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Study conduct in a global integrated SAS Environment PhUSE, Berlin, October 2010 Martin Probach, Global Clinical Data Center Bayer Vital GmbH, Leverkusen

OpenGL Computer Graphics Programming with Transformations

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Page 1: OpenGL Computer Graphics Programming with Transformations

OpenGL Computer Graphics

Programming with Transformations

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Topics

Transformations in OpenGL Saving Current Transformation Drawing 3D Scenes with OpenGL OpenGL Functions for Modeling

and Viewing

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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

CTWindow-to-Viewport Transformation

World Window

V Q

V Q SS

Viewport

Model (Master)Coordinate System

WorldCoordinate System

ScreenCoordinate System

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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

xz

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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

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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);

}

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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);

}

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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();

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Transformations Example

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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.

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Saving Current Transformation

We can save and restore CTs using glPushMatrix() and glPopMatrix()

Manipulation of a stack of CT

CT3

CT2

CT1

Before

CT3

CT2

CT1

CT4

After pushCT()

After rotate2D()

CT3

CT2

CT1

CT4 = CT3 Rot

CT3

CT2

CT1

After popCT()

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Saving Current Transformation Canvas functions

• void Canvas:: pushCT(void){glMatrixMode(GL_MODELVIEW);glPushMatrix();}

• void Canvas:: popCT(void){glMatrixMode(GL_MODELVIEW);glPopMatrix();}

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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

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Drawing 3D Scenes with OpenGL

The concept of “camera” (eye) is used for 3D viewing

Our 2D drawing is a special case of 3D drawingy

xz

eyewindow

near plane

far plane

Viewport

view volume

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Drawing 3D Scenes with OpenGL

Camera to produce parallel view of a 3D scene

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Drawing 3D Scenes with OpenGL

Simplified OpenGL graphics pipeline

VM P clip Vp

modelviewmatrix

projectionmatrix

viewportmatrix

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Drawing 3D Scenes with OpenGL Modelview matrix = CT

• Object transformation + camera transformation

• Applying model matrix M then viewing matrix V

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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

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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

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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• near=2: near plane is 2 units in front of eye

far=20: far plane is 20 units in front of eye

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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.

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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)

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Transformation Matrix for LookAt Camera coordinate system

• Axes: u, v, n n = eye – looku = up nv = n u

• Origin: eye (looking in the direction –n)

Transformation matrix

1000

n

v

u

eyennn

eyevvv

eyeuuu

zyx

zyx

zyx

V

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Transformation Matrix for LookAt

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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

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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

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Plantonic Solids Provided by OpenGL

Tetrahedron• glutWireTetrahedron()

Octahedron• glutWireOctahedron()

Dodecahedron• glutWireDodecahedron()

Icosahedron• glutWireIcosahedron()

All of them are centered at the origin

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Plantonic Solids Provided by OpenGL

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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

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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

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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

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Tapered Cylinder Provided by OpenGL

Example – wire frame cylinder• GLUquadricObj *qobj;

qobj = gluNewQuadric();gluQuadricDrawStyle(qobj, GLU_LINE);gluCylinder(qobj, baseRad, topRad,

height, nSlices, nStacks);

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#include <gl/glut.h>//<<<<<<<<<<<<<<<<<<< axis >>>>>>>>>>>>>>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-axisglEnd();glTranslated(0, 0,length -0.2); glutWireCone(0.04, 0.2, 12, 9);glPopMatrix();

}

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//<<<<<<<<<<<<<< displayWire >>>>>>>>>>>>>>void displayWire(void){

glMatrixMode(GL_PROJECTION); // set the view volume shapeglLoadIdentity();glOrtho(-2.0*64/48.0, 2.0*64/48.0, -2.0, 2.0, 0.1, 100);glMatrixMode(GL_MODELVIEW); // position and aim the cameraglLoadIdentity();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);

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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-axisglRotated(-90, 1, 0, 0);axis(0.5); // y-axisglPopMatrix();

glPushMatrix();glTranslated(0.5, 0.5, 0.5); // big cube at (0.5, 0.5, 0.5)glutWireCube(1.0);glPopMatrix();

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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();

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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();

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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();

}

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//<<<<<<<<<<<<<<<< main >>>>>>>>>>>>>>>>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 whiteglViewport(0, 0, 640, 480);glutMainLoop();

}