Introduction to OpenGL Week 1

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CS 432/680 INTERACTIVE COMPUTER GRAPHICS Introduction to OpenGL Week 1 David Breen Department of Computer Science Drexel University Based on material from Ed Angel, University of New Mexico

Objectives Learn the basic design of a graphics system Introduce graphics pipeline architecture Describe software components of an interactive graphics system 2

Image Formation Revisited Can we mimic the synthetic camera model to design graphics hardware and software? Application Programmer Interface (API) Need only specify Objects Materials Viewer Lights But how is the API implemented? 3

Physical Approaches Ray tracing: follow rays of light from center of projection until they either are absorbed by objects or go off to infinity Can handle global effects Multiple reflections Translucent objects Slow Need whole data base Radiosity: Energy based approach Very slow 4

Practical Approach Process objects one at a time in the order they are generated by the application Can consider only local lighting Pipeline architecture application program display All steps can be implemented in hardware on the graphics card 5

The Programmer s Interface Programmer sees the graphics system through an interface: the Application Programmer Interface (API) 6

API Contents Functions that specify what we need to form an image Objects Viewer Light Source(s) Materials Other information Input from devices such as mouse and keyboard Capabilities of system 7

Object Specification Most APIs support a limited set of primitives including Points (1D object) Line segments (2D objects) Polygons (3D objects) Some curves and surfaces Quadrics Parametric polynomial All are defined through locations in space or vertices 8

Example type of object location of vertex glbegin(gl_polygon) glvertex3f(0.0, 0.0, 0.0); glvertex3f(0.0, 1.0, 0.0); glvertex3f(0.0, 0.0, 1.0); glend( ); end of object definition 9

Camera Specification Six degrees of freedom Position of center of lens Orientation Lens Film size Orientation of film plane 10

Lights and Materials Types of lights Point sources vs distributed sources Spot lights Near and far sources Color properties Material properties Absorption: color properties Scattering Diffuse Specular 11

Following the Pipeline: Transformations Much of the work in the pipeline is in converting object representations from one coordinate system to another World coordinates Camera coordinates Screen coordinates Every change of coordinates is equivalent to a matrix transformation 12

Clipping Just as a real camera cannot see the whole world, the virtual camera can only see part of the world space Objects that are not within this volume are said to be clipped out of the scene 13

Projection Must carry out the process that combines the 3D viewer with the 3D objects to produce the 2D image Perspective projections: all projectors meet at the center of projection Parallel projection: projectors are parallel, center of projection is replaced by a direction of projection 14

Rasterization If an object is visible in the image, the appropriate pixels in the frame buffer must be assigned colors Vertices assembled into objects Effects of lights and materials must be determined Polygons filled with interior colors/shades Must have also determine which objects are in front (hidden surface removal) 15

Programming with OpenGL Part 1: Background David Breen Department of Computer Science Drexel University

Objectives Development of the OpenGL API OpenGL Architecture OpenGL as a state machine Functions Types Formats Simple program 17

Early History of APIs IFIPS (1973) formed two committees to come up with a standard graphics API Graphical Kernel System (GKS) 2D but contained good workstation model Core Both 2D and 3D GKS adopted as IS0 and later ANSI standard (1980s) GKS not easily extended to 3D (GKS-3D) Far behind hardware development 18

PHIGS and X Programmers Hierarchical Graphics System (PHIGS) Arose from CAD community Database model with retained graphics (structures) X Window System DEC/MIT effort Client-server architecture with graphics PEX combined the two Not easy to use (all the defects of each) 19

SGI and GL Silicon Graphics (SGI) revolutionized the graphics workstation by implementing the pipeline in hardware (1982) To use the system, application programmers used a library called GL With GL, it was relatively simple to program three dimensional interactive applications 20

OpenGL GL s success lead to OpenGL (1992), a platform-independent API that was Easy to use Close enough to the hardware to get excellent performance Focus on rendering Omitted windowing and input to avoid window system dependencies 21

OpenGL Evolution Controlled by an Architectural Review Board (ARB) Members include SGI, Microsoft, Nvidia, HP, 3DLabs, IBM, ATI, Apple, Intel,. Relatively stable (present version 2.1) Evolution reflects new hardware capabilities 3D texture mapping and texture objects Vertex programs Programmable shaders Allows for platform specific features through extensions 22

OpenGL Libraries OpenGL core library OpenGL32 on Windows GL on most unix/linux systems OpenGL Utility Library (GLU) Provides functionality in OpenGL core but avoids having to rewrite code Links with window system GLX for X window systems WGL for Windows AGL for Macintosh 23

