3.1 Animation. Rotating Square

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1 3.1 Animation 動畫 1 Rotating Square Consider the four points 圖 3.1 Animate display by rerendering with different values of θ 2 1

2 事件 (Event) 之種類 Window: resize, expose, iconify Mouse: click one or more buttons Motion: move mouse Keyboard: press or release a key Idle: nonevent - Define what should be done if no other event is in queue 3 onload 事件 What happens with our JS file containing the graphics part of our application? - All the action is within functions such as init() and render() - Consequently these functions are never executed and we see nothing Solution: use the onload window event to initiate execution of the init function - onload event occurs when all files read - window.onload = init; 4 2

3 Simple but Slow Method 在 WebGL 程式中重算座標 for(var theta = 0.0; theta <thetamax; theta += dtheta; { vertices[0] = vec2(math.sin(theta), Math.cos.(theta)); vertices[1] = vec2(math.sin(theta), -Math.cos.(theta)); vertices[2] = vec2(-math.sin(theta), -Math.cos.(theta)); vertices[3] = vec2(-math.sin(theta), Math.cos.(theta)); gl.buffersubdata(. } render(); 5 較好的方法 Send original vertices to vertex shader Send θ to shader as a uniform variable 在頂點著色器中計算座標 Render recursively 遞迴方式著色 6 3

4 Render Function var thetaloc = gl.getuniformlocation(program, "theta"); function render() { gl.clear(gl.color_buffer_bit); theta += 0.1; gl.uniform1f(thetaloc, theta); gl.drawarrays(gl.triangle_strip, 0, 4); render(); } 7 Vertex Shader ( 頂點著色器 ) attribute vec4 vposition; uniform float theta; void main() { gl_position.x = -sin(theta) * vposition.x + cos(theta) * vposition.y; gl_position.y = sin(theta) * vposition.y + cos(theta) * vposition.x; gl_position.z = 0.0; gl_position.w = 1.0; } 8 4

5 雙緩衝區 (Double Buffering) Although we are rendering the square, it always into a buffer that is not displayed Browser uses double buffering - 顯示於前緩衝區 front buffer - 著色於後緩衝區 back buffer - 執行緩衝區對調 (buffer swap) Prevents display of a partial rendering 9 緩衝區交換 Browsers refresh the display at ~60 Hz - redisplay of front buffer - not a buffer swap Trigger a buffer swap though an event Two options for rotating square - Interval timer 設定計時器 - requestanimframe 執行重畫 10 5

6 Interval Timer ( 區間計時器 ) 控制動畫速度 Executes a function after a specified number of milliseconds - Also generates a buffer swap setinterval(render, interval); 0 為盡可能之快速 11 重畫 requestanimationframe() 方法通知瀏覽器我們想要產生動畫, 並且要求瀏覽器在刷新畫面前呼叫特定函數刷新動畫 ; 這個方法接受一個函數 ( 回撥函數, Callback), 然後該函數會被呼叫執行以刷新繪圖 12 6

7 requestanimframe function render { gl.clear(gl.color_buffer_bit); theta += 0.1; gl.uniform1f(thetaloc, theta); gl.drawarrays(gl.triangle_strip, 0, 4); requestanimframe(render); } 13 Add an Interval function render() { settimeout( function() { requestanimframe(render); gl.clear(gl.color_buffer_bit); theta += 0.1; gl.uniform1f(thetaloc, theta); gl.drawarrays(gl.triangle_strip, 0, 4); }, 100); } 14 7

8 Controling Rotation Speed var delay = 100; function render() { settimeout(function() { requestanimframe(render); gl.clear(gl.color_buffer_bit); theta += (direction? 0.1 : -0.1); gl.uniform1f(thetaloc, theta); gl.drawarrays(gl.triangle_strip, 0, 4); }, delay); } Interaction 互動 16 8

9 Window: 事件 (Event) 之種類 ( 一 ) - 改變大小 resize - 展開 expose, - 按鈕化 iconify Mouse: - click one or more buttons Motion: - 移動滑鼠 move mouse 17 Keyboard: 事件 (Event) 之種類 - Press 按下 or release 縮開 a key Idle: nonevent - 定義無事件發生時, 系統該進行之工作 18 9

10 Callbacks 系統採事件驅動方式 - 當事件 (event) 發生並被系統辨認出, 系統會執行 callback - The callback 函數在事件發生時被呼叫 - 瀏覽器進入事件迴圈 針對已註冊之事件進行處理 Input Device 輸入裝置 20 10

