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CG Lab Manual Comp

CG lab complete manual

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0% found this document useful (0 votes)
60 views27 pages

CG Lab Manual Comp

CG lab complete manual

Uploaded by

Nainesh Salunke
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Part II: Computer Graphics

Suggested List of Laboratory Experiments/Assignments


(Implementation of each problem statement is mandatory.)
Group A
1. a) Write C++ program to draw the following pattern. Use DDA line and Bresenham‘s
circle algorithm. Apply the concept of encapsulation.
OR

b) Write C++ program to draw the following pattern. Use DDA line and Bresenham‘s Circle
drawing algorithm. Apply the concept of encapsulation.

2. Write C++ program to draw a concave polygon and fill it with desired color using scan
fill algorithm. Apply the concept of inheritance.
3. Write C++ program to implement Cohen Southerland line clipping algorithm.
Group B
4. a) Write C++ program to draw 2-D object and perform following basic transformations,
Scaling b) Translation c) Rotation. Apply the concept of operator overloading.
OR
b) Write C++ program to implement translation, rotation and scaling transformations on
equilateral triangle and rhombus. Apply the concept of operator overloading.
5. a) Write C++ program to generate snowflake using concept of fractals.
OR
b) Write C++ program to generate Hilbert curve using concept of fractals.
OR
c) Write C++ program to generate fractal patterns by using Koch curves.
Group C
6.a) Design and simulate any data structure like stack, queue, and trees visualization using
graphics. Simulation should include all operations performed on designed data structure.
Implement the same using OpenGL.
OR
b) Write C++ program to draw 3-D cube and perform following transformations on it using
OpenGL i) Scaling ii) Translation iii) Rotation about an axis(X/Y/Z).
OR
c) Write OpenGL program to draw Sun Rise and Sunset.
7. a) Write a C++ program to control a ball using arrow keys. Apply the concept of
polymorphism.
OR
b) Write a C++ program to implement bouncing ball using sine wave form. Apply the
concept of polymorphism.
OR
c) Write C++ program to draw man walking in the rain with an umbrella. Apply the concept
of polymorphism.
OR
d) Write a C++ program to implement the game of 8 puzzle. Apply the concept of
polymorphism.
OR
e) Write a C++ program to implement the game Tic Tac Toe. Apply the concept of
polymorphism.
Mini-Projects/ Case Study
8. Design and implement game / animation clip / Graphics Editor using open source graphics
library. Make use of maximum features of Object Oriented Programming.
Assignment No. 1
Title :A concave polygon filling using scan fill algorithm
Aim/Problem Statement:
Write C++ program to draw a concave polygon and fill it with desired color using scan fill
algorithm. Apply the concept of inheritance.
CO Mapped :CO3
Pre –requisite: 1. Basic programming skills of C++
2. 64-bit Open source Linux
3. Open Source C++ Programming tool like G++/GCC
Learning Objective: To understand and implement scanline polygon fill algorithm.
Theory:
Polygon:
A polygon is a closed planar path composed of a finite number of sequential line segments.
A polygon is a two-dimensional shape formed with more than three straight lines. When
starting point and terminal point is same then it is called polygon.

Types of Polygons
1. Concave
2. Convex
3. Complex
A convex polygon is a simple polygon whose interior is a convex set. In a convex polygon,
all
interior angles are less than 180 degrees.
The following properties of a simple polygon are all equivalent to convexity:
Every internal angle is less than or equal to 180 degrees.
Every line segment between two vertices remains inside or on the boundary of the polygon.
Convex Polygons: In a convex polygon, any line segment joining any two inside points lies
inside
the polygon. A straight line drawn through a convex polygon crosses at most two sides.
A concave polygon will always have an interior angle greater than 180 degrees. It is possible
to cut
a concave polygon into a set of convex polygons. You can draw at least one straight line
through a
concave polygon that crosses more than two sides.
Complex polygon is a polygon whose sides cross over each other one or more times.
Inside outside test (Even- Odd Test):
We assume that the vertex list for the polygon is already stored and proceed as follows.
1. Draw any point outside the range Xmin and Xmax and Ymin and Ymax. Draw a scan line
through P up to a point A under study

