OpenGL & OpenSceneGraph

28
OpenGL & OpenSceneGrap h Graphics Programming Katia Oleinik: [email protected]

description

OpenGL & OpenSceneGraph. Graphics Programming. Graphics Programming. OpenGL Low-level API cross-language cross-platform 2D, 3D computer graphics. OpenSceneGraph Higher level, built upon OpenGL Written in standard C++ Windows, Linux, Mac and few more 2D , 3D computer graphics. - PowerPoint PPT Presentation

Transcript of OpenGL & OpenSceneGraph

Page 1: OpenGL & OpenSceneGraph

Katia Oleinik: [email protected]

OpenGL & OpenSceneGraph

Graphics Programming

Page 2: OpenGL & OpenSceneGraph

Katia Oleinik: [email protected]

Graphics ProgrammingOpenSceneGraph• Higher level, built upon OpenGL

• Written in standard C++

• Windows, Linux, Mac and few more

• 2D, 3D computer graphics

OpenGL• Low-level API

• cross-language

• cross-platform

• 2D, 3D computer graphics

Page 3: OpenGL & OpenSceneGraph

Katia Oleinik: [email protected]

Tutorial Overview

Computer Graphics• Models

• Transformations

• Colors

• Lighting

• Texture

• Double/Single

Buffer

OpenGL• Overview

• Window/events

• Hands-on

OSG• Overview

• Hands-on

Page 4: OpenGL & OpenSceneGraph

Katia Oleinik: [email protected]

Simple GLUT programStep0.c

Log on to katana% cp –r /scratch/ogltut/ogl .% cd ogltut/ogl% make step0% step0Note that after tutorial, examples will be available via the web, but not in the location above. Go to http://scv.bu.edu/documentation/presentations/intro_to_OpenGL/ogltut

Page 5: OpenGL & OpenSceneGraph

Katia Oleinik: [email protected]

Simple GLUT program• #include <stdio.h>• #include <stdlib.h>• #include <GL/glut.h>

• void display(void);• void init(void);

• int main(int argc, char **argv)• {• /* GLUT Configuration */• glutInit(&argc, argv);

• /* Create Window and give a title*/• glutCreateWindow("Sample GL Window");

• /* Set display as a callback for the current window */• glutDisplayFunc(display);

• /* Set basic openGL states */• init();

• /* Enter GLUT event processing loop, • which interprets events and calls respective callback routines */• glutMainLoop();

• /* Exit the program */• return 0;• }

• /* display is called by the glut main loop once for every animated frame */• void display(void){}

• /* called once to set up basic opengl state */• void init(void){}

Step0.c

Page 6: OpenGL & OpenSceneGraph

Katia Oleinik: [email protected]

Steps to edit, compile and run the

program

• Edit the source file in the editor, save it and exit• >make file_name• >file_name

• For step0.c:• >make step0• >step0

Page 7: OpenGL & OpenSceneGraph

Katia Oleinik: [email protected]

Geometric PrimitivesPoints

Coordinates

Size

Lines

Vertices

Width

Stippling

Polygons

Vertices

Outline/solid

Normals

Page 8: OpenGL & OpenSceneGraph

Katia Oleinik: [email protected]

Viewing: Camera Analogy

Positioning the Camera

Positioning the Model

Choose a camera lens and adjust zoom

Mapping to screen

Viewing Transformation

Modeling Transformation

Projection Transformation

Viewport Transformation

Page 9: OpenGL & OpenSceneGraph

Katia Oleinik: [email protected]

ProjectionPerspective vs. Orthographic

Objects which are far away are smaller than those nearby;

Does not preserve the shape of the objects.

Perspective view points give more information about depth; Easier to view because you use perspective views in real life.

Useful in architecture, game design, art etc.

All objects appear the same size regardless the distance;

Orthographic views make it much easier to compare sizes of the objects. It is possible to accurately measure the distances

All views are at the same scale

Very useful for cartography, engineering drawings, machine parts.

