Diese Präsentation wurde erfolgreich gemeldet.
Die SlideShare-Präsentation wird heruntergeladen. ×
Anzeige
Anzeige
Anzeige
Anzeige
Anzeige
Anzeige
Anzeige
Anzeige
Anzeige
Anzeige
Anzeige
Anzeige
Nächste SlideShare
What is OpenGL ?
What is OpenGL ?
Wird geladen in …3
×

Hier ansehen

1 von 40 Anzeige

Weitere Verwandte Inhalte

Diashows für Sie (20)

Andere mochten auch (20)

Anzeige

Ähnlich wie Open gl (20)

Anzeige

Aktuellste (20)

Open gl

  1. 1. Introduction to OpenGL Programming
  2. 2. What is OpenGL  OpenGL is a software API to graphics hardware.  designed as a streamlined, hardware-independent interface to be implemented on many different hardware platforms  Intuitive, procedural interface with c binding  No windowing commands !  No high-level commands for describing models of three- dimensional objects  The OpenGL Utility Library (GLU) provides many of the modeling features, such as quadric surfaces and NURBS curves and surfaces
  3. 3. SGI and GL  Silicon Graphics (SGI) revolutionized the graphics workstation by implementing the pipeline in hardware (1982)  To access the system, application programmers used a library called GL  With GL, it was relatively simple to program three dimensional interactive applications
  4. 4. OpenGL The success of GL 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
  5. 5. OpenGL Evolution  Controlled by an Architectural Review Board (ARB)  Members include SGI, Microsoft, Nvidia, HP, 3DLabs, IBM,…….  Relatively stable (present version 2.0)  Evolution reflects new hardware capabilities  3D texture mapping and texture objects  Vertex and fragment programs  Allows for platform specific features through extensions
  6. 6. OpenGL Libraries  OpenGL core library  OpenGL32 on Windows  GL on most unix/linux systems (libGL.a)  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  Cross-platform GUI libraries: GLUT, SDL, FLTK, QT, …
  7. 7. Windowing with OpenGL  OpenGL is independent of any specific window system  OpenGL can be used with different window systems  X windows (GLX)  MFC  …  GLUTprovide a portable API for creating window and interacting with I/O devices
  8. 8. GLUT  OpenGL Utility Toolkit (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  No slide bars, buttons, …
  9. 9. Software Organization application program OpenGL Motif widget or similar GLUT GLX, AGL or WGL GLU X, Win32, Mac O/S OpenGL software and/or hardware
  10. 10. OpenGL Architecture Immediate Mode geometry pipeline Per Vertex Polynomial Operations & Evaluator Primitive Assembly Display Per Fragment Frame CPU List Rasterization Operations Buffer Texture Memory Pixel Operations
  11. 11. OpenGL as a state machine  GL State Variables- can be set and queried by OpenGL. Remains unchanged until the next change.  Projection and viewing matrix  Color and material properties  Lights and shading  Line and polygon drawing modes  …  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
  12. 12. OpenGL Syntax  Functions have prefix gl and initial capital letters for each word  glClearColor(), glEnable(), glPushMatrix() …  glu for GLU functions  gluLookAt(), gluPerspective() …  Constants begin with GL_, use all capital letters  GL_COLOR_BUFFER_BIT, GL_PROJECTION, GL_MODELVIEW …  Extra letters in some commands indicate the number and type of variables  glColor3f(), glVertex3f() …  OpenGL data types  GLfloat, GLdouble, GLint, GLenum, …  Underlying storage mode is the same  Easy to create overloaded functions in C++ but issue is efficiency
  13. 13. OpenGL function format function name dimensions glVertex3f(x,y,z) x,y,z are floats belongs to GL library glVertex3fv(p) p is a pointer to an array
  14. 14. OpenGL #defines  Most constants are defined in the include files gl.h, glu.h and glut.h  Note #include <GL/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,….
  15. 15. GLUT  Developed by Mark Kilgard  Hides the complexities of differing window system APIs  Default user interface for class projects  Glut routines have prefix glut  glutCreateWindow() …  Has very limited GUI interface  Glui is the C++ extension of glut
  16. 16. Glut Routines  Initialization: glutInit() processes (and removes) command-line arguments that may be of interest to glut and the window system and does general initialization of Glut and OpenGL  Must be called before any other glut routines  Display Mode: The next procedure, glutInitDisplayMode(), performs initializations informing OpenGL how to set up the frame buffer.  Display Mode Meaning  GLUT_RGB Use RGB colors  GLUT_RGBA Use RGB plus alpha (for transparency)  GLUT_INDEX Use indexed colors (not recommended)  GLUT_DOUBLE Use double buffering (recommended)  GLUT_SINGLE Use single buffering (not recommended)  GLUT_DEPTH Use depth-buffer (for hidden surface removal.)
  17. 17. Glut Routines  Window Setup  glutInitWindowSize(int width, int height)  glutInitWindowPosition(int x, int y)  glutCreateWindow(char* title)
  18. 18. A Simple Program Generate a square on a solid background
  19. 19. simple.c #include <GL/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){ glutInit(&argc, argv); glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB); glutInitWindowSize(500,500); glutInitWindowPosition(0,0); glutCreateWindow("simple"); glutDisplayFunc(mydisplay); init(); glutMainLoop(); }
  20. 20. Closer Look at the main() #include <GL/glut.h> 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(); display callback set OpenGL state glutMainLoop(); } enter event loop
