Chapter 2
Chapter 2
glPointSize(2.0);
glBegin(GL_POINTS);
glVertex2f(100.0, 200.0);
glVertex2f(150.0, 200.0);
glVertex2f(150.0, 250.0);
glEnd();
Note that when we specify 2-D points, OpenGL will actually create 3-D points with the third
coordinate (the z-coordinate) equal to zero. Therefore, there is not really any such thing as 2-
D graphics in OpenGL – but we can simulate 2-D graphics by using a constant z-coordinate.
y = mx + c …………………………………………………………………… (1)
Where m is the slope or gradient of the line, and c is the coordinate at which the line
intercepts the y-axis. Given two end-points (x0, y0) and (xend, yend), we can calculate values for
m and c as follows:
yend y0
m …………………………………………………………… (2)
xend x0
c y0 mx0 …………………………………………………………………… (3)
Furthermore, for any given x-interval δx, we can calculate the corresponding y-interval δy:
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2.1. DDA Line-Drawing Algorithm
The Digital Differential Analyser (DDA) algorithm operates by starting at one end-point of
the line, and then using Eqs. (4) and (5) to generate successive pixels until the second end-
point is reached. Therefore, first, we need to assign values for δx and δy.
Before we consider the actual DDA algorithm, let us consider a simple first approach to this
problem. Suppose we simply increment the value of x at each iteration (i.e. δx = 1), and then
compute the corresponding value for y using Eqs. (2) and (4). This would compute correct
line points but, as illustrated by Figure 1, it would leave gaps in the line. The reason for this is
that the value of δy is greater than one, so the gap between subsequent points in the line is
greater than 1 pixel.
The solution to this problem is to make sure that both δx and δy have values less than or equal
to one. To ensure this, we must first check the size of the line gradient. The conditions are:
If |m| ≤ 1:
o δx = 1
o δy = m
If |m| > 1:
o δx = 1/m
o δy = 1
Once we have computed values for δx and δy, the basic DDA algorithm is:
Start with (x0,y0)
Find successive pixel positions by adding on (δx, δy) and rounding to the nearest
integer, i.e.
o xk+1 = xk + δx
o yk+1 = yk + δy
For each position (xk, yk) computed, plot a line point at (round(xk), round(yk)), where
the round function will round to the nearest integer.
Note that the actual pixel value used will be calculated by rounding to the nearest integer, but
we keep the real-valued location for calculating the next pixel position. Let us consider an
example of applying the DDA algorithm for drawing a straight-line segment. Referring to see
Figure 2, we first compute a value for the gradient m:
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yend y0 (13 10) 3
m 0.6
xend x0 (15 10) 5
Now, because |m| ≤ 1, we compute δx and δy as follows:
δx = 1
δy = 0.6
Using these values of δx and δy we can now start to plot line points:
Start with (x0,y0) = (10,10) – colour this pixel
Next, (x1,y1) = (10+1,10+0.6) = (11,10.6) – so we colour pixel (11,11)
Next, (x2,y2) = (11+1,10.6+0.6) = (12,11.2) – so we colour pixel (12,11)
Next, (x3,y3) = (12+1,11.2+0.6) = (13,11.8) – so we colour pixel (13,12)
Next, (x4,y4) = (13+1,11.8+0.6) = (14,12.4) – so we colour pixel (14,12)
Next, (x5,y5) = (14+1,12.4+0.6) = (15,13) – so we colour pixel (15,13)
We have now reached the end-point (xend,yend), so the algorithm terminates
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Figure 3 - Bresenham's Line-Drawing Algorithm
Bresenham’s algorithm works as follows. First, we denote by dupper and dlower the distances
between the centres of pixels A and B and the ‘true’ line (see Figure 3). Using Eq. (1) the
‘true’ y-coordinate at xk+1 can be calculated as:
y m( xk 1) c …………………………………………………………… (6)
If the value of this expression is positive we choose pixel A; otherwise we choose pixel B.
The question now is how we can compute this value efficiently. To do this, we define a
decision variable pk for the kth step in the algorithm and try to formulate pk so that it can be
computed using only integer operations. To achieve this, we substitute m y / x (where Δx
and Δy are the horizontal and vertical separations of the two line end-points) and define pk as:
pk x(d lower d upper ) 2yx k 2xy k d …………………………… (10)
where d is a constant that has the value 2y 2cx x . Note that the sign of pk will be the
same as the sign of (dlower – dupper), so if pk is positive we choose pixel A and if it is negative
we choose pixel B. In addition, pk can be computed using only integer calculations, making
the algorithm very fast compared to the DDA algorithm.
