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CS430 Computer Graphics. Programming with Affine Transformations. Topics. Affine Transformations in OpenGL Saving Current Transformation Drawing 3D Scenes with OpenGL OpenGL Functions for Modeling and Viewing. Affine Transformations in OpenGL. CT: current transformation
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CS430 Computer Graphics Programming with Affine Transformations Chi-Cheng Lin, Winona State University
Topics • Affine Transformations in OpenGL • Saving Current Transformation • Drawing 3D Scenes with OpenGL • OpenGL Functions for Modeling and Viewing
Affine Transformations in OpenGL • CT: current transformation • Simplified graphics pipeline • OpenGL maintains so-called modelview matrix • Every vertex passed down the graphics pipeline is multiplied by this matrix V Window-to-Viewport Transformation S Q CT S V Q Viewport World Window Screen Coordinate System Model (Master) Coordinate System World Coordinate System
Affine Transformations in OpenGL • OpenGL is a 3D graphics package • Transformations are 3D • How does it work in 2D? • 2D drawing is done in the xy-plane, z coordinate is 0. • Translation: dz = 0 • Scaling: Sz = 1 • Rotation: z-roll y z x
Affine Transformations in OpenGL • Fundamental Transformations • Translation: glTranslated(dx, dy, dz) for 2D: glTranslated(dx, dy, 0) • Scaling: glScaled(sx, sy, sz) for 2D: glScaled(sx, sy, 1.0) • Rotation: glRotated(angle, ux, uy, uz) for 2D: glRotated(angle, 0, 0, 1) • Transformations does not set CT directly, a matrix is postmultiplied to CT • CT = CT M
Affine Transformations in OpenGL • Canvas functions • void Canvas:: initCT(void) { glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } • void Canvas:: scale2D(double sx, double sy) { glMatrixMode(GL_MODELVIEW); glScaled(dx, dy, 1.0); }
Affine Transformations in OpenGL • Canvas functions • void Canvas:: translate2D(double dx, double dy) { glMatrixMode(GL_MODELVIEW); glTranslated(dx, dy, 0); } • void Canvas:: rotate2D(double angle) { glMatrixMode(GL_MODELVIEW); glRotated(angle, 0.0, 0.0, 1.0); }
Transformations Example • Draw a house. Draw another house by rotating it through -30° and then translating it through (32, 25) • cvs.initCT(); house(); cvs.translate2D(32, 25); cvs.rotate2D(-30.0); house();
Transformations Example • Think of it in two different ways • Q =T(32, 25)R(-30)P CT = CT T(32, 25) R(-30) • Translate the coordinate system through (32, 25) and then rotate it through –30° • The code generated by these two ways is identical. • More examples • Examples 5.5.1, 5.5.2, 5.5.3, and 5.5.4
Saving Current Transformation • We can save and restore CTs using glPushMatrix() and glPopMatrix() • Manipulation of a stack of CT After popCT() After rotate2D() Before After pushCT() CT4 = CT3 Rot CT4 CT3 CT3 CT3 CT3 CT2 CT2 CT2 CT2 CT1 CT1 CT1 CT1
Saving Current Transformation • Canvas functions • void Canvas:: pushCT(void) { glMatrixMode(GL_MODELVIEW); glPushMatrix(); } • void Canvas:: popCT(void) { glMatrixMode(GL_MODELVIEW); glPopMatrix(); }
Saving CT Examples • Example 5.5.5 • Example 5.5.6 • Master coordinate system: where an object is defined • Modeling transformation: transforms an object from its master coordinate system to world coordinate system to produce an instance • Instance: a picture of an object in the scene
Drawing 3D Scenes with OpenGL • The concept of “camera” (eye) is used for 3D viewing • Our 2D drawing is a special case of 3D drawing far plane y view volume near plane z x eye Viewport window
Drawing 3D Scenes with OpenGL • Camera to produce parallel view of a 3D scene
Drawing 3D Scenes with OpenGL • Simplified OpenGL graphics pipeline VM P Vp clip viewport matrix modelview matrix projection matrix
Drawing 3D Scenes with OpenGL • Modelview matrix = CT • Object transformation + camera transformation • Applying model matrix M then viewing matrix V
Drawing 3D Scenes with OpenGL • Projection matrix • Shifts and scales view volume into a standard cube (extension from –1 to 1) • Distortion can be compensated by viewport transformation later
Drawing 3D Scenes with OpenGL • Viewport matrix • Maps surviving portion of objects into a 3D viewport after clipping is performed • Standard cube block w/ x and y extending across viewport and z from 0 to 1
OpenGL Modeling and Viewing Functions • Modeling transformation • Translation: glTranslated(dx, dy, dz) • Scaling: glScaled(sx, sy, sz) • Rotation: glRotated(angle, ux, uy, uz) • Camera for parallel projection • glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(left, right, bottom, top, near, far) • Example • near=2: near plane is 2 units in front of eye far=20: far plane is 20 units in front of eye
OpenGL Modeling and Viewing Functions • Positioning and aiming camera • glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glutLookAt(eye.x, eye.y, eye.z, // eye position look.x, look.y, look.z, // look at point up.x, up.y, up.z) // up vector • Up vector is often set to (0, 1, 0) • glutLookAt() builds a matrix that converts world coordinates into eye coordinates.
