Implimentation CG
Implimentation CG
Implimentation CG
CHAPTER 1
INTRODUCTION
1.1 OPENGL
OpenGL is the abbreviation for Open Graphics Library. It is a software interface for
graphics hardware. This interface consists of several hundred functions that allow you, a graphics
programmer, to specify the objects and operations needed to produce high-quality color images of
two-dimensional and three-dimensional objects. Many of these functions are actually simple
variations of each other, so in reality there are about 120 substantially different functions. The
main purpose of OpenGL is to render two-dimensional and three-dimensional objects into the
frame buffer. These objects are defined as sequences of vertices (that define geometric objects) or
pixels (that define images).OpenGL performs several processes on this data to convert it to pixels
to form the final desired image in the frame buffer.
1.1 HISTORY
As a result, SGI released the OpenGL standard In the 1980s, developing software that
could function with a wide range of graphics hardware was a real challenge. Software developers
wrote custom interfaces and drivers for each piece of hardware. This was expensive and resulted
in much duplication of effort.
By the early 1990s, Silicon Graphics (SGI) was a leader in 3D graphics for workstations.
Their IRIS GL API was considered the state of the art and became the de facto industry standard,
overshadowing the open standards-based PHIGS. This was because IRIS GL was considered easier
to use, and because it supported immediate mode rendering. By contrast, PHIGS was considered
difficult to use and outdated in terms of functionality.
SGI's competitors (including Sun Microsystems, Hewlett-Packard and IBM) were also able
to bring to market 3D hardware, supported by extensions made to the PHIGS standard. This in
turn caused SGI market share to weaken as more 3D graphics hardware suppliers entered the
market. In an effort to influence the market, SGI decided to turn the Iris GL API into an open
standard.
SGI considered that the Iris GL API itself wasn't suitable for opening due to licensing and
patent issues. Also, the Iris GL had API functions that were not relevant to 3D graphics. For
example, it included a windowing, keyboard and mouse API, in part because it was developed
before the X Window System and Sun's NEWS systems were developed.
In addition, SGI had a large number of software customers; by changing to the OpenGL
API they planned to keep their customers locked onto SGI (and IBM) hardware for a few years
while market support for OpenGL matured. Meanwhile, SGI would continue to try to maintain
their customers tied to SGI hardware by developing the advanced and proprietary Iris Inventor and
Iris Performer programming APIs.
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 become obsolete.
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.
The following diagram illustrates how OpenGL processes data. As shown, commands enter
from the left and proceed through a processing pipeline. Some commands specify geometric
objects to be drawn, and others control how the objects are handled during various processing
stages.
Display list
Rather than having all commands proceed immediately through the pipeline, you can
choose to accumulate some of them in a display list for processing later.
Evaluator
The evaluator stage of processing provides an efficient way to approximate curve and
surface geometry by evaluating polynomial commands of input values.
OpenGL processes geometric primitives - points, line segments, and polygons all of which
are described by vertices. Vertices are transformed, and primitives are clipped to the
viewport in preparation for rasterization.
Rasterization
Per-fragment operations
These are the final operations performed on the data before it is stored as pixels in the
frame buffer Per-fragment operations include conditional updates to the frame buffer based
on incoming and previously stored z values (for z buffering) and blending of incoming
pixel colors with stored colors, as well as masking and other logical operations on pixel
values.
Pixel operation
Input data can be in the form of pixels rather than vertices. Such data which might describe
an image for texture mapping skips the first stage of processing and instead processed as
pixels in the pixel operation stage.
Texture memory
The result of pixel operation stage is either stored as texture memory for use in rasterization
stage or rasterised and resulting fragment merged into the frame buffer just as they were
generated from the geometric data.
Most of our applications will be designed to access OpenGL directly through functions in three
libraries. They are
GL – Graphics Library
Functions in the main GL (or OpenGL in Windows) library have names that begin with the
letters gl and are stored in a library usually referred to as GL (or OpenGL in Windows).
This library uses only GL functions but contain code for creating common objects and
simplifying viewing. All functions in GLU can be created from the core GL library but
application programmers prefer not to write the code repeatedly. The GLU library is
available in all OpenGL implementations; functions in the GLU library begins with the
letters glu.
To interface with the window system and to get input from external devices into our
programs we need at least one more library. For the X window System, this library is called
GLX, for Windows, it is wgl, and for the Macintosh, it is agl. Rather than using a different
library for each system, we use a readily available library called the OpenGL Utility Toolkit
(GLUT) , which provides minimum functionality that should be expected in any modern
windowing system.
