OpenGL 라이브러리
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Transcript of OpenGL 라이브러리
OpenGL 라이브러리
OpenGL 관련 사이트 및프로그래밍 실습 예제
http://www.opengl.org
http://www.cs.utah.edu/~narobins/opengl.html
OpenGL
Part 1.Introduction
Prerequisites Event-driven programming 에 대한 이해 C / C++ 언어 사용 능력
Win32 Operating System Visual Studio
& nothing…
What do I want to do ? Ex) 2 차원 그래픽 드로잉 프로그램을 만들고
싶다 .
Mouse, keyboard, menu 등을 통한 interaction
기본적인 drawing primitive 들 제공
간단한 animation 기능 제공
You can use OpenGL, But… OpenGL 을 이용하지 않아도 이것들을 충분히 할
수 있다 .
DirectX Graphics component
Win32 GDI
Then, why OpenGL ? OpenGL 을 이용하면 이것보다 훨씬 더 많은
것들을 할 수 있다 .
OpenGL = 3D graphics rendering API But, DirectX Graphics ≈ OpenGL ? OpenGL = window system independent API OpenGL = operating system independent API
OpenGL solutions ( on win32 ) 일반적으로 다음의 세 가지 선택 가능성이 있다 .
Win32 API + OpenGL
MFC + OpenGL
GLUT + OpenGL → We’ll choose this !
What is GLUT ? Mark J. Kilgard 가 개발한 portable
windowing API 대부분의 window system 에 보편적인 기능들을
wrapping 한 상위 interface 를 제공
Win32 를 비롯한 많은 window system 에 대해 implementation 이 이루어져 있음
OpenGL 이 제공하는 범위보다 상위 수준의 utility function 들도 제공함
Then, why GLUT ? Pros
Window system independent code→ UNIX / X-window 에서 개발된 수많은 code 들을 그대로 재사용할 수 있다 .
매우 쓰기 쉽다→ Win32 API 도 , MFC 도 , Xlib 도 전혀 알 필요 없다 .
Cons Window system 의 기능을 제한적으로 이용 가능
OpenGL
Part 2.First experience with OpenGL
Simplest OpenGL sample
Simplest OpenGL sample#include <GL/glut.h>void display(){
glClear( GL_COLOR_BUFFER_BIT );glBegin( GL_TRIANGLES );glColor3f( 1.0f, 1.0f, 1.0f );glVertex2f( -0.8f, -0.5f );glVertex2f( 0.0f, 0.8f );glVertex2f( 0.8f, -0.5f );glEnd();glFlush();
}int main(int argc, char** argv){
glutInit( &argc, argv );glutCreateWindow( "Simplest OpenGL sample" );glutDisplayFunc( display );glutMainLoop();return 0;
}
You’ll learn these, step by step1) OpenGL+GLUT downloading &
installation2) Project generation & setup on Visual
Studio 3) Basic template of the general GLUT
program4) Callback functions of the general
GLUT program5) OpenGL Basic
Step 1 : OpenGL + GLUT OpenGL
1) You already have OpenGL dll on your Win32 systemX:\WINDOWS\SYSTEM32\OpenGL32.dll
2) You also have OpenGL lib & header in your Visual Studio directoryX:\…\VisualStudio\VC98\Lib\OpenGL32.libX:\…\VisualStudio\VC98\Include\GL\gl.h
Step 1 : OpenGL + GLUT GLUT
1) Perhaps, you don’t have GLUT library
2) You can download GLUT library at,
http://reality.sgi.com/mjk/glut3/glut3.html
3) You should place the unzipped files at,X:\WINDOWS\SYSTEM32\glut32.dllX:\…\VisualStudio\VC98\Lib\glut32.libX:\…\VisualStudio\VC98\Include\GL\glut.h
Step 2 : Project on VS
1) File / New / Projects / Win32 Console Application
2) Project / Settings / Link / Object&library modulesappend : opengl32.lib glu32.lib glut32.lib
Make new files & add those to the project & compile, link& so on …
Step 3 : GLUT template Win32 API template
1) WinMain()2) Message pump3) Registers a Window class, including WndProc()4) WndProc() receives & processes messages
GLUT template1) main() normal C program2) glutMainLoop()3) Registers some callback functions4) Callback functions are called with some values
Step 3 : GLUT template main()
int main( int argc, char** argv ){
glutInit( &argc, argv );initWindow();initCallbackFunctions();initMenu();initOpenGL();glutMainLoop();
}
Step 3 : GLUT template initWindow()
void initWindow(){
glutInitWindowSize( 512, 512 );glutInitWindowPosition( 0, 0 );glutInitDisplayMode(
GLUT_DOUBLE|GLUT_RGB|GLUT_DEPTH);glutCreateWindow( “Simple OpenGL sample" );
}
Step 3 : GLUT template initCallbackFunctions()
void initCallbackFunctions(){