Page 10: OpenGL & OpenSceneGraph

Katia Oleinik: [email protected]

Colors: RGBA vs. Color-Index

Color mode

RGBA mode Color-Index Mode

Page 11: OpenGL & OpenSceneGraph

Katia Oleinik: [email protected]

Setting up the scene and adding color• void mydraw(void) {• glColor3f( 1.0, 0.0, 0.0); /* red color */• glutSolidTeapot(.5); /* draw teapot */• }

• void display(void) { /* called every time the image has to be redrawn */• glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); /* initialize color and depth buffers */• mydraw(); /* call the routine that actually draws what you want */ • glutSwapBuffers(); /* show the just-filled frame buffer */• }

• void init(void) { /* called once to set up basic opengl state */

• glEnable(GL_DEPTH_TEST); /* Use depth buffering for hidden surface elimination. */

• glMatrixMode(GL_PROJECTION); /* Set up the projection matrix */• glLoadIdentity();• // left,right,bottom,top,near,far• glFrustum(-1.0, 1.0, -1.0, 1.0, 1., 10.0); // perspective view• // glOrtho (-1.0, 1.0, -1.0, 1.0, 1., 10.0); // orthographic view• // gluPerspective(45.0f, 1., 1., 10.); // perspective view

• glMatrixMode(GL_MODELVIEW); /* Set up the model view matrix */• glLoadIdentity();

• eye center up-dir• gluLookAt(0.,0.,2.,0.,0.,0.,0.,1.,0.); /* Camera position */

• }

• int main(int argc, char **argv){ …..}

Step1.c

Page 12: OpenGL & OpenSceneGraph

Katia Oleinik: [email protected]

GLUT primitives• void glutSolidSphere(GLdouble radius, GLint slices, GLint stacks);

• void glutWireSphere(GLdouble radius, GLint slices, GLint stacks);

• void glutSolidCube(GLdouble size);

• void glutSolidCone(GLdouble base, GLdouble height, GLint slices, GLint stacks);

• void glutSolidTorus(GLdouble innerRadius, GLdouble outerRadius, GLint nsides, GLint rings);

• void glutSolidDodecahedron(void); // radius sqrt(3)

• void glutSolidTetrahedron(void); // radius sqrt(3)

• void glutSolidIcosahedron(void) // radius 1

• void glutSolidOctahedron(void); // radius 1

Page 13: OpenGL & OpenSceneGraph

Katia Oleinik: [email protected]

Callback routines & Window Resizing• void keypress( unsigned char key, int x, int y) { … }

• void mousepress( int button, int state, int x, int y) { … }

• void resize(int width, int height) {• double aspect;• glViewport(0,0,width,height); /* Reset the viewport */• aspect = (double)width / (double)height; /* compute aspect */• glMatrixMode(GL_PROJECTION);• glLoadIdentity(); //reset projection matrix

• if (aspect < 1.0) { glOrtho(-4., 4., -4./aspect, 4./aspect, 1., 10.); }• else { glOrtho(-4.*aspect, 4.*aspect, -4., 4., 1., 10.); }

• glMatrixMode(GL_MODELVIEW);• glLoadIdentity();• gluLookAt(0., 0., 5., 0., 0., 0., 0., 1., 0.);• }

• int main(int argc, char **argv) {• ……• glutDisplayFunc(display); /* Set display as a callback for the current window */• glutReshapeFunc(resize); /* Set callback function that respond to resizing the window */• glutKeyboardFunc (keypress); /* Set callback function that responds on keyboard pressing */• glutMouseFunc(mousepress); /* Set callback function that responds on the mouse click */• init();• glutMainLoop();• return 0;• }

Step2.c

Page 14: OpenGL & OpenSceneGraph

Katia Oleinik: [email protected]

OpenGL Primitives

glBegin(GL_LINES); glVertex3f(10.0f, 0.0f, 0.0f); glVertex3f(20.0f, 0.0f, 0.0f);

glVertex3f(10.0f, 5.0f, 0.0f); glVertex3f(20.0f, 5.0f, 0.0f); glEnd();

Page 15: OpenGL & OpenSceneGraph

Katia Oleinik: [email protected]

