Difference between revisions of "OpenGLTutorial1"

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''This tutorial [http://blog.mikael.johanssons.org/archive/2006/09/opengl-programming-in-haskell-a-tutorial-part-1/] was originally written by Mikael Vejdemo Johansson, and was copied here with permission.''
 
''This tutorial [http://blog.mikael.johanssons.org/archive/2006/09/opengl-programming-in-haskell-a-tutorial-part-1/] was originally written by Mikael Vejdemo Johansson, and was copied here with permission.''
   
After having failed following the [http://www.cs.hs-rm.de/~panitz/hopengl/skript.html googled tutorial in HOpenGL programming], I thought I'd write down the steps I actually can get to work in a tutorial-like fashion. It may be a good idea to read this in parallell to the tutorial linked, since Panitz actually brings a lot of good explanations, even though his syntax isn't up to speed with the latest HOpenGL at all points.
+
After having failed following the [http://www.cs.hs-rm.de/~panitz/hopengl/skript.html googled tutorial in HOpenGL programming], I thought I'd write down the steps I actually can get to work in a tutorial-like fashion. It may be a good idea to read this in paralell to the tutorial linked, since Panitz actually brings a lot of good explanations, even though his syntax isn't up to speed with the latest HOpenGL at all points.
   
Note: GHCI interactive shell has problems running these program on some platforms (such as Mac OS X). <strong>Vompile these programs with ghc, and run the generated executables.
+
Note: GHCI interactive shell has problems running these program on some platforms (such as Mac OS X). <strong>Compile these programs with ghc, and run the generated executables.
 
</strong>
 
</strong>
   
 
==Hello World==
 
==Hello World==
First of all, we'll want to load the OpenGL libraries, throw up a window, and generally get to grips with what needs to be done to get a program running at all.
+
A minimal OpenGL program will need to load the OpenGL libraries and open a window. This is all you need to get an OpenGL program running.
  +
This is the skeleton that we'll be building on for the rest of this tutorial.
 
<haskell>
 
import Graphics.Rendering.OpenGL
 
import Graphics.UI.GLUT
 
 
main :: IO ()
 
main = do
 
(progname, _) <- getArgsAndInitialize
 
createWindow "Hello World"
 
displayCallback $= flush
 
mainLoop
 
</haskell>
 
 
This code throws up a window, with a given title, and sets the main display function to do nothing but flush the (empty) graphics buffer. This is the skeleton that we'll be building on to.
 
 
Save it to HelloWorld.hs and compile it by running <hask>ghc -package GLUT HelloWorld.hs -o HelloWorld</hask>.
 
 
You will see a window open, with the title "Hello World", with either a blank canvas, or with some garbage graphics content pulled from somewhere in your system's graphics memory.
 
 
In either case, this program is profoundly worthless.
 
 
At a minimum, let's have our program display a clean blank canvas:
 
 
So we modify our code to the following:
 
   
 
<haskell>
 
<haskell>
Line 46: Line 23:
 
display :: IO ()
 
display :: IO ()
 
display = do
 
display = do
clear [ ColorBuffer ]; flush
+
clear [ ColorBuffer ]
  +
flush
   
 
</haskell>
 
</haskell>
   
 
Save it to HelloWorld.hs and compile it by running <hask>ghc -package GLUT HelloWorld.hs -o HelloWorld</hask>.
This defines a function "display" that calls a few OpenGL functions: "clear" to clear out the graphics color state (so we get a blank canvas), and "flush" to push our OpenGL commands down to the system graphics for actual display.
 
 
You will see a window open, with the title "Hello World", with an endless series of blank canvas (a solid blank image).
  +
  +
This code opens a window and sets the main display function.
  +
<hask>getArgsAndInitialize</hask> initializes the OpenGL systems.
  +
<hask>createWindow</hask> opens the window; its argument is the title of the window.
  +
<hask>displayCallback</hask> is the main display function for the window.
   
  +
We use <hask>($=)</hask> to set it to our <hask>display</hask> function.
We don't call "display" directly. (In fact, we don't call any graphics drawing functions directly). Instead, we set a display callback, and then call mainLoop. In mainLoop, OpenGL akes over, handles all the details of interacting with the OS and refreshing our window, calling our displayCallback to draw graphics.
 
