1 Input and Interaction. 2 Objectives Introduce the basic input devices ­Physical Devices ­Logical Devices ­Input Modes Event-driven input Introduce double.

Slides:



Advertisements
Similar presentations
Computer Graphics - Input & Interaction-
Advertisements

OpenGL CMSC340 3D Character Design & Animation. What is OpenGL? A low-level graphics library specification designed for use with the C and C++ provides…
1 Computer Graphics Chapter 2 Input Devices. RM[2]-2 Input Devices Logical Input Devices  Categorized based on functional characteristics.  Each device.
CS 4731 Lecture 2: Intro to 2D, 3D, OpenGL and GLUT (Part I) Emmanuel Agu.
Chapter 3: Input and Interaction Instructor: Shih-Shinh Huang 1.
OpenGL (I). What is OpenGL (OGL)? OGL is a 3D graphics & modeling library Can also use it to draw 2D objects.
InteractionHofstra University1 Graphics Programming Input and Interaction.
31/1/2006Based on: Angel (4th Edition) & Akeine-Möller & Haines (2nd Edition)1 CSC345: Advanced Graphics & Virtual Environments Lecture 3: Introduction.
InteractionHofstra University1 Graphics Programming Input and Interaction.
1 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 GLUT Callback Functions.
Based on slides created by Edward Angel
CSC461 Lecture 9: GLUT Callbacks Objectives Introduce double buffering for smooth animations Programming event input with GLUT.
CS 480/680 Computer Graphics Programming with Open GL Part 8: Working with Callbacks Dr. Frederick C Harris, Jr. Fall 2011.
Computer Graphics Bing-Yu Chen National Taiwan University.
1 GLUT Callback functions Event-driven: Programs that use windows  Input/Output  Wait until an event happens and then execute some pre-defined functions.
Demetriou/Loizidou – ACSC330 – Chapter 3 Input and Interaction Dr. Giorgos A. Demetriou Dr. Stephania Loizidou Himona Computer Science Frederick Institute.
CSC461 Lecture 11: Interactive Programs Contents and Objectives Picking Writing modes – XOR/Copy Rubberbanding Display list.
Introduction to OpenGL and GLUT GLUT. What is OpenGL? An application programming interface (API) A (low-level) Graphics rendering API Generate high-quality.
1 Working with Callbacks Yuanfeng Zhou Shandong University.
COMPUTER GRAPHICS Hochiminh city University of Technology Faculty of Computer Science and Engineering CHAPTER 03: Input & Interaction.
1 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Chapter 3: Input and Interaction.
More on Drawing in OpenGL: Examples CSC 2141 Introduction to Computer Graphics.
WORKING WITH CALLBACKS Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico Angel: Interactive.
Fundamentals of Computer Graphics Part 3 prof.ing.Václav Skala, CSc. University of West Bohemia Plzeň, Czech Republic ©2002 Prepared with Angel,E.: Interactive.
Interaction with Graphics System
Prepared by Fareeha Lecturer DCS IIUI 1 Windows API.
School of Computer Science University of Seoul. 1. Interaction 2. Input Devices 3. Clients and Servers 4. Display Lists 5. Programming Event-Driven Input.
Input and Interaction Chapter 3. CS 480/680 2Chapter 3 -- Input and Interaction Introduction: Introduction: We now turn to the development of interactive.
1Computer Graphics Input and Interaction Lecture 8 John Shearer Culture Lab – space 2
CAP 4703 Computer Graphic Methods Prof. Roy Levow Lecture 3.
Input and Interaction Lecture No. 4.
Lecture 3 OpenGL.
1 Input and Interaction. 2 Input Devices Physical input devices Keyboard devices and pointing devices Logical input devices.
Computer Graphics I, Fall 2010 Input and Interaction.
1 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Programming with OpenGL Part 1: Background Ed Angel Professor of Computer Science, Electrical.
 “OpenGL (Open Graphics Library) is a standard specification defining a cross- language cross-platform API for writing applications that produce 2D and.
Managing Multiple Windows with OpenGL and GLUT
CS 480/680 Computer Graphics Programming with Open GL Part 7: Input and Interaction Dr. Frederick C Harris, Jr. Fall 2011.
Interactive Computer Graphics CS 418 MP1: Dancing I TA: Zhicheng Yan Sushma S Kini Mary Pietrowicz Slides Taken from: “An Interactive Introduction to OpenGL.
Introduction to OpenGL and GLUT. What’s OpenGL? An Application Programming Interface (API) A low-level graphics programming API – Contains over 250 functions.
Program 2 due 02/01  Be sure to document your program  program level doc  your name  what the program does  each function  describe the arguments.
More on GLUT Programming Glenn G. Chappell U. of Alaska Fairbanks CS 381 Lecture Notes Monday, September 15, 2003.
Computer Graphics I, Fall 2010 Working with Callbacks.
Input and Interaction Yuanfeng Zhou Shandong University Software College 1.
1 Graphics CSCI 343, Fall 2015 Lecture 6 Viewing, Animation, User Interface.
University of New Mexico
Input and Interaction Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico.
GLUT functions glutInit allows application to get command line arguments and initializes system gluInitDisplayMode requests properties for the window.
1 Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science.
12/22/ :38 1 Comp 175C - Computer Graphics Dan Hebert Computer Graphics Comp 175 Chapter 3 Instructor: Dan Hebert.
1 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Input and Interaction Ed Angel Professor of Computer Science, Electrical and Computer Engineering,
31/1/2006Based on: Angel (4th Edition) & Akeine-Möller & Haines (2nd Edition)1 CSC345: Advanced Graphics & Virtual Environments Lecture 2: Introduction.
1 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Working with Callbacks.
CSC Graphics Programming Budditha Hettige Department of Statistics and Computer Science.
INTRODUCTION TO OPENGL
Review GLUT Callback Functions
Working with Callbacks
Computer Graphics Lecture 33
CS5500 Computer Graphics March 2, 2006.
CSC461 Lecture 8: Input Devices
Introduction to Computer Graphics with WebGL
Input and Interactions
Working with Callbacks
Isaac Gang University of Mary Hardin-Baylor
Fundamentals of Computer Graphics Part 3
Input and Interaction Ed Angel
University of New Mexico
Input and Interaction Ed Angel
Basic OpenGL programming, Geometric objects & User Interaction
Input and Interaction Ed Angel Professor Emeritus of Computer Science,
Presentation transcript:

