Post on 16-Jun-2018
transcript
Introduction to Computer
Graphics with OpenGL/GLUT
What is OpenGL?
• OpenGL (Open Graphics Library)
• A software interface to graphics hardware
• a standard specification defining a cross-language,
cross-platform graphics rendering API for writing
applications that produce 2D/3D computer graphics.
• the industry's most widely used, supported and best
documented 2D/3D graphics API.
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OpenGL and GLUT
• GLUT (OpenGL Utility Toolkit)• An auxiliary library
• A portable windowing API
• Easier to show the output of your OpenGL application
• Not officially part of OpenGL
• Handles:• Window creation,
• OS system calls
• Mouse buttons, movement, keyboard, etc…
How to install GLUT?
• Download GLUT• http://www.opengl.org/resources/libraries/glut.html
• Copy the files to following folders:• glut.h VC/include/gl/
• glut32.lib VC/lib/
• glut32.dll windows/system32/
• Header Files:• #include <GL/glut.h>
• #include <GL/gl.h>
• Include glut automatically includes other header files
GLUT Basics
• Application Structure• Configure and open window
• Initialize OpenGL state
• Register input callback functions• render
• resize
• input: keyboard, mouse, etc.
• Enter event processing loop
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Event Handling in OpenGL/GLUT
• You tell OpenGL which user-defined function to call
when certain events occur.
• OpenGL monitors the input devices. When
something happens (mouse down, key press, etc. )
OpenGL calls your code.
• Can provide functions for
• window resizing
• mouse button presses
• mouse button releases
• mouse motion
• keyboard presses …
Events in OpenGL
Event Example OpenGL Callback Function
Keypress KeyDown
KeyUp
glutKeyboardFunc
Mouse leftButtonDown
leftButtonUp
glutMouseFunc
Motion With mouse press
Without
glutMotionFunc
glutPassiveMotionFunc
Window Moving
Resizing
glutReshapeFunc
System Idle
Timer
glutIdleFunc
glutTimerFunc
Software What to draw glutDisplayFunc
GLUT Callback functions
• Event-driven: Programs that use windows
• Input/Output
• Wait until an event happens and then execute
some pre-defined functions according to the user’s
input
• Events – key press, mouse button press and
release, window resize, etc.
• Your OpenGL program will be in infinite loop
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Window Resizing
void glutReshapeFunc(void (*func)(int w, int h))
• func is a pointer to a function that takes two arguments,
the new width w and new height h of the window.
OpenGL calls this function whenever the window is
resized.
• func typically makes a call to glViewport() so that
the display is clipped to the new size, and redefines the
projection matrix so that the aspect ratio of the projected
image matches the viewport.
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Mouse Events
void glutMouseFunc(
void (*func)(int button, int state,
int x, int y));
•func is a pointer to a function that takes 4 integer parameters. func is called by OpenGL whenever a mouse button is pressed or released.
•button specifies which mouse button was pressed, and is either:
GLUT_LEFT_BUTTON,
GLUT_RIGHT_BUTTON, or
GLUT_MIDDLE_BUTTON
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Mouse Events
•state specifies the state of the mouse button, and
is either:
GLUT_UP, or
GLUT_DOWN
•x and y specify the location (in window-
relative coordinates) of the mouse when the event occurred.
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Mouse Motion
glutMotionFunc( void (*func)(int x, int y));
• func is called by OpenGL when the mouse pointer moves
within the window while one or more mouse buttons are
pressed.
• x and y specify the location of the mouse when
the event occurred.
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Keyboard Events
void glutKeyboardFunc(
void (*func)(unsigned char key,
int x, int y));
• func is a pointer to a function that takes 3 parameters. func is called by OpenGL whenever a key is pressed.
• key is the ASCII value of the key that was pressed
• x and y specify the location of the mouse when the key was pressed .
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Idle Function
glutIdleFunc( void (*func)());
• func is called by OpenGL when no other events are
pending, when it would otherwise be idle.
• Pass in Null (0) to disable the function.
