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OpenGL Graphics Programming Katia Oleinik: [email protected]

OpenGL

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OpenGL. Graphics Programming. Graphics Programming. OpenGL Low-level API cross-language cross-platform 2D, 3D computer graphics. GLUT - The OpenGL Utility Toolkit. simple, easy and small window system independent toolkit for writing OpenGL programs; implements a simple windowing API; - PowerPoint PPT Presentation

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Page 1: OpenGL

OpenGL

Graphics Programming

Page 2: OpenGL

Graphics ProgrammingOpenGL• Low-level API

• cross-language

• cross-platform

• 2D, 3D computer graphics

Page 3: OpenGL

GLUT - The OpenGL Utility Toolkit

• simple, easy and small

• window system independent toolkit for writing OpenGL programs;

• implements a simple windowing API;• makes it considerably easier to learn and explore OpenGL;• provides portable API – you can write a single OpenGL program;

• designed for constructing small sized OpenGL programs;• is not a full-featured toolkit for large applications that requires

sophisticated user interface• has C/C++ and FORTRAN programming bindings• available on nearly all platforms

Page 4: OpenGL

Simple GLUT programStep0.c

Log on to katana% cp –r /scratch/ogltut/ogl .% cd ogl

Note that after tutorial, examples will be available via the web, but not in the location above. Go to http://scv.bu.edu/documentation/presentations/intro_to_OpenGL/ogltut/

Page 5: OpenGL

Simple GLUT program#include <stdio.h>#include <stdlib.h>#include <GL/glut.h>

void display(void);void init(void);

int main(int argc, char **argv){ glutInit(&argc, argv); // GLUT Configuration glutCreateWindow("Sample GL Window"); // Create Window and give a title

glutDisplayFunc(display); /* Set display as a callback for the current window */

init(); /* Set basic openGL states */

/* Enter GLUT event processing loop, which interprets events and calls respective callback routines */

glutMainLoop(); return 0;}

Step0.c

Page 6: OpenGL

Simple GLUT program

/* called once to set up basic opengl state */void init( ){

}

/* display is called by the glut main loop once for every animated frame */void display( ){

}

Step0.c

Page 7: OpenGL

Steps to edit, compile and run the

program

• Edit the source file in the editor, save it and exit• >make file_name• >file_name

• For step0.c:• >make step0• >step0

Page 8: OpenGL

More GLUT functionsint main(int argc, char **argv){

glutInit(&argc, argv); // GLUT Configuration glutInitDisplayMode ( GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH );

glutInitWindowSize ( 500, 500 ); // Set size and position of the window glutWindowPosition ( 200, 200 );

glutCreateWindow(“GL Primitives"); // Create Window and give a title

glutDisplayFunc(display); /* Set a callback for the current window */

init(); /* Set basic openGL states */

/* Enter GLUT event processing loop */ glutMainLoop(); return 0;}

Step1.c

Page 9: OpenGL

Initialize openGL scene/* called once to set up basic openGL state */void init(void){ glEnable(GL_DEPTH_TEST); /* Use depth buffering for hidden surface removal*/

glMatrixMode(GL_PROJECTION); /* Set up the perspective matrix */ glLoadIdentity();

/* left, right, bottom, top, near, far */ /* near and far values are the distances from the camera to the front and rear clipping planes */

glOrtho(-4.0, 4.0, -4.0, 4.0, 1., 10.0); // orthgraphic view glMatrixMode(GL_MODELVIEW); /* Set up the model view matrix */ glLoadIdentity();

/* Camera position */ /* By the default, the camera is situated at the origin, points down the negative z-axis, and has an upper vector (0,1,0)*/

gluLookAt(0.,0.,5.,0.,0.,0.,0.,1.,0.);}

Step1.c

Page 10: OpenGL

More GLUT functions

/* drawing routine, called by the display function every animated frame */void mydraw( ){ glColor3f( 1.0, 0.0, 0.0); // red color glutSolidSphere(1., 24, 24); // draw a sphere of radius 1.}

