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To Do To Do Foundations of Computer Graphics Foundations of Computer Graphics Continue working on HW 2. Can be difficult (Spring 2012) (Spring 2012) Class lectures, programs primary source CS 184, Lecture 8: OpenGL 2 Can leverage


  1. To Do To Do Foundations of Computer Graphics Foundations of Computer Graphics  Continue working on HW 2. Can be difficult (Spring 2012) (Spring 2012)  Class lectures, programs primary source CS 184, Lecture 8: OpenGL 2  Can leverage many sources (GL(SL) book, excellent http://inst.eecs.berkeley.edu/~cs184 online documentation, see links class website)  It is a good idea to copy (and modify) relevant segments  (Very) tough to get started, but lots of fun afterwards Methodology for Lecture Review of Last Demo Methodology for Lecture Review of Last Demo  Make mytest1 more  Changed floor to all white, added global for teapot and teapotloc, moved geometry to new header file ambitious  Demo 0 (in Visual Studio) [set DEMO to 4 all features]  Sequence of steps  Demo #include <GL/glut.h> #include “shaders.h” #include “geometry.h” int mouseoldx, mouseoldy ; // For mouse motion GLdouble eyeloc = 2.0 ; // Where to look from; initially 0 -2, 2 GLfloat teapotloc = -0.5 ; // ** NEW ** where the teapot is located GLint animate = 0 ; // ** NEW ** whether to animate or not GLuint vertexshader, fragmentshader, shaderprogram ; // shaders const int DEMO = 0 ; // ** NEW ** To turn on and off features Outline Outline Geometry Basic Setup Geometry Basic Setup  Review of demo from last lecture const int numobjects = 2 ; // number of objects for buffer const int numperobj = 3 ;  Basic geometry setup for cubes (pillars), colors const int ncolors = 4 ;  Single geometric object, but multiple colors for pillars GLuint buffers[numperobj*numobjects+ncolors] ; // ** NEW ** List of buffers for geometric data GLuint objects[numobjects] ; // For each object  Matrix Stacks and Transforms (draw 4 pillars) GLenum PrimType[numobjects] ; GLsizei NumElems[numobjects] ;  Depth testing (Z-buffering) // Floor Geometry is specified with a vertex array // Same for other Geometry (Cube)  Animation (moving teapot) // The Buffer Offset Macro is from Red Book, page 103, 106  Texture Mapping (wooden floor) #define BUFFER_OFFSET(bytes) ((GLubyte *) NULL + (bytes)) #define NumberOf(array) (sizeof(array)/sizeof(array[0]))  Best source for OpenGL is the red book and GLSL book. Of course, enum {Vertices, Colors, Elements} ; // For arrays for object this is more a reference manual than a textbook, and you are better off enum {FLOOR, CUBE} ; // For objects, for the floor implementing rather reading end to end. 1

