basic opengl glenn g. chappell [email protected] u. of alaska fairbanks cs 381 lecture notes...

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Basic OpenGL Glenn G. Chappell [email protected] U. of Alaska Fairbanks CS 381 Lecture Notes Wednesday, September 10, 2003

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Page 1: Basic OpenGL Glenn G. Chappell CHAPPELLG@member.ams.org U. of Alaska Fairbanks CS 381 Lecture Notes Wednesday, September 10, 2003

Basic OpenGL

Glenn G. [email protected]

U. of Alaska Fairbanks

CS 381 Lecture NotesWednesday, September 10, 2003

Page 2: Basic OpenGL Glenn G. Chappell CHAPPELLG@member.ams.org U. of Alaska Fairbanks CS 381 Lecture Notes Wednesday, September 10, 2003

10 Sep 2003 CS 381 2

Review:Linear Interpolation [1/2] Approximating a quantity between places where the quantity is

known, is called interpolation. The simplest interpolation method is linear interpolation (lirping).

Linear interpolation makes the (usually false!) assumption that the graph of the quantity between the two known values is a straight line.

When we lirp, we are given two values of a quantity; we determine its value somewhere between these.

The simple case: When t = 0, the quantity is equal to a. When t = 1, the quantity is equal to b. Given a value of t between 0 and 1, the interpolated value of the

quantity is

.1 btat

Page 3: Basic OpenGL Glenn G. Chappell CHAPPELLG@member.ams.org U. of Alaska Fairbanks CS 381 Lecture Notes Wednesday, September 10, 2003

10 Sep 2003 CS 381 3

Review:Linear Interpolation [2/2] What if we are not given values of the quantity

at 0 and 1? Say the value at s1 is a and the value at s2 is b, and we

want to find the interpolated value at s. We set

and proceed as before:

Lastly, when we want to lirp quantities with several coordinates (like points or colors), lirp each coordinate separately.

,12

1

ss

sst

.1ed_valueinterpolat btat

Page 4: Basic OpenGL Glenn G. Chappell CHAPPELLG@member.ams.org U. of Alaska Fairbanks CS 381 Lecture Notes Wednesday, September 10, 2003

10 Sep 2003 CS 381 4

Review:Introduction to OpenGL [1/2]

Professional-quality 2-D & 3-D graphics API Developed by Silicon Graphics Inc. in 1992. Based on Iris GL, the SGI graphics library.

Available in a number of languages. OS-independent and hardware-independent. Aimed at 2-D/3-D scenes made of polygons (and

lines and points). Not as good for 2-D windows/text/GUI-style graphics.

Page 5: Basic OpenGL Glenn G. Chappell CHAPPELLG@member.ams.org U. of Alaska Fairbanks CS 381 Lecture Notes Wednesday, September 10, 2003

10 Sep 2003 CS 381 5

Review:Introduction to OpenGL [2/2] OpenGL Itself

The interface with the graphics hardware. Designed for efficient implementation in hardware. Particular

OpenGL implementations may be partially or totally software. C/C++ header: <GL/gl.h>.

The OpenGL Utilities (GLU) Additional functions & types for various graphics operations. Designed to be implemented in software; calls GL. C/C++ header: <GL/glu.h>.

OpenGL Extensions Functionality that anyone can add to OpenGL. OpenGL specifies rules that extensions are to follow. May be system-dependent. We will not use any extensions.

Page 6: Basic OpenGL Glenn G. Chappell CHAPPELLG@member.ams.org U. of Alaska Fairbanks CS 381 Lecture Notes Wednesday, September 10, 2003

10 Sep 2003 CS 381 6

Basic OpenGL:Overview

We now discuss how to use OpenGL to produce 3-D graphics. We will cover: The design of OpenGL.

• Design philosophy and conventions. OpenGL primitives.

• The basic things that OpenGL can draw.

Tomorrow we will look the workings of an actual OpenGL/GLUT program.

Page 7: Basic OpenGL Glenn G. Chappell CHAPPELLG@member.ams.org U. of Alaska Fairbanks CS 381 Lecture Notes Wednesday, September 10, 2003

10 Sep 2003 CS 381 7

The Design of OpenGL:Introduction

OpenGL is an API for rendering raster images of 2-D/3-D scenes. So OpenGL’s work ends when the completed image (or

frame, in an animation context) is in the frame buffer. We deal with OpenGL via function calls (or

commands). No global variables. Most OpenGL functions have few parameters. But you make lots of function calls. No complex data types. OpenGL is function-call intensive.

