Introduction to OpenGL Programming
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 threedimensional objects The OpenGL Utility Library (GLU) provides many of the modeling features, such as quadric surfaces and NURBS curves and surfaces
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
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
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
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,
Windowing with OpenGL
OpenGL is independent of any specific window system OpenGL can be used with different window systems
X windows (GLX) MFC
GLUT provide a portable API for creating window and interacting with I/O devices
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,
Software Organization
application program
OpenGL Motif widget or similar
GLUT GLU OpenGL
GLX, AGL or WGL
X, Win32, Mac O/S
software and/or hardware
OpenGL Architecture
Immediate Mode
geometry pipeline
Per Vertex Operations & Primitive Assembly
Polynomial Evaluator
CPU
Display List
Rasterization
Per Fragment Operations
Frame Buffer
Pixel Operations
Texture Memor y
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 Primitive generating
OpenGL functions are of two types
Can cause output if primitive is visible How vertices are processed and appearance of primitive are controlled by the state
Transformation functions Attribute functions
State changing
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
OpenGL function format
function name glVertex3f(x,y,z) x,y,z are floats
dimensions
belongs to GL library
glVertex3fv(p) p is a pointer to an array
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,.
GLUT
Developed by Mark Kilgard Hides the complexities of differing window system APIs
Default user interface for class projects glutCreateWindow()
Glut routines have prefix glut
Has very limited GUI interface Glui is the C++ extension of glut
Glut Routines
Initialization: glutInit() processes (and removes) commandline 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 GLUT_RGB GLUT_RGBA GLUT_INDEX GLUT_DOUBLE GLUT_SINGLE
Meaning Use RGB colors Use RGB plus alpha (for transparency) Use indexed colors (not recommended) Use double buffering (recommended) Use single buffering (not recommended)
GLUT_DEPTH
Use depthbuffer (for hidden surface removal.)
Glut Routines
Window Setup
glutInitWindowSize(int width, int height) glutInitWindowPosition(int x, int y) glutCreateWindow(char* title)
A Simple Program
Generate a square on a solid background
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(); }
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"); define window glutDisplayFunc(mydisplay); init(); glutMainLoop(); }
properties
display callback set OpenGL state enter event loop
init.c
void init() { glClearColor (0.0, 0.0, 0.0, 1.0); glColor3f(1.0, 1.0, 1.0);
black clear color opaque window
fill/draw with white
glMatrixMode (GL_PROJECTION); glLoadIdentity (); glOrtho(-1.0, 1.0, -1.0, 1.0, -1.0, 1.0); }
viewing volume
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 Main event loop. Never exit()
Running the program: glutMainLoop()
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
Compilation on Windows
See class web site on how to set up a project with OpenGL Visual C++
Get glut.h, [Link] and [Link] from web Create a console application Add [Link], [Link], [Link] to project settings (under link tab)
Simple Animation
Animation
Redraw + swap buffers What looks like if using single buffer Example program Chapter 2 of textbook OpenGL redbook Links in the class resources page
More on the glut documentation
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
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().
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 Point size: glPointSize() Line width: glLinewidth() Dash or dotted line: glLineStipple() Polygon pattern: glPolygonStipple()
There are more drawing attributes than color
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
Projection and Viewport
Orthographic projection
Orthographic View
glOrtho(left, right, bottom, top, front, back)
Specifies the coordinates of 3D region to be projected into the image space. Any drawing outside the region will be automatically clipped away.
z=0
Viewports
Do not have use the entire window for the image: glViewport(x,y,w,h) Values in pixels (screen coordinates)
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.
Sierpinski Gasket (2D)
Start with a triangle
Connect bisectors of sides and remove central triangle
Repeat
Example
Five subdivisions
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); }
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 */ }
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
Example: 3D Gasket
after 5 iterations
Tetrahedron Code
void tetrahedron( int m) { glColor3f(1.0,0.0,0.0); divide_triangle(v[0], v[1], glColor3f(0.0,1.0,0.0); divide_triangle(v[3], v[2], glColor3f(0.0,0.0,1.0); divide_triangle(v[0], v[3], glColor3f(0.0,0.0,0.0); divide_triangle(v[0], v[2], }
v[2], m); v[1], m); v[1], m); v[3], m);