Define a box

• void boxDef( float length, float height, float width) • {• glBegin(GL_QUADS);

• /* you can color each side or even each vertex in different color */• glColor3f(0., .35, 1.);

• glVertex3f(-length/2., height/2., width/2.);• glVertex3f( length/2., height/2., width/2.);• glVertex3f( length/2., height/2.,-width/2.);• glVertex3f(-length/2., height/2.,-width/2.);• • /* add here other sides */• …..• glEnd();• }

Step3.c

Page 16: OpenGL & OpenSceneGraph

Katia Oleinik: [email protected]

OpenGL Transformations

Vertex Data

ModelView Matrix

Projection Matrix

Perspective Division

Viewport Transformation

Object Coordinates

EyeCoordinates

ClipCoordinates

DeviceCoordinates Window

Coordinates

Page 17: OpenGL & OpenSceneGraph

Katia Oleinik: [email protected]

Model View Transformations

• glMatrixMode(GL_MODELVIEW); • glLoadIdentity();

• glTranslate(x, y, z); /* transformation L */• glRotate (angle, x, y, z); /* transformation M */• glScale (x, y, z); /* transformation N */• • Order of operations: L * M * N * v

• Draw Geometry

Page 18: OpenGL & OpenSceneGraph

Katia Oleinik: [email protected]

Model View Transformations

View from a plane Orbit an object

void pilotView( … ) { glRotatef(roll, 0.0, 0.0, 1.0); glRotatef(pitch, 0.0, 1.0, 0.0); glRotatef(heading, 1.0, 0.0, 0.0); glTranslatef(-x, -y, -z);}

void polarView( … ){ glTranslatef(0.0, 0.0, -distance); glRotated(-twist, 0.0, 0.0, 1.0); glRotated(-elevation, 1.0, 0.0,0.0); glRotated(azimuth, 0.0, 0.0, 1.0); }

Page 19: OpenGL & OpenSceneGraph

Katia Oleinik: [email protected]

OpenGL Display Lists// create one display list GLuint index = glGenLists(1); // compile the display listglNewList(index, GL_COMPILE);

glBegin(GL_TRIANGLES); glVertex3fv(v0); glVertex3fv(v1); glVertex3fv(v2); glEnd(); glEndList(); ... // draw the display list glCallList(index); ... // delete it if it is not used any more glDeleteLists(index, 1);

Page 20: OpenGL & OpenSceneGraph

Katia Oleinik: [email protected]

Lightinghas no source, considered to be everywhere.

Ambient Light

• glLightfv(GL_LIGHT0, GL_AMBIENT, light_amb)

shines upon an object indirectlyDiffuse Light

• glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diff)

highlights an object with a reflective color.

Specular Light

• glLightfv(GL_LIGHT0, GL_SPECULAR, light_spec)

Ambient

Diffuse

Specular

Ambient & Diffuse

Diffuse & Specular

Ambient, Diffuse & Specular

Page 21: OpenGL & OpenSceneGraph

Katia Oleinik: [email protected]

Light(s) Position

Light

Positional / Spotlight Directional

At least 8 lights available.

GLfloat light_pos[] = { x, y, z, w } // 4th value: w=1 – for positional, w=0 – for directional glLightfv (GL_LIGHT0, GL_POSITION, light_pos)

Page 22: OpenGL & OpenSceneGraph

Katia Oleinik: [email protected]

Material Properties default = (0.2, 0.2, 0.2, 1.0) Ambient

• GLfloat mat_amb [] = {0.1, 0.5, 0.8, 1.0};• glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat_amb);

In real life diffuse and ambient colors are set to the same value default = (0.8, 0.8, 0.8, 1.0)Diffuse

• GLfloat mat_diff [] = {0.1, 0.5, 0.8, 1.0};• glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_diff);

default = (0.0, 0.0, 0.0, 1.0) Specular

• GLfloat mat_spec [] = {1.0, 1.0, 1.0, 1.0};• glMaterialfv(GL_FRONT, GL_SPECULAR, mat_spec);

controls the size and brightness of the highlight, value range (0. to 128.) default =0.0Shininess