11 Graphical Input Devices can be described either by - Physical properties Mouse Keyboard Trackball - Logical Properties What is returned to program via API A position An object identifier Modes - How and when input is obtained Request or event 21 Logical Devices Consider the C and C++ code - C++: cin >> x; - C: scanf ( %d, &x); What is the input device? - 在程式碼中並未真正指名裝置 - Could be keyboard, file, output from another program The code provides logical input - A number (an int) is returned to the program regardless of the physical device 22 11

12 Incremental (Relative) Devices Devices such as the data tablet return a position directly to the operating system Devices such as the mouse, trackball, and joy stick return incremental inputs (or velocities) to the operating system - Must integrate these inputs to obtain an absolute position Rotation of cylinders in mouse Roll of trackball Difficult to obtain absolute position Can get variable sensitivity 23 Graphical Logical Devices Graphical input is more varied than input to standard programs which is usually numbers, characters, or bits Two older APIs (GKS, PHIGS) defined six types of logical input ( 六種邏輯上的輸入 ) - Locator: return a position - Pick: return ID of an object - Keyboard: return strings of characters - Stroke: return array of positions - Valuator: return floating point number - Choice: return one of n items 24 12

13 3.4 Practical Input Device 輸入裝置 25 Physical Devices mouse trackball light pen data tablet joy stick space ball 圖 26 13

14 3.6 Programming Event-Driven Input 事件驅動輸入之程式設計 27 Input Modes Input devices contain a trigger which can be used to send a signal to the operating system - Button on mouse - Pressing or releasing a key When triggered, input devices return information (their measure) to the system - Mouse returns position information - Keyboard returns ASCII code 28 14

15 Request Mode Input provided to program only when user triggers the device Typical of keyboard input - Can erase (backspace), edit, correct until enter (return) key (the trigger) is depressed 29 Event Mode Most systems have more than one input device, each of which can be triggered at an arbitrary time by a user Each trigger generates an event whose measure is put in an event queue which can be examined by the user program 30 15

16 Execution in a Browser 31 Execution in a Browser Start with HTML file - Describes the page - May contain the shaders - Loads files Files are loaded asynchronously and JS code is executed Then what? Browser is in an event loop and waits for an event 32 16

17 3.6 Programming Event-Driven Input 事件驅動輸入之程式設計 33 按鈕 (button) 介紹之 UI 元件 - 範例 : rotatingsquare2, cad2 選單 (menu) - 範例 : rotatingsquare2,cad1 選軸 (slide) - 範例 : rotatingsquare3 滑鼠點選 - 範例 : square, triangle, cad1, cad

18 增加按鈕 書本的 cube 程式中加入 our rotating cube In the render function we can use a var direction which is true or false to add or subtract a constant to the angle var direction = true; // global initialization // in render() if(direction) theta += 0.1; else theta -= 0.1; 35 The Button In the HTML file <button id="directionbutton">change Rotation Direction </button> - 在 HTML 中使用 button - id 提供了在 JS 中之辨認名稱 - 上例中使用 Change Rotation Direction displayed in button Clicking on button generates a click event Note we are using default style and could use CSS or jquery to get a prettier button 36 18

19 按鈕事件 Listener We still need to define the listener - no listener and the event occurs but is ignored Two forms for event listener in JS file var mybutton = document.getelementbyid("directionbutton"); mybutton.addeventlistener("click", function() { direction =!direction; }); document.getelementbyid("directionbutton").onclick = function() { direction =!direction; }; 37 onclick Variants mybutton.addeventlistener("click", function() { if (event.button == 0) { direction =!direction; } }); mybutton.addeventlistener("click", function() { if (event.shiftkey == 0) { direction =!direction; } }); <button onclick="direction =!direction"></button> 38 19

20 Menus ( 選單 ) Use the HTML select element 選單中的每一個選擇使用一個 option 元件, 並有一個 value 從 click event 回傳 <select id="mymenu" size="3"> <option value="0">toggle Rotation Direction</option> <option value="1">spin Faster</option> <option value="2">spin Slower</option> </select> 39 Menu Listener 選單事件之傾聽者 var m = document.getelementbyid("mymenu"); m.addeventlistener("click", function() { switch (m.selectedindex) { case 0: direction =!direction; break; case 1: delay /= 2.0; break; case 2: delay *= 2.0; break; } }); 40 20

21 Using keydown Event window.addeventlistener("keydown", function() { switch (event.keycode) { case 49: // 1 key direction =!direction; break; case 50: // 2 key delay /= 2.0; break; case 51: // 3 key delay *= 2.0; break; } }); Angel and Shreiner: Interactive Computer Graphics 7E Addison-Wesley Don t Know Unicode window.onkeydown = function(event) { var key = String.fromCharCode(event.keyCode); switch (key) { case 1 : direction =!direction; break; case 2 : delay /= 2.0; break; case 3 : delay *= 2.0; break; } }; 42 21

