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OpenGL is a set of functions that allow the programmer to access the graphicsystem. Technically speaking, it is an Application Programming Interface (API) . Its main scope is the graphic rendering of a scene populated by 3D objects and lights, from a givenviewpoint. As far as the programmer is concerned, OpenGL allows to describe geometric objects and some of their properties, andto decide how such objects have to be illuminated and seen. As far as the implementation is concerned, OpenGL is based on the graphic pipeline , made of modules as reported in [link] . An excellent book on interactive graphics in OpenGL was written by Angel .
In Processing (and in OpenGL), the
programmer specifies the objects by means of world coordinates(
standard coordinates ). The
model-view matrix is the transformation
matrix used to go from standard coordinates to a spaceassociated with the camera. This allows to change the camera
viewpoint and orientation dynamically. In OpenGL this is donewith the function
gluLookAt()
, which is
reproduced in Processing by the
camera()
. The
first triple of parameters identifies the position, in worldcoordinates, of the optical center of the camera (
eye
point ). The second triple of parameters identifies a
point where the camera is looking at (
center of the
scene ). The third triple of coordinates identifies a
vector aimed at specifying the viewing vertical. For example,the program
void setup() {size(100, 100, P3D);
noFill();frameRate(20);
}void draw() {
background(204);camera(70.0, 35.0, 120.0, 50.0, 50.0, 0.0,
(float)mouseX /width, (float)mouseY /height, 0.0);translate(50, 50, 0);
rotateX(-PI/6);rotateY(PI/3);
box(45);}
draws the
wireframe of a cube and enables the
dynamic rotation of the camera.
The
projection matrix is responsible for
the projection on the viewing window, and this projection canbe either parallel (orthographic) or perspective. The
orthographic projection can be activated with the call
ortho()
. The perspective projection is the
default one, but it can be explicitly activated with the call
perspective()
. Particular projections, such as
the oblique ones, can be obtained by distortion of objects byapplication of the
applyMatrix()
. There is also
the
texture matrix , but textures are
treated in another module.
For each type of matrix, OpenGL keeps a stack, the current
matrix being on top. The stack data structure allows to savethe state (by the
pushMatrix()
) before performing
new transformations, or to remove the current state andactivate previous states (by the
popMatrix()
). This is reflected in the Processing
operations described in
[link] . In OpenGL,
the transformations are applied according to the sequence
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