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The initial value for the decision variable, p0, is calculated by substituting xk = x0 and yk = y0
into Eq. (10), which gives the following simple expression:
So we can see that we never need to compute the value of the constant d in Eq. (10).
Exercise
Consider the example of plotting the line shown in Figure 2 using Bresenham’s algorithm:
First, compute the following values:
o Δx = 5
o Δy = 3
o 2Δy = 6
o 2Δy - 2Δx = -4
o p0 2y x 2 3 5 1
Plot (x0,y0) = (10,10)
Iteration 0:
o p0 ≥ 0, so
Plot (x1,y1) = (x0+1,y0+1) = (11,11)
p1 p0 2y 2x 1 4 3
Iteration 1:
o p1 < 0, so
Plot (x2,y2) = (x1+1,y1) = (12,11)
p2 p1 2y 3 6 3
Iteration 2:
o p2 ≥ 0, so
Plot (x3,y3) = (x2+1,y2+1) = (13,12)
p3 p2 2y 2x 3 4 1
Iteration 3:
o p3 < 0, so
Plot (x4,y4) = (x3+1,y3) = (14,12)
p4 p3 2y 1 6 5
Iteration 4:
o p4 ≥ 0, so
Plot (x5,y5) = (x4+1,y4+1) = (15,13)
We have reached the end-point, so the algorithm terminates
We can see that the algorithm plots exactly the same points as the DDA algorithm but it
computes them using only integer operations. For this reason, Bresenham’s algorithm is the
most popular choice for line-drawing in computer graphics.
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glVertex2f(100.0, 200.0);
glVertex2f(150.0, 200.0);
glVertex2f(150.0, 250.0);
glVertex2f(200.0, 250.0);
glEnd()
will draw two separate line segments: one from (100,200) to (150,200) and one from
(150,250) to (200,250). The line will be drawn in the current drawing colour and with a width
defined by the argument of the function glLineWidth.
Two other symbolic constants allow us to draw slightly different types of straight-line
primitive: GL_LINE_STRIP and GL_LINE_LOOP. The following example illustrates the
difference between the three types of line primitive. First we define 5 points as arrays of 2
Glint values. Next, we define exactly the same vertices for each of the three types of line
primitive. The images to the right show how the vertices will be interpreted by each primitive.
glBegin(GL_LINES);
glVertex2iv(p1);
glVertex2iv(p2);
glVertex2iv(p3);
glVertex2iv(p4);
glVertex2iv(p5);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex2iv(p1);
glVertex2iv(p2);
glVertex2iv(p3);
glVertex2iv(p4);
glVertex2iv(p5);
glEnd();
glBegin(GL_LINE_LOOP);
glVertex2iv(p1);
glVertex2iv(p2);
glVertex2iv(p3);
glVertex2iv(p4);
glVertex2iv(p5);
glEnd();
We can see that GL_LINES treats the vertices as pairs of end-points. Lines are drawn
separately and any extra vertices (i.e. a start-point with no end-point) are ignored.
GL_LINE_STRIP will create a connected polyline, in which each vertex is joined to the one
before it and after it. The first and last vertices are only joined to one other vertex. Finally,
GL_LINE_LOOP is the same as GL_LINE_STRIP except that the last point is joined to the
first one to create a loop.
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3. Circle-Drawing Algorithms
Some graphics packages allow us to draw circle primitives. Before we examine algorithms for
circle-drawing we will consider the mathematical equations of a circle. In Cartesian
coordinates we can write:
( x xc )2 ( y yc )2 r 2 …………………………………………………… (14)
where (xc,yc) is the centre of the circle. Alternatively, in polar coordinates we can write:
y yc r 2 xc x
2
…………………………………………………… (17)
This would correctly generate points on the boundary of a circle. However, like the first
attempt at a line-drawing algorithm we saw in Section 2.1 (see Figure 1) we would end up
with ‘holes’ in the line – see Figure 4. We would have the same problem if we incremented
the y-coordinate and plotted a calculated x-coordinate. As with the DDA line-drawing
algorithm we can overcome this problem by calculating and checking the gradient: if |m| ≤ 1
then increment x and calculate y, and if |m| > 1 then increment y and calculate x. However,
with the DDA algorithm we only needed to compute and check the gradient once for the
entire line, but for circles the gradient changes with each point plotted, so we would need to
compute and check the gradient at each iteration of the algorithm. This fact, in addition to the
square root calculation in Eq. (17), would make the algorithm quite inefficient.