22 Puts slider on page 選軸 (Slider) 元件 - Give it an identifier ( 選單的識別代號 ) - Give it minimum and maximum values - Give it a step size needed to generate an event 每次加減值 - Give it an initial value ( 初始值 ) Use div tag to put below canvas <div> speed 0 <input id="slide" type="range" min="0" max="100" step="10" value="50" /> 100 </div> 43 onchange Event Listener document.getelementbyid("slide").onchange = function() { delay = event.srcelement.value; }; 44 22

23 加入事件至畫布中 滑鼠點選 回傳位置為畫布中之座標 (2D) 位置數值為 event.clientx 與 event.clienty 45 Window Coordinates Window 之座標系統 (0, 0) h (x w, y w ) (w -1, h-1) w 46 23

24 Window to Clip Coordinates (0,h) ( 1, 1) (w,0) (1,1) x = 1+ 2* x w w y = 1+ 2* (h y w) h 47 Returning Position from Click Event Canvas specified in HTML file of size canvas.width x canvas.height Returned window coordinates are event.clientx and event.clienty // add a vertex to GPU for each click canvas.addeventlistener("click", function() { gl.bindbuffer(gl.array_buffer, vbuffer); var t = vec2(-1 + 2*event.clientX/canvas.width, *(canvas.height-event.clientY)/canvas.height); gl.buffersubdata(gl.array_buffer, sizeof[ vec2 ]*index, t); index++; }); 48 24

25 本章之程式 rotatingsquare1: 正方形進行旋轉 ( 無互動 ) rotatingsquare2: 正方形旋轉 ( 可用按鈕與選單控制轉速 ) rotatingsquare3: 正方形旋轉 ( 可用按捲動軸控制轉速 ) square: 滑鼠點選產生小正方形 ( 本範例不可使用 Firefox 瀏覽器 ) triangle: 滑鼠點選, 第三點以後產生連續的三角形 ( 本範例不可使用 Firefox 瀏覽 ) cad1: 舉行繪製滑鼠點選座標, 利用選單選取顏色, 連續兩個選點繪出矩形 ( 本範例不可使用 Firefox 瀏覽 ) cad2: 選擇顏色繪製多邊形, 多邊形畫完點選 EndPolygon 本範例不可使用 Firefox 瀏覽 ) 49 視窗之事件 (Events) Events can be generated by actions that affect the canvas window - moving or exposing a window - resizing a window - opening a window - iconifying/deiconifying a window a window Note that events generated by other application that use the canvas can affect the WebGL canvas - There are default callbacks for some of these events 50 25

26 更改形狀 Reshape Events Suppose we use the mouse to change the size of our canvas Must redraw the contents Options - Display the same objects but change size - Display more or fewer objects at the same size Almost always want to keep proportions 51 onresize Event Returns size of new canvas is available through window.innerheight and window. innerwidth Use innerheight and innerwidth to change canvas.height and canvas.width Example (next slide): maintaining a square display 52 26

27 Keeping Square Proportions window.onresize = function() { var min = innerwidth; if (innerheight < min) { min = innerheight; } if (min < canvas.width min < canvas.height) { gl.viewport(0, canvas.height-min, min, min); } }; 53 Why is Picking Difficult? Picking 選取物品 Given a point in the canvas how do map this point back to an object? Lack of uniqueness Forward nature of pipeline Take into account difficulty of getting an exact position with a pointing device 54 27

28 Selection Supported by fixed function OpenGL pipeline Each primitive is given an id by the application indicating to which object it belongs As the scene is rendered, the id s of primitives that render near the mouse are put in a hit list Examine the hit list after the rendering 55 Selection Implement by creating a window that corresponds to small area around mouse - We can track whether or not a primitive renders to this window - Do not want to display this rendering - Render off-screen to an extra color buffer or user back buffer and don t do a swap Requires a rendering which puts depths into hit record Possible to implement with WebGL 56 28

29 Picking with Color We can use gl.readpixels to get the color at any location in window Idea is to use color to identify object but - Multiple objects can have the same color - A shaded object will display many colors Solution: assign a unique color to each object and render off-screen - Use gl.readpixels to get color at mouse location - Use a table to map this color to an object 57 Picking with Bounding Boxes Both previous methods require an extra rendering each time we do a pick Alternative is to use a table of (axis-aligned) bounding boxes Map mouse location to object through table inside bounding box outside triangle outside bounding box outside triangle inside bounding box inside triangle 58 29

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