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OpenGL Computer Graphics

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OpenGL Computer Graphics Programming with Transformations Topics Transformations in OpenGL Saving Current Transformation Drawing 3D Scenes with OpenGL OpenGL ... – PowerPoint PPT presentation

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Title: OpenGL Computer Graphics


1
OpenGL Computer Graphics
  • Programming with Transformations

2
Topics
  • Transformations in OpenGL
  • Saving Current Transformation
  • Drawing 3D Scenes with OpenGL
  • OpenGL Functions for Modeling and Viewing

3
Transformations in OpenGL
  • CT current transformation
  • Simplified graphics pipeline
  • OpenGL maintains so-called modelview matrix
  • Every vertex passed down the graphics pipeline is
    multiplied by this matrix

Window-to-Viewport Transformation
V
S
Q
CT
S
V
Q
Viewport
World Window
Screen Coordinate System
Model (Master) Coordinate System
World Coordinate System
4
Transformations in OpenGL
  • OpenGL is a 3D graphics package
  • Transformations are 3D
  • How does it work in 2D?
  • 2D drawing is done in the xy-plane, z coordinate
    is 0.
  • Translation dz 0
  • Scaling Sz 1
  • Rotation z-roll

y
x
z
5
Transformations in OpenGL
  • Fundamental Transformations
  • Translation glTranslated(dx, dy, dz)
  • for 2D glTranslated(dx, dy, 0)
  • Scaling glScaled(sx, sy, sz)
  • for 2D glScaled(sx, sy, 1.0)
  • Rotation glRotated(angle, ux, uy, uz)
  • for 2D glRotated(angle, 0, 0, 1)
  • Transformations does not set CT directly, a
    matrix is postmultiplied to CT
  • CT CT ? M

6
Transformations in OpenGL
  • Canvas functions
  • void Canvas initCT(void)
  • glMatrixMode(GL_MODELVIEW)
  • glLoadIdentity()
  • void Canvas scale2D(double sx, double sy)
  • glMatrixMode(GL_MODELVIEW)
  • glScaled(dx, dy, 1.0)

7
Transformations in OpenGL
  • Canvas functions
  • void Canvas translate2D(double dx, double dy)
  • glMatrixMode(GL_MODELVIEW)
  • glTranslated(dx, dy, 0)
  • void Canvas rotate2D(double angle)
  • glMatrixMode(GL_MODELVIEW)
  • glRotated(angle, 0.0, 0.0, 1.0)

8
Transformations Example
  • Draw a house. Draw another house by rotating it
    through -30 and then translating it through (32,
    25)
  • cvs.initCT()
  • house()
  • cvs.translate2D(32, 25)
  • cvs.rotate2D(-30.0)
  • house()

9
Transformations Example
10
Transformations Example
  • Think of it in two different ways
  • Q T(32, 25)R(-30)P
  • ? CT CT ? T(32, 25) ? R(-30)
  • Translate the coordinate system through (32, 25)
    and then rotate it through 30
  • The code generated by these two ways is identical.

11
Saving Current Transformation
  • We can save and restore CTs using glPushMatrix()
    and glPopMatrix()
  • Manipulation of a stack of CT

After popCT()
After rotate2D()
Before
After pushCT()
CT4 CT3 ? Rot
CT4
CT3
CT3
CT3
CT3
CT2
CT2
CT2
CT2
CT1
CT1
CT1
CT1
12
Saving Current Transformation
  • Canvas functions
  • void Canvas pushCT(void)
  • glMatrixMode(GL_MODELVIEW)
  • glPushMatrix()
  • void Canvas popCT(void)
  • glMatrixMode(GL_MODELVIEW)
  • glPopMatrix()

13
Saving CT Examples
  • Master coordinate system where an object is
    defined
  • Modeling transformation transforms an object
    from its master coordinate system to world
    coordinate system to produce an instance
  • Instance a picture of an object in the scene

14
Drawing 3D Scenes with OpenGL
  • The concept of camera (eye) is used for 3D
    viewing
  • Our 2D drawing is a special case of 3D drawing

far plane
y
view volume
near plane
x
z
eye
Viewport
window
15
Drawing 3D Scenes with OpenGL
  • Camera to produce parallel view of a 3D scene

16
Drawing 3D Scenes with OpenGL
  • Simplified OpenGL graphics pipeline

VM
P
Vp
clip
viewport matrix
modelview matrix
projection matrix
17
Drawing 3D Scenes with OpenGL
  • Modelview matrix CT
  • Object transformation camera transformation
  • Applying model matrix M then viewing matrix V