Set up a Typical Camera - Example • glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(-3.2, 3.2, -2.4, 2.4, 1, 50) glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glutLookAt(4, 4, 4, 0, 1, 0, 0, 1, 0) (4, 4, 4) (0, 1, 0)
Transformation Matrix for LookAt • Camera coordinate system • Axes: u, v, n n = eye – look u = up n v = nu • Origin: eye (looking in the direction –n) • Transformation matrix
Elementary 3D Shapes Provided by OpenGL • Cube • glutWireCube(GLdouble size) • size = length of a side • Sphere • glutWireSphere(GLdouble radius, GLint nSlices, GLint nStacks) • Approximated by polygonal faces • nSlices = #polygons around z-axis • nStacks = #bands along z-axis
Elementary 3D Shapes Provided by OpenGL • Torus • glutWireTorus(GLdouble inRad, GLdouble outRad, GLint nSlices, GLint nStacks) • Approximated by polygonal faces • Teapots • glutWireTeapot(GLdouble size) • There are solid counterparts of the wire objects
Plantonic Solids Provided by OpenGL • Tetrahedron • glutWireTetrahedron() • Octahedron • glutWireOctahedron() • Dodecahedron • glutWireDodecahedron() • Icosahedron • glutWireIcosahedron() • All of them are centered at the origin
Cone Provided by OpenGL • Cone • glutWireCone(GLdouble baseRad, GLdouble height, GLint nSlices, GLint nStacks) • Axis coincides with the z-axis • Base rests on xy-plane and extends to z = height • baseRad: radius at z = 0
Tapered Cylinder Provided by OpenGL • Tapered cylinder • gluCylinder(GLUquadricObj *qobj, GLdouble baseRad, GLdouble topRad, GLdouble height, GLint nSlices, GLint nStacks) • Axis coincides with the z-axis • Base rests on xy-plane and extends to z = height • baseRad: radius at z = 0 • topRad: radius at z = height
Tapered Cylinder Provided by OpenGL • A family of shapes distinguished by the value of topRad • To draw, we have to • Deifne a new quadric object • Set drawing style • GLU_LINE: wire frame • GLU_FILL: solid rendering • Draw the object
Tapered Cylinder Provided by OpenGL • Example – wire frame cylinder • GLUquadricObj *qobj; qobj = gluNewQuadric(); gluQuadricDrawStyle(qobj, GLU_LINE); gluCylinder(qobj, baseRad, topRad, height, nSlices, nStacks); • Study Example 5.6.2
#include <gl/glut.h> //<<<<<<<<<<<<<<<<<<< axis >>>>>>>>>>>>>> void axis(double length) { // draw a z-axis, with cone at end glPushMatrix(); glBegin(GL_LINES); glVertex3d(0, 0, 0); glVertex3d(0,0,length); // along the z-axis glEnd(); glTranslated(0, 0,length -0.2); glutWireCone(0.04, 0.2, 12, 9); glPopMatrix(); }
//<<<<<<<<<<<<<< displayWire >>>>>>>>>>>>>> void displayWire(void) { glMatrixMode(GL_PROJECTION); // set the view volume shape glLoadIdentity(); glOrtho(-2.0*64/48.0, 2.0*64/48.0, -2.0, 2.0, 0.1, 100); glMatrixMode(GL_MODELVIEW); // position and aim the camera glLoadIdentity(); gluLookAt(2.0, 2.0, 2.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0); // to obtain the picture shown in Figure 5.59 we have to // change the eye location as follows // gluLookAt(1.0, 1.0, 2.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT); // clear the screen glColor3d(0,0,0); // draw black lines axis(0.5); // z-axis glPushMatrix(); glRotated(90, 0, 1, 0); axis(0.5); // x-axis glRotated(-90, 1, 0, 0); axis(0.5); // y-axis glPopMatrix(); glPushMatrix(); glTranslated(0.5, 0.5, 0.5); // big cube at (0.5, 0.5, 0.5) glutWireCube(1.0); glPopMatrix();
glPushMatrix(); glTranslated(1.0,1.0,0); // sphere at (1,1,0) glutWireSphere(0.25, 10, 8); glPopMatrix(); glPushMatrix(); glTranslated(1.0,0,1.0); // cone at (1,0,1) glutWireCone(0.2, 0.5, 10, 8); glPopMatrix(); glPushMatrix(); glTranslated(1,1,1); glutWireTeapot(0.2); // teapot at (1,1,1) glPopMatrix();
glPushMatrix(); glTranslated(0, 1.0 ,0); // torus at (0,1,0) glRotated(90.0, 1,0,0); glutWireTorus(0.1, 0.3, 10,10); glPopMatrix(); glPushMatrix(); glTranslated(1.0, 0 ,0); // dodecahedron at (1,0,0) glScaled(0.15, 0.15, 0.15); glutWireDodecahedron(); glPopMatrix();
glPushMatrix(); glTranslated(0, 1.0 ,1.0); // small cube at (0,1,1) glutWireCube(0.25); glPopMatrix(); glPushMatrix(); glTranslated(0, 0 ,1.0); // cylinder at (0,0,1) GLUquadricObj * qobj; qobj = gluNewQuadric(); gluQuadricDrawStyle(qobj,GLU_LINE); gluCylinder(qobj, 0.2, 0.2, 0.4, 8,8); glPopMatrix(); glFlush(); }
//<<<<<<<<<<<<<<<< main >>>>>>>>>>>>>>>> void main(int argc, char **argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB ); glutInitWindowSize(640,480); glutInitWindowPosition(100, 100); glutCreateWindow("Transformation testbed - wireframes"); glutDisplayFunc(displayWire); glClearColor(1.0f, 1.0f, 1.0f,0.0f); // background is white glViewport(0, 0, 640, 480); glutMainLoop(); }