• Think: advantages/disadvantages.

Page 8: Basic OpenGL Glenn G. Chappell CHAPPELLG@member.ams.org U. of Alaska Fairbanks CS 381 Lecture Notes Wednesday, September 10, 2003

10 Sep 2003 CS 381 8

The Design of OpenGL:Example Code To draw a red triangle with vertices (0,0), (1,0), (1,1):

glColor3d(0.9, 0.1, 0.1); // red (setting an attribute)

glBegin(GL_TRIANGLES); // starting a primitive

glVertex2d(0., 0.); // vertex data

glVertex2d(1., 0.);

glVertex2d(1., 1.);

glEnd(); // ending the primitive

Page 9: Basic OpenGL Glenn G. Chappell CHAPPELLG@member.ams.org U. of Alaska Fairbanks CS 381 Lecture Notes Wednesday, September 10, 2003

10 Sep 2003 CS 381 9

The Design of OpenGL :Naming Conventions [1/2]

OpenGL (C API) Functions

• Begin with “gl”, words capitalized & run together• Example: glClearColor• Can include type information. For example, the “2d” in

“glVertex2d” indicates two parameters of type GLdouble. Constants

• Begin with “GL”, all upper-case, “_” between words• Example: GL_TRIANGLE_STRIP

Types• Begin with “GL”, next word not capitalized, all words run

together• Example: GLdouble

Page 10: Basic OpenGL Glenn G. Chappell CHAPPELLG@member.ams.org U. of Alaska Fairbanks CS 381 Lecture Notes Wednesday, September 10, 2003

10 Sep 2003 CS 381 10

The Design of OpenGL : Naming Conventions [2/2]

Related packages use similar conventions. GLU

• Function: gluScaleImage• Constant: GLU_TESS_ERROR• Type: GLUtesselatorObj

GLUT (to be discussed on Friday)• Function: glutInitDisplayMode• Constant: GLUT_MIDDLE_BUTTON

Page 11: Basic OpenGL Glenn G. Chappell CHAPPELLG@member.ams.org U. of Alaska Fairbanks CS 381 Lecture Notes Wednesday, September 10, 2003

10 Sep 2003 CS 381 11

The Design of OpenGL:Types [1/2]

OpenGL defines its own types, which have the same (minimum) precision on all systems. Some of these: GLint: at least 32-bit integer GLfloat: at least 32-bit floating-point GLdouble: at least 64-bit floating-point and others …

So, for example, GLdouble is probably the same as double, but may not be. Converting (say) a GLdouble to a double is fine. But be careful when tossing around GLdouble * and double *. (Why?)

Page 12: Basic OpenGL Glenn G. Chappell CHAPPELLG@member.ams.org U. of Alaska Fairbanks CS 381 Lecture Notes Wednesday, September 10, 2003

10 Sep 2003 CS 381 12

The Design of OpenGL:Types [2/2]

Some OpenGL commands have several forms allowing for different types. For example, glVertex* can take 2, 3, or 4 parameters

of many different types.• Function glVertex2d takes 2 parameters of type GLdouble.

• Function glVertex3f takes 3 parameters of type GLfloat.• Function glVertex3fv (“v” for “vector”) takes a single

parameter of type GLfloat * (should be a pointer to an array of 3 GLfloat’s).

The command glTranslate* always takes three parameters, but they may vary in type.

• Function glTranslated takes 3 GLdouble’s.• Function glTranslatef takes 3 GLfloat’s.

Page 13: Basic OpenGL Glenn G. Chappell CHAPPELLG@member.ams.org U. of Alaska Fairbanks CS 381 Lecture Notes Wednesday, September 10, 2003

10 Sep 2003 CS 381 13

The Design of OpenGL:Attributes & Primitives OpenGL functions as a state machine. There are three kinds of functions:

Those that set state. Those that return state. Those that draw.

Drawing is done via primitives. States are used to set attributes of those

primitives. So: all drawn objects are composed of primitives.

