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OpenGL Introduction

OpenGL Introduction



An Introduction to OpenGL programming

An Introduction to OpenGL programming



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  • Why is a 4-tuple vector used for a 3D (x, y, z) vertex? To ensure that all matrix operations are multiplications. w is usually 1.0If w is changed from 1.0, we can recover x, y and z by division by w. Generally, only perspective transformations change w and require this perspective division in the pipeline.
  • For perspective projections, the viewing volume is shaped like a truncated pyramid (frustum). There is a distinct camera (eye) position, and vertexes of objects are “projected” to camera. Objects which are further from the camera appear smaller. The default camera position at (0, 0, 0), looks down the z-axis, although the camera can be moved by other transformations.ForgluPerspective(), fovyis the angle of field of view (in degrees) in the y direction. fovymust be between 0.0 and 180.0, exclusive. aspect is x/y and should be same as the viewport to avoid distortion. zNearand zFardefine the distance to the near and far clipping planes.glFrustum() is rarely used. Warning: for gluPerspective() or glFrustum(), don’t use zero for zNear!For glOrtho(), the viewing volume is shaped like a rectangular parallelepiped (a box). Vertexes of an object are “projected” towards infinity. Distance does not change the apparent size of an object. Orthographic projection is used for drafting and design (such as blueprints).