/* display is called by the glut main loop once for every animated frame */void display( ){

/* initialize color and depth buffers */ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

/* call the routine that actually draws what you want */ mydraw(); glutSwapBuffers(); /* show the just-filled frame buffer */

}

Step1.c

Page 11: OpenGL

GLUT primitives• void glutSolidSphere(GLdouble radius, GLint slices, GLint stacks);

• void glutWireSphere(GLdouble radius, GLint slices, GLint stacks);

• void glutSolidCube(GLdouble size);

• void glutSolidCone(GLdouble base, GLdouble height, GLint slices, GLint stacks);

• void glutSolidTorus(GLdouble innerRadius, GLdouble outerRadius, GLint nsides, GLint rings);

• void glutSolidDodecahedron(void); // radius sqrt(3)

• void glutSolidTetrahedron(void); // radius sqrt(3)

• void glutSolidIcosahedron(void) // radius 1

• void glutSolidOctahedron(void); // radius 1

Page 12: OpenGL

Interactive Exercise #1: working with GLUT primitives

• Run interactive exercise #1• >int_gl_prim

• Use up and down arrows to explore different GLUT primitives

• Use w/s keys to switch between wire and solid state

Step1.c

Page 13: OpenGL

GLUT primitives

• glutSolidSphere glutWireSphere• glutSolidCube glutWireCube• glutSolidCone glutWireCone• glutSolidTorus glutWireTorus• glutSolidDodecahedron glutWireDodecahedron• glutSolidOctahedron glutWireOctahedron• glutSolidTetrahedron glutWireTetrahedron• glutSolidIcosahedron glutWireIcosahedron• glutSolidTeapot glutWireTeapot

• More info: http://www.opengl.org/documentation/specs/glut/spec3/node80.html

Step1.c

Page 14: OpenGL

Colors: RGBA vs. Color-Index

Color mode

RGBA mode Color-Index Mode

Page 15: OpenGL

Interactive Exercise #2: Exploring openGL colors

• Run interactive exercise • >int_gl_color

• Press c/s keys to switch between object/background mode

• Use r/g/b keys to switch between red/green/blue components

• Use arrow keys to modify the value of color component

Step1.c

Page 16: OpenGL

Setting up the scene and adding color

/* display is called by the glut main loop once for every animated frame */void display( ){

/* initialize background color and clear color and depth buffers */

glClearColor(0.7f, 0.7f, 0.7, 0.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

mydraw();

glutSwapBuffers(); }

Step1.c

Page 17: OpenGL

Setting up the scene and adding color

void mydraw() { glColor3f( 1.0, 0.0, 0.0); /* red color */ glutSolidTeapot(.5); /* draw teapot */}

More information about gl color routines:http://www.opengl.org/sdk/docs/man/xhtml/glColor.xml

Step1.c

Page 18: OpenGL

Open GL transformation

Step1.c

Page 19: OpenGL

Viewing: Camera Analogy

Positioning the Camera

Positioning the Model

Choose a camera lens and adjust zoom

Mapping to screen

Viewing Transformation

Modeling Transformation

Projection Transformation

Viewport Transformation

Step1.c

Page 20: OpenGL

Viewport transformation

• indicates the shape of the available screen area into which the scene is mapped

• Since viewport specifies the region the image occupies on the computer screen, you can think of the viewport transformation as defining the size and location of the final processed photograph - for example, whether the photograph should be enlarged or shrunk.

• if the window changes size, the viewport needs to change accordingly

Step1.c

void glViewport( int x, int y, int width, int height);

Page 21: OpenGL

Viewport transformation

Step1.c

glViewport( 0, 0, width, height);

Page 22: OpenGL

ProjectionPerspective vs. Orthographic

Objects which are far away are smaller than those nearby;

Does not preserve the shape of the objects.

Perspective view points give more information about depth; Easier to view because you use perspective views in real life.