The properties of these are attributes, which are determined by OpenGL states. (Recall the red triangle example.)

Page 14: Basic OpenGL Glenn G. Chappell CHAPPELLG@member.ams.org U. of Alaska Fairbanks CS 381 Lecture Notes Wednesday, September 10, 2003

10 Sep 2003 CS 381 14

OpenGL Primitives:Overview [1/2] All rendering operations are composed of primitives.

These need to be useful to the programmer and doable efficiently by the library & hardware.

We will now look at those OpenGL primitives that are handled via the glBegin-glEnd mechanism. There are ten of these; they consist of ways to draw: Points. Polylines. Filled polygons.

Other primitive rendering operations are handled differently in OpenGL. Specifically, those involving screen-aligned rectangles:

pixmaps, bitmaps, and screen-aligned rectangular polygons. Recall: OpenGL has no circle/ellipse/curve primitives.

Page 15: Basic OpenGL Glenn G. Chappell CHAPPELLG@member.ams.org U. of Alaska Fairbanks CS 381 Lecture Notes Wednesday, September 10, 2003

10 Sep 2003 CS 381 15

OpenGL Primitives:Overview [2/2] The ten glBegin-style OpenGL Primitives

Points (1 primitive)• GL_POINTS

Polylines (3 primitives)• GL_LINES• GL_LINE_STRIP• GL_LINE_LOOP

Filled Polygons (6 primitives)• Triangles

• GL_TRIANGLES• GL_TRIANGLE_STRIP• GL_TRIANGLE_FAN

• Quadrilaterals• GL_QUADS• GL_QUAD_STRIP

• General Polygons• GL_POLYGON

Page 16: Basic OpenGL Glenn G. Chappell CHAPPELLG@member.ams.org U. of Alaska Fairbanks CS 381 Lecture Notes Wednesday, September 10, 2003

10 Sep 2003 CS 381 16

A primitive is given a number of vertices (specified with glVertex…). Now we look at what the primitives do with the vertices they are given. Numbers indicate vertex ordering. Blue objects mark what is actually rendered.

Points GL_POINTS

OpenGL Primitives:Points

1

524

36

Page 17: Basic OpenGL Glenn G. Chappell CHAPPELLG@member.ams.org U. of Alaska Fairbanks CS 381 Lecture Notes Wednesday, September 10, 2003

10 Sep 2003 CS 381 17

Polylines GL_LINES

GL_LINE_STRIP

GL_LINE_LOOP

OpenGL Primitives:Polylines

1

524

36

6

6

1

524

3

1

524

3

Page 18: Basic OpenGL Glenn G. Chappell CHAPPELLG@member.ams.org U. of Alaska Fairbanks CS 381 Lecture Notes Wednesday, September 10, 2003

10 Sep 2003 CS 381 18

Polygons: Triangles GL_TRIANGLES

• Clockwise orcounterclockwisedoes not matter (yet).

GL_TRIANGLE_STRIP

GL_TRIANGLE_FAN

OpenGL Primitives:Polygons — Triangles

1

5

2 4

3

6

6

1

5

2

43

1

5

2 4

3

6

Page 19: Basic OpenGL Glenn G. Chappell CHAPPELLG@member.ams.org U. of Alaska Fairbanks CS 381 Lecture Notes Wednesday, September 10, 2003

10 Sep 2003 CS 381 19

Polygons: Quadrilaterals GL_QUADS

• Clockwise orcounterclockwisedoes not matter (yet).

GL_QUAD_STRIP• Note differences in

vertex ordering!

Polygons: General GL_POLYGON

OpenGL Primitives:Polygons — Quad’s, General

1

5

2 3

4

7

6

1

5

2

43

2

8

6

1

5

4

3

8

7

6

Page 20: Basic OpenGL Glenn G. Chappell CHAPPELLG@member.ams.org U. of Alaska Fairbanks CS 381 Lecture Notes Wednesday, September 10, 2003

10 Sep 2003 CS 381 20

OpenGL Primitives:Restrictions

When drawing points, lines, and triangles, vertices can be in any positions you like.

Individual quadrilaterals and general polygons must be: Planar (this is easy in 2-D). Simple (no crossings, holes). Convex (bulging outward; no concavities).

Know the ten primitives! Know the associated vertex orderings!