1 Programming with OpenGL Part 2: Complete Programs.

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Presentation transcript:

1 Programming with OpenGL Part 2: Complete Programs

2 Objectives Refine the first program ­Alter the default values ­Introduce a standard program structure Simple viewing ­Two-dimensional viewing as a special case of three-dimensional viewing Fundamental OpenGL primitives Attributes

3 Program Structure Most OpenGL programs have a similar structure that consists of the following functions ­main() : defines the callback functions opens one or more windows with the required properties enters event loop (last executable statement) ­init() : sets the state variables Viewing Attributes ­callbacks Display function Input and window functions

4 simple.c revisited In this version, we shall see the same output but we have defined all the relevant state values through function calls using the default values In particular, we set ­Colors ­Viewing conditions ­Window properties

5 main.c #include int main(int argc, char** argv) { glutInit(&argc,argv); glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB); glutInitWindowSize(500,500); glutInitWindowPosition(0,0); glutCreateWindow("simple"); glutDisplayFunc(mydisplay); init(); glutMainLoop(); } includes gl.h define window properties set OpenGL state enter event loop display callback

6 GLUT functions glutInit allows application to get command line arguments and initializes system gluInitDisplayMode requests properties for the window (the rendering context) ­RGB color ­Single buffering ­Properties logically ORed together glutWindowSize in pixels glutWindowPosition from top-left corner of display glutCreateWindow create window with title “simple” glutDisplayFunc display callback glutMainLoop enter infinite event loop

7 init.c void init() { glClearColor (0.0, 0.0, 0.0, 1.0); glColor3f(1.0, 1.0, 1.0); glMatrixMode (GL_PROJECTION); glLoadIdentity (); glOrtho(-1.0, 1.0, -1.0, 1.0, -1.0, 1.0); } black clear color opaque window fill/draw with white viewing volume

8 Coordinate Systems The units in glVertex are determined by the application and are called object or problem coordinates The viewing specifications are also in object coordinates and it is the size of the viewing volume that determines what will appear in the image Internally, OpenGL will convert to camera (eye) coordinates and later to screen coordinates OpenGL also uses some internal representations that usually are not visible to the application

9 OpenGL Camera OpenGL places a camera at the origin in object space pointing in the negative z direction The default viewing volume is a box centered at the origin with a side of length 2

10 Orthographic Viewing z=0 In the default orthographic view, points are projected forward along the z axis onto the plane z=0

11 Transformations and Viewing In OpenGL, projection is carried out by a projection matrix (transformation) There is only one set of transformation functions so we must set the matrix mode first glMatrixMode (GL_PROJECTION) Transformation functions are incremental so we start with an identity matrix and alter it with a projection matrix that gives the view volume glLoadIdentity(); glOrtho(-1.0, 1.0, -1.0, 1.0, -1.0, 1.0);

12 Two- and three- dimensional viewing In glOrtho(left, right, bottom, top, near, far) the near and far distances are measured from the camera Two-dimensional vertex commands place all vertices in the plane z=0 If the application is in two dimensions, we can use the function gluOrtho2D(left, right,bottom,top) In two dimensions, the view or clipping volume becomes a clipping window

13 mydisplay.c void mydisplay() { glClear(GL_COLOR_BUFFER_BIT); glBegin(GL_POLYGON); glVertex2f(-0.5, -0.5); glVertex2f(-0.5, 0.5); glVertex2f(0.5, 0.5); glVertex2f(0.5, -0.5); glEnd(); glFlush(); }

14 OpenGL Primitives GL_QUAD_STRIP GL_POLYGON GL_TRIANGLE_STRIP GL_TRIANGLE_FAN GL_POINTS GL_LINES GL_LINE_LOOP GL_LINE_STRIP GL_TRIANGLES

15 Polygon Issues OpenGL will only display polygons correctly that are ­Simple: edges cannot cross ­Convex: All points on line segment between two points in a polygon are also in the polygon ­Flat: all vertices are in the same plane User program can check if above true ­OpenGL will produce output if these conditions are violated but it may not be what is desired Triangles satisfy all conditions nonsimple polygon nonconvex polygon

16 Attributes Attributes are part of the OpenGL state and determine the appearance of objects ­Color (points, lines, polygons) ­Size and width (points, lines) ­Stipple pattern (lines, polygons) ­Polygon mode Display as filled: solid color or stipple pattern Display edges Display vertices

17 RGB color Each color component is stored separately in the frame buffer Usually 8 bits per component in buffer Note in glColor3f the color values range from 0.0 (none) to 1.0 (all), whereas in glColor3ub the values range from 0 to 255

18 Indexed Color Colors are indices into tables of RGB values Requires less memory ­indices usually 8 bits ­not as important now Memory inexpensive Need more colors for shading

19 Color and State The color as set by glColor becomes part of the state and will be used until changed ­Colors and other attributes are not part of the object but are assigned when the object is rendered We can create conceptual vertex colors by code such as glColor glVertex glColor glVertex

20 Smooth Color Default is smooth shading ­OpenGL interpolates vertex colors across visible polygons Alternative is flat shading ­Color of first vertex determines fill color glShadeModel (GL_SMOOTH) or GL_FLAT

21 Viewports Do not have use the entire window for the image: glViewport(x,y,w,h) Values in pixels (screen coordinates)