Useful in architecture, game design, art etc.

All objects appear the same size regardless the distance;

Orthographic views make it much easier to compare sizes of the objects. It is possible to accurately measure the distances

All views are at the same scale

Very useful for cartography, engineering drawings, machine parts.

Step1.c

Page 23: OpenGL

Projection transformation

glMatrixMode(GL_PROJECTION);glLoadIdentity();

//perspective projectionglFrustum(left, right, bottom, top, near, far);

Or

//orthographic projectionglOrtho (left, right, bottom, top, near, far);

Step1.c

Page 24: OpenGL

Perspective Transformation

//perspective projectionvoid glFrustum(double left,

double right, double bottom, double top, double near, double far);

Step1.c

Page 25: OpenGL

Perspective Transformation

Four sides of the frustum, its top, and its base correspond to the six clipping planes of the viewing volume.

Objects or parts of objects outside these planes are clipped from the final image

Does not have to be symmetrical

Step1.c

Page 26: OpenGL

Perspective Transformation

//perspective projectionvoid gluPerspective( double fovy,

double aspect, double near, double far);

Step1.c

Page 27: OpenGL

Orthographic Transformation

//orthographic projectionvoid glOrtho( double left,

double right, double bottom, double top, double near, double far);

Step1.c

Page 28: OpenGL

Modelview Matrix

//perspective projectionvoid gluLookAt(double eyeX, double eyeY, double eyeZ,

double centerX, double centerY, double centerZ, double upX, double upY, double upZ);

Step1.c

Page 29: OpenGL

Setting up the scene

void init(void) { /* called once to set up basic opengl state */

glEnable(GL_DEPTH_TEST); glMatrixMode(GL_PROJECTION); /* Set up the projection matrix */ glLoadIdentity(); // left,right,bottom,top,near,far glFrustum(-1.0, 1.0, -1.0, 1.0, 1., 10.0); // perspective view // glOrtho (-1.0, 1.0, -1.0, 1.0, 1., 10.0); // orthographic view // gluPerspective(45.0f, 1., 1., 10.); // perspective view

glMatrixMode(GL_MODELVIEW); /* Set up the model view matrix */ glLoadIdentity();

eye center up-direction gluLookAt(0.,0.,2.,0.,0.,0.,0.,1.,0.); /* Camera position */

}

Step1.c

Page 30: OpenGL

Interactive exercise #3: setting up the camera

• Run interactive exercise• >int_gl_camera

• Use a/ n/ f keys to choose angle/ near/ far modes.

• Use ex/ ey/ ez keys to choose x, y, z values for eye location.

• Use cx/ cy/ cz keys to choose x, y, z values for center location.

Step1.c

Page 31: OpenGL

Assignment #1: setting up the scene

• Modify input file step1.c

1) Draw a ball with the color of your choice2) Set orthographic projection, so that the diameter

of the ball would be about 20% of the width of the screen.

3) Set up camera on z axis 5 units away from the origin

step1.c

Page 32: OpenGL

Additional GLUT callback routines

GLUT supports many different callback actions, including:

glutDisplayFunc()defines the function that sets up the image on the screen

glutReshapeFunc() function is called when the size of the window is changed

glutKeyBoardFunc() callback routine to respond on keyboard entry

glutMouseFunc() callback to respond on pressing the mouse button

glutMotionFunc() callback to respond mouse move while a mouse button is

pressed

glutPassiveMouseFunc() callback to respond to mouse motion regardless state

of mouse button

glutIdleFunc() callback routine for idle state, usually used for animation

More info: http://www.opengl.org/resources/libraries/glut/spec3/node45.html

step2.c

Page 33: OpenGL

Additional GLUT callback routines

int main(int argc, char **argv){ . . . /* Set callback function that responds on keyboard pressing */ glutKeyboardFunc (keypress); . . . }

