CS 450: COMPUTER GRAPHICS GLUT INPUT FUNCTIONS SPRING 2015 DR. MICHAEL J. REALE.
GLUT Callback functions
description
Transcript of GLUT Callback functions
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GLUT Callback functions
Event-driven: Programs that use windows Input/Output Wait until an event happens and then
execute some pre-defined functions according to the user’s input
Events – key press, mouse button press and release, window resize, etc.
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GLUT Callback Functions
Callback function : Routine to call when an event happens Window resize or redraw User input (mouse, keyboard) Animation (render many frames)
“Register” callbacks with GLUT glutDisplayFunc( my_display ); glutIdleFunc( my_idle_func ); glutKeyboardFunc( my_key_events ); glutMouseFunc ( my_mouse );
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Event Queue
Event queue
Keyboard
Mouse
Window
….
Mouse_callback() {….{
Keypress_callback() {….{
window_callback() {….{
MainLoop()
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Rendering Callback
Callback function where all our drawing is done
glutDisplayFunc( my_display );
void my_display (void ){glClear( GL_COLOR_BUFFER_BIT );glBegin( GL_TRIANGLE );
glVertex3fv( v[0] );glVertex3fv( v[1] );glVertex3fv( v[2] );
glEnd();}
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Idle Callback
Use for animation and continuous update glutIdleFunc( idle );
void idle( void ){ t += dt;
glutPostRedisplay();
}
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User Input Callbacks
Process user input glutKeyboardFunc( my_key_events );
void my_key_events (char key, int x, int y ){
switch ( key ) {case ‘q’ : case ‘Q’ : exit ( EXIT_SUCCESS); break;case ‘r’ : case ‘R’ : rotate = GL_TRUE; break;
}}
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Mouse Callback
Captures mouse press and release events
glutMouseFunc( my_mouse );
void myMouse(int button, int state, int x, int y) {
if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN)
{
…
}
}
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Events in OpenGLEvent Example OpenGL Callback
Function
Keypress
KeyDown
KeyUp
glutKeyboardFunc
Mouse leftButtonDown
leftButtonUp
glutMouseFunc
Motion With mouse press
Without
glutMotionFunc
glutPassiveMotionFunc
Window Moving
Resizing
glutReshapeFunc
System Idle
Timer
glutIdleFunc
glutTimerFunc
Software What to draw glutDisplayFunc
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OpenGL Geometric Primitives
The geometry is specified by vertices. There are ten primitive types:
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OpenGL Command Format
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Vertices and Primitives
Primitives are specified usingglBegin( primType );…glEnd();
primType determines how vertices are combined
GLfloat red, green, blue;Glfloat coords[3];glBegin( primType );for ( i = 0; i < nVerts; ++i ) { glColor3f( red, green, blue ); glVertex3fv( coords );}glEnd();
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An Example
void drawParallelogram( GLfloat color[] )
{glBegin( GL_QUADS );glColor3fv( color );glVertex2f( 0.0, 0.0 );glVertex2f( 1.0, 0.0 );glVertex2f( 1.5, 1.118 );glVertex2f( 0.5, 1.118 );glEnd();
}
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Vertices and Primitives
Points, GL_POINTS individual points
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Vertices and Primitives
Lines, GL_LINES pairs of vertices interpreted as individual line
segments
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Vertices and Primitives
Line Strip, GL_LINE_STRIP series of connected line segments
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Vertices and Primitives
Line Loop, GL_LINE_LOOP Line strip with a segment added between last and first
vertices
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Vertices and Primitives
Polygon , GL_POLYGON boundary of a simple, convex polygon
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Vertices and Primitives
Triangles , GL_TRIANGLES triples of vertices interpreted as triangles
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Vertices and Primitives
Triangle Strip , GL_TRIANGLE_STRIP linked strip of triangles
v0
v2
v1
v3
v4 v5
v6v7
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Vertices and Primitives
Triangle Fan , GL_TRIANGLE_FAN linked fan of triangles
v0
v1 v2v3
v4
v5
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Vertices and Primitives
Quads , GL_QUADS quadruples of vertices interpreted as four-sided
polygons
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Vertices and Primitives
Quad Strip , GL_QUAD_STRIP linked strip of quadrilaterals
v0 v1
v2 v3
v4 v5
v6v7
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Vertices and Primitives
Vertices may be specified in 2D, 3D, or 4D. 2D coordinates are promoted to 3D by
assigning a Z value of zero. 4D homogeneous coordinates are reduced to
3D by dividing x, y, and z by the w coordinate (if non-zero).