  +
<hask>mainLoop</hask> is where OpenGL takes over, using our <hask>displayCallback</hask> to draw the contents of the window.
   
  +
This defines a function <hask>display</hask> that calls a few OpenGL functions.
displayCallback is a Data.IORef (mutable state variable), which we set using a call to <hask>($=)</hask>.
 
  +
<hask>clear</hask> clears out the graphics color state (so we get a blank canvas).
  +
<hask>flush</hask> pushes our OpenGL commands down to the system graphics for actual display.
   
 
===<code>displayCallback $= display</code>===
Save this to the HelloWorld.hs, recompile, and rerun. This program displays an endless series of blank canvases (a solid blank image).
 
  +
We don't call <hask>display</hask> directly.
  +
In fact, we don't call any graphics drawing functions directly.
  +
Instead we set a display callback, and then call <hask>mainLoop</hask>.
  +
In <hask>mainLoop</hask>, OpenGL takes over.
  +
It handles all the details of interacting with the OS, refreshing our window, and calling our <hask>displayCallback</hask> to draw graphics.
   
 
<hask>displayCallback</hask> is a Data.IORef (mutable state variable), which we set using a call to <hask>($=)</hask>.
The displayCallback is a globally defined IORef, which can be accessed through a host of functions defined in Data.IORef. In [http://hackage.haskell.org/packages/archive/OpenGL/2.2.2.0/doc/html/Graphics-Rendering-OpenGL-GL-StateVar.html OpenGL StateVar module], there is a HasSetter type class and an IORef implementation providing functions <hask>($=)</hask> (assignment) and <hask>get</hask> to fascilitate interactions with these state variables.
 
  +
The displayCallback is a globally defined IORef, which can be accessed through a host of functions defined in Data.IORef.
 
In [http://hackage.haskell.org/packages/archive/OpenGL/2.2.2.0/doc/html/Graphics-Rendering-OpenGL-GL-StateVar.html OpenGL StateVar module], there is a HasSetter type class and an IORef implementation providing functions <hask>($=)</hask> (assignment) and <hask>get</hask> to facilitate interactions with these state variables.
   
  +
Some syntax examples for how to use IORefs:
 
<haskell>
 
<haskell>
 
height = newIORef 1.0
 
height = newIORef 1.0
Line 94: Line 89:
 
[[image:OG-Points.png]]
 
[[image:OG-Points.png]]
   
We can replace Points with other primitives, leading to the rendering of:
+
We can replace <code>Points</code> with other primitives, leading to the rendering of:
   
===Triangles===
+
===<code>Triangles</code>===
 
[[image:OG-Triangles.png]]
 
[[image:OG-Triangles.png]]
   
 
Each three coordinates following each other define a triangle. The last n mod 3 coordinates are ignored.
 
Each three coordinates following each other define a triangle. The last n mod 3 coordinates are ignored.
   
Keyword Triangles
+
Keyword <code>Triangles</code>
   
 
===Triangle strips===
 
===Triangle strips===
 
[[image:OG-Trianglestrip.png]]
 
[[image:OG-Trianglestrip.png]]
   
Triangles are drawn according to a “moving window” of size three, so the two last coordinates in the previous triangle become the two first in the next triangle.
+
When using <code>TriangleStrip</code>, triangles are drawn according to a “moving window” of size three, so the two last coordinates in the previous triangle become the two first in the next triangle.
   
Keyword TriangleStrip
+
Keyword <code>TriangleStrip</code>
   
 
===Triangle fans===
 
===Triangle fans===
 
[[image:OG-Trianglesfan.png]]
 
[[image:OG-Trianglesfan.png]]
   
Triangle fans have the first given coordinate as a basepoint, and takes each pair of subsequent coordinates to define a triangle together with the first coordinate.
+
When using a <code>TriangleFan</code>, the first given coordinate is used as a base point, and takes each pair of subsequent coordinates to define a triangle together with the first coordinate.
   