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For example, suppose we want to draw a circle with (xc,yc) = (5,5) and r = 10. We start with θ
= 0o and compute x and y as:
x = 5 + 10 cos 0o = 15
y = 5 + 10 sin 0o = 5
Therefore we plot (15,5)
Next, we increase θ to 5o:
x = 5 + 10 cos 5o = 14.96
y = 5 + 10 sin 5o = 5.87
Therefore we plot (15,6)
This process would continue until we had plotted the entire circle (i.e. θ = 360o). Using this
polar coordinate technique, we can avoid holes in the boundary if we make small enough
increases in the value of θ. In fact, if we use θ = 1/r (where r is measured in pixels, and θ in
radians) we will get points exactly 1 pixel apart and so there is guaranteed to be no holes. This
algorithm is more efficient than the Cartesian plotting algorithm described in Section 3.1. It
can be made even more efficient, at a slight cost in quality, by increasing the size of the steps
in the value of θ and then joining the computed points by straight-line segments (see Figure
5).
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For example, in the red octant in Figure 6, we know that the gradient will never become
greater than one, so we can just increment the y-coordinate and compute the corresponding x-
coordinates
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We start by defining a function fcirc as follows:
This term can be derived directly from Eq. (14). Based on the result of this function, we can
determine the position of any point relative to the circle boundary:
For points on circle, fcirc= 0
For points inside circle, fcirc< 0
For points outside circle, fcirc> 0
Now referring again to Figure 7, we note that the position of the midpoint of the two pixels A
and B can be written as:
Now we can see from Figure 7 that if the midpoint lies inside the circle boundary the next
pixel to be plotted should be pixel A. Otherwise it should be pixel B. Therefore we can use the
value of fcirc(midk) to make the decision between the two candidate pixels:
If fcirc(midk) < 0, choose A
Otherwise choose B
In order to make this decision quickly and efficiently, we define a decision variable pk, by
combining Eqs. (18) and (19):
pk fcirc xk 1, yk 0.5 xk 1 yk 0.5 r 2
2 2
………………….. (20)
An incremental calculation for pk+1 can be derived by subtracting pk from pk+1 and simplifying
– the result is:
pk 1 pk 2 xk 1 1 , if pk < 0 …………………………………………… (21)
pk 1 pk 2 xk 1 1 2 yk 1 , if pk ≥ 0 …………………………………… (22)
The initial value of the decision variable, p0, is calculated by evaluating it at the starting point
(0,r):
p0 f circ 1, r 0.5 1 r 0.5 r 2 r .
2 5
…………………………… (23)
4
If r is an integer, then all increments are integers and we can round Eq. (23) to the nearest
integer:
p0 = 1 – r …………………………………………………………………… (24)
Example
For example, given a circle of radius r=10, centred at the origin, the steps are:
First, compute the initial decision variable:
o p0 1 r 9
Plot (x0,y0) = (0,r) = (0,10)
Iteration 0:
o p0 < 0, so
Plot (x1,y1) = (x0+1,y0) = (1,10)
p1 p0 2 x1 1 9 3 6
Iteration 1:
o p1 < 0, so
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Plot (x2,y2) = (x1+1,y1) = (2,10)
p2 p1 2 x2 1 6 5 1
Iteration 2:
o p2 < 0, so
Plot (x3,y3) = (x2+1,y2) = (3,10)
p3 p2 2 x3 1 1 7 6
Iteration 3:
o p3 ≥ 0, so
Plot (x4,y4) = (x3+1,y3-1) = (4,9)
p4 p3 2 x4 1 2 y 4 6 9 3
Iteration 4:
o p4 < 0, so
Plot (x5,y5) = (x4+1,y4) = (5,9)
p5 p4 2 x5 1 3 11 8
Iteration 5:
o p5 ≥ 0, so
Plot (x6,y6) = (x5+1,y5-1) = (6,8)
p6 p5 2 x6 1 2 y6 8 3 5
Etc.
4. Fill-Area Primitives
The most common type of primitive in 3-D computer graphics is the fill-area primitive. The
term fill-area primitive refers to any enclosed boundary that can be filled with a solid colour
or pattern. However, fill-area primitives are normally polygons, as they can be filled more
efficiently by graphics packages. Polygons are 2-D shapes whose boundary is formed by any
number of connected straight-line segments. They can be defined by three or more coplanar
vertices (coplanar points are positioned on the same plane). Each pair of adjacent vertices is
connected in sequence by edges. Normally polygons should have no edge crossings: in this
case they are known as simple polygons or standard polygons (see Figure 8).