2. If this scan line


i) Does not pass through any of the vertices then its contribution is equal to the number of
times it intersects the edges of the polygon. Say C if
a) C is odd then A lies inside the polygon.
b) C is even then it lies outside the polygon.
ii) If it passes through any of the vertices then the contribution of this intersection say V is,
a) Taken as 2 or even. If the other points of the two edges lie on one side of the scan line.
b) Taken as 1 if the other end points of the 2 edges lie on the opposite sides of the scan- line.
c) Here will be total contribution is C + V.
Polygon Filling:
For filling polygons with particular colors, you need to determine the pixels falling on the
border of
the polygon and those which fall inside the polygon.
Scan fill algorithm:
A scan-line fill of a region is performed by first determining the intersection positions of the
boundaries of the fill region with the screen scan lines  Then the fill colors are applied to
each
section of a scan line that lies within the interior of the fill region  The scan-line fill
algorithm
identifies the same interior regions as the odd-even rule.
It is an image space algorithm. It processes one line at a time rather than one pixel at a time.
It uses
the concept area of coherence. This algorithm records edge list, active edge list. So accurate
bookkeeping is necessary. The edge list or edge table contains the coordinate of two
endpoints.
Active Edge List (AEL) contain edges a given scan line intersects during its sweep. The
active edge
list (AEL) should be sorted in increasing order of x. The AEL is dynamic, growing and
shrinking.

Algorithm
Step1: Start algorithm
Step2: Initialize the desired data structure
1. Create a polygon table having color, edge pointers, coefficients.
2. Establish edge table contains information regarding, the endpoint of edges, pointer to
polygon, inverse slope.
3. Create Active edge list. This will be sorted in increasing order of x.
4. Create a flag F. It will have two values either on or off.
Step3: Perform the following steps for all scan lines
1. Enter values in Active edge list (AEL) in sorted order using y as value
2. Scan until the flag, i.e. F is on using a background color
3. When one polygon flag is on, and this is for surface S1enter color intensity as I1into
refresh
buffer
4. When two or image surface flag are on, sort the surfaces according to depth and use
intensity value Sn for the nth surface. This surface will have least z depth value
5. Use the concept of coherence for remaining planes.
Step4: Stop Algorithm
Conclusion:
Questions:
1. Which are the different approaches to fill a polygon?
2. What are advantages and drawbacks of scan line polygon fill algorithm?
Assignment No. 2
Title :Polygon clipping using Cohen Southerland line clipping algorithm
Aim/Problem Statement:Write C++ program to implement Cohen Southerland line clipping
algorithm.
CO Mapped :CO 4
Pre –requisite: 1. Basic programming skills of C++
2. 64-bit Open source Linux
3. Open Source C++ Programming tool like G++/GCC
Learning Objective: To learn Cohen Southerland line clipping algorithm.
Theory:
Cohen Sutherland Algorithm is a line clipping algorithm that cuts lines to portions which are
within a rectangular area. It eliminates the lines from a given set of lines and rectangle area of
interest (view port) which belongs outside the area of interest and clips those lines which are
partially inside the area of interest.
Example:

Algorithm
The algorithm divides a two-dimensional space into 9 regions (eight outside regions and one
inside region) and then efficiently determines the lines and portions of lines that are visible in
the
central region of interest (the viewport).
Following image illustrates the 9 regions:
As you seen each region is denoted by a 4 bit code like 0101 for the bottom right region
Four Bit code is calculated by comparing extreme end point of given line (x,y) by four co-
ordinates
x_min, x_max, y_max, y_min which are the coordinates of the area of interest (0000)
Calculate the four bit code as follows:
 Set First Bit if 1 Points lies to left of window (x < x_min)
 Set Second Bit if 1 Points lies to right of window (x > x_max)
 Set Third Bit if 1 Points lies to left of window (y < y_min)
 Set Forth Bit if 1 Points lies to right of window (y > y_max)

The more efficient Cohen-Sutherland Algorithm performs initial tests on a line to determine
whether intersection calculations can be avoided.
Pseudocode:
 Step 1 : Assign a region code for two endpoints of given line
 Step 2 : If both endpoints have a region code 0000 then given line is completely inside and
we will keep this line.
 Step 3: If step 2 fails, perform the logical AND operation for both region codes.
 Step 3.1: If the result is not 0000, then given line is completely outside.
 Step 3.2 : Else line is partially inside.
 Step 3.2.a : Choose an endpoint of the line that is outside the given rectangle.
 Step 3.2.b : Find the intersection point of the rectangular boundary(based on
region code)
 Step 3.2.c : Replace endpoint with the intersection point and upgrade the
region code.
 step 3.2.d : Repeat step 2 until we find a clipped line either trivially accepted
or rejected.
 Step 4: Repeat step 1 for all lines.
Conclusion:
Questions:
1. What is the limitation of Cohen Sutherland Line Clipping algorithm?
2. What are the advantages of Cohen Sutherland Line Clipping?