The above figure shows the organization of the libraries for an X Window System
environment.
#include<GL/glut.h>
or
#include<GLUT/glut.h>
Our basic model of a graphics package is a black box, a term that engineers use to denote
a system whose properties are described only by its inputs and outputs; we may know nothing
about its internal workings.
Primitive function The primitive functions define the low-level objects or atomic entities
that our system can display. Depending on the API, the primitives can include points, lines,
polygons , pixels, text, and various types of curves and surfaces.
Attribute functions
If primitives are the what of an API – the primitive objects that can be displayed- then
attributes are the how. That is, the attributes govern the way the primitive appears on the
display. Attribute functions allow us to perform operations ranging from choosing the color
with which we display a line segment, to picking a pattern with which to fill inside of a
polygon.
Viewing functions
The viewing functions allow us to specify various views, although APIs differ in the degree
of flexibility they provide in choosing a view.
Transformation functions
One of the characteristics of a good API is that it provides the user with a set of
transformations functions such as rotation, translation and scaling.
Input functions
For interactive applications, an API must provide a set of input functions, to allow users to
deal with the diverse forms of input that characterize modern graphics systems. We need
functions to deal with devices such as keyboards, mice and data tablets.
Control functions
These functions enable us to communicate with the window system, to initialize our
programs, and to deal with any errors that take place during the execution of our programs.
Query functions
CHAPTER 2
SYSTEM REQUIREMENTS
CHAPTER 3
SYSTEM DESIGN
3.1 INITIALIZATION
Initialize to interact with the Windows.
Initialize the display mode that is double buffer and RGB color system.
Initialize window position and window size.
Initialize and create the window to display the output.
3.2 DISPLAY
Menus are created and depending on the value returned by menus.
Suitable operations are performed.
The operations performed are:
o Insert front
o Insert rear
o Insert left
o Insert right
o Delete front
o Delete rear
o Delete specified
o Exit
START
DISPLAY SCREEN
MAIN WINDOW
YES
YES
STOP
Fig: 3.3 Flow Chart
CHAPTER 4
IMPLEMENTATION
4.1 OVERVIEW
In this project demonstration of doubly linked list operations are shown. We have taken
the help of built in functions present in the header file. To provide functionality to our project we
have written sub functions. These functions provide us the efficient way to design the project. In
this chapter we are describing the functionality of our project using these functions.
Mouse interactions are provided where, when a right button is pressed, menu displays and we
can select options from menu displayed.
Mouse interaction
When we right click the mouse button on the display window several options are available:
Insert front: It inserts a node at the front end.
Insert rear: It inserts a node at the rear end.
Insert left: It inserts a node to the left of the specified node.
Insert right: It inserts a node to the right of the specified node.
Delete front: It deletes the node from the front end.
Delete rear: It deletes the node from the rear end.
Delete specified: It deletes the specified node.
Exit: It is used to exit from the program.
4.3 STRUCTURE
void renderscene();
void init();
NODE getnode();
void disp();
NODE display(NODE);
NODE insertfront(NODE,int);
NODE insertrear(NODE,int);
NODE insertleft(NODE,int);
NODE insertright(NODE,int);
NODE deletfront(NODE);
NODE deletrear(NODE);
NODE del(NODE,int);
void top_menu(int);
4.4 ANALYSIS
FUNCTIONS
A function is a block of code that has a name and it has a property that it is reusable that is
it can be executed from as many different points in a c program as required.
The partial code of various function that have been used in the program are:
4.4.1 Init
void init()
glClearColor(1.0,1.0,1.0,0.0);
glColor3f(0.0f,0.0f,0.0f);
glPointSize(0.8);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0.0,2000.0,0.0,400.0);
4.4.2 Display
NODE display(NODE head)
glClear(GL_COLOR_BUFFER_BIT);
NODE temp;
int i=0,k,j=0;
………..
………..