GLUT OpenGL Utility Library (GLUT) Provides functionality common to all window systems Open a window Get input from mouse and keyboard Menus Event-driven Code is portable but GLUT lacks the functionality of a good toolkit for a specific platform Slide bars 24

Software Organization application program OpenGL Motif widget or similar GLX, AGL or WGL X, Win32, Mac O/S GLUT GLU GL software and/or hardware 25

OpenGL Architecture Immediate Mode Geometric pipeline Polynomial Evaluator Per Vertex Operations & Primitive Assembly CPU Display List Rasterization Per Fragment Operations Frame Buffer Pixel Operations Texture Memory 26

OpenGL Functions Primitives Points Line Segments Polygons Attributes Transformations Viewing Modeling Control Input (GLUT) 27

OpenGL State OpenGL is a state machine OpenGL functions are of two types Primitive generating Can cause output if primitive is visible How vertices are processed and appearance of primitive are controlled by the state State changing Transformation functions Attribute functions 28

Lack of Object Orientation OpenGL is not object oriented so that there are multiple functions for a given logical function, e.g. glvertex3f, glvertex2i, glvertex3dv,.. Underlying storage mode is the same Easy to create overloaded functions in C++ but issue is efficiency 29

OpenGL function format function name glvertex3f(x,y,z) belongs to GL library x,y,z are floats glvertex3fv(p) p is a pointer to an array 30

OpenGL #defines Most constants are defined in the include files gl.h, glu.h and glut.h Note #include <glut.h> should automatically include the others Examples glbegin(gl_polygon) glclear(gl_color_buffer_bit) include files also define OpenGL data types: Glfloat, Gldouble,. 31

A Simple Program Generate a square on a solid background 32

simple.c #include <glut.h> void mydisplay(){ glclear(gl_color_buffer_bit); glbegin(gl_polygon); glvertex2f(-0.5, -0.5); glvertex2f(-0.5, 0.5); glvertex2f(0.5, 0.5); glvertex2f(0.5, -0.5); glend(); glflush(); } int main(int argc, char** argv){ glutcreatewindow("simple"); glutdisplayfunc(mydisplay); glutmainloop(); } 33

Event Loop Note that the program defines a display callback function named mydisplay Every glut program must have a display callback The display callback is executed whenever OpenGL decides the display must be refreshed, for example when the window is opened The main function ends with the program entering an event loop 34

Defaults simple.c is too simple Makes heavy use of state variable default values for Viewing Colors Window parameters Next version will make the defaults more explicit 35

Notes on compilation Unix/linux Include files usually in /include/gl Compile with lglut lglu lgl loader flags May have to add L flag for X libraries Mesa implementation included with most linux distributions 36

Notes on compilation On tux #include <GL/glut.h> g++ *.cpp -L/usr/X11R6/lib -lgl -lglut -lglu 37

Compilation on Windows Visual C++ Get glut.h, glut32.lib and glut32.dll from web Create a console application Add opengl32.lib, glut32.lib, glut32.lib to project settings (under link tab) Borland C similar Cygwin (linux under Windows) Can use gcc and similar makefile to linux Use lopengl32 lglu32 lglut32 flags 38

Programming with OpenGL Part 2: Complete Programs David Breen Department of Computer Science Drexel University

Objectives Refine the first program Alter the default values Introduce a standard program structure Simple viewing Two-dimensional viewing as a special case of three-dimensional viewing Fundamental OpenGL primitives Attributes 40

Program Structure Most OpenGL programs have a similar structure that consists of the following functions main(): defines the callback functions opens one or more windows with the required properties enters event loop (last executable statement) init(): sets the state variables viewing Attributes callbacks Display function Input and window functions 41

Simple.c revisited In this version, we will see the same output but have defined all the relevant state values through function calls with the default values In particular, we set Colors Viewing conditions Window properties 42

#include <GL/glut.h> main.c includes gl.h int main(int argc, char** argv) { glutinit(&argc,argv); glutinitdisplaymode(glut_single GLUT_RGB); glutinitwindowsize(500,500); glutinitwindowposition(0,0); glutcreatewindow("simple"); glutdisplayfunc(mydisplay); define window properties } init(); glutmainloop(); display callback set OpenGL state enter event loop 43

