OpenGL API 2D Graphic Primitives Angel 2.1-2.4 Angel: Interactive Computer Graphics5E © Addison-Wesley 2009 1.

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Angel: Interactive Computer Graphics5E © Addison-Wesley 2009
Angel: Interactive Computer Graphics5E © Addison-Wesley 2009
Presentation transcript:

OpenGL API 2D Graphic Primitives Angel Angel: Interactive Computer Graphics5E © Addison-Wesley

MORE PROGRAMMING WITH OPENGL Angel: Interactive Computer Graphics 5E © Addison-Wesley

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 Angel: Interactive Computer Graphics 5E © Addison-Wesley

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 Angel: Interactive Computer Graphics 5E © Addison-Wesley

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 Angel: Interactive Computer Graphics 5E © Addison-Wesley

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(); } Angel: Interactive Computer Graphics 5E © Addison-Wesley includes gl.h define window properties set OpenGL state enter event loop display callback

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 Angel: Interactive Computer Graphics 5E © Addison-Wesley

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); } Angel: Interactive Computer Graphics 5E © Addison-Wesley black clear color opaque window fill/draw with white viewing volume

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 Angel: Interactive Computer Graphics 5E © Addison-Wesley

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 Angel: Interactive Computer Graphics 5E © Addison-Wesley

Orthographic Viewing Angel: Interactive Computer Graphics 5E © Addison-Wesley z=0 In the default orthographic view, points are projected forward along the z axis onto the plane z=0

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); Angel: Interactive Computer Graphics 5E © Addison-Wesley

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 Angel: Interactive Computer Graphics 5E © Addison-Wesley

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(); } Angel: Interactive Computer Graphics 5E © Addison-Wesley

OpenGL Primitives Angel: Interactive Computer Graphics 5E © Addison-Wesley GL_QUAD_STRIP GL_POLYGON GL_TRIANGLE_STRIP GL_TRIANGLE_FAN GL_POINTS GL_LINES GL_LINE_LOOP GL_LINE_STRIP GL_TRIANGLES

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 Angel: Interactive Computer Graphics 5E © Addison-Wesley nonsimple polygon nonconvex polygon

Color and Color Models Angel 2.5 Angel: Interactive Computer Graphics5E © Addison-Wesley

COLOR Angel: Interactive Computer Graphics 5E © Addison-Wesley

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 Angel: Interactive Computer Graphics 5E © Addison-Wesley

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 Angel: Interactive Computer Graphics 5E © Addison-Wesley

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 Angel: Interactive Computer Graphics 5E © Addison-Wesley

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 Angel: Interactive Computer Graphics 5E © Addison-Wesley

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 Angel: Interactive Computer Graphics 5E © Addison-Wesley

Viewports Do not have use the entire window for the image: glViewport(x,y,w,h) Values in pixels (screen coordinates) Angel: Interactive Computer Graphics 5E © Addison-Wesley