CSC345: Advanced Graphics & Virtual Environments Lecture 3: Introduction to C & OpenGL (3) Patrick Olivier [email protected] 2nd floor in the Devonshire Building 31/1/2006 Based on: Angel (4th Edition) & Akeine-Möller & Haines (2nd Edition) 1 Graphical input devices trackball mouse data tablet 6/2/2006 joy stick Based on: Angel (4th Edition) & Akeine-Möller & Haines (2nd Edition) light pen space ball 2 Callbacks Programming interface for event-driven input Define a callback function for each type of event the graphics system recognizes Callback function executed when event occurs GLUT examples: glutDisplayFunc / glutMouseFunc glutReshapeFunc / glutKeyboardFunc glutIdleFunc / glutMotionFunc glutPassiveMotionFunc 6/2/2006 Based on: Angel (4th Edition) & Akeine-Möller & Haines (2nd Edition) 3 Animating a display When we redraw the display through the display callback, we usually start by clearing the window glClear() …then draw the altered display See the program single_double.c for an example with a rotating cube Problem: the drawing of information in the frame buffer is decoupled from the display of its contents Hence we can see partially drawn display Need to “double buffer”… 6/2/2006 Based on: Angel (4th Edition) & Akeine-Möller & Haines (2nd Edition) 4 Double buffering Instead of one color buffer, we use two Front Buffer: displayed but not written to Back Buffer: written to but not displayed Program requests a double buffer in main.c glutInitDisplayMode(GL_RGB | GL_DOUBLE) …at end of the display callback buffers are swapped void mydisplay() { glClear(GL_COLOR_BUFFER_BIT|….) /* draw graphics here */ glutSwapBuffers() } 6/2/2006 Based on: Angel (4th Edition) & Akeine-Möller & Haines (2nd Edition) 5 Using global variables… The form of all GLUT callbacks is fixed: void mydisplay() void mymouse( GLint button, GLint state, GLint x, GLint y) It’s not nice but we must use global variables to pass information to callbacks float t; /* global variable*/ void mydisplay() { /* draw something that depends on t } 6/2/2006 Based on: Angel (4th Edition) & Akeine-Möller & Haines (2nd Edition) 6 Mouse callback glutMouseFunc( mymouse ) void mymouse( GLint button, GLint state, GLint x, GLint y ) GLUT_LEFT_BUTTON / GLUT_MIDDLE_BUTTON / GLUT_RIGHT_BUTTON that caused event state of that button (GLUT_UP / GLUT_DOWN) position in window example: to terminate a program: void mouse(int btn, int state, int x, int y) { if(btn==GLUT_RIGHT_BUTTON && state==GLUT_DOWN) exit(0);} 6/2/2006 Based on: Angel (4th Edition) & Akeine-Möller & Haines (2nd Edition) 7 Coordinates and window size Position in the screen window is usually measured in pixels with the origin at the top-left corner (refresh done top to bottom) OpenGL world coordinate system origin at the bottom left – invert y coordinate returned by callback by height of window: y = h – y; To invert the y position we need the window height: Height can change during program execution Track with a global variable New height returned to reshape callback (next few slides) Can also use query functions: glGetIntv glGetFloatv …to obtain any value that is part of the state 6/2/2006 Based on: Angel (4th Edition) & Akeine-Möller & Haines (2nd Edition) 8 Example: mouse callback void mymouse(int btn, int state, int x, int y) { if(btn==GLUT_RIGHT_BUTTON && state==GLUT_DOWN) exit(0); if(btn==GLUT_LEFT_BUTTON && state==GLUT_DOWN) drawSquare(x, y); } void drawSquare(int x, int y) { y=w-y; /* invert y position */ glColor3ub( (char) rand()%256, (char) rand )%256, (char) rand()%256); /* a random color */ glBegin(GL_POLYGON); glVertex2f(x+size, y+size); glVertex2f(x-size, y+size); glVertex2f(x-size, y-size); glVertex2f(x+size, y-size); glEnd(); } 6/2/2006 Based on: Angel (4th Edition) & Akeine-Möller & Haines (2nd Edition) 9 Using the motion callback The program so far only draws a square on the the “down click” event of the left mouse button. We can draw squares (or anything else) continuously as long as a mouse button is depressed by using the motion callback glutMotionFunc(drawSquare) We can draw squares without depressing a button using the passive motion callback 6/2/2006 glutPassiveMotionFunc(drawSquare) Based on: Angel (4th Edition) & Akeine-Möller & Haines (2nd Edition) 10 Keyboard input ASCII code of key depressed and mouse location glutKeyboardFunc(mykey) void mykey(unsigned char key, int x, int y) GLUT defines the special keys in glut.h F1: GLUT_KEY_F1 / Up arrow: GLUT_KEY_UP if(key == ‘GLUT_KEY_F1’ …… Can also check of one of the modifiers: GLUT_ACTIVE_SHIFT/GLUT_ACTIVE_CTRL/GLUT_ACTIVE_ALT …is depressed using glutGetModifiers() 6/2/2006 Can emulate three-button mouse with one- or two-button mice Based on: Angel (4th Edition) & Akeine-Möller & Haines (2nd Edition) 11 Reshaping the window Pull the corner of the window – what happens? Must redraw from application Two possibilities 6/2/2006 Display part of world Force whole world to fit new window (aspect ratio) Based on: Angel (4th Edition) & Akeine-Möller & Haines (2nd Edition) 12 The reshape callback glutReshapeFunc(myreshape) void myreshape( int w, int h) Returns width and height of new window (in pixels) A redisplay is posted automatically at end of execution of the callback GLUT has a default reshape callback but you probably want to define your own The reshape callback is good place to put viewing functions as it’s invoked when window is first opened 6/2/2006 Based on: Angel (4th Edition) & Akeine-Möller & Haines (2nd Edition) 13 Example reshape function void myreshape(int w, int h) { glViewport(0, 0, w, h); glMatrixMode(GL_PROJECTION); /* switch matrix mode */ glLoadIdentity(); if (w <= h) gluOrtho2D( -2.0, 2.0, -2.0 * (GLfloat) h / (GLfloat) w, 2.0 * (GLfloat) h / (GLfloat) w); else gluOrtho2D( -2.0 * (GLfloat) w / (GLfloat) h, 2.0 * (GLfloat) w / (GLfloat) h, -2.0, 2.0); glMatrixMode(GL_MODELVIEW); /* return modelview mode */ } 6/2/2006 Based on: Angel (4th Edition) & Akeine-Möller & Haines (2nd Edition) 14 GLUT and widgets Most window systems provide a toolkit or library of functions for building user interfaces using special types of windows called widgets Widget sets include tools such as: Menus / Slidebars / Dials /Input boxes But toolkits tend to be platform dependent GLUT provides a few widgets including menus 6/2/2006 GLUT supports pop-up menus A menu can have submenus Based on: Angel (4th Edition) & Akeine-Möller & Haines (2nd Edition) 15 Defining a simple menu… In main.c do the following: Define entries for the menu Define action for each menu item (if selected) Attach menu to a mouse button menu_id = glutCreateMenu(mymenu); glutAddMenuEntry(“Clear Screen”, 1); glutAddMenuEntry(“Exit”, 2); glutAttachMenu(GLUT_RIGHT_BUTTON); Menu callback: void mymenu(int id) { if(id == 1) { glClear(); glFlush();} if(id == 2) exit(0); } 6/2/2006 Based on: Angel (4th Edition) & Akeine-Möller & Haines (2nd Edition) 16 Other GLUT functions… Windows: Dynamic Windows (in-execution create and destroy) Subwindows Multiple Windows Changing callbacks during execution Timers Portable fonts 6/2/2006 glutBitmapCharacter glutStrokeCharacter Based on: Angel (4th Edition) & Akeine-Möller & Haines (2nd Edition) 17
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