18
Drawing 3D Scenes with OpenGL
  • Projection matrix
  • Shifts and scales view volume into a standard
    cube (extension from 1 to 1)
  • Distortion can be compensated by viewport
    transformation later

19
Drawing 3D Scenes with OpenGL
  • Viewport matrix
  • Maps surviving portion of objects into a 3D
    viewport after clipping is performed
  • Standard cube ?
  • block w/ x and y extending across viewport and z
    from 0 to 1

20
OpenGL Modeling and Viewing Functions
  • Modeling transformation
  • Translation glTranslated(dx, dy, dz)
  • Scaling glScaled(sx, sy, sz)
  • Rotation glRotated(angle, ux, uy, uz)
  • Camera for parallel projection
  • glMatrixMode(GL_PROJECTION)
  • glLoadIdentity()
  • glOrtho(left, right, bottom, top, near, far)
  • Example
  • near2 near plane is 2 units in front of eye
  • far20 far plane is 20 units in front of eye

21
OpenGL Modeling and Viewing Functions
  • Positioning and aiming camera
  • glMatrixMode(GL_MODELVIEW)
  • glLoadIdentity()
  • glutLookAt(eye.x, eye.y, eye.z, // eye
    position
  • look.x, look.y, look.z, // look at
    point
  • up.x, up.y, up.z) // up
    vector
  • Up vector is often set to (0, 1, 0)
  • glutLookAt() builds a matrix that converts world
    coordinates into eye coordinates.

22
Set up a Typical Camera - Example
  • glMatrixMode(GL_PROJECTION)
  • glLoadIdentity()
  • glOrtho(-3.2, 3.2, -2.4, 2.4, 1, 50)
  • glMatrixMode(GL_MODELVIEW)
  • glLoadIdentity()
  • glutLookAt(4, 4, 4,
  • 0, 1, 0,
  • 0, 1, 0)

(4, 4, 4)
(0, 1, 0)
23
Transformation Matrix for LookAt
  • Camera coordinate system
  • Axes u, v, n
  • n eye look
  • u up ? n
  • v n ? u
  • Origin eye (looking in the direction n)
  • Transformation matrix

24
Transformation Matrix for LookAt
25
Elementary 3D Shapes Provided by OpenGL
  • Cube
  • glutWireCube(GLdouble size)
  • size length of a side
  • Sphere
  • glutWireSphere(GLdouble radius, GLint nSlices,
    GLint nStacks)
  • Approximated by polygonal faces
  • nSlices polygons around z-axis
  • nStacks bands along z-axis

26
Elementary 3D Shapes Provided by OpenGL
  • Torus
  • glutWireTorus(GLdouble inRad, GLdouble outRad,
    GLint nSlices, GLint nStacks)
  • Approximated by polygonal faces
  • Teapots
  • glutWireTeapot(GLdouble size)
  • There are solid counterparts of the wire objects

27
Plantonic Solids Provided by OpenGL
  • Tetrahedron
  • glutWireTetrahedron()
  • Octahedron
  • glutWireOctahedron()
  • Dodecahedron
  • glutWireDodecahedron()
  • Icosahedron
  • glutWireIcosahedron()
  • All of them are centered at the origin

28
Plantonic Solids Provided by OpenGL
29
Cone Provided by OpenGL
  • Cone
  • glutWireCone(GLdouble baseRad, GLdouble height,
    GLint nSlices, GLint nStacks)
  • Axis coincides with the z-axis
  • Base rests on xy-plane and extends to z height
  • baseRad radius at z 0

30
Tapered Cylinder Provided by OpenGL
  • Tapered cylinder
  • gluCylinder(GLUquadricObj qobj, GLdouble
    baseRad, GLdouble topRad, GLdouble height, GLint
    nSlices, GLint nStacks)
  • Axis coincides with the z-axis
  • Base rests on xy-plane and extends to z height
  • baseRad radius at z 0
  • topRad radius at z height

31
Tapered Cylinder Provided by OpenGL
  • A family of shapes distinguished by the value of
    topRad
  • To draw, we have to
  • Deifne a new quadric object
  • Set drawing style
  • GLU_LINE wire frame
  • GLU_FILL solid rendering
  • Draw the object

32
Tapered Cylinder Provided by OpenGL
  • Example wire frame cylinder
  • GLUquadricObj qobj
  • qobj gluNewQuadric()
  • gluQuadricDrawStyle(qobj, GLU_LINE)
  • gluCylinder(qobj, baseRad, topRad, height,
    nSlices, nStacks)