Keyword TriangleFan
+
Keyword <code>TriangleFan</code>
   
 
===Lines===
 
===Lines===
Line 122: Line 117:
 
Each pair of coordinates define a line.
 
Each pair of coordinates define a line.
   
Keyword Lines
+
Keyword <code>Lines</code>
   
 
===Line loops===
 
===Line loops===
 
[[image:OG-Lineloop.png]]
 
[[image:OG-Lineloop.png]]
   
With line loops, each further coordinate defines a line together with the last coordinate used. Once all coordinates are used up, an additional line is drawn back to the beginning.
+
With <code>LineLoop</code>, each further coordinate defines a line together with the last coordinate used. Once all coordinates are used up, an additional line is drawn back to the beginning.
   
Keyword LineLoop
+
Keyword <code>LineLoop</code>
   
 
===Line strips===
 
===Line strips===
 
[[image:OG-Linestrip.png]]
 
[[image:OG-Linestrip.png]]
   
Line strips are like line loops, only without the last link added.
+
A <code>LineStrip</code> is like a <code>LineLoop</code>, only without the last link added.
   
Keyword LineStrip
+
Keyword <code>LineStrip</code>
   
 
===Quadrangles===
 
===Quadrangles===
 
[[image:OG-Quad.png]]
 
[[image:OG-Quad.png]]
   
For the Quads keyword, each four coordinates given define a quadrangle.
+
For the <code>Quads</code> keyword, each four coordinates given define a quadrangle.
   
Keyword Quads
+
Keyword <code>Quads</code>
   
 
===Quadrangle strips===
 
===Quadrangle strips===
 
[[image:OG-Quadstrip.png]]
 
[[image:OG-Quadstrip.png]]
   
And a Quadstrip works as the trianglestrip, only the window is 4 coordinates wide and steps 2 steps each time, so each new pair of coordinates attaches a new quadrangle to the last edge of the last quadrangle.
+
And a <code>QuadStrip</code> works as the <code>TriangleStrip</code>, only the window is 4 coordinates wide and steps 2 steps each time, so each new pair of coordinates attaches a new quadrangle to the last edge of the last quadrangle.
   
  +
It is easier to understand what is going on when you see how the window is formed. Giving each coordinate a number, the QuadStrip is rendered as follows:
Keyword QuadStrip
 
  +
Coordinates 1, 2 and 4 are rendered as a triangle followed by coordinates 1, 3 and 4.
  +
Next coordinates 3, 4 and 6 are rendered as a triangle followed by coordinates 3, 5 and 6.
  +
  +
Rendering continues for as many coordinates that can be formed by that pattern.
  +
 
Keyword <code>QuadStrip</code>
   
 
===Polygon===
 
===Polygon===
 
[[image:OG-Polygon.png]]
 
[[image:OG-Polygon.png]]
   
A Polygon is a filled line loop. Simple as that!
+
A <code>Polygon</code> is a filled line loop. Simple as that!
   
Keyword Polygon
+
Keyword <code>Polygon</code>
   
 
There are more things we can do on our canvas than just spreading out coordinates. Within the command list constructed after a renderPrimitive, we can give several different commands that control what things are supposed to look like, so for instance we could use the following:
 
There are more things we can do on our canvas than just spreading out coordinates. Within the command list constructed after a renderPrimitive, we can give several different commands that control what things are supposed to look like, so for instance we could use the following:
Line 193: Line 194:
   
 
==Callbacks - how we react to changes==
 
==Callbacks - how we react to changes==
We have already seen one callback in action: displayCallBack. The Callbacks are state variables of the HOpenGL system, and are called in order to handle various things that may happen to the place the drawing canvas lives. For a first exercise, go resize the latest window you've used. Go on, do it now.
+
We have already seen one callback in action: <code>displayCallback</code>. The Callbacks are state variables of the HOpenGL system, and are called in order to handle various things that may happen to the place the drawing canvas lives. For a first exercise, go resize the latest window you've used. Go on, do it now.
   
 
I bet it looked ugly, didn't it?
 
I bet it looked ugly, didn't it?
   