/* keyboard callback routine */void keypress( unsigned char key, int x, int y) {

if (key == 'q' || key =='Q' || key ==27)exit(0); // exit

}

step2.c

Page 34: OpenGL

Callback routines & Window Resizingint main(int argc, char **argv) { . . . /* Set display as a callback for the current window */ glutDisplayFunc(display); /* Set callback function that respond to resizing the window */ glutReshapeFunc(resize);

/* Set callback function that responds on keyboard pressing */ glutKeyboardFunc(keypress);

/* Set callback function that responds on the mouse click */ glutMouseFunc(mousepress);

. . .}

Step2.c

Page 35: OpenGL

Callback routines & Window Resizingvoid keypress( unsigned char key, int x, int y) { … }

void mousepress( int button, int state, int x, int y) { … }

void resize(int width, int height) {

double aspect; glViewport(0,0,width,height); /* Reset the viewport */ aspect = (double)width / (double)height; /* compute aspect ratio*/

glMatrixMode(GL_PROJECTION); glLoadIdentity(); //reset projection matrix

if (aspect < 1.0) { glOrtho(-4., 4., -4./aspect, 4./aspect, 1., 10.);

} else { glOrtho(-4.*aspect, 4.*aspect, -4., 4., 1., 10.);

}

glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(0., 0., 5., 0., 0., 0., 0., 1., 0.);}

Step2.c

Page 36: OpenGL

Assignment #2: callback routines and viewport

• Modify input file step2.c

1) Enable a Keyboard callback routine that prints the pressed key in the command window

2) Make the program exit, when ESC (ascii=27), "q" or "Q" are pressed

3) Enable a Mouse callback routine that prints on the screen the information about which mouse button was pressed

step2.c

Page 37: OpenGL

Geometric PrimitivesPoints

Coordinates

Size

Lines

Vertices

Width

Stippling

Polygons

Vertices

Outline/solid

Normals

step3.c

Page 38: OpenGL

OpenGL Primitives

glBegin(GL_LINES); glVertex3f(10.0f, 0.0f, 0.0f); glVertex3f(20.0f, 0.0f, 0.0f);

glVertex3f(10.0f, 5.0f, 0.0f); glVertex3f(20.0f, 5.0f, 0.0f); glEnd();

step3.c

http://www.opengl.org/sdk/docs/man/xhtml/glBegin.xml

Page 39: OpenGL

Define a box

void boxDef( float length, float height, float width) { glBegin(GL_QUADS);

/* you can color each side or even each vertex in different color */ glColor3f(0., .35, 1.);

glVertex3f(-length/2., height/2., width/2.); glVertex3f( length/2., height/2., width/2.); glVertex3f( length/2., height/2.,-width/2.); glVertex3f(-length/2., height/2.,-width/2.); /* add here other sides */ ….. glEnd();}

step3.c

Page 40: OpenGL

OpenGL Transformations

Vertex Data

ModelView Matrix

Projection Matrix

Perspective Division

Viewport Transformation

Object Coordinates

EyeCoordinates

ClipCoordinates

DeviceCoordinates Window

Coordinates

step3.c

Page 41: OpenGL

Model View TransformationsglMatrixMode(GL_MODELVIEW); glLoadIdentity();

glTranslate(x, y, z); /* transformation L */glRotate (angle, x, y, z); /* transformation M */glScale (x, y, z); /* transformation N */ Order of operations: L * M * N * v

Draw Geometry

step3.c

Page 42: OpenGL

Model View Transformations

View from a plane Orbit an object

void pilotView( … ) { glRotatef(roll, 0.0, 0.0, 1.0); glRotatef(pitch, 0.0, 1.0, 0.0); glRotatef(heading, 1.0, 0.0, 0.0); glTranslatef(-x, -y, -z);}

void polarView( … ){ glTranslatef(0.0, 0.0, -distance); glRotated(-twist, 0.0, 0.0, 1.0); glRotated(-elevation, 1.0, 0.0,0.0); glRotated(azimuth, 0.0, 0.0, 1.0); }

step3.c

http://www.opengl.org/sdk/docs/man/xhtml/glRotate.xml

Page 43: OpenGL

Assignment #3: GL primitives and transformations• Modify input file step3.c

1) Create a thin box, centered around 0, using GL_QUADS type. This box should be .01 thick (along y axis), 2.0 units in length (in x axis), .4 units in width (along z axis).