• GLfloat low_shininess [] = {5.}; // the higher value the smaller and brighter (more focused) the highlight• glMaterialfv(GL_FRONT, GL_SHININESS, low_shininess);

emissive color of material (usually to simulate a light source), default = (0.0, 0.0, 0.0, 1.0)Emission

• GLfloat mat_emission[] = {0.3, 0.2, 0.2, 0.0};• glMaterialfv(GL_FRONT, GL_EMISSION, mat_emission);

Page 23: OpenGL & OpenSceneGraph

Katia Oleinik: [email protected]

Default Lighting valuesParameter Name Default Value Meaning

GL_AMBIENT (0.0, 0.0, 0.0, 1.0) ambient RGBA intensity of light

GL_DIFFUSE (1.0, 1.0, 1.0, 1.0) diffuse RGBA intensity of light

GL_SPECULAR (1.0, 1.0, 1.0, 1.0) specular RGBA intensity of light

GL_POSITION (0.0, 0.0, 1.0, 0.0) (x, y, z, w) position of light

GL_SPOT_DIRECTION (0.0, 0.0, -1.0) (x, y, z) direction of spotlight

Page 24: OpenGL & OpenSceneGraph

Katia Oleinik: [email protected]

Default Material valuesParameter Name Default Value Meaning

GL_AMBIENT (0.2, 0.2, 0.2, 1.0) ambient color of material

GL_DIFFUSE (0.8, 0.8, 0.8, 1.0) diffuse color of material

GL_AMBIENT_AND_DIFFUSE   ambient and diffuse color of material

GL_SPECULAR (0.0, 0.0, 0.0, 1.0) specular color of material

GL_SHININESS 0.0 specular exponentin the range of 0.0 to 128.0

GL_EMISSION (0.0, 0.0, 0.0, 1.0) emissive color of material(to simulate a light)

Page 25: OpenGL & OpenSceneGraph

Katia Oleinik: [email protected]

A simple way to define light

• Light: o set diffuse to the color you want the light to be o set specular equal to diffuse o set ambient to 1/4 of diffuse.

• Material: o set diffuse to the color you want the material to beo set specular to a gray (white is brightest reflection, black is no reflection) o set ambient to 1/4 of diffuse

Page 26: OpenGL & OpenSceneGraph

Katia Oleinik: [email protected]

Enable Lighting• /* Enable a single OpenGL light. */• glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);• glLightfv(GL_LIGHT0, GL_POSITION, light_position);• glEnable(GL_LIGHT0);• glEnable(GL_LIGHTING);

• glClearColor (0.0, 0.0, 0.0, 0.0); // background color• glShadeModel (GL_SMOOTH); // shading algorithm

• glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); • glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);

• glEnable(GL_NORMALIZE); //enable normalizing to avoid problems with light!• …• glBegin(GL_QUADS); // specify a normal either per vertex or per polygon

   glNormal3f(0, 0, 1);   glVertex3fv(a);   glVertex3fv(b);   glVertex3fv(c);   glVertex3fv(d);glEnd();

Page 27: OpenGL & OpenSceneGraph

Katia Oleinik: [email protected]

Online documentation

• OpenGL: http://www.opengl.org• GLUT: http://www.freeglut.org • Reference: http://www.glprogramming.com/blue/

Examples:

• From OpenGL.org (examples and tutorials): http://www.opengl.org/code

Books:

• “Red book”: OpenGL Programming Guide. Woo, Neider, Davis, Shreiner. ISBN 0-201-60458-2.• “Blue book”: OpenGL Reference Manual. Shreiner. ISBN 0-201-65765-1

OpenGL Helpful Materials

Page 28: OpenGL & OpenSceneGraph

Katia Oleinik: [email protected]

Final Notes

• Please fill out an online evaluation of this tutorial: scv.bu.edu/survey/tutorial_evaluation.html

• System [email protected], [email protected]

• Web-based tutorials www.bu.edu/tech/research/tutorials

• Consultation by appointmentKatia Oleinik([email protected])