1 / 50

Computer graphic -- Programming with OpenGL I

Computer graphic -- Programming with OpenGL I. What is new. Website: http://www.ee.oulu.fi/~jiechen/Course.htm Lecture slides for 3 rd are online now. A Good news about VS2008. VS2008.

claude
Télécharger la présentation

Computer graphic -- Programming with OpenGL I

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Computer graphic -- Programming with OpenGL I

  2. What is new • Website: http://www.ee.oulu.fi/~jiechen/Course.htm • Lecture slides for 3rd are online now

  3. A Good news about VS2008

  4. VS2008 • A student of University of Oulu (Oulun Yliopisto) can download her/his own free copies of MS Visual Studio 2008 Professional Edition (and other software) here: https://www.dreamspark.com/ • This is a Microsoft's site where user requires an MS Live account (free) and that needs to be verified to be a student account from our university. This is done using the authentication service that our university provides and can be done with an account to Paju. • Also our IT department also links to the site as one of the software sources for students (in Finnish only) http://www.oulu.fi/tietohallinto/opiskelijoille/ohjelmistot.html

  5. Setup for VS2008 • Run Visual C++ 2008. Go to Tools -> Options, then Projects and Solutions -> VC++ Directories ->"Show directories for". • adding "include files” for the folder where you installed GLUT lib and include folder. • adding “library files” for the folder where you installed gult32.lib.

  6. Setup for VS2008 • Go to Project -> Properties. Click on Configuration Properties. Click the "Configuration Manager" button in the upper-right corner. Change the "Active solution configuration" from "Debug" to "Release". Click close, then click OK. • In Project -> Properties, go to Configuration Properties -> General. Where it shows the output directory as "Release", backspace the word "Release", and click OK. • This makes Visual C++ put the executable in the same directory as the source code, so when our program needs to open a file, it looks for it in that directory. • In this case, the program will have to load in an image file called "vtr.bmp". • Go to Build -> Build project_name to build your project. • Run the program by going to Debug -> Start Without Debugging. If all goes well, the test program should run.

  7. A simple example using OpenGL

  8. A simple example using OpenGL • Download the "basic shapes" program, and compile and run it (details on how to do that can be found in Lecture 3). • Take a look at it, and hit ESC when you're done. • It should look like the following image:

  9. Overview of How the Program Works • How does the program work? • The basic idea is that we tell OpenGL the 3D coordinates of all of the vertices of our shapes. • OpenGL uses the standard x and y axes, with the positive x direction pointing toward the right and the positive y direction pointing upward. • However, in 3D we need another dimension, the z dimension. The positive z direction points out of the screen.

  10. Overview of How the Program Works • How does OpenGL use these 3D coordinates? • It simulates the way that our eyes work. 3D points eyes

  11. Overview of How the Program Works • OpenGL converts all of the 3D points to pixel coordinates before it draws anything. • To do this, it draws a line from each point in the scene to your eye and takes the intersection of the lines and the screen rectangle, as in the above picture. • So, when OpenGL wants to draw a triangle, it converts the three vertices into pixel coordinates and draws a "2D" triangle using those coordinates. 3D points pixel coordinates

  12. Overview of How the Program Works • The user's "eye" is always at the origin and looking in the negative z direction. • Of course, OpenGL doesn't draw anything that is behind the "eye". • After all, it isn't the all-seeing eye of Sauron. The eye of Sauron,The Lord of the Rings

  13. Overview of How the Program Works • How far away is the screen rectangle from your eye? • It doesn't matter. • No matter how far away the screen rectangle is, a given 3D point will map to the same pixel coordinates. • All that matters is the angle that your eye can see.

  14. Going Through the Source Code • All of this stuff about pixel coordinates is great and all, but as researcher or programmer, we want to see some code. • Take a look at main.cpp. • Let's go through the file and see if we can understand what it's doing.

  15. Going Through the Source Code • First, we include our header files. • Pretty standard stuff for C++. • If we're using a Mac, we want our program to include GLUT/glut.h and OpenGL/OpenGL.h; • otherwise, we include GL/glut.h.

  16. Going Through the Source Code • It just makes it so that we don't have to type std:: a lot; • for example, so we can use cout instead of std::cout.

  17. Going Through the Source Code • This function handles any keys pressed by the user. • For now, all that it does is quit the program when the user presses ESC, by calling exit. • The function is passed the x and y coordinates of the mouse, but we don't need them.