OpenGL Introduction OpenGL Introduction Presentation Transcript

  • OpenGL Training/Tutorial Jayant Mukherjee1 February 13, 2013
  • Part01: Introduction Introduction of OpenGL with code samples.2 Part 01 - Introduction February 13, 2013
  • Part01 : Topics About OpenGL OpenGL Versions OpenGL Overview OpenGL Philosophy OpenGL Functionality OpenGL Usage OpenGL Convention OpenGL Basic Concepts OpenGL Rendering Pipeline Primitives (Points, Lines, Polygon) Environment Setup Code Samples (Win32/glut) 3 Part 01 - Introduction February 13, 2013
  • Part01 : About OpenGL History  OpenGL is relatively new (1992) GL from Silicon Graphics  IrisGL - a 3D API for high-end IRIS graphics workstations  OpenGL attempts to be more portable  OpenGL Architecture Review Board (ARB) decides on all enhancements What it is…  Software interface to graphics hardware  About 120 C-callable routines for 3D graphics  Platform (OS/Hardware) independent graphics library What it is not…  Not a windowing system (no window creation)  Not a UI system (no keyboard and mouse routines)  Not a 3D modeling system (Open Inventor, VRML, Java3D) http://en.wikipedia.org/wiki/OpenGL 4 Part 01 - Introduction February 13, 2013
  • Part01 : OpenGL VersionsVersion Release YearOpenGL 1.0 January, 1992OpenGL 1.1 January, 1997OpenGL 1.2 March 16, 1998OpenGL 1.2.1 October 14, 1998OpenGL 1.3 August 14, 2001OpenGL 1.4 July 24, 2002OpenGL 1.5 July 29, 2003OpenGL 2.0 September 7, 2004OpenGL 2.1 July 2, 2006OpenGL 3.0 July 11, 2008OpenGL 3.1 March 24, 2009 and updated May 28, 2009OpenGL 3.2 August 3, 2009 and updated December 7, 2009OpenGL 3.3 March 11, 2010OpenGL 4.0 March 11, 2010OpenGL 4.1 July 26, 20105 Part 01 - Introduction February 13, 2013
  • Part01 : Overview OpenGL is a procedural graphics language programmer describes the steps involved to achieve a certain display “steps” involve C style function calls to a highly portable API fairly direct control over fundamental operations of two and three dimensional graphics an API not a language What it can do?  Display primitives  Coordinate transformations (transformation matrix manipulation)  Lighting calculations  Antialiasing  Pixel Update Operations  Display-List Mode 6 Part 01 - Introduction February 13, 2013
  • Part01 : Philosophy Platform independent Window system independent Rendering only Aims to be real-time Takes advantage of graphics hardware where it exists State system Client-server system Standard supported by major companies 7 Part 01 - Introduction February 13, 2013
  • Part01 : Functionality Simple geometric objects (e.g. lines, polygons, rectangles, etc.) Transformations, viewing, clipping Hidden line & hidden surface removal Color, lighting, texture Bitmaps, fonts, and images Immediate- & Retained- mode graphics  An immediate-mode API is procedural. Each time a new frame is drawn, the application directly issues the drawing commands.  A retained-mode API is declarative. The application constructs a scene from graphics primitives, such as 8 shapes and lines. Part 01 - Introduction February 13, 2013
  • Part01 : Usage Scientific Visualization Information Visualization Medical Visualization CAD Games Movies Virtual Reality Architectural Walkthrough 9 Part 01 - Introduction February 13, 2013
  • Part01 : Convention Constants:  prefix GL + all capitals (e.g. GL_COLOR_BUFER_BIT) Functions:  prefix gl + capital first letter (e.g. glClearColor)  returnType glCommand[234][sifd] (type value, ...);  returnType glCommand[234][sifd]v (type *value); Many variations of the same functions  glColor[2,3,4][b,s,i,f,d,ub,us,ui](v)  [2,3,4]: dimension  [b,s,i,f,d,ub,us,ui]: data type  (v): optional pointer (vector) representation Example: glColor3i(1, 0, 0) or glColor3f(1.0, 1.0, 1.0) or GLfloat color_array[] = {1.0, 1.0, 1.0}; glColor3fv(color_array) 10 Part 01 - Introduction February 13, 2013
  • Part01 : Basic Concepts OpenGL as a state machine (Once the value of a property is set, the value persists until a new value is given). Graphics primitives going through a “pipeline” of rendering operations OpenGL controls the state of the pipeline with many state variables (fg & bg colors, line thickness, texture pattern, eyes, lights, surface material, etc.) Binary state: glEnable & glDisable Query: glGet[Boolean,Integer,Float,Double] Coordinates : XYZ axis follow Cartesian system. 11 Part 01 - Introduction February 13, 2013
  • Part01 : Rendering Pipeline Primitives Transformation Clipping Shading Projection Rasterisation Primitives Transformation Clipping Shading/Texturing Projection Rasterisation• Lines, Polygons, Triangles • Modeling Transform • Parallel/Orthographic • Material, Lights • Viewport location • Images in buffer• Vertices (Transform Matrix) • Perspective • Color • Transformation • Viewport Transformation • Viewing Transform • Images on screen (Eye, Lookat) 12 Part 01 - Introduction February 13, 2013