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Vertices and Primitives
Between glBegin/ glEnd, those opengl commands are allowed:
glVertex*() : set vertex coordinates glColor*() : set current color glIndex*() : set current color index glNormal*() : set normal vector coordinates glTexCoord*() : set texture coordinates
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Vertices and Primitives
glMultiTexCoord*() : set texture coordinates for multitexturing
glEdgeFlag*() : control drawing of edges glMaterial*() : set material properties glArrayElement() : Extract array element data glCallList(), glCallLists() : execute display list
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GLUI
GLUI is a GLUT-based C++ user interface library which provides controls such as buttons, checkboxes, radio buttons, spinners, etc.
It is window-system independent, relying on GLUT to handle all system-dependent issues, such as window and mouse management.
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GLUI Controls
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GLUI - Simple Programming Interface GLUI provides default values for many parameters in the API and there
are several ways to create a control:
GLUI *glui;...glui->add_checkbox("Click me"); Adds a simple checkbox with
the name "Click me"glui->add_checkbox("Click me", &state );
The variable state will now be automatically update to reflect the state of the checkbox (live variable).glui->add_checkbox( "Click me", &state, 17, callback_fn );
Now we have a live variable, plus a callback functionwill be invoked (and passed the value '17') wheneverthe checkbox changes state.
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Usage for standalone GLUI windowsIntegrating GLUI with a new or existing GLUT application is verystraightforward. The steps are:
1. Add the GLUI library to the link line (e.g., glui32.lib for Windows -lglui in Linux).
2. Include the file "glui.h" in all sources that will use the GLUI library.3. Create your regular GLUT windows as usual. Make sure to store the
window id of your main graphics window, so GLUI windows can later send it redisplay events:
int window_id = glutCreateWindow( "Main gfx window" );
4. Register your GLUT callbacks as usual (except the Idle callback, discussed below).
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Usage for standalone GLUI windows5. Register your GLUT idle callback (if any) with GLUI_Master (a
global object which is already declared), to enable GLUI windows to take advantage of idle events without interfering with your application's idle events. If you do not have an idle callback, pass in NULL.
GLUI_Master.set_glutIdleFunc( myGlutIdle );or
GLUI_Master.set_glutIdleFunc( NULL );6. In your idle callback, explicitly set the current GLUT window before
rendering or posting a redisplay event. Otherwise the redisplay may accidently be sent to a GLUI window.
void myGlutIdle( void ) {
glutSetWindow(main_window);glutPostRedisplay();
}
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Usage for standalone GLUI windows7. Create a new GLUI window using
GLUI *glui = GLUI_Master.create_glui( "name", flags, x, y );
Note that flags, x, and y are optional arguments. If they are not specified, default values will be used. GLUI provides default values for arguments whenever possible.
8. Add controls to the GLUI window. For example, we can add a checkbox and a quit button with:
glui->add_checkbox( "Lighting", &lighting );glui->add_button( "Quit", QUIT_ID, callback_func );
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Usage for standalone GLUI windows9. Let each GLUI window you've created know where its
main graphics window is:
glui->set_main_gfx_window( window_id );
10. Invoke the standard GLUT main event loop, just as in any GLUT application:
glutMainLoop();
Refer GLUI Manual on the usage for GLUI subwindows
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References
1. http://www.opengl.org/documentation/spec.html2. The OpenGL Programming Guide - The
Redbookhttp://www.opengl.org/documentation/red_book_1.0/
3. http://www.cs.rit.edu/~jdb/cg1/openGLIntro.pdf