  18. Going Through the Source Code • The initRendering function initializes our rendering parameters. • The call makes sure that an object (O2) shows up behind an object (O1). • Note that glEnable, like every OpenGL function, begins with "gl".

  19. Going Through the Source Code • The handleResize function is called whenever the window is resized.  • w and h are the new width and height of the window.

  20. Going Through the Source Code • void gluPerspective(GLdouble fovy, GLdouble aspect,GLdouble near, GLdouble far);. • fovy=Θ=45.0: telling OpenGL the angle that user's eye can see. • Near=1.0: indicates not to draw anything with a z coordinate of smaller than 1. This is so that when something is right next to our eye, it doesn't fill up the whole screen. • Far= 200.0 tells OpenGL not to draw anything with a z coordinate larger than 200. We don't care very much about stuff that's really far away. viewing volume

  21. Going Through the Source Code • So, why does gluPerspective begin with "glu" instead of "gl"? • gl: a OpenGL function • glu: a GLU (GL Utility) function • glut: a GLUT (GL Utility Toolkit) function • For examples: • glRectf(-25.0, -25.0, 25.0, 25.0); • gluOrtho2D (0.0, w, 0.0, h); • glutSwapBuffers(); • We won't really worry about the difference among OpenGL, GLU, and GLUT. • Just include “glut.h”, that is enough for Windows.

  22. Going Through the Source Code • The drawScene function is where the 3D drawing actually occurs. • call glClear to clear information from the last time we drew. • In most every OpenGL program, you'll want to do this.

  23. Going Through the Source Code • GL_COLOR_BUFFER_BIT:  Color Buffer • OpenGL defined constants begin with GL_, use all capital letters, and use underscores to separate words • The Color Buffer store the color for each pixels of the current frame. • The color is in RGBA mode i.e., Red, Green, Blue and Alpha. • The first 3 components (RGB) can be considered as color of a pixel. • Alpha value can be considered as the opacity or transparency of a pixel.  

  24. Going Through the Source Code • GL_DEPTH_BUFFER_BIT:  Depth Buffer • Depth Buffer holds the depth of each pixels of a frame. • It is also called z buffer. • Depth buffer is associated with Depth Test. • For each pixel drawn, Depth Test compare the current depth stored in the depth buffer with the depth of the new pixel to draw. • a pixel is drawn or not depending on result of depth test. • We usually use the depth buffer to draw nearest pixels (p1), pixels behind are not drawn (p2). p2 p1 viewing volume

  25. Going Through the Source Code • More about Buffer? • http://jerome.jouvie.free.fr/OpenGl/Lessons/Lesson5.php

  26. Going Through the Source Code • For now, we'll ignore this. • It'll make sense after the next lesson.

  27. Going Through the Source Code • Draw the trapezoid (Begin the substance of our program). • Call glBegin(GL_QUADS) to tell OpenGL that we want to start drawing quadrilaterals. • Specify the four 3D coordinates of the vertices of the trapezoid, in order, using calls to glVertex3f. • After drawing quadrilaterals, call glEnd(). • Note that every call to glBegin must have a matching call to glEnd. (0.4f, -0.5f, -5.0f) (-0.4f, -0.5f, -5.0f) (-0.7f, -1.5f, -5.0f) (0.7f, -1.5f, -5.0f)

  28. Going Through the Source Code • Draw the pentagon. • To draw it, we split it up into three triangles, which is pretty standard for OpenGL. • Calling glBegin(GL_TRIANGLES) to tell OpenGL that let us begin to draw triangles. • Specify coordinates of the vertices. • OpenGL automatically puts the coordinates together in groups of three. • Each group of three coordinates represents one triangle.

  29. Going Through the Source Code • Finally, we draw the triangle. • We haven't called glEnd() to tell OpenGL that we're done drawing triangles yet, so it knows that we're still giving it triangle coordinates.

  30. Going Through the Source Code • Finish drawing triangles -> call glEnd(). • Note that we could have drawn the four triangles using four calls to glBegin(GL_TRIANGLES) and four accompanying calls to glEnd(). However, this makes the program slower, and you shouldn't do it. • There are other things we can pass to glBegin in addition to GL_TRIANGLES and GL_QUADS, but triangles and quadrilaterals are the most common things to draw.

  31. Going Through the Source Code • This line makes OpenGL actually move the scene to the window. • We'll call it whenever we're done drawing a scene.

  32. Going Through the Source Code • main function. • start by initializing GLUT. • In the call to glutInitWindowSize and set the window to be 400x400. • Call glutCreateWindow to tell OpenGL what title we want for the window. • Call initRendering to initialize OpenGL rendering.