2) Define a different (from your sphere) color for the box. Remember you can assign a different color for each quad or even to each vertex(!).

3) Move your sphere 1 unite up along y axis.4) Move box down y axis, so its upper plane is on the level y=0.5) Modify your keypress callback function to respond on pressing

"w" and "s" keys to switch between wire and solid states: The GL constants are GL_FILL and GL_LINE

step3.c

Page 44: OpenGL

OpenGL Display Lists// create one display list int index = glGenLists(1); // compile the display listglNewList(index, GL_COMPILE);

glBegin(GL_TRIANGLES); glVertex3fv(v0); glVertex3fv(v1); glVertex3fv(v2); glEnd(); glEndList(); ... // draw the display list glCallList(index); ... // delete it if it is not used any more glDeleteLists(index, 1);

step4.c

Page 45: OpenGL

Assignment #4: using GL lists

• Modify input file step4.c

1) use glScale to scale down the ball. Try to place glScale command before glTranslate and then after. Compare the results.

2) Add to the keyPress callback routine: if user presses "<" and ">" (or left, right) buttons, the platform (box) moves to the left and to the right accordingly.

3) Remember it should not go beyond the clipping planes, so x coordinate for the translation can not exceed plus/minus 4

step4.c

Page 46: OpenGL

Lighting

has no source, considered to be everywhere.

Ambient Light

• glLightfv(GL_LIGHT0, GL_AMBIENT, light_amb)

shines upon an object indirectlyDiffuse Light

• glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diff)

highlights an object with a reflective color.

Specular Light

• glLightfv(GL_LIGHT0, GL_SPECULAR, light_spec)

Ambient

Diffuse

Specular

Ambient & Diffuse

Diffuse & Specular

Ambient, Diffuse & Specular

step5.c

Page 47: OpenGL

Light(s) Position

Light

Positional / Spotlight Directional

At least 8 lights available.

GLfloat light_pos[] = { x, y, z, w } // 4th value: w=1 – for positional, w=0 – for directional glLightfv (GL_LIGHT0, GL_POSITION, light_pos)

step5.c

http://www.opengl.org/sdk/docs/man/xhtml/glLight.xml

Page 48: OpenGL

Material Properties default = (0.2, 0.2, 0.2, 1.0) Ambient

• GLfloat mat_amb [] = {0.1, 0.5, 0.8, 1.0};• glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat_amb);

In real life diffuse and ambient colors are set to the same value default = (0.8, 0.8, 0.8, 1.0)Diffuse

• GLfloat mat_diff [] = {0.1, 0.5, 0.8, 1.0};• glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_diff);

default = (0.0, 0.0, 0.0, 1.0) Specular

• GLfloat mat_spec [] = {1.0, 1.0, 1.0, 1.0};• glMaterialfv(GL_FRONT, GL_SPECULAR, mat_spec);

controls the size and brightness of the highlight, value range (0. to 128.) default =0.0Shininess

• GLfloat low_shininess [] = {5.}; // the higher value the smaller and brighter (more focused) the highlight• glMaterialfv(GL_FRONT, GL_SHININESS, low_shininess);

emissive color of material (usually to simulate a light source), default = (0.0, 0.0, 0.0, 1.0)Emission