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Example Code using OpenGL Input
int main( int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode( GLUT_RGB || GLUT_SINGLE );
glutInitWindowSize ( 250, 250 );
glutInitWindowPosition ( 100, 100 );
glutCreateWindow (argv[0]);
init ();
glutDisplayFunc ( display );
glutReshapeFunc (reshape );
glutMouseFunc ( mouse );
glutMotionFunc ( motion );
glutKeyboardFunc ( keyboard );
glutMainLoop ();
return 0;
}
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Example Code Using OpenGL Input
void display ( void )
{
glClear ( GL_COLOR_BUFFER_BIT );
glColor3f (1.0, 1.0, 1.0);
glBegin (GL_POINTS);
glVertex3f (0.5, 0.25, 0.0);
glVertex3f (0.75, 0.5, 0.0);
glVertex3f (0.75, 0.75, 0.0);
glVertex3f (0.25, 0.75, 0.0);
glEnd();
glFlush();
}
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Example Code Using OpenGL Input
void reshape ()
{
// called when window is resized.
// typically set viewport,
//set projection matrix, etc.
}
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Example Code Using OpenGL Input
void mouse (int button, int state, int x, int y)
{
switch (button)
case GLUT_LEFT_BUTTON:
if (state == GLUT_DOWN)
// do something
case GLUT_RIGHT_BUTTON:
// etc., etc.
}
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Example Code Using OpenGL Input
void motion (int x, int y)
{
// do whatever is appropriate,
// e.g., move object to point (x, y)
}
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Example Code Using OpenGL Input
void keyboard(unsigned char key, int x, int y)
{
switch (key) {
case ‘s’:
// do something
break;
case ‘S’:
// do something here too
break;
case ‘t’:
case ‘T’: // If you don’t want to be case sensitive.
// do something here too
break;
.
.
.
}
}
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Matrix Operations
• OpenGL has 4 matrices it uses:• GL_MODELVIEW
• contains the composite modeling and viewing matrices
• GL_PROJECTION• contains a matrix for the projection transformation
• GL_TEXTURE• used for performing operations on the texture (stretching,
moving, rotating, etc.)
• GL_COLOR• used for color space conversions
• Make sure the appropriate matrix is current when you do modeling, viewing, or projections
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Setting the Current Matrix
void glMatrixMode(Glenum mode);
• sets the current matrix to be mode
•mode is GL_MODELVIEW, GL_PROJECTION,
GL_TEXTURE, or GL_COLOR
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Loading the Current Matrix
void glLoadMatrix{fd}( TYPE *m)
• loads the array m of TYPE GLfloat or GLdouble to
the current matrix
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Multiplying the Current Matrix
void glMultMatrix{fd}(TYPE *m)
• Postmultiplies the current matrix by m, which is of
TYPE GLfloat or GLdouble
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Transformations
• Translation:
void glTranslate{fd}( TYPE dx, TYPE dy, TYPE dz)
•TYPE is GLfloat or GLdouble
• The translation is applied to the current matrix – make sure the appropriate matrix is current, e.g.,
glMatrixMode(GL_MODELVIEW);
glTranslate(0.3, 0.2, 1.5);
• Distances are in world coordinates
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Transformations
• Rotation:
void glRotate{fd}(TYPE angle, TYPE dx,
TYPE dy, TYPE dz)
• rotates angle about the axis given by (dx, dy,
dz) and the origin
•TYPE is GLfloat or GLdouble
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Transformations
• Scale:
void glScale{fd}( TYPE sx, TYPE sy, TYPE
sz)
• scales about the origin by (sx, sy, sz)
•TYPE is GLfloat or GLdouble
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Viewing - Parallel
• Setting an orthographic view
glOrtho(GLdouble left, GLdouble right,
GLdouble bottom, GLdouble top,
GLdouble zNear, GLdouble zFar)
• produces a parallel projection with the clipping volume being
• [left, right] in the x direction
• [bottom, top] in the y direction
• [zNear, zFar] in the z direction
• Only objects falling in this region will be drawn.