Polygons are the most common form of graphics primitive because they form the basis of
polygonal meshes, which is the most common representation for 3-D graphics objects.
Polygonal meshes approximate curved surfaces by forming a mesh of simple polygons. Some
examples of polygonal meshes are shown in Figure 9.
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Figure 9 - Examples of Polygonal Mesh Surfaces
(a) (b)
Figure 10 – Types of Polygon: (a) Convex; (b) Concave
Most graphics packages also insist on some other conditions regarding polygons. Polygons
may not be displayed properly if any of the following conditions are met:
The polygon has less than 3 vertices; or
The polygon has collinear vertices; or
The polygon has non-coplanar vertices; or
The polygon has repeated vertices.
Polygons that meet one of these conditions are often referred to as degenerate polygons.
Degenerate polygons may not be displayed properly by graphics packages, but many
packages (including OpenGL) will not check for degenerate polygons as this takes extra
processing time which would slow down the rendering process. Therefore it is up to the
programmer to make sure that no degenerate polygons are specified.
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Compute the cross-product of each pair of adjacent edges. If all cross-products have
the same sign for their z-coordinate (i.e. they point in the same direction away from
the plane of the polygon), then the polygon is convex; otherwise it is concave.
The last technique used the cross-product of vectors. The result of the cross-product of two
vectors is a vector perpendicular to both vectors, whose magnitude is the product of the two
vector magnitudes multiplied by the sin of the angle between them:
N u E1 E2 sin , where 0 ≤ θ ≤ 180o …………………………………… (29)
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(a) (b) (c)
Polygons, and in particular convex polygons, are the most common type of primitive in 3-D
graphics because they are used to represent polygonal meshes such as those shown in Figure
9. But how can polygonal meshes be represented? A common technique is to use tables of
data. These tables can be of two different types:
Geometric tables: These store information about the geometry of the polygonal mesh,
i.e. what are the shapes/positions of the polygons?
Attribute tables: These store information about the appearance of the polygonal mesh,
i.e. what colour is it, is it opaque or transparent, etc. This information can be specified
for each polygon individually or for the mesh as a whole.
Figure 13 shows a simple example of a geometric table. We can see that there are three tables:
a vertex table, an edge table and a surface-facet table. The edge table has pointers into the
vertex table to indicate which vertices comprise the edge. Similarly the surface-facet table has
pointers into the edge table. This is a compact representation for a polygonal mesh, because
each vertex’s coordinates are only stored once, in the vertex table, and also information about
each edge is only stored once.
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facing outward from the object. Every polygon has two faces: the front-face and the back-
face. The front-face of a polygon is defined as the one that points outward from the object,
whereas the back-face points towards the object interior. Often in graphics we need to decide
if a given point is on one side of a polygon or the other. For example, if we know the position
of the virtual camera we may want to decide if the camera is looking at the front-face or the
back-face of the polygon. (It can be more efficient for graphics packages not to render back-
faces.)
We can make this calculation using the standard equation of a plane:
Ax + By + Cz + D = 0 …………………………………………………… (30)
Given at least three coplanar points (e.g. polygon vertices) we can always calculate the values
of the coefficients A, B, C, and D for a plane. Now, for any given point (x,y,z):
If Ax + By + Cz + D = 0, the point is on the plane.
If Ax + By + Cz + D < 0, the point is behind the plane.
If Ax + By + Cz + D > 0, the point is in front of the plane.
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Notice that if we consider the edge vectors to go the other way round the boundary (i.e.
clockwise instead of anti-clockwise) then the normal vector would point in the other direction.
This is the reason why in most graphics packages it is important which order we specify our
polygon vertices in: specifying them in an anti-clockwise direction will make the normal
vector point towards us, whereas specifying them in a clockwise direction will make it point
away from us.
glRect*
Two-dimensional rectangles can also be drawn using some of the other techniques described
below, but because drawing rectangles in 2-D is a common task OpenGL provides the glRect*
routine especially for this purpose (glRect* is more efficient for 2-D graphics than the other
alternatives). The basic format of the routine is:
where (x1,y1) and (x2,y2) define opposite corners of the rectangle. Actually when we call the
glRect* routine, OpenGL will construct a polygon with vertices defined in the following
order:
(x1,y1), (x2,y1), (x2,y2), (x1,y2)
For example, Figure 16 shows an example of executing the following call to glRecti:
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glRecti(200,100,50,250);
(The black crosses are only shown for the purpose of illustrating where the opposing corners
of the rectangle are.)