Assignment No. 3
Title: Pattern drawing using line and circle.
Aim/Problem Statement:Write C++ program to draw a given pattern. Use DDA line and
Bresenham’s
circle drawing algorithm. Apply the concept of encapsulation.
CO Mapped :CO 3
Pre -requisite 1. Basic programming skills of C++
2. 64-bit Open source Linux
3. Open Source C++ Programming tool like G++/GCC
Learning Objective :To learn and apply DDA line and Bresenham’s circle drawing algorithm.
Theory:
DDA Line Drawing Algorithm:
Line is a basic element in graphics. To draw a line, you need two end points between which
you can
draw a line. Digital Differential Analyzer (DDA) line drawing algorithm is the simplest
line drawing algorithm in computer graphics. It works on incremental method. It plots the
points
from starting point of line to end point of line by incrementing in X and Y direction in each
iteration.
DDA line drawing algorithm works as follows:
Step 1: Get coordinates of both the end points (X1, Y1) and (X2, Y2) from user.
Step 2: Calculate the difference between two end points in X and Y direction.
dx = X2 – X1;
dy = Y2 – Y1;
Step 3: Based on the calculated difference in step-2, you need to identify the number of steps
to put
pixel. If dx > dy, then you need more steps in x coordinate; otherwise in y coordinate.
if (absolute(dx) > absolute(dy))
Steps = absolute(dx);
else
Steps = absolute(dy);
Step 4: Calculate the increment in x coordinate and y coordinate.
Xincrement = dx / (float) steps;
Yincrement = dy / (float) steps;
Step 5: Plot the pixels by successfully incrementing x and y coordinates accordingly and
complete
the drawing of the line.
for(int i=0; i < Steps; i++)
{
X1 = X1 + Xincrement;
Y1 = Y1 + Yincrement;
putpixel(Round(X1), Round(Y1), ColorName);
}

Bresenham’s Circle Drawing Algorithm:


Circle is an eight-way symmetric figure. The shape of circle is the same in all quadrants. In
each
quadrant, there are two octants. If the calculation of the point of one octant is done, then the
other
seven points can be calculated easily by using the concept of eight-way symmetry.
Bresenham’s Circle Drawing Algorithm is a circle drawing algorithm that selects the nearest
pixel
position to complete the arc. The unique part of this algorithm is that is uses only integer
arithmetic which makes it significantly faster than other algorithms using floating point
arithmetic.
Step 1: Read the x and y coordinates of center: (centx, centy)
Step 2: Read the radius of circle: (r)
Step 3: Initialize, x = 0; y = r;
Step 4: Initialize decision parameter: p = 3 – (2 * r)
Step 5:
do {
putpixel(centx+x, centy-y, ColorName);
if (p<0)
p = p+(4*x)+6;
else
{
p=p+[4*(x-y)]+10;
y=y-1;
}
x=x+1;
} while(x<y)
Here in step 5, putpixel() function is used which will print Octant-1 of the circle with radius r
after
the completion of all the iterations of do-while loop. Because of the eight-way symmetry
property
of circle, we can draw other octants of the circle using following putpixel() functions:
Octant 1: putpixel(centx+x, centy-y, ColorName);
Octant 2: putpixel(centx+y, centy-x, ColorName);
Octant 3: putpixel(centx+y, centy+x, ColorName);
Octant 4: putpixel(centx+x, centy+y, ColorName);
Octant 5: putpixel(centx-x, centy+y, ColorName);
Octant 6: putpixel(centx-y, centy+x, ColorName);
Octant 7: putpixel(centx-y, centy-x, ColorName);
Octant 8: putpixel(centx-x, centy-y, ColorName);
Drawing Pattern using lines and circle s:

This pattern is made up of one equilateral triangle and two concentric circles. To draw the
triangle,
we require coordinates of 3 vertices forming an equilateral triangle. To draw two concentric
circles,
we require coordinates of common center and radius of both the circles.
We will take coordinates of circle and radius of one of the circle from user. Then using the
properties of an equilateral triangle, we can find all 3 vertices of equilateral triangle and
radius of
other circle. Once we get all these parameters, we can call DDA line drawing and
Bresenham’s
circle drawing algorithms by passing appropriate parameters to get requiredpattern.
OR

