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= Investigations on update_camera() =
= OpenGL coordinate systems =
 
In the second part of <math display="inline">\rightarrow</math> "axes::properties::update_camera ()" the view transformation "x_gl_mat1" and projection matrix "x_gl_mat2" are put together. The following article illustrates some of the properties of "x_gl_mat1" and "x_gl_mat2".
 
== OpenGL coordinate systems ==


In the Octave plotting backend, we find various OpenGL transformations. Some of the classic OpenGL transformation steps, as well as coordinate systems, are shown in the following picture:  
In the Octave plotting backend, we find various OpenGL transformations. Some of the classic OpenGL transformation steps, as well as coordinate systems, are shown in the following picture:  
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[[File:Octave_coordinate_systems.png|center|350px]]
[[File:Octave_coordinate_systems.png|center|350px]]


== The Octave coordinate system ==
= The Octave coordinate system =


In Octave a plot scene is defined by a "view point", a "camera target" and an "up vector".
In Octave a plot scene is defined by a "view point", a "camera target" and an "up vector".


[[File:Octave_view_point_setup_to_scale.png|center|750px]]
[[File:Octave_view_point_setup_to_scale.png|center|750px]]
= update_camera() =
In the second part of <math display="inline">\rightarrow</math> "axes::properties::update_camera ()" the view transformation "x_gl_mat1" and projection matrix "x_gl_mat2" are put together. The following chapter illustrates some of the properties of "x_gl_mat1" and "x_gl_mat2".


== The role of "x_gl_mat1" ==
== The role of "x_gl_mat1" ==
=== x_view ===
=== x_view ===


The following section of code composes the matrix "x_view", which is a major subset of "x_gl_mat1". The matrix "x_gl_mat1" consists of multiple translations, scales and one rotation operation. Hint: A visualization of the individual operation steps is shown in a picture below.
The following section of code composes the matrix "x_view", which is a major subset of "x_gl_mat1". The matrix "x_gl_mat1" consists of multiple translations, scales and one rotation operation. The individual operation steps are shown in a picture below.


{{Code|Section of axes::properties::update_camera ()"|<syntaxhighlight lang="C" style="font-size:13px">
{{Code|Section of axes::properties::update_camera ()"|<syntaxhighlight lang="C" style="font-size:13px">
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To visualize the matrix properties, the "x_gl_mat1" matrix is multiplied by the object coordinates. After the transformation, the plot box is aligned with the Z-axis and the view point is at the origin <math display="inline">[0,0,0]</math>. The matrix transforms world coordinates into camera coordinates. The purple planes show the near and far clipping planes.
To visualize the matrix properties, the "x_gl_mat1" matrix is multiplied by the object coordinates. After the transformation, the plot box is aligned with the Z-axis and the view point is at the origin <math display="inline">[0,0,0]</math>. The matrix transforms world coordinates into camera coordinates. The purple planes show the near and far clipping planes.


[[File:Octave_x_gl_mat1_setup.png|center|250px]]
[[File:Octave_x_gl_mat1_setup.png|center|300px]]


The individual translation, scaling and rotation operations of "x_gl_mat1", are shown in the following figure:
The individual translation, scaling and rotation operations of "x_gl_mat1", are shown in the following figure:
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The matrix "x_gl_mat2" is composed of the sub matrices "x_viewport" and "x_projection". The purpose of these matrices is to fit the associated 2D image of the above transformation result into a "bounding box". The bounding box is defined as follows:
The matrix "x_gl_mat2" is composed of the sub matrices "x_viewport" and "x_projection". The purpose of these matrices is to fit the associated 2D image of the above transformation result into a "bounding box". The bounding box is defined as follows:


* bb(0), bb(1): Position of the viewport
* bb(0), bb(1): Position of the "viewport"
* bb(2), bb(3): Width and height of the viewport
* bb(2), bb(3): Width and height of the "viewport"


Hint: If you debug in "update_camera ()", you can print "bb":   
Hint: If you debug in "update_camera ()", you can print "bb":   
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=== x_projection ===
=== x_projection ===


In the following simplified code section the matrix "x_projection" is assembled. It is used to normalize the image of the above transformation. For this purpose, the field of view (FOV) must be calculated:
In the following simplified code section the matrix "x_projection" is composed. It is used to normalize the image of the above transformation. For this purpose, the field of view (FOV) must be calculated:


{{Code|Section of axes::properties::update_camera ()"|<syntaxhighlight lang="C" style="font-size:13px">
{{Code|Section of axes::properties::update_camera ()"|<syntaxhighlight lang="C" style="font-size:13px">
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Note: The matrix "x_gl_mat2" scales x, y so that the image fits tightly into the bounding box. The z-coordinate is not modified!
Note: The matrix "x_gl_mat2" scales x, y so that the image fits tightly into the bounding box. The z-coordinate is not modified!
= setup_opengl_transformation () =
== OpenGL backend ==
In the OpenGL backend, the view matrix, an orthographic matrix, and the projection matrix are loaded on the matrix stack.
{{Code|Section of opengl_renderer::setup_opengl_transformation ()"|<syntaxhighlight lang="C" style="font-size:13px">
    Matrix x_zlim = props.get_transform_zlim ();
    xZ1 = x_zlim(0)-(x_zlim(1)-x_zlim(0))/2;
    xZ2 = x_zlim(1)+(x_zlim(1)-x_zlim(0))/2;
    // Load x_gl_mat1 and x_gl_mat2
    Matrix x_mat1 = props.get_opengl_matrix_1 ();
    Matrix x_mat2 = props.get_opengl_matrix_2 ();
    m_glfcns.glMatrixMode (GL_MODELVIEW);
    m_glfcns.glLoadIdentity ();
    m_glfcns.glScaled (1, 1, -1);
    // Matrix x_gl_mat2
    m_glfcns.glMultMatrixd (x_mat1.data ());
    m_glfcns.glMatrixMode (GL_PROJECTION);
    m_glfcns.glLoadIdentity ();
    Matrix vp = get_viewport_scaled ();
    // Install Orthographic Projection Matrix with viewport
    // setting 0, vp(2), vp(3), 0 and near / far values xZ1, xZ2
    m_glfcns.glOrtho (0, vp(2), vp(3), 0, xZ1, xZ2);
    // Matrix x_gl_mat2
    m_glfcns.glMultMatrixd (x_mat2.data ());
    m_glfcns.glMatrixMode (GL_MODELVIEW);
    m_glfcns.glClear (GL_DEPTH_BUFFER_BIT);
</syntaxhighlight>}}
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