  21. 21. 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/draw with white glMatrixMode (GL_PROJECTION); glLoadIdentity (); glOrtho(-1.0, 1.0, -1.0, 1.0, -1.0, 1.0); } viewing volume
  22. 22. Event Handling  Virtually all interactive graphics programs are even driven  GLUT uses callbacks to handle events  Windows system invokes a particular procedure when an event of particular type occurs.  MOST IMPORTANT: display event  Signaled when window first displays and whenever portions of the window reveals from blocking window  glutDisplayFunc(void (*func)(void)) registers the display callback function  Running the program: glutMainLoop()  Main event loop. Never exit()
  23. 23. More Callbacks  glutReshapeFunc(void (*func)(int w, int h)) indicates what action should be taken when the window is resized.  glutKeyboardFunc(void (*func)(unsigned char key, int x, int y)) and glutMouseFunc(void (*func)(int button, int state, int x, int y)) allow you to link a keyboard key or a mouse button with a routine that's invoked when the key or mouse button is pressed or released.  glutMotionFunc(void (*func)(int x, int y)) registers a routine to call back when the mouse is moved while a mouse button is also pressed.  glutIdleFunc(void (*func)(void)) registers a function that's to be executed if no other events are pending - for example, when the event loop would otherwise be idle
  24. 24. Compilation on Windows  See class web site on how to set up a project with OpenGL  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)
  25. 25. Simple Animation  Animation  Redraw + swap buffers  What looks like if using single buffer  Example program  More on the glut documentation  Chapter 2 of textbook  OpenGL redbook  Links in the class resources page
  26. 26. OpenGL Drawing  We have learned how to create a window  Steps in the display function  Clear the window  Set drawing attributes  Send drawing commands  Swap the buffers  OpenGL coordinate system has different origin from the window system  Uses lower left corner instead of upper left corner as origin
  27. 27. Clear the Window  glClear(GL_COLOR_BUFFER_BIT)  clears the frame buffer by overwriting it with the background color.  Background color is a state set by glClearColor(GLfloat r, GLfloat g, GLfloat b, GLfloat a) in the init().
  28. 28. Drawing Attributes: Color  glColor3f(GLfloat r, GLfloat g, GLfloat b) sets the drawing color  glColor3d(), glColor3ui() can also be used  Remember OpenGL is a state machine  Once set, the attribute applies to all subsequent defined objects until it is set to some other value  glColor3fv() takes a flat array as input  There are more drawing attributes than color  Point size: glPointSize()  Line width: glLinewidth()  Dash or dotted line: glLineStipple()  Polygon pattern: glPolygonStipple()  …
  29. 29. Drawing Commands  Simple Objects glRectf()  Complex Objects  Use construct glBegin(mode) and glEnd() and a list of vertices in between  glBegin(mode) glVertex(v0); glVertex(v1); ... glEnd();  Some other commands can also be used between glBegin() and glEnd(), e.g. glColor3f().  Example
  30. 30. Projection and Viewport
  31. 31. Orthographic projection  Orthographic View  glOrtho(left, right, bottom, top, front, back)  Specifies the coordinates of 3D region to be projected z=0 into the image space.  Any drawing outside the region will be automatically clipped away.
  32. 32. Viewports  Do not have use the entire window for the image: glViewport(x,y,w,h)  Values in pixels (screen coordinates)
  33. 33. Window to Viewport mapping Aspect Ratio: Height/Width If the aspect ratio of the window Is different from that of the viewport, the picture will be distorted.
  34. 34. Sierpinski Gasket (2D)  Start with a triangle  Connect bisectors of sides and remove central triangle  Repeat
  35. 35. Example  Five subdivisions
  36. 36. Gasket Program #include <GL/glut.h> /* initial triangle */ GLfloat v[3][2]={{-1.0, -0.58}, {1.0, -0.58}, {0.0, 1.15}}; int n; /* number of recursive steps */ void triangle( GLfloat *a, GLfloat *b, GLfloat *c) /* display one triangle */ { glVertex2fv(a); glVertex2fv(b); glVertex2fv(c); }
  37. 37. Triangle Subdivision void divide_triangle(GLfloat *a, GLfloat *b, GLfloat *c, int m) { /* triangle subdivision using vertex numbers */ point2 v0, v1, v2; int j; if(m>0) { for(j=0; j<2; j++) v0[j]=(a[j]+b[j])/2; for(j=0; j<2; j++) v1[j]=(a[j]+c[j])/2; for(j=0; j<2; j++) v2[j]=(b[j]+c[j])/2; divide_triangle(a, v0, v1, m-1); divide_triangle(c, v1, v2, m-1); divide_triangle(b, v2, v0, m-1); } else(triangle(a,b,c)); /* draw triangle at end of recursion */ }
  38. 38. Gasket Display Functions void display() { glClear(GL_COLOR_BUFFER_BIT); glBegin(GL_TRIANGLES); divide_triangle(v[0], v[1], v[2], n); glEnd(); glFlush(); } • By having the glBegin and glEnd in the display callback rather than in the function triangle and using GL_TRIANGLES rather than GL_POLYGON in glBegin, we call glBegin and glEnd only once for the entire gasket rather than once for each triangle
  39. 39. Example: 3D Gasket after 5 iterations
  40. 40. Tetrahedron Code void tetrahedron( int m) { glColor3f(1.0,0.0,0.0); divide_triangle(v[0], v[1], v[2], m); glColor3f(0.0,1.0,0.0); divide_triangle(v[3], v[2], v[1], m); glColor3f(0.0,0.0,1.0); divide_triangle(v[0], v[3], v[1], m); glColor3f(0.0,0.0,0.0); divide_triangle(v[0], v[2], v[3], m); }

×