Hwk1A Tutorial of OPENGL ver2.0 We will introduce… • • • • Draw a window by OpenGL Draw one/many polygons by OpenGL Rotate/Translate Matrix Push/PopMatrix Homework1 • Please draw a walking robot! TAs will offer… 1. Ex1a:Rotate/Translate/Push/PopMatrix 2. Ex1b:draw polygon/Keyboard function First open Ex1b… • A basic OpenGL main function looks like: int main(int argc, char** argv){ glutInit(&argc, argv); glutInitWindowSize(800, 800); glutInitWindowPosition(0, 0); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); glutCreateWindow("Homework_1b"); glutDisplayFunc(display); glutReshapeFunc(reshape); glutKeyboardFunc(keyboard); glutSpecialFunc(specialkey); glutMainLoop(); return 0; } What is in the Main function? glutInitWindowSize(800, 800); glutInitWindowPosition(0, 0); glutCreateWindow("Homework_1b"); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); glutDisplayFunc(display); glutReshapeFunc(reshape); glutKeyboardFunc(keyboard); glutSpecialFunc(specialkey); • Windows size/starting position/name. • Display mode(how many color channels? …etc) • Tell the system “which function” handle the operations • void glutInit(int *argcp, char **argv); ▫ Initializing the GLUT library ▫ Should be called before any other GLUT funcitons ▫ http://www.opengl.org/resources/libraries/glut/spec3/node10.html • void glutInitDisplayMode(unsigned int mode); ▫ ▫ ▫ ▫ Specify a display mode for windows created. GLUT_RGB / GLUT_RGBA / GLUT_INDEX GLUT_SINGLE / GLUT_DOUBLE GLUT_DEPTH / GLUT_STENCIL / GLUT_ACCUM ▫ http://www.opengl.org/resources/libraries/glut/spec3/node12.ht ml What is Display? • void glutDisplayFunc(void (*func)(void)); ▫ Automatically called when the windows needs redraw (focus on/in, …etc) ▫ draw function handler ▫ call glutPostRedisplay() if you need to redraw immediately ▫ http://www.opengl.org/resources/libraries/glut/spec3/node46.h tml What is in the Display function? • The draw part looks: glPushMatrix(); glTranslatef(-400+movement[0][0], movement[0][1], movement[0][2]); glColor3f(0.0, 0.0, 1.0); glBegin(GL_QUADS); glVertex3f(-100.0, 200.0, 250.0); glVertex3f(-100.0, -200.0, 250.0); glVertex3f(100.0, -200.0, 250.0); glVertex3f(100.0, 200.0, 250.0); glEnd(); glPopMatrix(); glColor3f(0.0, 0.0, 1.0); glBegin(GL_QUADS); glVertex3f(-100.0, 200.0, 250.0); glVertex3f(-100.0, -200.0, 250.0); glVertex3f(100.0, -200.0, 250.0); glVertex3f(100.0, 200.0, 250.0); glEnd(); • Indicate the color(R,G,B) • From glBegin() to glEnd(): • Indicate every points’ position/color(if need)/normal,…et c Next 1a… Adding • glutTimerFunc(TimerFunction); • glRotatef(45, 0.0,1.0,0.0); • glTranslatef(0,0,500); • drawCooridinate() is another function just draw the cooridinates Basic prior: • Everything in OpenGL is represented as a matrix operation. • glMatrixMode(): Decide which matrix is now operated. glTranslatef( 0, 0, -1 ); • glTranslate{fd}( TYPE x,TYPE y,TYPE z ); ▫ Multiplies current matrix by a matrix that moves an object by x,y,z ▫ http://msdn.microsoft.com/library/default.asp?url=/library/en-us/opengl/glfunc03_9a05.asp glTranslatef( 0, 0, -1 ); • glRotate{fd}( TYPR angle,TYPE x,TYPR y,TYPE z ); ▫ Multiplies current matrix by a matrix that rotates an object in a counterclockwise direction about the ray from origin to (x,y,z) with angle as the degrees. ▫ http://msdn.microsoft.com/library/default.asp?url=/library/en-us/opengl/glfunc03_21d1.asp glRotatef( 45.0, 0, 0, 1); • void glPushMatrix(); ▫ Push current matrix into matrix stack. • Void glPopMatrix(); ▫ Pop matrix from matrix stack ▫ These stack operations of matrix is very useful for constructing a hierarchical structure. ▫ http://msdn.microsoft.com/library/default.asp?url=/library/en-us/opengl/glfunc03_246w.asp To more details • Step by step // // // // // // drawCooridinate(); glutSolidTeapot(100.0); glRotatef(45, 0.0,1.0,0.0); glTranslatef(0,0,500); drawCooridinate(); glutSolidTeapot(50.0); glTranslatef(0,0,-1000); glutSolidTeapot(50.0); Current Matrix // // // drawCooridinate(); glutSolidTeapot(100.0); glRotatef(45, 0.0,1.0,0.0); glTranslatef(0,0,500); drawCooridinate(); glutSolidTeapot(50.0); glTranslatef(0,0,-1000); glutSolidTeapot(50.0); Current Matrix // // drawCooridinate(); glutSolidTeapot(100.0); glRotatef(45, 0.0,1.0,0.0); glTranslatef(0,0,500); drawCooridinate(); glutSolidTeapot(50.0); glTranslatef(0,0,-1000); glutSolidTeapot(50.0); Current Matrix … … glTranslatef(0,0,-1000); glutSolidTeapot(50.0); Current Matrix Question • If I want to “back” to the initial matrix, I can… ▫ 1. glTranslatef(0,0, 1000); ▫ ▫ glTranslatef(0,0, -500); glRotatef(-45, 0.0,1.0,0.0); Current Matrix ▫ Work, but stupid! ▫ 1a.glTranslatef(0,0,500); ▫ glRotatef(-45,0.0,1.0,0.0); …. Not good • 2. Adding push/popMatrix as follows: glPushMatrix(); drawCooridinate(); glutSolidTeapot(100.0); glRotatef(45, 0.0,1.0,0.0); glTranslatef(0,0,500); drawCooridinate(); glutSolidTeapot(50.0); glTranslatef(0,0,-1000); glutSolidTeapot(50.0); glPopMatrix(); glPushMatrix(); glRotatef(theta,0.0,1.0,0.0); ….. glPopMatrix(); glTranslatef(0,200,0); GLUquadricObj *quadObj=gluNewQuadric(); gluQuadricDrawStyle(quadObj,GLU_SILHOUETTE); gluSphere(quadObj,50,20,20); glTranslatef(0,-400,0); gluQuadricDrawStyle(quadObj,GLU_FILL); glColor3f(1.0,0.0,0.0); glScalef(10.0,1.0,1.0); gluSphere(quadObj,50,20,20); Hw1b void keyboard(unsigned char key, int x, int y){ switch(key){ case '2': case '8': case '4': case '6': //type 2, move forward (axis Z) movement[selected][2]+=10.0; break; //type 8, move backward(axis Z) movement[selected][2]-=10.0; break; //type 4, move left(axis X) movement[selected][0]-=10.0; break; //type 6, move wight(axis X) movement[selected][0]+=10.0; …….. …….. case 27: exit(0); break; } Hwk1 Requirement • Please draw a robot which can walk! ▫ At least , robot have body(sphere or cube or etc.) with 2 feet, each has more than 2 part. ▫ Users can control each joints’ rotation. ▫ The robot can walk (by user changing the rotation degree of joints) ▫ The robot can walk around. • Bonus: Design a special movement with rotation / translate Reference • NeHe Productions http://nehe.gamedev.net/