To draw this pattern, we require two rectangles and one circle. We can use suitable geometry
to get
coordinates to draw rectangles and circle. Then we can call DDA line drawing and
Bresenham’s
circle drawing algorithms by passing appropriate parameters to get requiredpattern.
Conclusion:
Questions:
1. Explain the derivation of decision parameters in Bresenham’s circle drawing algorithm.
2. Explain the concept of encapsulation with example.
Assignment No. 4
Title: Basic 2-D Transformations.
Aim/Problem Statement:
a) Write C++ program to draw 2-D object and perform following basic transformations:
Scaling, Translation, Rotation. Apply the concept of operator overloading.
OR
b) Write C++ program to implement translation, rotation and scaling transformations on
equilateral triangle and rhombus. Apply the concept of operator overloading.
CO Mapped : CO 4
Pre –requisite: 1. Basic programming skills of C++
2. 64-bit Open source Linux
3. Open Source C++ Programming tool like G++/GCC
Learning Objective: To learn and apply basic transformations on 2-D objects.
Theory:
Transformation means changing some graphics into something else by applying rules. We
can have
various types of transformations such as translation, scaling up or down, rotation, shearing,
reflection etc. When a transformation takes place on a 2D plane, it is called 2D
transformation.
Transformations play an important role in computer graphics to reposition the graphics on the
screen and change their size or orientation. Translation, Scaling and Rotation are basic
transformations.
1) Translation:
A translation moves an object to a different position on the screen. You can translate a point
in 2D
by adding translation coordinate or translation vector (Tx, Ty) to the original coordinates.
Consider
- Initial coordinates of the object O = (Xold, Yold)
- New coordinates of the object O after translation = (Xnew, Ynew)
- Translation vector or Shift vector = (Tx, Ty)
This translation is achieved by adding the translation coordinates to the old coordinates of the
object as-
Xnew = Xold + Tx (This denotes translation towards X axis)
Ynew = Yold + Ty (This denotes translation towards Y axis)
In Matrix form, the above translation equations may be represented as-

2) Rotation:
In rotation, we rotate the object at particular angle θ (theta) from its original position.
Consider
- Initial coordinates of the object O = (Xold, Yold)
- Initial angle of the object O with respect to origin = Φ
- Rotation angle =θ
- New coordinates of the object O after rotation = (Xnew, Ynew)

This anti-clockwise rotation is achieved by using the following rotation equations-


Xnew = Xold x cosθ – Yold x sinθ
Ynew = Xold x sinθ + Yold x cosθ
In Matrix form, the above translation equations may be represented as-
2) Rotation:
In rotation, we rotate the object at particular angle θ (theta) from its original position.
Consider
- Initial coordinates of the object O = (Xold, Yold)
- Initial angle of the object O with respect to origin = Φ
- Rotation angle =θ
- New coordinates of the object O after rotation = (Xnew, Ynew)
In Matrix form, the above rotation equations may be represented as
3) Scaling:
Scaling transformation is used to change the size of an object. In the scaling process, you
either
expand or compress the dimensions of the object. Scaling can be achieved by multiplying the
original coordinates of the object with the scaling factor (Sx, Sy). If scaling factor > 1, then
the
object size is increased. If scaling factor < 1, then the object size is reduced. Consider
- Initial coordinates of the object O = (Xold, Yold)
- Scaling factor for X-axis = Sx
- Scaling factor for Y-axis = Sy
- New coordinates of the object O after scaling = (Xnew,Ynew)

This scaling is achieved by using the following scaling equations-


Xnew = Xold x Sx
Ynew = Yold xSy
In Matrix form, the above scaling equations may be represented as-
Homogeneous Coordinates:
Matrix multiplication is easier to implement in hardware and software as compared to matrix
addition. Hence we want to replace matrix addition by multiplication while performing
transformation operations. So the solution is homogeneous coordinates , which allows us to
express all transformations (including translation) as matrix multiplications.
To obtain homogeneous coordinates we have to represent transformation matrices in 3x3
matrices
instead of 2x2. For this we add dummy coordinate. Each 2 dimensional position (x,y) can be
represented by homogeneous coordinate as (x,y,1).
Translation Matrix (Homogeneous Coordinates representation):

Rotation Matrix (Homogeneous Coordinates representation):

Scaling Matrix (Homogeneous Coordinates representation):


Applying transformations on equilateral triangle:
Consider that coordinates of vertices of equilateral triangle are (X1,Y1), (X2,Y2) and
(X3,Y3).
After applying basic transformations, we will get corresponding coordinates as (X1’,Y1’),
(X2’,Y2’) and (X3’,Y3’) respectively. Following multiplication will give the translation on
this
equilateral triangle:

