CS 428: Fall Introduction to. OpenGL primer. Andrew Nealen, Rutgers, /13/2010 1
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1 CS 428: Fall 2010 Introduction to Computer Graphics OpenGL primer Andrew Nealen, Rutgers, /13/2010 1
2 Graphics hardware Programmable {vertex, geometry, pixel} shaders Powerful GeForce 285 GTX GeForce480 GTX Intel Core2 Quad 3GHz 708 Gflops 1.45 TFlops 96 GFlops 166 GB/s 177 GB/s 21 GB/s ~200$ (board) ~450$ (board) ~330$ (chip) Andrew Nealen, Rutgers, /13/2010 2
3 Hardware rendering Pipeline Object coordinates (3D) Clip coordinates Normalized device coordinates App Vertices (OpenGL) Vertex processor Geometry processor Clipping Primitive assembly Rasterizer Fragment processor Frame buffer Window coordinates Position Color Depth Texture Pixels Andrew Nealen, Rutgers, /13/2010 3
4 Hardware rendering Pipeline Object coordinates (3D) Clip coordinates Normalized device coordinates App Vertices (OpenGL) Vertex processor Geometry processor Clipping Primitive assembly Programmable Rasterizer Fragment processor Frame buffer Window coordinates Position Color Depth Texture Pixels Andrew Nealen, Rutgers, /13/2010 4
5 Hardware rendering Pipeline implemented in hardware Accessible via APIs: HW/device independent GL(1982, SGI) OpenGL(1992) Currently at version 4.1 (glsl version 4.10) DirectX (microsoft) Currently at version 11 InJava Java JOGL OpenGL(via JNI) Andrew Nealen, Rutgers, /13/2010 5
6 Hardware rendering Applications and APIs GLU App GL GLUT Frame buffer GLX Andrew Nealen, Rutgers, /13/2010 6
7 Display hardware Raster scan display CPU Memory Video hardware Bus Present architecture Monitor CPU Memory Bus Display processor Video bus Frame buffer Memory Andrew Nealen, Rutgers, /13/2010 7
8 Image Simply a grid of pixels Each pixel stores R, G and B values A pixel is nota little square! Usually an array of 32-bit values Sometimes 24-bit. Alignment makes access slower Usually stores an alpha value as RGBA Andrew Nealen, Rutgers, /13/2010 8
9 Windows Geometry (3D) seen through a 2D window Andrew Nealen, Rutgers, /13/2010 9
10 Window Coordinates [-1,1] x [-1,1] 1 y x -1 gl.glortho(-1,1,-1,1, ); Andrew Nealen, Rutgers, /13/
11 Windows Geometry (3D) seen through a 2D window Projection onto that 2D window Results in pixel image Pixels stored in 2D array of values Low level v = getp(x,y) and setp(x,y,v) Andrew Nealen, Rutgers, /13/
12 OpenGL API Geometry Points Primitives Collection of points + type (point, line, polygon) Andrew Nealen, Rutgers, /13/
13 Lines gl.glcolor3d(0,1,0); gl.glbegin(gl.gl_lines); gl.glvertex2d(-0.25, -0.5); gl.glvertex2d(1, 0.5); gl.glcolor3d(0,0,1); gl.glvertex2d(-0.5, 0.5); gl.glvertex2d(0, 0.25); gl.glend(); Andrew Nealen, Rutgers, /13/
14 Strips gl.glcolor3d(0,1,0); gl.glbegin(gl.gl_line_strip); gl.glvertex2d(-0.25, -0.5); gl.glvertex2d(1, 0.5); gl.glvertex2d(-0.5, 0.5); gl.glvertex2d(0, 0.25); gl.glend(); Andrew Nealen, Rutgers, /13/
15 Loops gl.glcolor3d(0,1,0); gl.glbegin(gl.gl_line_loop); gl.glvertex2d(-0.25, -0.5); gl.glvertex2d(1, 0.5); gl.glvertex2d(-0.5, 0.5); gl.glvertex2d(0, 0.25); gl.glend(); Andrew Nealen, Rutgers, /13/
16 Polygons gl.glcolor3d(0,1,0); gl.glbegin(gl.gl_polygon); gl.glvertex2d(0, -0.5); gl.glvertex2d(0.75, 0.5); gl.glvertex2d(-0.25, 0.75); gl.glend(); Andrew Nealen, Rutgers, /13/
17 OpenGL primitives Andrew Nealen, Rutgers, /13/
18 Geometry specification State change gl.glcolor3d(0,1,0); gl.glbegin(gl.x); gl.glvertexy(,, ); gl.glend(); X= Primitive GL_POINTS GL_LINES GL_POLYGON GL_LINE_STRIP Multiple calls Data gl.glvertex2f(3.5, 4.7); Andrew Nealen, Rutgers, /13/
19 OpenGL API Geometry Points Primitives State (!) Collection of points + type (point, line, polygon) OpenGL runtime is a hugestate machine Output of geometry (on screen) controlled by state Andrew Nealen, Rutgers, /13/
20 Simple state change example gl.glcolor3d(0,1,0); gl.glbegin(gl.gl_lines); gl.glvertex2d(-0.25, -0.5); gl.glvertex2d(1, 0.5); gl.glcolor3d(0,0,1); gl.glvertex2d(-0.5, 0.5); gl.glvertex2d(0, 0.25); gl.glend(); Andrew Nealen, Rutgers, /13/
21 OpenGL State machine OpenGL state influences many things Draw color Point size Line width Lighting conditions (en- or disabled), light sources Material properties Current model-view transformation (matrix stack) Current projective transformation (matrix stack) Andrew Nealen, Rutgers, /13/
22 Animation Draw loop + double buffering Init: Hold on to two images/pixel buffers (1)Draw into so-called back buffer while showing front buffer on screen (2)When done drawing, or some fixed time has passed (e.g. 1/30 th of a second) Swap buffers (3)Repeat (go to step (1)) Andrew Nealen, Rutgers, /13/
23 Interaction Very similar to the previous principle Init: Hold on to two images/pixel buffers Start with no user input (1a)Draw scene into back buffer, take user input into account, while showing front buffer on screen (1b) Gather user input (mouse, gamepad, etc.) (2)When done drawing, or some fixed time has passed (e.g. 1/30 th of a second) Swap buffers (3)Repeat (go to step (1)) Andrew Nealen, Rutgers, /13/
24 JOGL/OpenGL code + demo Andrew Nealen, Rutgers, /13/
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