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Basic Transformations in OPENGL

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Transformations play a very important role in manipulating objects on the screen. It should be noted that here the algorithms will be implemented in code and the built-in functions will not be used to give a good understanding of how the algorithms work. Also, note that all transformations are implemented in 2D. There are three basic kinds of Transformations in Computer Graphics: 1. Translation 2. Rotation 3. Scaling

Algorithms:

1. Translation: Translation refers to moving an object to a different position on the screen.

Formula:  X = x + tx
          Y = y + ty
where tx and ty are translation coordinates

The OpenGL function is glTranslatef( tx, ty, tz );

2. Rotation: Rotation refers to rotating a point.

Formula:  X = xcosA - ysinA
          Y = xsinA + ycosA,
   A is the angle of rotation.
The above formula will rotate the point around the origin.
To rotate around a different point, the formula:
          X = cx + (x-cx)*cosA - (y-cy)*sinA,   
          Y = cy + (x-cx)*sinA + (y-cy)*cosA,   
                 cx, cy is centre coordinates, 
                 A is the angle of rotation.

The OpenGL function is glRotatef (A, x, y, z). 

3. Scaling: Scaling refers to zooming in and out an object on different scales across axes.

Formula: X = x*sx
         Y = y*sy,    sx, sy being scaling factors.

The OpenGL function is glScalef(float x, float y, float z)

Note: If combined transformations are to be applied, follow the order: translate, rotate, scale

Implementation:

C




// C code to implement basic
// transformations in OPENGL
#include <stdio.h>
#include <math.h>
#include <time.h>
#include <GL/glut.h>
  
// Window size
#define maxWD 640
#define maxHT 480
  
// Rotation speed
#define thetaSpeed 0.05
  
// This creates delay between 
// two actions
void delay(unsigned int mseconds)
{
    clock_t goal = mseconds + clock();
    while (goal > clock());
}
  
// This is a basic init for the 
// glut window
void myInit(void)
{
    glClearColor(1.0, 1.0, 
                 1.0, 0.0);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluOrtho2D(0.0, maxWD, 
               0.0, maxHT);
    glClear(GL_COLOR_BUFFER_BIT);
    glFlush();
}
  
// This function just draws 
// a point
void drawPoint(int x, int y)
{
    glPointSize(7.0);
    glColor3f(0.0f, 0.0f, 1.0f);
    glBegin(GL_POINTS);
    glVertex2i(x, y);
    glEnd();
}
  
void rotateAroundPt(int px, int py, 
                    int cx, int cy)
{
    float theta = 0.0;
    while (1) 
    {
        glClear(GL_COLOR_BUFFER_BIT);
        int xf, yf;
  
        // Update theta anticlockwise 
        // rotation
        theta = theta + thetaSpeed;
  
        // Check overflow
        if (theta>= (2.0 * 3.14159))
            theta = theta - (2.0 * 3.14159);
  
        // actual calculations..
        xf = (cx + (int)((float)(px - cx) * 
              cos(theta)) - ((float)(py - cy) * 
              sin(theta)));
        yf = (cy + (int)((float)(px - cx) * 
              sin(theta)) + ((float)(py - cy) * 
              cos(theta)));
  
        // Drawing the centre point
        drawPoint(cx, cy);
  
        // Drawing the rotating point
        drawPoint(xf, yf);
        glFlush();
        
        // Creating a delay
        // So that the point can be noticed
        delay(10);
    }
}
  
// This function will translate 
// the point
void translatePoint(int px, int py, 
                    int tx, int ty)
{
    int fx = px, fy = py;
    while (1) 
    {
        glClear(GL_COLOR_BUFFER_BIT);
  
        // Update
        px = px + tx;
        py = py + ty;
  
        // Check overflow to keep 
        // point in screen
        if (px > maxWD || px < 0 || 
            py > maxHT || py < 0) 
        {
            px = fx;
            py = fy;
        }
  
        // Drawing the point
        drawPoint(px, py); 
  
        glFlush();
        
        // Creating a delay
        // So that the point can be noticed
        delay(10);
    }
}
  
// This function draws
void scalePoint(int px, int py, 
                int sx, int sy)
{
    int fx, fy;
    while (1) 
    {
        glClear(GL_COLOR_BUFFER_BIT);
  
        // Update
        fx = px * sx;
        fy = py * sy;
  
         // Drawing the point
        drawPoint(fx, fy); 
  
        glFlush();
        
        // Creating a delay
        // So that the point can 
        // be noticed
        delay(500);
  
        glClear(GL_COLOR_BUFFER_BIT);
  
        // Update
        fx = px;
        fy = py;
  
        // Drawing the point
        drawPoint(fx, fy);
        glFlush();
        
        // Creating a delay
        // So that the point can be 
        // noticed
        delay(500);
    }
}
  
// Actual display function
void myDisplay(void)
{
    int opt;
    printf("\nEnter\n\t<1> for translation"
           "\n\t<2> for rotation"
           "\n\t<3> for scaling\n\t:");
    scanf("%d", &opt);
    printf("\nGo to the window...");
    switch (opt){
    case 1:
        translatePoint(100, 200, 1, 5);
        break;
    case 2:
        rotateAroundPt(200, 200, maxWD / 2, 
                       maxHT / 2);
          
        // Point will circle around
        // the centre of the window
        break;
    case 3:
        scalePoint(10, 20, 2, 3);
        break;
    }
}
  
// Driver code
void main(int argc, char** argv)
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
    glutInitWindowSize(maxWD, maxHT);
    glutInitWindowPosition(100, 150);
    glutCreateWindow("Transforming point");
    glutDisplayFunc(myDisplay);
    myInit();
    glutMainLoop();
}

This article is contributed by Suprotik Dey. If you like GeeksforGeeks and would like to contribute, you can also write an article using write.geeksforgeeks.org or mail your article to review-team@geeksforgeeks.org. See your article appearing on the GeeksforGeeks main page and help other Geeks. Please write comments if you find anything incorrect, or you want to share more information about the topic discussed above.


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Last Updated : 08 Jul, 2022
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