Scaling Matrix (Homogeneous Coordinates representation)


Applying transformations on equilateral triangle:
Consider that coordinates of vertices of equilateral triangle are (X1,Y1), (X2,Y2) and
(X3,Y3).
After applying basic transformations, we will get corresponding coordinates as (X1’,Y1’),
(X2’,Y2’) and (X3’,Y3’) respectively. Following multiplication will give the translation on
this
equilateral triangle:
Similarly we can apply rotation and scaling on equilateral triangle.
Applying transformations on rhombus:
Consider that coordinates of vertices of rhombus are (X1,Y1), (X2,Y2), (X3,Y3) and (X4,Y4)
applying basic transformations, we will get corresponding coordinates as (X1’,Y1’),
(X2’,Y2’),
(X3’,Y3’) and (X4’,Y4’) respectively. Following multiplication will give the translation on
this
rhombus:

Similarly we can apply rotation and scaling on rhombus.


Conclusion:
Questions:
1. How to rotate any 2-D object about an arbitrary point? Explain in brief.
2. Explain the concept of operator overloading with example.
Assignment No. 5
Title: Curves and fractals
Aim/Problem Statement:
a) Write C++ program to generate snowflake using concept of fractals.
OR
b) Write C++ program to generate Hilbert curve using concept of fractals.
OR
c) Write C++ program to generate fractal patterns by using Koch curves.
CO Mapped: CO 5
Pre -requisite 1. Basic programming skills of C++
2. 64-bit Open source Linux
3. Open Source C++ Programming tool like G++/GCC
Learning Objective: To study curves and fractals
Theory:
Koch Curve:
The Koch curve fractal was first introduced in 1904 by Helge von Koch. It was one of the
first
fractal objects to be described. To create a Koch curve
1. Create a line and divide it into three parts.
2. The second part is now rotated by60°.
3. Add another part which goes from the end of part 2 to the beginning of part 3
4. Repeat step 1 to step 3 with each part of the line.
We will get following Koch curve as number of iteration goes on increasing

Step 1: In Iteration 0, we have a horizontal line.


Step 2: In Iteration 1, line is divided into 3 equal parts. Middle part of a line is rotated in 600,
because it forms a perfect an equilateral triangle as shown below:
Here, (x1,y1) and (x2, y2) is accepted from user.
Now, we can see line is divided into 3 equal segments: segment((x1,y1),(x3,y3)),
segment((x3,y3),(x4,y4)),segment((x4,y4),(x2,y2)) in above figure.
Coordinates of middle two points will be calculated as follows:
x3 = (2*x1+x2)/3;
y3 = (2*y1+y2)/3;
x4 = (x1+2*x2)/3;
y4 = (y1+2*y2)/3;
In our curve, middle segment((x3,y3),(x4,y4)) will not be drawn. Now, in order to find out
coordinates of the top vertex (x,y) of equilateral triangle, we have rotate point (x4,y4) with
respect
to arbitrary point (x3,y3) by angle of 60 degree in anticlockwise direction. After performing
this
rotation, we will get rotated coordinates (x, y)as:
= 3 + (4 − 3) ∗ cos + (4 − 3) ∗ sin
= 3 − (4 − 3) ∗ sin + (4 − 3) ∗ cos
Step 3: In iteration 2, you will repeat step 2 for every segment obtained in iteration1.
In this way, you can generate Koch curve for any number of iterations.
The Hilbert curve
The Hilbert curve is a space filling curve that visits every point in a square grid with a size of
2×2,
4×4, 8×8, 16×16, or any other power of 2. It was first described by David Hilbert in 1892.
Applications of the Hilbert curve are in image processing: especially image compression
and dithering. It has advantages in those operations where the coherence between
neighbouring
pixels is important. The Hilbert curve is also a special version of a quad tree; any image
processing
function that benefits from the use of quad trees may also use a Hilbert curve.
Cups and joins
The basic elements of the Hilbert curves are what I call "cups" (a square with one open side)
and
"joins" (a vector that joins two cups). The "open" side of a cup can be top, bottom, left or
right. In
addition, every cup has two end-points, and each of these can be the "entry" point or the
"exit"
point. So, there are eight possible varieties of cups. In practice, a Hilbert curve uses only four
types of cups. In a similar vein, a join has a direction: up, down, left or right.
A first order Hilbert curve is just a single cup (see the figure below). It fills a 2×2 space. The
second order Hilbert curve replaces that cup by four (smaller) cups, which are linked together
by three joins (see the figure on the right; the link between a cup and a join has been marked
with a fat dot in the figure). Every next order repeats the process or replacing each cup by
four