………..
temp=temp->rlink;
glFlush();
return head;
void disp()
glClear(GL_COLOR_BUFFER_BIT);
glColor3f(1.0,0.0,1.0);
glRasterPos2f(800.0,200.0);
for(int i=0;c[i]!='\0';i++)
glutBitmapCharacter(GLUT_BITMAP_HELVETICA_18,c[i]);
glColor3f(1.0,1.0,1.0);
glBegin(GL_POLYGON);
glVertex2i(100,200);
glVertex2i(100,225);
glVertex2i(500,225);
glVertex2i(500,200);
glEnd();
glFlush();
If temp==head, i.e., if list is empty it invokes the disp() function. disp() function is used to
print the message list is empty on the graphics window. Otherwise it prints individual nodes on
the graphics window, and indicates the ‘info’ and ‘link’ fields in them.
4.4.3 Renderscene
void renderscene()
glClear(GL_COLOR_BUFFER_BIT);
glColor3f(1.0,0.3,0.0);
……………
……………
for(i=0;c5[i]!='\0';i++)
glutBitmapCharacter(GLUT_BITMAP_HELVETICA_18,c5[i]);
glFlush();
This function is used to display the initial graphics window, before giving any input. It
displays the string like ‘computer graphics project’, ’name’, ‘college’, ‘press right button of mouse
to get various options’.
4.4.4 Getnode
NODE getnode()
NODE temp;
temp=(NODE)malloc(sizeof(struct node));
if(temp==NULL)
printf("out of memory\n");
exit(1);
return temp;
This function is used to allocate the required memory space, dynamically to each node.
Otherwise it prints an error.
NODE temp,cur;
temp=getnode();
temp->info=item;
cur=head->rlink;
head->rlink=temp;
temp->llink=head;
temp->rlink=cur;
cur->llink=temp;
return head;
This function is used to insert the given node onto the front end of the list. Memory is
allocated to a node temp, and it is assigned with the given value, and its link is made to point to
the first node.
NODE temp,cur;
temp=getnode();
temp->info=item;
………
………
cur->rlink=temp;
return head;
This function is used to insert node onto the rear end of the list. Memory is allocated to a
node temp, and it is assigned with the given value, and its link is assigned to NULL. We traverse
to the end of the list by making use of node pointer cur, and when it reaches the end of the list, link
of cur points to temp.
int item;
NODE temp,cur,pre;
if(head->rlink==head)
………
………
cur->llink=temp;
pre->rlink=temp;
return head;
This function is to insert the node on to the left of any node. Initially it searches the element
which we have specified and later on it inserts the newly specified node to the left of the searched
node.
int item;
glClear(GL_COLOR_BUFFER_BIT);
NODE temp,cur,next;
if(head->rlink==head)
………..
………..
………..
count--;
return head;
This function is to insert the node on to the right of any node. Initially it searches the
element which we have specified and later on it inserts the newly specified node to the right of the
searched node.
NODE cur,next;
………….
………….
free(cur);
return head;
This function is used to delete individual node from the front end of the list .If the
list is empty it prints an error message.
NODE cur,prev;
if(head->llink==head)
………
………
free(cur);
return head;
This function is to delete a node from rear end of the list. For this we make use of two node
pointers, cur and prev. If the list is empty it prints an error message.
NODE cur,next,pre;
glClear(GL_COLOR_BUFFER_BIT);
if(head->rlink==head)
…………
…………
next->llink=pre;
free(cur);
return head;
This function is used to delete the specified element from the list. And after deletion it
prints the message as “element found and deleted”.
int ele;
switch(option)
case 1:
………..
………..
display(head);
break;
case 8:exit(0);
This function allows the user to choose the operation to be performed. It uses the switch-
case structure.
head=getnode();
head->rlink=head;
head->llink=head;
head->info=NULL;
glutInit(&argc,argv);
………..
………
init();
glutMainLoop();
The execution starts from main function. It is used to create the graphics window, set it’s
size, position and display mode. It is also used to create the menu.
CHAPTER 5
SNAPSHOTS
The above snapshot shows the screen displayed when the program gets runned.
2. Insert front
The above snapshot shows the operation of inserting element 1 to the front end of the doubly
linked list.
3. Insert rear
The above snapshot shows inserting element 2 to the rear end of doubly linked list.
4. Insert left
The above snapshot shows inserting an element 3 at the left of the element 2 of doubly linked
list.
5. Insert right
The above snapshot shows inserting an element 4 to the right of element 2 of doubly linked list.
6. Delete front
The above snapshot shows deleting the front element 1 from the doubly linked list.
7. Delete rear
The above snapshot shows deleting the rear element 4 from the doubly linked list.
8. Delete specified
The above snapshot shows deleting the specified element 2 from the doubly linked list.