• Make sure you call • glMatrixMode (GL_PROJECTION);
• and usually glLoadIdentity();
• before calling glOrtho()
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Viewing - Perspective
• Setting a perspective view
gluPerspective (GLdouble fovy, GLdouble aspect
GLdouble near, GLdouble far)
•fovy is the angle of the field of view in the xzplane, and must be between 0 and 180.
•aspect is the aspect ratio (width / height)
•near is the distance from the viewpoint to the
near clipping plane (always positive).
•far is the distance from the viewpoint to the far
clipping plane (always positive).
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Camera Set-Up
• Used to specify camera position and parameters
void gluLookAt( GLdouble eyex, GLdouble eyey, GLdouble eyez, GLdouble atx, GLdouble aty, GLdoubleatz, GLdouble upx, GLdouble upy, GLdouble upz)
The eye point (eyex, eyey, eyez) is the lookFrom pointThe at point (atx, aty, atz) is the lookAt pointThe up point (upx, upy, upz) is the View Up Vector This call creates the appropriate matrix and applies it to the current
matrix. Hence, we need to set the current matrix mode:
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0.0, 0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0);
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Creating a Normal Vector
glNormal3{dfi}(TYPE nx, TYPE ny, TYPE nz )
•TYPE is GLdouble, GLfloat, or GLint
• (nx, ny, nz) are the coordinates of the normal vector
• If GL_RESCALE_NORMAL is enabled, normals do not have to be unit size. The system will normalize them for you.
• Normalization is disabled by default
• Can enable by calling either glEnable(GL_NORMALIZE)
or glEnable(GL_RESCALE_NORMAL)
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Setting the Normals
glBegin (GL_POLYGON);
glNormal3fv(n0);
glVertex3fv(v0);
glNormal3fv(n1);
glVertex3fv(v1);
glNormal3fv(n2);
glVertex3fv(v2);
glEnd();
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Lighting
To enable lighting in the scene:
glEnable(GL_LIGHTING )
• This enables lighting in the scene, but does
not enable individual lights
• To enable each light source:
glEnable(GL_LIGHTi )
where 0 ≤ i < GL_MAX_LIGHTS
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Lighting
To set the value of a light source parameter:glLight{if}v(GLenum light, GLenum pname,
TYPE params )
• light is the light number of the form GL_LIGHTi,
where 0 ≤ i < GL_MAX_LIGHTS
• pname specifies the light source parameter to set, and is one ofGL_AMBIENT (RGBA)GL_DIFFUSE (RGBA)GL_SPECULAR (RGBA)GL_POSITION (x, y, z, w) – if w = 0, it is a directional lightGL_SPOT_DIRECTION (x, y, z)
• params is a pointer to an array that contains the data
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Lighting
To set the ambient lighting in the scene:
glLightModel{if}{v}(
GLenum GL_LIGHT_MODEL_AMBIENT,
TYPE params )
•params contains a pointer to 4 int or float values that
specify the ambient RGBA intensity of the entire scene.
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Shading
To set the shading type for the scene:glShadeModel (GLenum mode )
•mode specifies the type of shading to be done, and is either
GL_FLAT
GL_SMOOTH (Gouraud shading)
The default is GL_SMOOTH
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Setting Material Properties
To set the material properties for the current material:
glMaterial{fi}{v}(GLenum face, GLenum
pname, TYPE params )
•face specifies which face the properties should be
applied to and is:GL_FRONT
GL_BACK
GL_FRONT_AND_BACK
GL_BACK is used for shading back-facing
polygons when two-sided lighting is enabled
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Setting Material Properties•pname specifies which parameter is to be set and is:
GL_AMBIENT
• The ambient reflectance of the material. (RGBA)
GL_DIFFUSE
• The diffuse reflectance of the material. (RGBA)
GL_SPECULAR
• The specular reflectance of the material. (RGBA)
GL_EMISSION
• The emitted light intensity of the material. (RGBA)
GL_SHININESS
• The specular exponent of the material. (int or float)
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Texture Mapping
• Steps in using textures in OpenGL:
