1
play

1 Cube geometry (for pillars) Cube Geometry (separate Color) Cube - PDF document

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

Recommend


More recommend