GLUT functions glutinit allows application to get command line arguments and initializes system gluinitdisplaymode requests properties of the window (the rendering context) RGB color Single buffering Properties logically ORed together glutwindowsize in pixels glutwindowposition from top-left corner of display glutcreatewindow create window with title simple glutdisplayfunc display callback glutmainloop enter infinite event loop 44

init.c black clear color void init() opaque window { glclearcolor (0.0, 0.0, 0.0, 1.0); glcolor3f(1.0, 1.0, 1.0); fill with white } glmatrixmode (GL_PROJECTION); glloadidentity (); glortho(-1.0, 1.0, -1.0, 1.0, -1.0, 1.0); viewing volume 45

Coordinate Systems The units used in glvertex are determined by the application and are called world or problem coordinates The viewing specifications are also in world coordinates and it is the size of the viewing volume that determines what will appear in the image Internally, OpenGL will convert to camera coordinates and later to screen coordinates 46

OpenGL Camera OpenGL places a camera at the origin pointing in the negative z direction The default viewing volume is a box centered at the origin with sides of length 2 47

Orthographic Viewing In the default orthographic view, points are projected along the z axis onto the plane z=0 z=0 z=0 48

Transformations and Viewing In OpenGL, the projection is carried out by a projection matrix (transformation) There is only one set of transformation functions so we must set the matrix mode first glmatrixmode (GL_PROJECTION) Transformation functions are incremental so we start with an identity matrix and alter it with a projection matrix that gives the view volume glloadidentity (); glortho(-1.0, 1.0, -1.0, 1.0, -1.0, 1.0); 49

Two- and three-dimensional viewing In glortho(left, right, bottom, top, near, far) the near and far distances are measured from the camera Two-dimensional vertex commands place all vertices in the plane z=0 If the application is in two dimensions, we can use the function gluortho2d(left, right,bottom,top) In two dimensions, the view or clipping volume becomes a clipping window 50

mydisplay.c void mydisplay() { glclear(gl_color_buffer_bit); glbegin(gl_polygon); glvertex2f(-0.5, -0.5); glvertex2f(-0.5, 0.5); glvertex2f(0.5, 0.5); glvertex2f(0.5, -0.5); glend(); glflush(); } 51

OpenGL Primitives GL_POINTS GL_LINES GL_LINE_STRIP GL_POLYGON GL_LINE_LOOP GL_TRIANGLES GL_QUAD_STRIP GL_TRIANGLE_STRIP GL_TRIANGLE_FAN 52

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 must check if above true Triangles satisfy all conditions nonsimple polygon nonconvex polygon 53

Text Not an OpenGL primitive Fonts provides by windowing system are not portable GLUT has some bitmap and stroke fonts glutbitmapcharacter(void *font, int char) glutbitmapcharacter(void *font, int char) 54

GLUT Bitmap Text glutbitmapcharacter(void *font, int char) Displays char at current raster position glrasterpos[23][sifd](type x, TYPE y, TYPE z) Sets raster position by transforming world coordinate point into screen coordinates Current raster position is automatically incremented after char is displayed Example (10 pt times roman) glutbitmapcharacter(glut_bitmap_times_roman_10, a ) 55

GLUT Stroke Text glutstrokecharacter(void *font, int char) Displays char at current world location mapped to screen Stroke text is geometry that is modified by modeling transformations Each character is approximately 100 x 100 in world coordinates Example (roman) glutstrokecharacter(glut_stroke_roman, a ) 56

Attributes Attributes are part of the OpenGL state and determine the appearance of objects Color (points, lines, polygons) Size and width (points, lines) Stipple pattern (lines, polygons) Polygon mode Display as filled: solid color or stipple pattern Display edges 58

RGB color Each color component stored separately in the frame buffer Usually 8 bits per component in buffer Note in glcolor3f the color values range from 0.0 (none) to 1.0 (all), while in glcolor3ub the values range from 0 to 255 59

Indexed Color Colors are indices into tables of RGB values Requires less memory indices usually 8 bits not as important now Memory inexpensive Need more colors for shading 60

Color and State The color as set by glcolor becomes part of the state and will be used until changed Colors and other attributes are not part of the object but are assigned when the object is rendered We can create conceptual vertex colors by code such as glcolor glvertex glcolor glvertex 61

Smooth Color Default is smooth shading OpenGL interpolates vertex colors across visible polygons Alternative is flat shading Color of first vertex determines fill color glshademodel (GL_SMOOTH) or GL_FLAT 62

Viewports Do not have to use the entire window for the image: glviewport(x,y,w,h) Values in pixels (screen coordinates) 63