1 OpenGL Transformations. 2 Objectives Learn how to carry out transformations in OpenGL ­Rotation ­Translation ­Scaling Introduce OpenGL matrix modes.

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Presentation transcript:

1 OpenGL Transformations

2 Objectives Learn how to carry out transformations in OpenGL ­Rotation ­Translation ­Scaling Introduce OpenGL matrix modes ­Model-view ­Projection

3 OpenGL Matrices In OpenGL matrices are part of the state Multiple types ­Model-View ( GL_MODELVIEW ) ­Projection ( GL_PROJECTION ) ­Texture ( GL_TEXTURE ) (ignore for now) ­Color( GL_COLOR ) (ignore for now) Single set of functions for manipulation Select which to manipulated by ­glMatrixMode(GL_MODELVIEW); ­glMatrixMode(GL_PROJECTION);

4 Current Transformation Matrix (CTM) Conceptually there is a 4 x 4 homogeneous coordinate matrix, the current transformation matrix (CTM) that is part of the state and is applied to all vertices that pass down the pipeline The CTM is defined in the user program and loaded into a transformation unit CTMvertices p p’=Cp C

5 CTM operations The CTM can be altered either by loading a new CTM or by postmutiplication Load an identity matrix: C  I Load an arbitrary matrix: C  M Load a translation matrix: C  T Load a rotation matrix: C  R Load a scaling matrix: C  S Postmultiply by an arbitrary matrix: C  CM Postmultiply by a translation matrix: C  CT Postmultiply by a rotation matrix: C  C R Postmultiply by a scaling matrix: C  C S

6 Rotation about a Fixed Point Start with identity matrix: C  I Move fixed point to origin: C  CT Rotate: C  CR Move fixed point back: C  CT -1 Result : C = TR T –1 which is backwards. This result is a consequence of doing postmultiplications. Let’s try again.

7 Reversing the Order We want C = T –1 R T so we must do the operations in the following order C  I C  CT -1 C  CR C  CT Each operation corresponds to one function call in the program. Note that the last operation specified is the first executed in the program

8 CTM in OpenGL OpenGL has a model-view and a projection matrix in the pipeline which are concatenated together to form the CTM Can manipulate each by first setting the correct matrix mode

9 Rotation, Translation, Scaling glRotatef(theta, vx, vy, vz) glTranslatef(dx, dy, dz) glScalef( sx, sy, sz) glLoadIdentity() Load an identity matrix: Multiply on right: theta in degrees, ( vx, vy, vz ) define axis of rotation Each has a float (f) and double (d) format ( glScaled )

10 Example Rotation about z axis by 30 degrees with a fixed point of (1.0, 2.0, 3.0) Remember that last matrix specified in the program is the first applied glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(1.0, 2.0, 3.0); glRotatef(30.0, 0.0, 0.0, 1.0); glTranslatef(-1.0, -2.0, -3.0);

11 Arbitrary Matrices Can load and multiply by matrices defined in the application program The matrix m is a one dimension array of 16 elements which are the components of the desired 4 x 4 matrix stored by columns In glMultMatrixf, m multiplies the existing matrix on the right glLoadMatrixf(m) glMultMatrixf(m)

12 Matrix Stacks In many situations we want to save transformation matrices for use later ­Traversing hierarchical data structures (Chapter 10) ­Avoiding state changes when executing display lists OpenGL maintains stacks for each type of matrix ­Access present type (as set by glMatrixMode) by glPushMatrix() glPopMatrix()

13 Reading Back Matrices Can also access matrices (and other parts of the state) by query functions For matrices, we use as glGetIntegerv glGetFloatv glGetBooleanv glGetDoublev glIsEnabled double m[16]; glGetFloatv(GL_MODELVIEW, m);

14 Using Transformations Example: use idle function to rotate a cube and mouse function to change direction of rotation Start with a program that draws a cube ( colorcube.c ) in a standard way ­Centered at origin ­Sides aligned with axes ­Will discuss modeling in next lecture

15 main.c void main(int argc, char **argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); glutInitWindowSize(500, 500); glutCreateWindow("colorcube"); glutReshapeFunc(myReshape); glutDisplayFunc(display); glutIdleFunc(spinCube); glutMouseFunc(mouse); glEnable(GL_DEPTH_TEST); glutMainLoop(); }

16 Idle and Mouse callbacks void spinCube() { theta[axis] += 2.0; if( theta[axis] > ) theta[axis] -= 360.0; glutPostRedisplay(); } void mouse(int btn, int state, int x, int y) { if(btn==GLUT_LEFT_BUTTON && state == GLUT_DOWN) axis = 0; if(btn==GLUT_MIDDLE_BUTTON && state == GLUT_DOWN) axis = 1; if(btn==GLUT_RIGHT_BUTTON && state == GLUT_DOWN) axis = 2; }

17 Display callback void display() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glRotatef(theta[0], 1.0, 0.0, 0.0); glRotatef(theta[1], 0.0, 1.0, 0.0); glRotatef(theta[2], 0.0, 0.0, 1.0); colorcube(); glutSwapBuffers(); } Note that because of fixed from of callbacks, variables such as theta and axis must be defined as globals Camera information is in standard reshape callback

18 Using the Model-view Matrix In OpenGL the model-view matrix is used to ­Position the camera Can be done by rotations and translations but is often easier to use gluLookAt ­Build models of objects The projection matrix is used to define the view volume and to select a camera lens

19 Model-view and Projection Matrices Although both are manipulated by the same functions, we have to be careful because incremental changes are always made by postmultiplication ­For example, rotating model-view and projection matrices by the same matrix are not equivalent operations. Postmultiplication of the model-view matrix is equivalent to premultiplication of the projection matrix

20 Smooth Rotation From a practical standpoint, we are often want to use transformations to move and reorient an object smoothly ­Problem: find a sequence of model-view matrices M 0,M 1,…..,M n so that when they are applied successively to one or more objects we see a smooth transition For orientating an object, we can use the fact that every rotation corresponds to part of a great circle on a sphere ­Find the axis of rotation and angle ­Virtual trackball (see text)

21 Incremental Rotation Consider the two approaches ­For a sequence of rotation matrices R 0,R 1,…..,R n, find the Euler angles for each and use R i = R iz R iy R ix Not very efficient ­Use the final positions to determine the axis and angle of rotation, then increment only the angle Quaternions can be more efficient than either

22 Quaternions Extension of imaginary numbers from two to three dimensions Requires one real and three imaginary components i, j, k Quaternions can express rotations on sphere smoothly and efficiently. Process: ­Model-view matrix  quaternion ­Carry out operations with quaternions ­Quaternion  Model-view matrix q=q 0 +q 1 i+q 2 j+q 3 k

23 Interfaces One of the major problems in interactive computer graphics is how to use two- dimensional devices such as a mouse to interface with three dimensional obejcts Example: how to form an instance matrix? Some alternatives ­Virtual trackball ­3D input devices such as the spaceball ­Use areas of the screen Distance from center controls angle, position, scale depending on mouse button depressed