1. Create a texture.
2. Indicate how the texture is to be applied to each pixel.
3. Enable texture mapping.
4. Draw the scene, specifying both texture and geometric coordinates .
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Creating a TextureglTexImage2D(GLenum target, GLint level,
GLint internalFormat,
GLsizei width, GLsizei height,
GLint border, GLenum format,
GLenum type, const GLvoid *pixels )
• target should be GL_TEXTURE_2D.• level should be 0.• internalFormat should be GL_RGB.• width is the width of the texture (power of 2).• height is the height of the texture (power of 2).• border should be 0.• format should be GL_RGB.• type specifies the type of data stored, and should be GL_INT,GL_FLOAT, etc.
• pixels is a width by height array of the texture data.
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Naming a Texture Object
In order to use a texture in OpenGL, you need to name it.The safest way is to have GL provide unused texture
names.
void glGenTextures (GLsizei n, GLuint *textureNames);
• Returns n unused names for texture objects in the array textureNames
• After creating the texture name, it must be bound to the texture.
void glBindTexture (GLenum target, GLuint textureName)
• target should be GL_TEXTURE_2D
• This call creates a new texture object with default values for the texture image and texture properties.
• Subsequent calls to glTexImage*() glTexParameter*(), etc. store data in the texture object.
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Setting the Texture Environment
void glTexEnvi (GLenum target, GLenum
pname, GLint param);
• This call sets the current texturing environment parameters
•target should be GL_TEXTURE_ENV
•pname should be GL_TEXTURE_ENV_MODE
•param should be GL_DECAL
• Other texturing functions are available - look at an OpenGL book for details
• These are probably the parameters you want.
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Setting the Texture Parameters
void glTexParameteri (GLenum target,
GLenum pname, GLint param);
• This call sets the current texturing parameters
•target should be GL_TEXTURE_2D
•pname should be GL_TEXTURE_WRAP_S or GL_TEXTURE_WRAP_T
•param should be GL_REPEAT
• Other texturing functions are available, but these are
probably the parameters you want.
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Texture Coordinates
When you draw an object, you need to specify both geometric coordinates and texture coordinates for each vertex.
Textures are interpolated between vertices.
void glTexCoord2{sifd} (TYPE coords);
e.g.,
void glTexCoord2f(GLFloat s, GLFloat t);
• This call sets the current texture coordinates. Subsequent calls to glVertex*() have those vertices assigned to the set texture coordinate
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Example of Using Textures
void init (void)
{
glGenTextures(1, &texName);
glBindTexture(GL_TEXTURE_2D, texName);
glTexParameteri(GL_TEXTURE_2D,
GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D,
GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexImage2D(GL_TEXTURE_2D, GL_RGB,
width,height, 0, GL_RGB, GL_INT,
texImage);
}
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Example of Using Textures
void display (void)
{
glEnable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV,
GL_TEXTURE_ENV_MODE, GL_DECAL);
glBindTexture(GL_TEXTURE_2D, texName);
DrawQuad();
glFlush();
glDisable (GL_TEXTURE_2D);
}
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Example of Using Textures
void DrawQuad(void) {
glBegin(GL_QUADS);
glTexCoord2f (0.0, 0.0);
glVertex3f (-2.0, -1.0, 0.0);
glTexCoord2f (0.0, 1.0);
glVertex3f (-2.0, 1.0, 0.0);
glTexCoord2f (1.0, 1.0);
glVertex3f (0.0, 1.0, 0.0);
glTexCoord2f (1.0, 0.0);
glVertex3f (0.0, -1.0, 0.0);
glTexCoord2f (0.0, 0.0);
glVertex3f (1.0, -1.0, 0.0);
glTexCoord2f (0.0, 1.0);
glVertex3f (1.0, 1.0, 0.0);
glTexCoord2f (1.0, 1.0);
glVertex3f (2.414, 1.0, -1.4.1);
glTexCoord2f (1.0, 0.0);
glVertex3f (-2.414, -1.0, -1.414);
glEnd();
}