Introduction to OpenGL Week 1 David Breen Department of Computer Science Drexel University Based on material from Ed Angel, University of New Mexico CS.

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Presentation transcript:

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

2 Objectives Learn the basic design of a graphics system Introduce graphics pipeline architecture Describe software components of an interactive graphics system Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

3 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? Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

4 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 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

5 Practical Approach Process objects one at a time in the order they are generated by the application –Can consider only local lighting Pipeline architecture All steps can be implemented in hardware on the graphics card application program display Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

6 The Programmer’s Interface Programmer sees the graphics system through an interface: the Application Programmer Interface (API) Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

7 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 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

8 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 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

9 Example 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( ); type of object location of vertex end of object definition Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

10 Camera Specification Six degrees of freedom –Position of center of lens –Orientation Lens Film size Orientation of film plane Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

11 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 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

12 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 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

13 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 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

14 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 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

15 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) Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

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

17 Objectives Development of the OpenGL API OpenGL Architecture –OpenGL as a state machine Functions –Types –Formats Simple program Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

18 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 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

19 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) Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

20 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 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

21 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 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

22 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 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

23 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 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

24 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 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

25 Software Organization GLUT GLU GL GLX, AGL or WGL X, Win32, Mac O/S software and/or hardware application program OpenGL Motif widget or similar Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

26 OpenGL Architecture Immediate Mode Display List Polynomial Evaluator Per Vertex Operations & Primitive Assembly Rasterization Per Fragment Operations Texture Memor y CPU Pixel Operations Frame Buffer Geometric pipeline Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

27 OpenGL Functions Primitives –Points –Line Segments –Polygons Attributes Transformations –Viewing –Modeling Control Input (GLUT) Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

28 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 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

29 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 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

30 OpenGL function format glVertex3f(x,y,z) belongs to GL library function name x,y,z are floats glVertex3fv(p) p is a pointer to an array Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

31 OpenGL #defines Most constants are defined in the include files gl.h, glu.h and glut.h –Note #include should automatically include the others –Examples –glBegin(GL_POLYGON) –glClear(GL_COLOR_BUFFER_BIT) include files also define OpenGL data types: Glfloat, Gldouble,…. Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

32 A Simple Program Generate a square on a solid background Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

33 simple.c #include 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(); } Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

34 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 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

35 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 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

36 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 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

37 Notes on compilation On tux –#include –g++ *.cpp -L/usr/X11R6/lib -lGL -lglut - lGLU Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

38 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 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

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

40 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 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

41 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 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

42 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 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

43 #include int main(int argc, char** argv) { glutInit(&argc,argv); glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB); glutInitWindowSize(500,500); glutInitWindowPosition(0,0); glutCreateWindow("simple"); glutDisplayFunc(mydisplay); init(); glutMainLoop(); } main.c includes gl.h define window properties set OpenGL state enter event loop display callback Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

44 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 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

45 void init() { glClearColor (0.0, 0.0, 0.0, 1.0); glColor3f(1.0, 1.0, 1.0); glMatrixMode (GL_PROJECTION); glLoadIdentity (); glOrtho(-1.0, 1.0, -1.0, 1.0, -1.0, 1.0); } init.c black clear color opaque window fill with white viewing volume Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

46 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 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

47 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 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

48 Orthographic Viewing z=0 In the default orthographic view, points are projected along the z axis onto the plane z=0 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

49 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); Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

50 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 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

51 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(); } Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

52 OpenGL Primitives GL_QUAD_STRIP GL_POLYGON GL_TRIANGLE_STRIP GL_TRIANGLE_FAN GL_POINTS GL_LINES GL_LINE_LOOP GL_LINE_STRIP GL_TRIANGLES Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

53 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 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

54 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)

55 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 ’ )

56 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 ’ )

57 GLUT Stroke Text glutBitmapCharacter(void *font, int char)

58 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 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

59 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 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

60 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 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

61 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 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

62 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 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

63 Viewports Do not have to use the entire window for the image: glViewport(x,y,w,h) Values in pixels (screen coordinates) Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002