glutReshapeFunc( reshape );glutDisplayFunc( display );glutKeyboardFunc( keyboard );glutMouseFunc( mouse );// & many other callback functions can be added
}
Step 3 : GLUT template initMenu()
void initMenu(){
int h_submenu = glutCreateMenu( submenu );int h_menu = glutCreateMenu( menu );glutAddSubMenu( “submenu”, h_submenu );glutAddMenuEntry( “exit”, 0 );glutAttachMenu( GLUT_RIGHT_BUTTON );
}
Step 3 : GLUT template initOpenGL()
Initialize lights, materials, etc. …
Step 4 : Callback functions Frequently used callback functions
void reshape( int w, int h );void display();void keyboard( unsigned char key, int x, int
y );void mouse( int btn, int state, int x, int y );void timer( int timer_id );void menu( int value );void idle();
( You should refer to the GLUT API spec !!! )
Step 4 : Callback functions Reshape ( WM_SIZE )
void reshape( int w, int h ){
// GLUT calls this function when, // window size has changed..// - w : window width// - h : window height
}
Step 4 : Callback functions Display ( WM_PAINT )
void display(){
// GLUT calls this function when,// window contents need to be re-drawn..
}
Related APIs glutPostRedisplay() glutSwapBuffers()
Step 4 : Callback functions Keyboard ( WM_KEYDOWN )
void keyboard( unsigned char key, int x, int y ){
// GLUT calls this function when,// user presses keyboard..// - key : ASCII character code// - x, y : mouse location when key is
pressed}
Step 4 : Callback functions Mouse ( WM_[ L/R ]BUTTON[ DOWN/UP ] )
void mouse( int button, int state, int x, int y ){
// GLUT calls this function when,// user presses or releases mouse buttons..// - button : GLUT_[
RIGHT/MIDDLE/LEFT ]_BUTTON// - state : GLUT_DOWN | GLUT_UP// - x, y : mouse location when the state
changed}
Step 4 : Callback functions Timer ( WM_TIMER )
void timer( int value ){
// GLUT calls this function when,// the registered timer has expired..// - value : registered timer ID
}
glutTimerFunc( unsigned int msecs, void (*func)(int value), int value )
Step 4 : Callback functions Menu ( WM_COMMAND )
void menu( int value ){
// GLUT calls this function when,// a menu entry is selected from the menu..// - value : selected menu entry’s ID
}
Step 4 : Callback functions Idle ( PeekMessage(...)==0 )
void idle(){
// GLUT calls this function when,// it doesn’t have nothing to do..
}
Step 5 : OpenGL Basic Drawing Primitives
You can draw “ready-made” primitives which OpenGL provides
In fact, you only gives “vertices” to OpenGL
& inform that “what the vertices compose”
Then, what kind of “Primitive” s ?
Step 5 : OpenGL Basic
GL_QUAD_STRIPGL_QUAD_STRIP
GL_POLYGONGL_POLYGON
GL_TRIANGLE_STRIPGL_TRIANGLE_STRIP GL_TRIANGLE_FANGL_TRIANGLE_FAN
GL_POINTSGL_POINTS
GL_LINESGL_LINES
GL_LINE_LOOPGL_LINE_LOOPGL_LINE_STRIPGL_LINE_STRIP
GL_TRIANGLESGL_TRIANGLES
GL_QUADSGL_QUADS
Step 5 : OpenGL Basic How to code ?
void display(){
glBegin( GL_xxxx );glVertex3d( 0.0, 1.0, 0.0 );// ...glVertex3d( -1.0, 1.0, 0.0 );glEnd();
}
Step 5 : OpenGL Basic
glVertex3fv( glVertex3fv( vv ) )
Number ofNumber ofcomponentscomponents2 - (x,y) 2 - (x,y) 3 - (x,y,z)3 - (x,y,z)4 - (x,y,z,w)4 - (x,y,z,w)
Data TypeData Typeb - byteb - byteub - unsigned byteub - unsigned bytes - shorts - shortus - unsigned shortus - unsigned shorti - inti - intui - unsigned intui - unsigned intf - floatf - floatd - doubled - double
VectorVector
omit “v” foromit “v” forscalar formscalar form
glVertex2f( x, y )glVertex2f( x, y )
Step 5 : OpenGL Basic But, I want to
control the shape of the primitive( points ? lines ? or fill ? )
control the size of the point ( or vertices ) control the width of the line control the color of the filling & much more, much more...