  33. Going Through the Source Code • Point GLUT to the functions to handle keypresses and drawing and resizing the window. • One important thing: • we're not allowed to draw anything except inside the drawScene function that we explicitly give to GLUT

  34. Going Through the Source Code • Call glutMainLoop, which tells GLUT to do its thing. • capture key and mouse input • draw the scene by calling our drawScene function • do some other stuff • glutMainLoop like a defective boomerang, never returns. • GLUT just takes care of the rest of our program's execution. • After the call, return 0 so that the compiler doesn't complain about the main function not returning anything, but the program will never get to that line. • And that's how our first OpenGL program works.

  35. More details about this example

  36. OpenGL function format function name dimensions glVertex4f(x,y,z,w) x,y,z,warefloats belongs to GL library • gl: a OpenGL function • glu: a GLU (GL Utility) function • glut: a GLUT (GL Utility Toolkit) function glVertex4fv(p) pis a pointer to an array

  37. OpenGL function format glVertex4f(x,y,z,w) • x,y and z are coordinates and w is a factor, so the coordinates is equivalent to (x/w, y/w, z/w). • The default values of z and w are z =0and w=1. • For examples: • glVertex4f(1, 2, 3, 3) -> glVertex4f(1/3, 2/3, 1, 1) • glVertex2f(1, 2) -> glVertex4f(1, 2, 0, 1) • glVertex3f(1, 2, 3) -> glVertex4f(1, 2, 3, 1) i.e., z =0 and w=1 i.e., w=1

  38. OpenGL function format glVertex3f(x,y,z)

  39. OpenGL Primitives GL_POINTS GL_LINES GL_LINE_LOOP GL_LINE_STRIP

  40. OpenGL Primitives GL_TRIANGLE_STRIP GL_TRIANGLE_FAN GL_TRIANGLES GL_QUAD_STRIP GL_POLYGON

  41. Polygon Issues • OpenGL will only display polygons correctly that are • Simple: edges cannot cross • Convex: All points on line segment between two points in a polygon are also in the polygon • Flat: all vertices are in the same plane • User program can check if above true • OpenGL will produce output if these conditions are violated but it may not be what is desired • Triangles satisfy all conditions p2 p1 nonsimple polygon nonconvex polygon

  42. Polygon Issues • How can we plot those polygons which do not satisfy these conditions? • nonsimple polygon: edges DO cross • nonconvex polygon : There are points on line segment between two points in a polygon areNOT in the polygon • Flat: all vertices areNOT in the same plane • Solution: divide them using Triangles because triangles satisfy all conditions or quadrangle nonsimple polygon nonconvex polygon

  43. Polygon Issues • Subdividing • to Improve a Polygonal Approximation to a Surface using approximating triangles 80triangles 320triangles 20triangles

  44. Polygon Issues • Do something huge! Demo

  45. Polygon Issues • Do something huge!

  46. Hints for polygonizing surfaces • Keep polygon orientations consistent • all clockwise or all counterclockwise • important for polygon culling and two-sided lighting • Watch out for any nontriangular polygons • three vertices of a triangle are always on a plane; any polygon with four or more vertices might not

  47. Hints for polygonizing surfaces • There's a trade-off between the display speed and the image quality • few polygons render quickly but might have a jagged appearance; millions of tiny polygons probably look good but might take a long time to render • use large polygons where the surface is relatively flat, and small polygons in regions of high curvature • Avoid T-intersections in our models • there's no guarantee that the line segments AB and BC lie on exactly the same pixels as the segment AC • this can cause cracks to appear in the surface

  48. Some terms • Rendering: the process by which a computer creates images from models. • model, or object: constructed from geometric primitives - points, lines, and polygons - that are specified by their vertices. • pixel: the smallest visible element that the display hardware can put on the screen. The final rendered image consists of pixels drawn on the screen. • Bitplane: an area of memory that holds one bit of information (for instance, what color it is supposed to be) for every pixel on the screen. • framebuffer: Organized by the bitplanes. It holds all the information that the graphics display needs to control the color and intensity of all the pixels on the screen. pixel

  49. 24-bit true color Bitplane registers 8 Color Guns 0 1 0 0 1 0 1 1 8 bit DAC Blue 75 pixel 8 1 0 1 0 1 1 0 0 8 bit DAC Green 172 8 DAC: digital-to-analog converter 0 0 0 0 1 0 1 0 8 bit DAC Red 10 CRT Raster Frame Buffer

  50. The end of this lecture!

More Related