• GLfloat mat_emission[] = {0.3, 0.2, 0.2, 0.0};• glMaterialfv(GL_FRONT, GL_EMISSION, mat_emission);

step5.c

Page 49: OpenGL

Default Lighting values

Parameter Name Default Value Meaning

GL_AMBIENT (0.0, 0.0, 0.0, 1.0) ambient RGBA intensity of light

GL_DIFFUSE (1.0, 1.0, 1.0, 1.0) diffuse RGBA intensity of light

GL_SPECULAR (1.0, 1.0, 1.0, 1.0) specular RGBA intensity of light

GL_POSITION (0.0, 0.0, 1.0, 0.0) (x, y, z, w) position of light

GL_SPOT_DIRECTION (0.0, 0.0, -1.0) (x, y, z) direction of spotlight

step5.c

Page 50: OpenGL

Default Material valuesParameter Name Default Value Meaning

GL_AMBIENT (0.2, 0.2, 0.2, 1.0) ambient color of material

GL_DIFFUSE (0.8, 0.8, 0.8, 1.0) diffuse color of material

GL_AMBIENT_AND_DIFFUSE   ambient and diffuse color of material

GL_SPECULAR (0.0, 0.0, 0.0, 1.0) specular color of material

GL_SHININESS 0.0 specular exponentin the range of 0.0 to 128.0

GL_EMISSION (0.0, 0.0, 0.0, 1.0) emissive color of material(to simulate a light)

step5.c

Page 51: OpenGL

A simple way to define light

• Light: o set diffuse to the color you want the light to be o set specular equal to diffuse o set ambient to 1/4 of diffuse.

• Material: o set diffuse to the color you want the material to beo set specular to a gray (white is brightest reflection, black is no reflection) o set ambient to 1/4 of diffuse

step5.c

Page 52: OpenGL

Enable Lighting• /* Enable a single OpenGL light. */• glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);• glLightfv(GL_LIGHT0, GL_POSITION, light_position);• glEnable(GL_LIGHT0);• glEnable(GL_LIGHTING);

• glClearColor (0.0, 0.0, 0.0, 0.0); // background color• glShadeModel (GL_SMOOTH); // shading algorithm

• glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); • glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);

• glEnable(GL_NORMALIZE); //enable normalizing to avoid problems with light!• …• glBegin(GL_QUADS); // specify a normal either per vertex or per polygon

   glNormal3f(0, 0, 1);   glVertex3fv(a);   glVertex3fv(b);   glVertex3fv(c);   glVertex3fv(d);glEnd();

step5.c

Page 53: OpenGL

Assignment #5: add lights to the scene and explore transformations

• Modify input file step5.c

1) Enable openGL lighs. Use directional light with the direction coming diagonaly from the upper right corner toward the origin.

2) Calculate normals for the sides of the platform

3) Add to the keyboard events the handling of pressing X, Y, Z, keys - they will change the axis of the rotation. And pressing keys F and B will rotate the object for 10 degrees. Apply this rotations to the platform only.

step5.c

Page 54: OpenGL

Assignment #6: putting it all together for a game!

• Modify input file step6.c

1) move the platform down the screen, so it would move along the y=-4 level

2) make ball "bounce" from the wall, left and right walls and the platform

3) if the ball misses the platform, it should "fall" beneath the "floor" and a new ball should appear from the "ceiling".

step6.c

Page 55: OpenGL

• OpenGL: http://www.opengl.org• GLUT: http://www.freeglut.org • Reference: http://www.glprogramming.com/blue/

Online documentation

• From OpenGL.org (examples and tutorials): http://www.opengl.org/code

Examples:

• “Red book”: OpenGL Programming Guide. Woo, Neider, Davis, Shreiner. ISBN 0-201-60458-2.• “Blue book”: OpenGL Reference Manual. Shreiner. ISBN 0-201-65765-1

Books:

OpenGL Helpful Materials

Page 56: OpenGL

Thank you! Final Notes:

• Please fill out an online evaluation of this tutorial: scv.bu.edu/survey/tutorial_evaluation.html

• System [email protected], [email protected]

• Web-based tutorials www.bu.edu/tech/research/tutorials

• Consultation by appointmentKatia Oleinik([email protected])