1 Input and Interaction

2 Objectives Introduce the basic input devices ­Physical Devices ­Logical Devices ­Input Modes Event-driven input Introduce double buffering for smooth animations Programming event input with GLUT

3 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

4 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 Modes ­How and when input is obtained Request or event

5 Physical Devices mousetrackball light pen data tablet joy stick space ball

6 Incremental (Relative) Devices Devices such as the data tablet return a position directly to the operating system Devices such as the mouse, trackball, and joy stick return incremental inputs (or velocities) to the operating system ­Must integrate these inputs to obtain an absolute position Rotation of cylinders in mouse Roll of trackball Difficult to obtain absolute position Can get variable sensitivity

7 Logical Devices Consider the C and C++ code ­C++: cin >> x; ­C: scanf (“%d”, &x); What is the input device? ­Can’t tell from the code ­Could be keyboard, file, output from another program The code provides logical input ­A number (an int ) is returned to the program regardless of the physical device

8 Graphical Logical Devices Graphical input is more varied than input to standard programs which is usually numbers, characters, or bits Two older APIs (GKS, PHIGS) defined six types of logical input ­Locator: return a position ­Pick: return ID of an object ­Keyboard: return strings of characters ­Stroke: return array of positions ­Valuator: return floating point number ­Choice: return one of n items

9 X Window Input The X Window System introduced a client-server model for a network of workstations ­Client: OpenGL program ­Graphics Server: bitmap display with a pointing device and a keyboard

10 Input Modes Input devices contain a trigger which can be used to send a signal to the operating system ­Button on mouse ­Pressing or releasing a key When triggered, input devices return information (their measure) to the system ­Mouse returns position information ­Keyboard returns ASCII code

11 Request Mode Input provided to program only when user triggers the device Typical of keyboard input ­Can erase (backspace), edit, correct until enter (return) key (the trigger) is depressed

12 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

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

14 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

15 GLUT callbacks GLUT recognizes a subset of the events recognized by any particular window system (Windows, X, Macintosh) ­glutDisplayFunc ­glutMouseFunc ­glutReshapeFunc ­glutKeyboardFunc ­glutIdleFunc ­glutMotionFunc, glutPassiveMotionFunc

16 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

17 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

18 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

19 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 Hence we can see partially drawn display ­See the program single_double.c for an example with a rotating cube

20 Double Buffering Instead of one color 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() }

21 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(); }

22 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 callbacks float t; /*global */ void mydisplay() { /* draw something that depends on t }