Project Sketchpad. Ivan Sutherland (MIT 1963) established the basic interactive paradigm that characterizes interactive computer graphics:

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Project Sketchpad Ivan Sutherland (MIT 1963) established the basic interactive paradigm that characterizes interactive computer graphics: User sees an object on the display User points to (picks) the object with an input device (light pen, mouse, trackball) Object changes (moves, rotates, morphs) Repeat

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 mouse trackball light pen data tablet joy stick space ball

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

Event Types Window: resize, expose, iconify Mouse: click one or more buttons Motion: move mouse Keyboard: press or release a key Idle: non-event Define what should be done if no other event is in queue

Callbacks Programming interface for event-driven input Define a callback function for each type of event the graphics system recognizes This user-supplied function is executed when the event occurs GLUT example: glutmousefunc(mymouse) mouse callback function

GLUT callbacks GLUT recognizes a subset of the events recognized by any particular window system glutdisplayfunc glutmousefunc glutreshapefunc glutkeyboardfunc glutidlefunc glutmotionfunc, glutpassivemotionfunc

GLUT Event Loop Recall that the last line in main.c for a program using GLUT must be glutmainloop(); which puts the program in an infinite event loop In each pass through the event loop, GLUT looks at the events in the queue for each event in the queue, GLUT executes the appropriate callback function if one is defined if no callback is defined for the event, the event is ignored

The display callback The display callback is executed whenever GLUT determines that the window should be refreshed, for example When the window is first opened When the window is reshaped When a window is exposed When the user program decides it wants to change the display In main.c glutdisplayfunc(mydisplay) identifies the function to be executed Every GLUT program must have a display callback

Posting redisplays Many events may invoke the display callback function Can lead to multiple executions of the display callback on a single pass through the event loop We can avoid this problem by instead using glutpostredisplay(); which sets a flag. GLUT checks to see if the flag is set at the end of the event loop If set then the display callback function is executed

Animating a Display When we redraw the display through the display callback, we usually start by clearing the window glclear() then draw the altered display Problem: the drawing of information in the frame buffer is decoupled from the display of its contents Graphics systems use dual ported memory

Double Buffering Instead of one buffer, we use two Front Buffer: one that is displayed but not written to Back Buffer: one that is written to but not displayed Program then requests a double buffer in main.c glutinitdisplaymode(gl_rgb GL_DOUBLE) At the end of the display callback buffers are swapped void mydisplay() { glclear(gl_color_buffer_bit.). /* draw graphics here */. glutswapbuffers() }

Using the idle callback The idle callback is executed whenever there are no events in the event queue glutidlefunc(myidle) Useful for animations void myidle() { /* change something */ t += dt glutpostredisplay(); } void mydisplay() { glclear(); /* draw something that depends on t */ glutswapbuffers(); }

Using globals The form of all GLUT callbacks is fixed void mydisplay() void mymouse(glint button, GLint state, GLint x, GLint y) Must use globals to pass information to all callbacks float t; /*global */ void mydisplay() { /* draw something that depends on t }

The mouse callback glutmousefunc(mymouse) void mymouse(glint button, GLint state, GLint x, GLint y) Returns which button (GLUT_LEFT_BUTTON, GLUT_MIDDLE_BUTTON, GLUT_RIGHT_BUTTON) caused event state of that button (GLUT_UP, GLUT_DOWN) Position in window

Positioning The position in the screen window is usually measured in pixels with the origin at the top-left corner Consequence of refresh done from top to bottom OpenGL uses a world coordinate system with origin at the bottom left Must invert y coordinate returned by callback by height of window y = h y; (0,0) h w

Obtaining the window size To invert the y position we need the window height Height can change during program execution Track with a global variable New height returned to reshape callback that we will look at in detail soon Can also use query functions glgetintv glgetfloatv to obtain any value that is part of the state

Terminating a program In our original programs, there was no way to terminate them through OpenGL We can use the simple mouse callback void mouse(int btn, int state, int x, int y) { if(btn==glut_right_button && state==glut_down) exit(0); }

Using the mouse position In the next example, we draw a small square at the location of the mouse each time the left mouse button is clicked This example does not use the display callback but one is required by GLUT; We can use the empty display callback function mydisplay(){}

void mymouse(int btn, int state, int x, int y) { if(btn==glut_right_button && state==glut_down) exit(0); if(btn==glut_left_button && state==glut_down) drawsquare(x, y); } void drawsquare(int x, int y) { y=w-y; /* invert y position */ glcolor3ub( (char) rand()%256, (char) rand )%256, (char) rand()%256); /* a random color */ glbegin(gl_polygon); glvertex2f(x+size, y+size); glvertex2f(x-size, y+size); glvertex2f(x-size, y-size); glvertex2f(x+size, y-size); glend(); }

Using the motion callback We can draw squares (or anything else) continuously as long as a mouse button is depressed by using the motion callback glutmotionfunc(drawsquare) We can draw squares without depressing a button using the passive motion callback glutpassivemotionfunc(drawsquare)

Using the keyboard glutkeyboardfunc(mykey) void mykey(unsigned char key, int x, int y) Returns ASCII code of key depressed and mouse location void mykey() { if(key == Q key == q ) exit(0); }

Special and Modifier Keys GLUT defines the special keys in glut.h Function key 1: GLUT_KEY_F1 Up arrow key: GLUT_KEY_UP if(key == GLUT_KEY_F1 Can also check one of the modifiers GLUT_ACTIVE_SHIFT GLUT_ACTIVE_CTRL GLUT_ACTIVE_ALT is depressed by glutgetmodifiers()

Reshaping the window We can reshape and resize the OpenGL display window by pulling the corner of the window What happens to the display? Must redraw from application Two possibilities Display part of world Display whole world but force to fit in new window Can alter aspect ratio

Reshape possiblities original reshaped

The Reshape callback glutreshapefunc(myreshape) void myreshape(int w, int h) Returns width and height of new window (in pixels) A redisplay is posted automatically at end of execution of the callback GLUT has a default reshape callback but you probably want to define your own The reshape callback is good place to put viewing functions because it is invoked when the window is first opened

Example Reshape This reshape preserves shapes by making the viewport and world window have the same aspect ratio void myreshape(int w, int h) { glviewport(0, 0, w, h); glmatrixmode(gl_projection); /* switch matrix mode */ glloadidentity(); if (w <= h) gluortho2d(-2.0, 2.0, -2.0 * (GLfloat) h / (GLfloat) w, 2.0 * (GLfloat) h / (GLfloat) w); else gluortho2d(-2.0 * (GLfloat) w / (GLfloat) h, 2.0 * (GLfloat) w / (GLfloat) h, -2.0, 2.0); glmatrixmode(gl_modelview); /* return to modelview mode */ }