This lab is an introduction to Matrix Transformation
After the lab lecture, you have one week to:
Use these shaders to help you with your work: vShaderL3.glsl, fShaderL3.glsl
The classic OpenGL pipeline had two main stages of vertex transformation, each with its own transformation matrix. These were built into the graphics hardware. These days, other transformation pipelines have become possible since transformations are done in the vertex shader. However, in this lab, as in the textbook, we will try to implement the classic pipeline.
Each vertex in the scene passes through two main stages of transformations:
- Model view transformation (translation, rotation, and scaling of objects, 3D viewing transformation)
- Projection (perspective or orthographic)
There is one global matrix internally for each of the two stage above:
- Mmodelview
- Mprojection
Given a 3D vertex of a polygon, P = [x, y, z, 1]T, in homogeneous coordinates, applying the model view transformation matrix to it will yield a vertex in eye relative coordinates:
P’ = [x’, y’, z’, 1]T = Mmodelview*P.
By applying projection to P’, a 2D coordinate in homogeneous form is produced:
P” = [x”, y”, 1]T = Mprojection*P’.
The final coordinate [x”, y”] is in a normalized coordinate form and can be easily mapped to a location on the screen to be drawn.
Setting Up The Modelview and Projection Matrices in your shader
Since OpenGL Core Profile always uses shaders, neither the modelview nor the projection matrix is available. You have to set them up yourself. The matrices will be allocated and given their values in the main program, and they will be applied to vertices in the shader program.
To help us create and manipulate matrices in our main program we will use the matrix classes and helper functions in mat.h . Each matrix will be initialized to identity if you use the default constructor. So to create our initial modelview and projection matrices we would declare two mat4 objects like so:
mat4 mv; // create a modelview matrix and set it to the identity matrix. mat4 p; // create a projection matrix and set it to the identity matrix.These two matrices can be modified either by assigning or post-multiplying transformation matrices on to them like this:
p = Perspective(45.0f, aspect, 0.1f, 10.0f); // Set the projection matrix to // a perspective transformation mv *= RotateY(45); // Rotate the modelview matrix by 45 degrees around the Y axis.As in this example, we will usually set the projection matrix p by assignment, and accumulate transformations in the modelview matrix mv by post multiplying.
You will use uniforms to send your transformations to the vertex shader and apply them to incoming vertices. Last lab you did this for colours by making vector type uniforms. Uniforms can also be simple values and matrices.
// other shader value declarations uniform mat4 mv; //declare modelview matrix in shader uniform mat4 p; //declare projection matrix in shader void main() { //other shader code //apply transformations to incoming points (vPosition) gl_Position = p * mv * vPosition; //other shader code }To set the value of uniform shader variables you must first request their index like this:
//Global matrix variables GLint projIndex; GLint mvIndex; //In your init code // Get location of projection matrix in shader projIndex = glGetUniformLocation(program, "p"); // Get location of modelview matrix in shader mvIndex = glGetUniformLocation(program, "mv");Then, you use a glUniform* function with the index and a local variable to set their value. Do this whenever you need to update a matrix - usually when the window is resized or right before you draw something. To set the value of our 4x4 float type matrices we will use the form glUniformMatrix4fv:
//in display routing, after applying transformations to mv //and before drawing a new object: glUniformMatrix4fv(mvIndex, 1, GL_TRUE, mv); // copy mv to uniform value in shader //in reshape, after calculating a new projection matrix //or as needed to achieve special effects glUniformMatrix4fv(projIndex, 1, GL_TRUE, p); // copy p to uniform value in shader
Translate(dx, dy, dz);
Where [dx, dy, dz] is the translation vector.
The effect of calling this function is to create the translation matrix defined by the parameters [dx, dy, dz] which you should concatenate to the global model view matrix:
Mmodelview = Mmodelview * T(dx, dy, dz);
Where T(dx, dy, dz) =
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In general, a new transformation matrix is always concatenated to the global matrix from the right. This is often called post-multiplication.
Rotate*(angle)
Where angle is the angle of counterclockwise rotation in degrees, and * is one of X, Y or Z.