This is because we have no code handling what to do if the window should suddenly change. Handling this is done in a callback, residing in the IORef reshapeCallback. Similarily, repainting is done in displayCallback, keyboard and mouse input is in keyboardMouseCallback, and so on. We can refer to the HOpenGL documentation for [http://hackage.haskell.org/packages/archive/GLUT/latest/doc/html/Graphics-UI-GLUT-Callbacks-Window.html window callbacks] and for [http://hackage.haskell.org/packages/archive/GLUT/latest/doc/html/Graphics-UI-GLUT-Callbacks-Global.html global callbacks]. Window callbacks are things like display, keyboard and mouse, and reshape. Global callbacks deal with timing issues (for those snazzy animations) and the menu interface systems.
+
This is because we have no code handling what to do if the window should suddenly change. Handling this is done in a callback, residing in the <code>IORef reshapeCallback</code>. Similarly, repainting is done in <code>displayCallback</code>, keyboard and mouse input is in <code>keyboardMouseCallback</code>, and so on. We can refer to the HOpenGL documentation for [http://hackage.haskell.org/packages/archive/GLUT/latest/doc/html/Graphics-UI-GLUT-Callbacks-Window.html window callbacks] and for [http://hackage.haskell.org/packages/archive/GLUT/latest/doc/html/Graphics-UI-GLUT-Callbacks-Global.html global callbacks]. Window callbacks are things like display, keyboard and mouse, and reshape. Global callbacks deal with timing issues (for those snazzy animations) and the menu interface systems.
   
In order for a callback to possibly not be defined, most are typed within the Maybe monad, so by setting the state variable to Nothing, a callback can be disabled. Thus, setting callbacks is done using the keyword Just. We'll add a callback for reshaping the window to our neat code, changing the main function to:
+
In order for a callback to possibly not be defined, most are typed within the <code>Maybe</code> monad, so by setting the state variable to <code>Nothing</code>, a callback can be disabled. Thus, setting callbacks is done using the keyword <code>Just</code>. We'll add a callback for reshaping the window to our neat code, changing the main function to:
 
<haskell>
 
<haskell>
 
main = do
 
main = do
Line 215: Line 216:
   
 
==Summary==
 
==Summary==
So, in conclusion, so far we can display a window, post basic callbacks to get the windowhandling to run smoothly, and draw in our window. Next installment of the tutorial will bring you 3d drawing, keyboard and mouse interactions, the incredible power of matrices and the ability to rotate 3d objects for your leisure. Possibly, we'll even look into animations.
+
So, in conclusion, so far we can display a window, post basic callbacks to get the window handling to run smoothly, and draw in our window. Next installment of the tutorial will bring you 3d drawing, keyboard and mouse interactions, the incredible power of matrices and the ability to rotate 3d objects for your leisure. Possibly, we'll even look into animations.
   
 
[[OpenGLTutorial2|Continue with part 2]]
 
[[OpenGLTutorial2|Continue with part 2]]
  +
  +
[[Category:Graphics]]
  +
[[Category:How to]]
  +
[[Category:User interfaces]]
  +
[[Category:Libraries]]

Revision as of 05:19, 12 October 2012

This tutorial [1] was originally written by Mikael Vejdemo Johansson, and was copied here with permission.

After having failed following the googled tutorial in HOpenGL programming, I thought I'd write down the steps I actually can get to work in a tutorial-like fashion. It may be a good idea to read this in paralell to the tutorial linked, since Panitz actually brings a lot of good explanations, even though his syntax isn't up to speed with the latest HOpenGL at all points.

Note: GHCI interactive shell has problems running these program on some platforms (such as Mac OS X). Compile these programs with ghc, and run the generated executables.

Hello World

A minimal OpenGL program will need to load the OpenGL libraries and open a window. This is all you need to get an OpenGL program running. This is the skeleton that we'll be building on for the rest of this tutorial.

import Graphics.Rendering.OpenGL
import Graphics.UI.GLUT

main :: IO ()
main = do
  (progname, _) <- getArgsAndInitialize
  createWindow "Hello World"
  displayCallback $= display
  mainLoop

display :: IO ()
display = do
  clear [ ColorBuffer ]
  flush

Save it to HelloWorld.hs and compile it by running ghc -package GLUT HelloWorld.hs -o HelloWorld. You will see a window open, with the title "Hello World", with an endless series of blank canvas (a solid blank image).

