (GLsizei) h ); w h

glMaterialfv( face, property, value ); glLightfv( light, property, value ); glNormal3f( x, y, z )