The function presented below (in the "C" language) computes the Hilbert curve. Note that the
curve
is symmetrical around the vertical axis. It would therefore be sufficient to draw half of the
Hilbert
curve.
Snowflake curve:
Snowflake curve is drawn using koch curve iterations. In koch curve, we just have a single
line in
the starting iteration and in snowflake curve, we have an equilateral triangle. Draw an
equilateral
triangle and repeat the steps of Koch curve generation for all three segments of an equilateral
triangle.
Algorithm:
Conclusion:
Questions:
1. What is the importance of curves and fractals in computer graphics?
2. What are applications of curves and fractals?

Assignment No. 6
Title: Implementation of OpenGL functions
Aim/Problem Statement:
a) Design and simulate any data structure like stack or queue visualization using graphics.
Simulation should include all operations performed on designed data structure. Implement the
same using OpenGL.
OR
b) Write C++ program to draw 3-D cube and perform following transformations on it using
OpenGL i) Scaling ii) Translation iii) Rotation about an axis (X/Y/Z).
OR
c) Write OpenGL program to draw Sun Rise and Sunset.
CO Mapped: CO 4, Co 5
Pre -requisite 1. Basic programming skills of C++ and OpenGL
2. 64-bit Open source Linux
3. Open Source C++ Programming tool like G++/GCC, OpenGL
Learning Objective: To implement OpenGL functions.
Theory:
OpenGL Basics:
Open Graphics Library (OpenGL) is a cross-language (language independent), cross-platform
(platform independent) API for rendering 2D and 3D Vector Graphics (use of polygons to
represent
image). OpenGL is a low-level, widely supported modeling and rendering software package,
available across all platforms. It can be used in a range of graphics applications, such as
games,
CAD design, or modeling. OpenGL API is designed mostly in hardware.
 Design: This API is defined as a set of functions which may be called by the client
program.
Although functions are similar to those of C language but it is language independent.
 Development: It is an evolving API and Khronos Group regularly releases its new version
having some extended feature compare to previous one. GPU vendors may also provide some
additional functionality in the form ofextension.
 Associated Libraries: The earliest version is released with a companion library called
OpenGL utility library. But since OpenGL is quite a complex process. So in order to make it
easier
other library such as OpenGL Utility Toolkit is added which is later superseded by freeglut.
Later
included library were GLEE, GLEW and glbinding.
 Implementation: Mesa 3D is an open source implementation of OpenGL. It can do pure
software rendering and it may also use hardware acceleration on BSD, Linux, and other
platforms
by taking advantage of Direct Rendering Infrastructure.
Installation of OpenGL on Ubuntu
We need the following sets of libraries in programming OpenGL:
1. Core OpenGL (GL): consists of hundreds of functions, which begin with a prefix "gl"
(e.g., glColor, glVertex, glTranslate, glRotate). The Core OpenGL models an object via a set
of
geometric primitives, such as point, line,andpolygon.
2. OpenGL Utility Library (GLU): built on-top of the core OpenGL to provide important
utilities and more building models (such as qradric surfaces). GLU functions start with a
prefix
"glu" (e.g., gluLookAt, gluPerspective)
3. OpenGL Utilities Toolkit (GLUT): provides support to interact with the Operating System
(such as creating a window, handling key and mouse inputs); and more building models (such
as
sphere and torus). GLUT functions start with a prefix of "glut"
(e.g., glutCreatewindow, glutMouseFunc). GLUT is designed for constructing small to
medium
sized OpenGL programs. While GLUT is well-suited to learning OpenGL and developing
simple
OpenGL applications, GLUT is not a full-featured toolkit so large applications requiring
sophisticated user interfaces are better off using native window system toolkits. GLUT is
simple,
easy, and small.
Alternative of GLUT includes SDL.
4. OpenGL Extension Wrangler Library (GLEW): "GLEW is a cross-platform open-source
C/C++ extension loading library. GLEW provides efficient run-time mechanisms for
determining
which OpenGL extensions are supported on the target platform.
For installing OpenGL on ubuntu, just execute the following command (like installing any
other
thing) in terminal:
sudo apt-get install freeglut3-dev
For working on Ubuntu operating system:
 gcc filename.c -lGL -lGLU -lglut
where filename.c is the name of the file with which this program is saved.
Prerequisites for OpenGL
Since OpenGL is a graphics API and not a platform of its own, it requires a language to
operate in
and the language of choice is C++.
Getting started with OpenGL
Overview of an OpenGL program
 Main
o Open window and configure frame buffer (using GLUT for example)
o Initialize GL states and display (Double buffer, color mode, etc.)
 Loop
o Check for events
if window event (resize, unhide, maximize etc.)
modify the viewport
and Redraw
else if input event (keyboard and mouse etc.)
handle the event (such as move the camera or change the state)
and usually draw the scene
 Redraw
o Clear the screen (and buffers e.g., z-buffer)
o Change states (ifdesired)
o Render
o Swap buffers (if double buffer)
OpenGL order of operations
 Construct shapes (geometric descriptions of objects – vertices, edges, polygons etc.)
 Use OpenGL to
o Arrange shape in 3D (using transformations)
o Select your vantage point (and perhaps lights)
o Calculate color and texture properties of each object
o Convert shapes into pixels onscreen
OpenGL Syntax
 All functions have the form: gl*
o glVertex3f() – 3 means that this function take three arguments, and f means that the type of
those arguments is float.
o glVertex2i() – 2 means that this function take two arguments, and i means that the type of
those arguments is integer
 All variable types have the form: GL*
o In OpenGL program it is better to use OpenGL variable types (portability)
 Glfloat instead of float
 Glint instead of int
OpenGL primitives
Drawing two lines
glBegin(GL_LINES);
glVertex3f(_,_,_); // start point of line 1
glVertex3f(_,_,_); // end point of line 1
glVertex3f(_,_,_); // start point of line 2
glVertex3f(_,_,_); // end point of line 2
glEnd();
We can replace GL_LINES with GL_POINTS, GL_LINELOOP, GL_POLYGON etc.
OpenGL states
 On/off (e.g., depth buffertest)
o glEnable( GLenum )
o glDisable( GLenum )
o Examples:
 glEnable(GL_DEPTH_TEST);
 glDisable(GL_LIGHTING);
 Mode States
o Once the mode is set the effect stays untilreset
o Examples:
 glShadeModel(GL_FLAT) or glShadeModel(GL_SMOOTH)