This code opens a window and sets the main display function. getArgsAndInitialize initializes the OpenGL systems. createWindow opens the window; its argument is the title of the window. displayCallback is the main display function for the window.

We use ($=) to set it to our display function. mainLoop is where OpenGL takes over, using our displayCallback to draw the contents of the window.

This defines a function display that calls a few OpenGL functions. clear clears out the graphics color state (so we get a blank canvas). flush pushes our OpenGL commands down to the system graphics for actual display.

displayCallback $= display

We don't call display directly. In fact, we don't call any graphics drawing functions directly. Instead we set a display callback, and then call mainLoop. In mainLoop, OpenGL takes over. It handles all the details of interacting with the OS, refreshing our window, and calling our displayCallback to draw graphics.

displayCallback is a Data.IORef (mutable state variable), which we set using a call to ($=). The displayCallback is a globally defined IORef, which can be accessed through a host of functions defined in Data.IORef. In OpenGL StateVar module, there is a HasSetter type class and an IORef implementation providing functions ($=) (assignment) and get to facilitate interactions with these state variables.

Some syntax examples for how to use IORefs:

height = newIORef 1.0
currentheight <- get height
height $= 1.5

Using the drawing canvas

So, we have a window, we have a display callback that clears the canvas. Don't we want more out of it? Sure we do. So let's draw some things.

import Graphics.Rendering.OpenGL
import Graphics.UI.GLUT
myPoints :: [(GLfloat,GLfloat,GLfloat)]
myPoints = map (\k -> (sin(2*pi*k/12),cos(2*pi*k/12),0.0)) [1..12]
main = do 
  (progname, _) <- getArgsAndInitialize
  createWindow "Hello World"
  displayCallback $= display
  mainLoop
display = do 
  clear [ColorBuffer]
  renderPrimitive Points $ mapM_ (\(x, y, z)->vertex$Vertex3 x y z) myPoints
  flush

Now, the important thing to notice in this code extract is that last line. It starts a rendering definition, gives the type to be rendered, and then a sequence of function calls, each of which adds a vertex to the rendering canvas. The statement is basically equivalent to something along the lines of

renderPrimitive Points do
 vertex Vertex3 ...
 vertex Vertex3 ...

for appropriate triples of coordinate values at the appropriate places. This results in the rendition here:

OG-Points.png

We can replace Points with other primitives, leading to the rendering of:

Triangles

OG-Triangles.png

Each three coordinates following each other define a triangle. The last n mod 3 coordinates are ignored.

Keyword Triangles

Triangle strips

OG-Trianglestrip.png

When using TriangleStrip, triangles are drawn according to a “moving window” of size three, so the two last coordinates in the previous triangle become the two first in the next triangle.

Keyword TriangleStrip

Triangle fans

OG-Trianglesfan.png

When using a TriangleFan, the first given coordinate is used as a base point, and takes each pair of subsequent coordinates to define a triangle together with the first coordinate.

Keyword TriangleFan

Lines

OG-Lines.png

Each pair of coordinates define a line.

Keyword Lines

Line loops

OG-Lineloop.png

With LineLoop, each further coordinate defines a line together with the last coordinate used. Once all coordinates are used up, an additional line is drawn back to the beginning.

Keyword LineLoop

Line strips

OG-Linestrip.png

A LineStrip is like a LineLoop, only without the last link added.

Keyword LineStrip

Quadrangles

OG-Quad.png

For the Quads keyword, each four coordinates given define a quadrangle.

Keyword Quads

Quadrangle strips

OG-Quadstrip.png

And a QuadStrip works as the TriangleStrip, only the window is 4 coordinates wide and steps 2 steps each time, so each new pair of coordinates attaches a new quadrangle to the last edge of the last quadrangle.