You should know this ! OpenGL is a State Machine...
Step 5 : OpenGL Basic Then, how to code ?
void display(){
glBegin( GL_XXXX );glColor3d( 1.0, 0.0, 0.0 );glVertex3d( 0.0, 0.0, 0.0 );// ...glColor3d( 0.0, 0.0, 1.0 );glVertex3d( -1.0, 1.0, 0.0 );glEnd();
}
Step 5 : OpenGL Basic
Step 5 : OpenGL Basic
Step 5 : OpenGL Basic
Step 5 : OpenGL Basic Is that all ?
Complie, and link, and execute... Of course, nothing appears...
Why ? Where do I draw them ? You should know some OpenGL buffers ! Color buffer, Depth buffer, and Double buffering...
Step 5 : OpenGL Basic OpenGL Buffers
Color buffer ; stores color values, to appear in screen
Depth buffer ; stores depth values, to accomplish hidden surface removal
Double buffering ; front & back buffer, chaining, to accomplish flicker-free animation
Step 5 : OpenGL Basic So, how to code ?
Remember the function initWindow()glutInitDisplayMode(
GLUT_RGB|GLUT_DEPTH|GLUT_DOUBLE );
Then, insert & append next 2 lines in display()glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);// ...from glBegin() to glEnd()...glutSwapBuffers();
Step 5 : OpenGL Basic We did it !!! but...
Resizing, minimizing or maximizing window makes the image ugly...
Why ?
You should remember that OpenGL is a 3D API, not 2D
It means, you don’t draw directly on the window Rather, a camera takes a picture of the 3D space
Step 5 : OpenGL Basic Camera analogy
camera
tripod model
viewingvolume
Step 5 : OpenGL Basic 3D rendering pipeline
We’ll play with 2D objects for a while
But, OpenGL is a 3D rendering API in itself, never a 2D drawing API
You’ll learn the complete 3D rendering pipeline in on-going class
At now, I’ll introduce it very simply, so you can understand some OpenGL commands
Step 5 : OpenGL Basic 3D rendering pipeline
Step 5 : OpenGL Basic 3D rendering pipeline
Seeing is believing : Projection
http://www.xmission.com/~nate/tutors.html
Step 5 : OpenGL Basic Camera analogy & Transformations
Projection transformationsadjust the lens of the camera
Viewing transformationstripod–define position and orientation of the viewing volume in the world
Modeling transformationsmoving the model
Viewport transformationsenlarge or reduce the physical film
Step 5 : OpenGL Basic Transformation
Common senses about OpenGL transformation Transformation = Matrix Matrix multiplication = Matrix stack Two matrix mode : Projection / Model-View
Common OpenGL commands about MatricesglMatrixMode( GL_PROJECTION|GL_MODELVIEW );glLoadIdentity();glPushMatrix();glPopMatrix();
Step 5 : OpenGL Basic Projection Transformation
Orthographic projection Adequate for our 2D examplesglOrtho( left, right, bottom, top, near,
far );gluOrtho2D( left, right, bottom, top );
Perspective projection Adequate for realistic 3D examplesglFrustum( left, right, bottom, top, near,
far );gluPerspective( fovy, aspect, near, far );
Step 5 : OpenGL Basic Question ?
We’ve got a little understanding of “ 3D rendering pipeline ”
Then, how can we solve the previous image “disappearance” & “distortion” problem ?
Hint : reshape() callback function
Step 5 : OpenGL Basic Answer !
void reshape( int w, int h ){
// next line solves “disappearance” problem
glViewport( 0, 0, w, h );
glMatrixMode( GL_PROJECTION );glLoadIdentity();glOrtho( -w/2, w/2, -h/2, h/2, -1, 1);
}
Reference