 glLightModel(...) etc.
OpenGL provides a consistent interface to the underlying graphics hardware. This abstraction
allows a single program to run a different graphics hardware easily. A program written with
OpenGL can even be run in software (slowly) on machines with no graphics acceleration.
OpenGL function names always begin with gl, such as glClear(), and they may end with
characters that indicate the types of the parameters, for example glColor3f(GLfloat red,
GLfloat green, GLfloat blue) takes three floating-point color parameters and
glColor4dv(const GLdouble *v) takes a pointer to an array that contains 4 double-precision
floating-point values. OpenGL constants begin with GL, such as GL DEPTH. OpenGL also
uses special names for types that are passed to its functions, such as GLfloat or GLint, the
corresponding C types are compatible, that is float and int respectively.
GLU is the OpenGL utility library. It contains useful functions at a higher level than those
provided
by OpenGL, for example, to draw complex shapes or set up cameras. All GLU functions are
written
on top of OpenGL. Like OpenGL, GLU function names begin with glu, and constants begin
with
GLU.
GLUT, the OpenGL Utility Toolkit, provides a system for setting up callbacks for interacting
with the user and functions for dealing with the windowing system. This abstraction allows a
program to run on different operating systems with only a recompile. Glut follows the
convention of prepending function names with glut and constants withGLUT.
Writing an OpenGL Program with GLUT
An OpenGL program using the three libraries listed above must include the appropriate
headers.
This requires the following three lines:
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glut.h>
Before OpenGL rendering calls can be made, some initialization has to be done. With GLUT,
this
consists of initializing the GLUT library, initializing the display mode, creating the window,
and
setting up callback functions. The following lines initialize a full color, double buffered
display:
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB);
Double buffering means that there are two buffers, a front buffer and a back buffer. The front
buffer
is displayed to the user, while the back buffer is used for rendering operations. This prevents
flickering that would occur if we rendered directly to the front buffer.
Next, a window is created with GLUT that will contain the viewport which displays the
OpenGL
front buffer with the following three lines:
glutInitWindowPosition(px, py);
glutInitWindowSize(sx, sy);
glutCreateWindow(name);
To register callback functions, we simply pass the name of the function that handles the event
to the
appropriate GLUT function.
glutReshapeFunc(reshape);
glutDisplayFunc(display);
Here, the functions should have the following prototypes:
void reshape(int width, int height);
void display();
In this example, when the user resizes the window, reshape is called by GLUT, and when the
display needs to be refreshed, the display function is called. For animation, an idle event
handler
that takes no arguments can be created to call the display function to constantly redraw the
scene
with glutIdleFunc. Once all the callbacks have been set up, a call to glutMainLoop allows the
program torun.
In the display function, typically the image buffer is cleared, primitives are rendered to it, and
the
results are presented to the user. The following line clears the image buffer, setting each pixel
color
to the clear color, which can be configured to beanycolor:
glClear(GL_COLOR_BUFFER_BIT);
The next line sets the current rendering color to blue. OpenGL behaves like a state machine,
so
certain state such as the rendering color is saved by OpenGL and used automatically later as
it is
needed.
glColor3f(0.0f, 0.0f, 1.0f);
To render a primitive, such as a point, line, or polygon, OpenGL requires that a call to
glBegin is
made to specify the type of primitive being rendered.
glBegin(GL_LINES);
Only a subset of OpenGL commands is available after a call to glBegin. The main command
that is
used is glVertex, which specifies a vertex position. In GL LINES mode, each pair of vertices
define
endpoints of a line segment. In this case, a line would be drawn from the point at ( x0, y0) to
(x1,
y1).
glVertex2f(x0, y0); glVertex2f(x1, y1);
A call to glEnd completes rendering of the current primitive. glEnd(); Finally, the back buffer
needs
to be swapped to the front buffer that the user will see, which GLUT can handle for us:
glutSwapBuffers();
Developer-Driven Advantages
 Industry standard
An independent consortium, the OpenGL Architecture Review Board, guides the OpenGL
specification. With broad industry support, OpenGL is the only truly open, vendor-neutral,
multiplatform graphics standard.
 Stable
OpenGL implementations have been available for more than seven years on a wide variety of
platforms. Additions to the specification are well controlled, and proposed updates are
announced in
time for developers to adopt changes. Backward compatibility requirements ensure that
existing
applications do not becomeobsolete.
 Reliable andportable
All OpenGL applications produce consistent visual display results on any OpenGL API-
compliant
hardware, regardless of operating system or windowing system.
 Evolving
Because of its thorough and forward-looking design, OpenGL allows new hardware
innovations to
be accessible through the API via the OpenGL extension mechanism. In this way,
innovations
appear in the API in a timely fashion, letting application developers and hardware vendors
incorporate new features into their normal product release cycles.
 Scalable
OpenGL API-based applications can run on systems ranging from consumer electronics to
PCs,
workstations, and supercomputers. As a result, applications can scale to any class of machine
that
the developer chooses to target.
 Easy to use
OpenGL is well structured with an intuitive design and logical commands. Efficient OpenGL
routines typically result in applications with fewer lines of code than those that make up
programs
generated using other graphics libraries or packages. In addition, OpenGL drivers encapsulate
information about the underlying hardware, freeing the application developer from having to
design
for specific hardware features.
 Well-documented:
Numerous books have been published about OpenGL, and a great deal of sample code is
readily
available, making information about OpenGL inexpensive and easy to obtain.
Conclusion:
Questions:
1. What are the advantages of Open GL over other API's?
2. Explain rendering pipeline with reference to OpenGL.