In 2-D graphics we don’t need to worry about front and back faces – both faces will be
displayed. But if we use glRect* in 3-D graphics we must be careful. For example, in the
above example we actually specified the vertices in a clockwise order. This would mean that
the back-face would be facing toward the camera. To get an anti-clockwise order (and the
front-face pointing towards the camera), we must specify the bottom-left and top-right corners
in the call to glRect*.
The GL_POLYGON symbolic constant defines a single convex polygon. Like all of the
following techniques for drawing fill-area primitives it should be used as the argument to the
glBegin routine. For example, the code shown below will draw the shape shown in Figure 17.
Notice that the vertices of the polygon are specified in anti-clockwise order.
glBegin(GL_POLYGON);
glVertex2iv(p1);
glVertex2iv(p2);
glVertex2iv(p3);
glVertex2iv(p4);
glVertex2iv(p5);
glVertex2iv(p6);
glEnd();
Figure 17 - A Polygon Drawn Using the GL_POLYGON OpenGL Primitive
GL_TRIANGLES
The GL_TRIANGLES symbolic constant causes the glBegin … glEnd pair to treat the vertex
list as groups of three 3 vertices, each of which defines a triangle. The vertices of each
triangle must be specified in anti-clockwise order. Figure 18 illustrates the use of the
GL_TRIANGLES primitive.
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glBegin(GL_TRIANGLES);
glVertex2iv(p1);
glVertex2iv(p2);
glVertex2iv(p6);
glVertex2iv(p3);
glVertex2iv(p4);
glVertex2iv(p5);
glEnd();
GL_TRIANGLE_STRIP
To form polygonal meshes it is often convenient to define a number of triangles using a single
glBegin … glEnd pair. The GL_TRIANGLE_STRIP primitive enables us to define a strip of
connected triangles. The vertices of the first triangle only must be specified in anti-clockwise
order. Figure 19 illustrates the use of GL_TRIANGLE_STRIP.
glBegin(GL_TRIANGLE_STRIP);
glVertex2iv(p1);
glVertex2iv(p2);
glVertex2iv(p6);
glVertex2iv(p3);
glVertex2iv(p5);
glVertex2iv(p4);
glEnd();
glBegin(GL_TRIANGLE_FAN);
glVertex2iv(p1);
glVertex2iv(p2);
glVertex2iv(p3);
glVertex2iv(p4);
glVertex2iv(p5);
glVertex2iv(p6);
glEnd();
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Figure 20 - Triangles Drawn Using the
GL_TRIANGLE_FAN OpenGL
Primitive
GL_QUADS
Using the GL_QUADS primitive, the vertex list is treated as groups of four vertices, each of
which forms a quadrilateral. If the number of vertices specified is not a multiple of four, then
the extra vertices are ignored. The vertices for each quadrilateral must be defined in an anti-
clockwise direction. See Figure 21 for
an example of GL_QUADS.
glBegin(GL_QUADS);
glVertex2iv(p1);
glVertex2iv(p2);
glVertex2iv(p3);
glVertex2iv(p4);
glVertex2iv(p5);
glVertex2iv(p6);
glVertex2iv(p7);
glVertex2iv(p8);
glEnd();
Figure 21 - Quadrilaterals Drawn Using the
GL_QUADS OpenGL Primitive
GL_QUAD_STRIP
In the same way that GL_TRIANGLE_STRIP allowed us to define a strip of connected
triangles, GL_QUAD_STRIP allows us to define a strip of quadrilaterals. The first four
vertices form the first quadrilateral, and each subsequent pair of vertices is combined with the
two before them to form another quadrilateral. The vertices of the first quadrilateral must be
specified in an anti-clockwise direction. Figure 22 illustrates the use of GL_QUAD_STRIP.
glBegin(GL_QUAD_STRIP);
glVertex2iv(p1);
glVertex2iv(p2);
glVertex2iv(p3);
glVertex2iv(p4);
glVertex2iv(p5);
glVertex2iv(p6);
glVertex2iv(p7);
glVertex2iv(p8);
glEnd();
Figure 22 - Quadrilaterals Drawn Using the
GL_QUAD_STRIP OpenGL Primitive
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