33
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34
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35
  • include ltgl/glut.hgt
  • //ltltltltltltltltltltltltltltltltltltlt axis gtgtgtgtgtgtgtgtgtgtgtgtgtgt
  • void axis(double length)
  • // draw a z-axis, with cone at end
  • glPushMatrix()
  • glBegin(GL_LINES)
  • glVertex3d(0, 0, 0) glVertex3d(0,0,length)
    // along the z-axis
  • glEnd()
  • glTranslated(0, 0,length -0.2)
  • glutWireCone(0.04, 0.2, 12, 9)
  • glPopMatrix()

36
  • //ltltltltltltltltltltltltltlt displayWire gtgtgtgtgtgtgtgtgtgtgtgtgtgt
  • void displayWire(void)
  • glMatrixMode(GL_PROJECTION) // set the view
    volume shape
  • glLoadIdentity()
  • glOrtho(-2.064/48.0, 2.064/48.0, -2.0, 2.0,
    0.1, 100)
  • glMatrixMode(GL_MODELVIEW) // position and aim
    the camera
  • glLoadIdentity()
  • gluLookAt(2.0, 2.0, 2.0, 0.0, 0.0, 0.0, 0.0,
    1.0, 0.0)
  • // to obtain the picture shown in Figure 5.59 we
    have to
  • // change the eye location as follows
  • // gluLookAt(1.0, 1.0, 2.0, 0.0, 0.0, 0.0, 0.0,
    1.0, 0.0)

37
  • glClear(GL_COLOR_BUFFER_BIT) // clear the
    screen
  • glColor3d(0,0,0) // draw black lines
  • axis(0.5) // z-axis
  • glPushMatrix()
  • glRotated(90, 0, 1, 0)
  • axis(0.5) // x-axis
  • glRotated(-90, 1, 0, 0)
  • axis(0.5) // y-axis
  • glPopMatrix()
  • glPushMatrix()
  • glTranslated(0.5, 0.5, 0.5) // big cube at
    (0.5, 0.5, 0.5)
  • glutWireCube(1.0)
  • glPopMatrix()

38
  • glPushMatrix()
  • glTranslated(1.0,1.0,0) // sphere at (1,1,0)
  • glutWireSphere(0.25, 10, 8)
  • glPopMatrix()
  • glPushMatrix()
  • glTranslated(1.0,0,1.0) // cone at (1,0,1)
  • glutWireCone(0.2, 0.5, 10, 8)
  • glPopMatrix()
  • glPushMatrix()
  • glTranslated(1,1,1)
  • glutWireTeapot(0.2) // teapot at (1,1,1)
  • glPopMatrix()

39
  • glPushMatrix()
  • glTranslated(0, 1.0 ,0) // torus at (0,1,0)
  • glRotated(90.0, 1,0,0)
  • glutWireTorus(0.1, 0.3, 10,10)
  • glPopMatrix()
  • glPushMatrix()
  • glTranslated(1.0, 0 ,0) // dodecahedron at
    (1,0,0)
  • glScaled(0.15, 0.15, 0.15)
  • glutWireDodecahedron()
  • glPopMatrix()

40
  • glPushMatrix()
  • glTranslated(0, 1.0 ,1.0) // small cube at
    (0,1,1)
  • glutWireCube(0.25)
  • glPopMatrix()
  • glPushMatrix()
  • glTranslated(0, 0 ,1.0) // cylinder at (0,0,1)
  • GLUquadricObj qobj
  • qobj gluNewQuadric()
  • gluQuadricDrawStyle(qobj,GLU_LINE)
  • gluCylinder(qobj, 0.2, 0.2, 0.4, 8,8)
  • glPopMatrix()
  • glFlush()

41
  • //ltltltltltltltltltltltltltltltlt main gtgtgtgtgtgtgtgtgtgtgtgtgtgtgtgt
  • void main(int argc, char argv)
  • glutInit(argc, argv)
  • glutInitDisplayMode(GLUT_SINGLE GLUT_RGB )
  • glutInitWindowSize(640,480)
  • glutInitWindowPosition(100, 100)
  • glutCreateWindow("Transformation testbed -
    wireframes")
  • glutDisplayFunc(displayWire)
  • glClearColor(1.0f, 1.0f, 1.0f,0.0f) //
    background is white
  • glViewport(0, 0, 640, 480)
  • glutMainLoop()
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