Classic OpenGL defined a rotation function capable of rotating about an arbitrary vector. However, typically we rotate about only one of the major axes, which simplifies x, y and z to be a unit vector. These simple rotations were then concatenated to produce the arbitrary rotation desired. Because of this mat.h provides functions that only produce the simplified x, y and z rotation matrices.
The effect of calling a rotation matrix is similar to translation. For example, the function call:
RotateX(a);and concatenating it to the global modelview matrix will have the following effect:
Mmodelview = Mmodelview * Rx(a);
Where Rx(a) denotes the rotation matrix about the x-axis for degree a: Rx(a) =
Rotation matrices for the y-axis or z-axis can be achieved respectively by these functions calls:
RotateY(a) // rotation about the y-axis RotateZ(a) // rotation about the z-axis
Scale(sx, sy, sz);
where sx, sy and sz are the scaling factors along each axis with respect to the local coordinate system of the model. The scaling transformation allows a transformation matrix to change the dimensions of an object by shrinking or stretching along the major axes centered on the origin.
Example: to make the wire cube in this week's sample code three times as high, we can stretch it along the y-axis by a factor of 3 by using the following commands.
// make the y dimension 3 times larger mv = mv * Scale(1, 3, 1); glUniformMatrix4fv(mvIndex, 1, GL_TRUE, mv); // draw the cube glDrawArrays(GL_LINE_STRIP, wireCubeStart, wireCubeVertices);
Example: Suppose we want to rotate a cube 30 degrees and place it 5 units away from the camera for drawing. You might write the program intuitively as below:
// first rotate about the x axis by 30 degrees mv *= RotateX(30); // then translate back 5 mv *= Translate(0, 0, -5); // Copy mv to the shader glUniformMatrix4fv(mvIndex, 1, GL_TRUE, mv); // Draw a cube modelcentered at the origin glDrawArrays(GL_LINE_STRIP, wireCubeStart, wireCubeVertices);
The following figure shows the effect of these transforms:
If you run this program, you might be surprised to find that nothing appears in the picture! Think about WHY.
If we modify the program slightly as below:
// first translate back 5 mv *= Translate(0, 0, -5); // then rotate about the x axis by 30 degrees mv *= RotateX(30); // Copy mv to the shader glUniformMatrix4fv(mvIndex, 1, GL_TRUE, mv); // Draw a cube modelcentered at the origin glDrawArrays(GL_LINE_STRIP, wireCubeStart, wireCubeVertices);
The following figure shows the new result:
mv *= Translate(0, 0, -5); mv *= RotateY(30); DrawTheModel();
Working down to the model's local coordinate system, we first move the local origin down the negative z-axis by 5 units and then rotate that coordinate system about the y-axis by 30 degrees.
Working up to the global coordinate system from the model, we first rotate the coordinate system about its origin by -30 degrees, then move it's origin down the positive z-axis by 5 units. The model is fixed, but the global coordinate system is rotated and translated. The viewpoint locates at the origin of the global coordinate system. Remember that in the global coordinate approach, the order is reversed, and the orientation order is also reversed.
The following picture illustrates the local approach to a rotation:
The following picture illustrates the global approach to a rotation:
The LookAt() Function: define a viewing transformation
void LookAt( GLfloat eyex, GLfloat eyey, GLfloat eyez, GLfloat centerx, GLfloat centery, GLfloat centerz, GLfloat upx, GLfloat upy, GLfloat upz ) or void LookAt (vec4 eye, vec4 center, vec4 up)Parameters
eye or eyex, eyey, eyez: specifies the position of the eye point; center or centerx, centery, centerz: specifies the position of the reference point; up or upx, upy, upz: specifies the direction of the up vector.
The LookAt() function makes it easy to move both the "from" and the "to" points in a linear manner. For example, if you need to pan along the wall of a building located away from the origin and aligned along no axes in particular, you could simply take the "to" point to be one corner of the building and calculate the "from" as a constant distance from the "to" point. To pan along the building, just vary the "to" point.