It is easier to understand what is going on when you see how the window is formed. Giving each coordinate a number, the QuadStrip is rendered as follows: Coordinates 1, 2 and 4 are rendered as a triangle followed by coordinates 1, 3 and 4. Next coordinates 3, 4 and 6 are rendered as a triangle followed by coordinates 3, 5 and 6.

Rendering continues for as many coordinates that can be formed by that pattern.

Keyword QuadStrip

Polygon

OG-Polygon.png

A Polygon is a filled line loop. Simple as that!

Keyword Polygon

There are more things we can do on our canvas than just spreading out coordinates. Within the command list constructed after a renderPrimitive, we can give several different commands that control what things are supposed to look like, so for instance we could use the following:

display = do 
  clear [ColorBuffer]
  renderPrimitive Quads $ do
    color $ (Color3 (1.0::GLfloat) 0 0)
    vertex $ (Vertex3 (0::GLfloat) 0 0)
    vertex $ (Vertex3 (0::GLfloat) 0.2 0)
    vertex $ (Vertex3 (0.2::GLfloat) 0.2 0)
    vertex $ (Vertex3 (0.2::GLfloat) 0 0)
    color $ (Color3 (0::GLfloat) 1 0)
    vertex $ (Vertex3 (0::GLfloat) 0 0)
    vertex $ (Vertex3 (0::GLfloat) (-0.2) 0)
    vertex $ (Vertex3 (0.2::GLfloat) (-0.2) 0)
    vertex $ (Vertex3 (0.2::GLfloat) 0 0)
    color $ (Color3 (0::GLfloat) 0 1)
    vertex $ (Vertex3 (0::GLfloat) 0 0)
    vertex $ (Vertex3 (0::GLfloat) (-0.2) 0)
    vertex $ (Vertex3 ((-0.2)::GLfloat) (-0.2) 0)
    vertex $ (Vertex3 ((-0.2)::GLfloat) 0 0)
    color $ (Color3 (1::GLfloat) 0 1)
    vertex $ (Vertex3 (0::GLfloat) 0 0)
    vertex $ (Vertex3 (0::GLfloat) 0.2 0)
    vertex $ (Vertex3 ((-0.2::GLfloat)) 0.2 0)
    vertex $ (Vertex3 ((-0.2::GLfloat)) 0 0)
  flush

in order to produce these four coloured squares:

OG-Colorsquares.png

where each color command sets the color for the next item drawn, and the vertex commands give vertices for the four squares.

Callbacks - how we react to changes

We have already seen one callback in action: displayCallback. The Callbacks are state variables of the HOpenGL system, and are called in order to handle various things that may happen to the place the drawing canvas lives. For a first exercise, go resize the latest window you've used. Go on, do it now.

I bet it looked ugly, didn't it?

This is because we have no code handling what to do if the window should suddenly change. Handling this is done in a callback, residing in the IORef reshapeCallback. Similarly, repainting is done in displayCallback, keyboard and mouse input is in keyboardMouseCallback, and so on. We can refer to the HOpenGL documentation for window callbacks and for global callbacks. Window callbacks are things like display, keyboard and mouse, and reshape. Global callbacks deal with timing issues (for those snazzy animations) and the menu interface systems.

In order for a callback to possibly not be defined, most are typed within the Maybe monad, so by setting the state variable to Nothing, a callback can be disabled. Thus, setting callbacks is done using the keyword Just. We'll add a callback for reshaping the window to our neat code, changing the main function to:

main = do 
  (progname, _) <- getArgsAndInitialize
  createWindow "Hello World"
  displayCallback $= display
  reshapeCallback $= Just reshape
  mainLoop
reshape s@(Size w h) = do
  viewport $= (Position 0 0, s)
  postRedisplay Nothing

Here, the code for the reshape function resizes the viewport so that our drawing area contains the entire new window. After setting the new viewport, it also tells the windowing system that something has happened to the window, and that therefore, the display function should be called.

Summary

So, in conclusion, so far we can display a window, post basic callbacks to get the window handling to run smoothly, and draw in our window. Next installment of the tutorial will bring you 3d drawing, keyboard and mouse interactions, the incredible power of matrices and the ability to rotate 3d objects for your leisure. Possibly, we'll even look into animations.

Continue with part 2