Assignment No. 7
Title: Animation using C++
Aim/Problem Statement:
a) Write a C++ program to control a ball using arrow keys. Apply the concept of
polymorphism.
OR
Write a C++ program to implement bouncing ball using sine wave form. Apply the concept
of polymorphism.
OR
Write C++ program to draw man walking in the rain with an umbrella. Apply the concept of
polymorphism.
OR
Write a C++ program to implement the game of 8 puzzle. Apply the concept of
polymorphism.
OR
Write a C++ program to implement the game Tic Tac Toe. Apply the concept of
polymorphism.
CO Mapped: CO 5
Pre-requisite 1. Basic programming skills of C++
2. 64-bit Open source Linux
3. Open Source C++ Programming tool likeG++/GCC
Learning Objective: To learn scanline polygon fill algorithm.
heory:
What is animation?
Animation is the process of designing, drawing, making layouts and preparation of
photographic
sequences which are integrated in the multimedia and gaming products. Animation involves
the
exploitation and management of still images to generate the illusion of movement.
How to move an element to left, right, up and down using arrow keys?
To detect which arrow key is pressed, you can use ncurses.h header file. Arrow key's code is
defined as: KEY_UP, KEY_DOWN, KEY_LEFT, KEY_RIGHT.
Bouncing Ball Implementation:
Algorithm:
Program:
Conclusion:

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