Mmodelview = Mviewing * Mmodeling
What this means is that your viewing transformations must be entered into the Modelview matrix before modeling transformations.
mv = mat4(); //restore mv to the identity matrix
To save and restore a matrix you need to use a matrix stack. Classic OpenGL had one built in, but it is missing from Core Profile, so use this class from Dr. Angel's textbook and sample code instead:
//This include is required to use assert function call. #include <cassert> // Dr. Angel's matrix stack - used to simulate classic OpenGL push and pop class MatrixStack { int _index, _size; mat4* _matrices; public: MatrixStack (int numMatrices = 32):_index(0), _size(numMatrices) {_matrices = new mat4[numMatrices];} ~MatrixStack () {delete[] _matrices;} void push(const mat4 &m) {assert (_index + 1 < _size); _matrices[_index++] = m;} mat4& pop(void) {assert (_index - 1 >= 0); return _matrices[--_index];} };
To use it, write code like this:
//global modelview matrix stack MatrixStack matStack;
matStack.push(mv); //Apply transforms to modelview matrix //Draw objects //... etc ... //restore old modelview matrix mv = matStack.pop();
The glViewport() function takes four parameters, which are used to specify the lower-left corner coordinates and the width and height of the viewport, or the drawable area in your OpenGL view. It is best to call it only once you know how big the window is. That means it should be in your rehape function.
OpenGL provides two methods of converting 3D images into 2D ones.
- The first is orthographic, or parallel projection. You use this style of projection to maintain the scale of objects and their angles without regard to their apparent distance.
- The second is Perspective projection. This is the most popular choice in 3D graphics. OpenGL's perspective projection is created by a couple of commands in mat.h, Frustum() and Perspective().
Projection is handled by the MProjection matrix. You do not usually concatenate to the projection matrix as you do with the modelview matrix.
glFrustum()
void Frustum( GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat near, GLfloat far ) Parameters: left, right: Specify the coordinates for the left and right vertical clipping planes; bottom, top: Specify the coordinates for the bottom and top horizontal clipping planes; near, far: Specify the distances to the near and far depth clipping planes. Both distances must be positive.Frustum() describes a perspective matrix that produces a perspective projection. (left, bottom, -near) and (right, top, -near) specify the points on the near clipping plane that are mapped to the lower left and upper right corners of the window, respectively, assuming that the eye is located at (0, 0, 0). -far specifies the location of the far clipping plane. Both near and far must be positive.
The following shows perspective viewing volume and the Frustum() parameters
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Perspective()
Although Frustum() is powerful, it is not very intuitive. There is a much simpler perspective command, called Perspective(). Like Frustum() it generates a perspective viewing volume but only a simple one. It lacks the flexibility of Frustum which can be manipulated to achieve special effects.
void Perspective( GLfloat fovy, GLfloat aspect, GLfloat zNear, GLfloat zFar ) Parameters: Fovy: Specifies the field of view angle, in degrees, in the y direction; Aspect: Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height); ZNear: Specifies the distance from the viewer to the near clipping plane (always positive); ZFar: Specifies the distance from the viewer to the far clipping plane (always positive).Perspective() specifies a viewing frustum into the world coordinate system. In general, the aspect ratio in Perspective should match the aspect ratio of the associated viewport. For example, aspect=2.0 means the viewer's angle of view is twice as wide in x as it is in y. If the viewport is twice as wide as it is tall, it displays the image without distortion.
The following shows perspective viewing volume and the Perspective() parameters
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Start with this code: boxes.cpp and this lab's shaders:
vShaderL3.glsl,
fShaderL3.glsl.
As written, this program draws a basic coordinate system with a green x-axis, a red y-axis, and a blue z-axis. These will be referred to in the instructions as the axes
With the initial camera settings you are looking directly down the z-axis so you will not see it.
Make the following changes. Write your answers to the questions in steps 1, 2, 4 and 11.
/5 marks
Start with this code with a simple arm and use this lab's shaders:
vShaderL3.glsl, fShaderL3.glsl.If you have a WebGL capable browser, you can interact with this arm. Click on it and use the keys described. I have also added r/R to rotate the arm on the X axis so you can see it from above, and t/T button to switch between solid and wire cubes.
/5 marks