1 91.427 Computer Graphics I, Fall 2010 Shading in OpenGL.

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Presentation transcript:

Computer Graphics I, Fall 2010 Shading in OpenGL

Computer Graphics I, Fall 2010 Objectives Introduce OpenGL shading functions Discuss polygonal shading ­Flat ­Smooth ­Gouraud

Computer Graphics I, Fall 2010 Steps in OpenGL shading 1.Enable shading and select model 2.Specify normals 3.Specify material properties 4.Specify lights

Computer Graphics I, Fall 2010 Normals In OpenGL normal vector is part of state Set by glNormal*() ­glNormal3f(x, y, z); ­glNormal3fv(p); Usually want to set normal to have unit length ==> cosine calculations are correct ­Length can be affected by transformations ­Note: scaling does not preserved length ­glEnable(GL_NORMALIZE) allows for autonormalization at performance penalty

Computer Graphics I, Fall 2010 Normal for Triangle p0p0 p1p1 p2p2 n plane n · (p - p 0 ) = 0 n = (p 2 - p 0 ) × (p 1 - p 0 ) normalize n  n / |n| p Note that right-hand rule determines outward face

Computer Graphics I, Fall 2010 Enabling Shading Shading calculations enabled by ­glEnable(GL_LIGHTING) ­Once lighting enabled, glColor() ignored Must enable each light source individually ­glEnable(GL_LIGHTi) i = 0, 1….. Can choose light model parameters ­glLightModeli(parameter, GL_TRUE) GL_LIGHT_MODEL_LOCAL_VIEWER do not use simplifying distant viewer assumption in calculation GL_LIGHT_MODEL_TWO_SIDED shades both sides of polygons independently

Computer Graphics I, Fall 2010 Defining a Point Light Source For each light source, set RGBA for diffuse, specular, ambient components position GL float diffuse0[]={1.0, 0.0, 0.0, 1.0}; GL float ambient0[]={1.0, 0.0, 0.0, 1.0}; GL float specular0[]={1.0, 0.0, 0.0, 1.0}; Glfloat light0_pos[]={1.0, 2.0, 3,0, 1.0}; glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glLightv(GL_LIGHT0, GL_POSITION, light0_pos); glLightv(GL_LIGHT0, GL_AMBIENT, ambient0); glLightv(GL_LIGHT0, GL_DIFFUSE, diffuse0); glLightv(GL_LIGHT0, GL_SPECULAR, specular0);

Computer Graphics I, Fall 2010 Distance and Direction Source colors specified in RGBA Position in homogeneous coordinates ­If w = 1.0, ==> finite location ­If w = 0.0, ==> parallel source with given direction vector Coefficients in distance terms by default a = 1.0 (constant term) b = c = 0.0 (linear and quadratic terms ) Change by a = 0.80; glLightf(GL_LIGHT0, GLCONSTANT_ATTENUATION, a);

Computer Graphics I, Fall 2010 Spotlights Use glLightv to set ­Direction GL_SPOT_DIRECTION ­Cutoff GL_SPOT_CUTOFF ­Attenuation GL_SPOT_EXPONENT Proportional to cos     

Computer Graphics I, Fall 2010 Global Ambient Light Ambient light depends on color of light sources ­R light in white room ==> R ambient term disappears when light turned off OpenGL also allows global ambient term often helpful for testing ­glLightModelfv(GL_LIGHT_MODEL_AMBIENT, global_ambient)

Computer Graphics I, Fall 2010 Moving Light Sources Light sources = geometric objects positions & directions affected by model- view matrix Depending on where place position (direction) setting function, can ­Move light source(s) with object(s) ­Fix object(s) and move light source(s) ­Fix light source(s) and move object(s) ­Move light source(s) and object(s) independently

Computer Graphics I, Fall 2010 Material Properties Material properties also part of OpenGL state Match terms in modified Phong model Set by glMaterialv() GLfloat ambient[] = {0.2, 0.2, 0.2, 1.0}; GLfloat diffuse[] = {1.0, 0.8, 0.0, 1.0}; GLfloat specular[] = {1.0, 1.0, 1.0, 1.0}; GLfloat shine = glMaterialf(GL_FRONT, GL_AMBIENT, ambient); glMaterialf(GL_FRONT, GL_DIFFUSE, diffuse); glMaterialf(GL_FRONT, GL_SPECULAR, specular); glMaterialf(GL_FRONT, GL_SHININESS, shine);

Computer Graphics I, Fall 2010 Front and Back Faces Default: shade only front faces ==> works correctly for convex objects If set two sided lighting, OpenGL will shade both sides of surface Each side can have own properties set by GL_FRONT, GL_BACK, or GL_FRONT_AND_BACK in glMaterialf back faces not visibleback faces visible

Computer Graphics I, Fall 2010 Emissive Term Can simulate light source in OpenGL by giving material emissive component This component unaffected by any sources or transformations GLfloat emission[] = 0.0, 0.3, 0.3, 1.0); glMaterialf(GL_FRONT, GL_EMISSION, emission);

Computer Graphics I, Fall 2010 Transparency Material properties specified as RGBA values A value can make surface translucent Default: all surfaces opaque regardless of A Later will enable blending and use this feature

Computer Graphics I, Fall 2010 Efficiency Material properties are part of state ==> if change materials for many surfaces ==> can affect performance Can make code cleaner by defining material structure and setting all materials during initialization Can then select material by pointer typedef struct materialStruct { GLfloat ambient[4]; GLfloat diffuse[4]; GLfloat specular[4]; GLfloat shininess; } MaterialStruct;

Computer Graphics I, Fall 2010 Polygonal Shading Shading calculations done for each vertex ­Vertex colors become vertex shades By default, vertex shades interpolated across polygon ­glShadeModel(GL_SMOOTH); If use glShadeModel(GL_FLAT); ==> color at first vertex determine shade of whole polygon

Computer Graphics I, Fall 2010 Polygon Normals Polygons have single normal ­Shades at vertices as computed by Phong model can be almost same ­Identical for distant viewer (default) or if there is no specular component Consider model of sphere Want different normals at each vertex even though not quite correct mathematically

Computer Graphics I, Fall 2010 Smooth Shading Can set new normal at each vertex Easy for sphere model ­If centered at origin n = p Now smooth shading works Note silhouette edge

Computer Graphics I, Fall 2010 Mesh Shading Previous example not general because we knew normal at each vertex analytically For polygonal models, Gouraud proposed we use average of normals around mesh vertex n = (n 1 + n 2 + n 3 + n 4 )/ |n 1 + n 2 + n 3 + n 4 |

Computer Graphics I, Fall 2010 Gouraud and Phong Shading Gouraud Shading ­Find average normal at each vertex (vertex normals) ­Apply modified Phong model at each vertex ­Interpolate vertex shades across each polygon Phong shading ­Find vertex normals ­Interpolate vertex normals across edges ­Interpolate edge normals across polygon ­Apply modified Phong model at each fragment

Computer Graphics I, Fall 2010 Comparison If polygon mesh approximates surfaces with high curvatures, Phong shading may look smooth while Gouraud shading may show edges Phong shading requires much more work than Gouraud shading ­Until recently not available in real time systems ­Now can be done using fragment shaders (see Chapter 9) Both need data structures to represent meshes so can obtain vertex normals