  • Part01 : Primitives (Points, Lines…) - I All geometric objects in OpenGL are created from a set of basic primitives. Certain primitives are provided to allow optimization of geometry for improved rendering speed. Primitives specified by vertex calls (glVertex*) bracketed by glBegin(type) and glEnd() Specified by a set of vertices  glVertex[2,3,4][s,i,f,d](v) (TYPE coords) Grouped together by glBegin() & glEnd()  glBegin(GLenum mode)glBegin(GL_POLYGON)  mode includes  GL_POINTS glVertex3f(…)  GL_LINES, GL_LINE_STRIP, GL_LINE_ LOOP glVertex3f(…)  GL_POLYGON glVertex3f(…)  GL_TRIANGLES, GL_TRIANGLE_STRI PglEnd  GL_QUADS, GL_QUAD_STRIP 13 Part 01 - Introduction February 13, 2013
  • Part01 : Primitives (Points, Lines…) - II Point Type  GL_POINTS Line Type  GL_LINES  GL_LINE_STRIP  GL_LINE_LOOP Triangle Type  GL_TRIANGLES  GL_TRIANGLE_STRI P  GL_TRIANGLE_FAN Quad Type  GL_QUADS  GL_QUAD_STRIP Polygon Type  GL_POLYGONRef : Drawing Primitives in OpenGL 14 Part 01 - Introduction February 13, 2013
  • Part01 : Environment Setup Using Windows SDK  OpenGL and OpenGL Utility (GLU) ships with Microsoft SDK. Add SDK Path to IDE Project Directories.  Add Headers: gl.h, glu.h Found @ <SDKDIR>Windowsv6.0Aincludegl  Add Libs for linking: opengl32.lib, glu32.lib Found @ <SDKDIR>Windowsv6.0Alib  Required DLLs: opengl32.dll, glu32.dll Found @ <WINDIR> System32 Using GLUT (www.xmission.com/~nate/glut.html or http://freeglut.sourceforge.net)  Store the Binaries at appropriate location and reference it properly  Add Header: glut.h Found @ <GLUTPATH>include  Add Lib for linking: glut32.lib Found @ <GLUTPATH>lib  Required DLL: glut32.dll Found @ <GLUTPATH>bin 15 Part 01 - Introduction February 13, 2013
  • Part01 : Code Samples Using Windows SDK  Create Basic Window from the Windows Base Code.  Add Headers & Libs.  Modify the Windows Class Registration.  Modify the Window Creation Code.  Setup PixelFormat.  Create Rendering Context and set it current.  Add Cleanup code where remove rendering context.  Add Event Handlers  Add Display function handler for rendering OpenGL stuff.  Add Resize function handler for window resizing. Using GLUT  Add Headers and Libs.  Initialize the GLUT system and create basic window.  Add Event Handlers  Add Display, Resize, Idle, Keyboard, Mouse handlers. 16 Part 01 - Introduction February 13, 2013
  • Part02: Basics Introduction of OpenGL with code samples.17 Part 02 - Basics February 13, 2013
  • Part02 : Topics Transformations  Modeling  Concept of Matrices.  Scaling, Rotation, Translation  Viewing  Camera  Projection: Ortho/Perspective Code Samples (Win32/glut) 18 Part 02 - Basics February 13, 2013
  • Part02 : Transformations-Modeling I Concept of Matrices.  All affine operations are matrix multiplications.  A 3D vertex is represented by a 4-tuple (column) vector.  A vertex is transformed by 4 x 4 matrices.  All matrices are stored column-major in OpenGL  Matrices are always post-multiplied. product of matrix and vector is Mv. OpenGL only multiplies a matrix on the right, the programmer must remember that the last matrix specified is the first applied. x m0 m4 m8 m12  y v M m1 m5 m9 m13 z m2 m6 m10 m14 w m3 m7 m11 m15 19 Part 02 - Basics February 13, 2013
  • Part02 : Transformations-Modeling II OpenGL uses stacks to maintain transformation matrices (MODELVIEW stack is the most important) You can load, push and pop the stack The current transform is applied to all graphics primitive until it is changed2 ways of specifying Transformation Matrices. Using crude Matrices.  Using built-in routines.  Specify current Matrix  glTranslate[f,d](x,y,z) glMatrixMode(GLenum mode)  glRotate[f,d](angle,x,y,z)  Initialize current Matrix  glScale[f,d](x,y,z) glLoadIdentity(void)  Order is important glLoadMatrix[f,d](const TYPE *m)  Concatenate current Matrix glMultMatrix(const TYPE *m) 20 Part 02 - Basics February 13, 2013
  • Part02 : Transformations-Viewing I Camera.  Default: eyes at origin, looking along -Z  Important parameters:  Where is the observer (camera)? Origin.  What is the look-at direction? -z direction.  What is the head-up direction? y direction.  gluLookAt( eyex, eyey, eyez, aimx, aimy, aimz, upx, upy, upz )  gluLookAt() multiplies itself onto the current matrix, so it usually comes after glMatrixMode(GL_MODELVIEW) and glLoadIdentity(). 21 Part 02 - Basics February 13, 2013
  • Part02 : Transformations-Viewing II Projection  Perspective projection  gluPerspective( fovy, aspect, zNear, zFar )  glFrustum( left, right, bottom, top, zNear, zFar )  Orthographic parallel projection  glOrtho( left, right, bottom, top, zNear, zFar )  gluOrtho2D( left, right, bottom, top ) Projection transformations (gluPerspective, glOrtho) are left handed  Everything else is right handed, including the y vertexes to be rendered y z+ x x left handed z right + handed 22 Part 02 - Basics February 13, 2013
  • Part02 : Transformations-Viewing III glFrustum(left, right, bottom, top, zNear, zFar) gluPerspective(fovy, aspect, zNear, zFar) glOrtho(left, right, bottom, top, zNear, zFar) 23 Part 02 - Basics February 13, 2013
  • Part02 : Code SamplesOrtho Perspective24 Part 02 - Basics February 13, 2013