  2. Cube geometry (for pillars) Cube Geometry (separate Color) Cube geometry (for pillars) Cube Geometry (separate Color) const GLfloat wd = 0.1 ; // Simple function to set the color separately. Takes out colors const GLfloat ht = 0.5 ; void initobjectnocol(GLuint object, GLfloat * vert, GLint sizevert, const GLfloat _cubecol[4][3] = { GLubyte * inds, GLint sizeind, GLenum type) { {1.0, 0.0, 0.0}, {0.0, 1.0, 0.0}, {0.0, 0.0, 1.0}, {1.0, 1.0, int offset = object * numperobj ; 0.0} } ; glBindBuffer(GL_ARRAY_BUFFER, buffers[Vertices+offset]) ; const GLfloat cubeverts[8][3] = { glBufferData(GL_ARRAY_BUFFER, sizevert, vert,GL_STATIC_DRAW); {-wd, -wd, 0.0}, {-wd, wd, 0.0}, {wd, wd, 0.0}, {wd, -wd, 0.0}, glVertexPointer(3, GL_FLOAT, 0, BUFFER_OFFSET(0)) ; {-wd, -wd, ht}, {wd, -wd, ht}, {wd, wd, ht}, {-wd, wd, ht} glEnableClientState(GL_VERTEX_ARRAY) ; } ; glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,buffers[Elements+offset]) ; GLfloat cubecol[8][3] ; glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeind, inds,GL_STATIC_DRAW); const GLubyte cubeinds[6][4] = { PrimType[object] = type ; {0, 1, 2, 3}, // BOTTOM NumElems[object] = sizeind ; {4, 5, 6, 7}, // TOP } {0, 4, 7, 1}, // LEFT //in init {0, 3, 5, 4}, // FRONT initcolorscube() ; {3, 2, 6, 5}, // RIGHT initobjectnocol(CUBE, (GLfloat *) cubeverts, sizeof(cubeverts), {1, 7, 6, 2} // BACK (GLubyte *) cubeinds, sizeof (cubeinds), GL_QUADS) ; } ; Cube Colors Drawing with Cube Colors Cube Colors Drawing with Cube Colors // Simple function to init a bunch of color buffers for the cube // And a function to draw with them, similar to drawobject but with color void initcolorscube (void) { void drawcolor(GLuint object, GLuint color) { int base = numobjects * numperobj ; int offset = object * numperobj ; for (int i = 0 ; i < ncolors ; i++) { int base = numobjects * numperobj ; for (int j = 0 ; j < 8 ; j++) glBindBuffer(GL_ARRAY_BUFFER, buffers[Vertices+offset]) ; for (int k = 0 ; k < 3 ; k++) glVertexPointer(3, GL_FLOAT, 0, BUFFER_OFFSET(0)) ; cubecol[j][k] = _cubecol[i][k] ; glEnableClientState(GL_VERTEX_ARRAY) ; glBindBuffer(GL_ARRAY_BUFFER, buffers[base+i]) ; glBindBuffer(GL_ARRAY_BUFFER, buffers[base+color]) ; // Set color glBufferData(GL_ARRAY_BUFFER, sizeof(cubecol), cubecol glColorPointer(3, GL_FLOAT, 0, BUFFER_OFFSET(0)) ; ,GL_STATIC_DRAW); glEnableClientState(GL_COLOR_ARRAY) ; glColorPointer(3, GL_FLOAT, 0, BUFFER_OFFSET(0)) ; glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffers[Elements+offset]) ; glEnableClientState(GL_COLOR_ARRAY) ; glDrawElements(PrimType[object], NumElems[object], GL_UNSIGNED_BYTE, } BUFFER_OFFSET(0)) ; } } Outline Outline Summary OpenGL Vertex Transforms Summary OpenGL Vertex Transforms  Review of demo from last lecture Clip coordinates Perspective Divide Object coords  Basic geometry setup for cubes (pillars), colors (x y z w) t vertex (Dehomogenization)  Single geometric object, but multiple colors for pillars Normalized Device  Matrix Stacks and Transforms (draw 4 pillars) Coordinates Modelview matrix  Depth testing (Z-buffering) Viewport Transform [Object Transforms (glViewport) and glm::lookAt]  Animation (moving teapot) Eye coordinates  Texture Mapping (wooden floor) (used for lighting) Window Coords Projection matrix  [3D to 2D, usually Best source for OpenGL is the red book and GLSL book. Of course, this is more a reference manual than a textbook, and you are better off glm::perspective] implementing rather reading end to end. 2

  3. Transformations Drawing Pillars 1 (in display) Transformations Drawing Pillars 1 (in display) Matrix Stacks glMatrixMode(GL_MODELVIEW) ;  glPushMatrix, glPopMatrix, glLoad, glMultMatrixf  Useful for hierarchically defined figures, placing pillars  Mytest2 uses old-style stacks. Current recommendation is STL stacks // 1st pillar managed yourself. Either approach is fine for HW 3. glPushMatrix() ; (But you must manage the stack yourself for HW 2). glTranslatef(-0.4,-0.4,0.0) ; drawcolor(CUBE, 0) ; Transforms glPopMatrix() ;  Write your own translate, scale, rotate for HW 1 and HW 2  Careful of OpenGL convetion: In old-style, Right-multiply current // 2nd pillar matrix (last is first applied). glm operators follow this sometimes. glPushMatrix() ; Also gluLookAt (glm::lookAt), gluPerspective (glm::perspective) glTranslatef(0.4,-0.4,0.0) ;  Remember gluLookAt just matrix like any other transform, affecting drawcolor(CUBE, 1) ; modelview glPopMatrix() ;  Must come before in code, after in action to other transforms  Why not usually an issue for gluPerspective? Drawing Pillars 2 Demo Drawing Pillars 2 Demo  Demo 1 (in visual studio) // 3rd pillar glPushMatrix() ; glTranslatef(0.4,0.4,0.0) ;  Does order of drawing matter? drawcolor(CUBE, 2) ; glPopMatrix() ;  What if I move floor after pillars in code? // 4th pillar glPushMatrix() ;  Is this desirable? If not, what can I do about it? glTranslatef(-0.4,0.4,0.0) ; drawcolor(CUBE, 3) ; glPopMatrix() ; Outline Outline Double Buffering Double Buffering  Review of demo from last lecture  New primitives draw over (replace) old objects  Basic geometry setup for cubes (pillars), colors  Can lead to jerky sensation  Single geometric object, but multiple colors for pillars  Matrix Stacks and Transforms (draw 4 pillars)  Solution: double buffer. Render into back (offscreen) buffer. When finished, swap buffers  Depth testing (Z-buffering) to display entire image at once.  Animation (moving teapot)  Changes in main and display  Texture Mapping (wooden floor) glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); glutSwapBuffers() ;  Best source for OpenGL is the red book and GLSL book. Of course, glFlush (); this is more a reference manual than a textbook, and you are better off implementing rather reading end to end. 3

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