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<img src="producers_chair.jpg" alt="Chair" width="149" height="220" align="middle">
<font size="+3">Open Producer - Tutorial </font>
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<h2> Contents </h2>
<blockquote>
<a href="#What_is_Open_Producer">What is Open Producer?</a><br>
<a href="#Sorting_Out_the_Terminology">Sorting Out the Terminology</a><br>
<blockquote>
<a href="#Camera">Camera</a><br>
<a href="#Lens">Lens</a><br>
<a href="#RenderSurface"><font face="Helvetica, Arial, sans-serif">RenderSurface</a><br>
<a href="#CameraGroup">CameraGroup</a><br>
<a href="#CameraConfig">CameraConfig</a><br>
<a href="#KeyboardMouse">KeyboardMouse</a><br>
<a href="#InputArea">InputArea</a><br>
</blockquote>
<a href="#Learning_by_Example">Learning By Example</a><br>
<blockquote>
<a href="#Camera_example">Camera</a><br>
<a href="#Render_Surface_example">RenderSurface</a><br>
</blockquote>
</blockquote>
<hr width="100%" size="2">
<p>
This section will introduce the concepts and motivations behind Open
Producer and introduce the components at a high level. It explains
how to use Open Producer in your 3D Graphics, OpenGL applications.
Open Producer is built on OpenGL and depends upon it. If
you are familiar with OpenGL, many of the concepts will be familiar.
<h2><a name="What_is_Open_Producer"> </a>What is Open Producer?</h2>
When OpenGL was first designed, a decision was made to keep the focus of the
library on 3D rendering. To support this decision, the Application
Programming Interface (API) was kept windowing system neutral. That is
to say, that no interface was designed within OpenGL for the creation and
management of windowing system components such as windows, "widgets", or input
events. The positive aspect of this decision was that the library focused
on 3D rendering. The negative aspect was that the programmer was left to
come up with his own set of programming libraries or routines to create a
window, a graphics context for OpenGL and manage windowing and user input
events. Consequently, many auxiliary libraries were written to facilitate
this task for the programmer. Probably the most popular for its
portability and simplicity is GLUT, written by Mark Kilgard.<br>
<p>
Windowing systems, by design, are user interfaces. The whole concept of a
window, a cursor, user generated events by keyboard and mouse, and graphical
representations of buttons and sliders, and various other types of "widgets",
supports the notion that action begins upon user input. The application
waits until the user has indicated some desired action, at which point it
reacts and computes, but always returns to a resting state, once again waiting
for user input.
<p>
Most toolkits provided to 3D graphics programmers are based upon the
windowing system paradigm. The common structure is to create a window,
a graphics context, callbacks to handle user input and window configuration
events, and, then, at some point, the programmer relinquishes control of the
main loop to the toolkit. Among the callbacks specified is one that can
render the 3D graphics. It may be called after some user input, or
continuously if and when the main loop is idle, or based upon some timing
event.
<p>
Applications residing within this context may be referred to as being
<i>interactive</i>. The user expectation is that the application will
respond in a timely manner to his input requests, and need not be active when
the user is not providing input.
<p>
However, another classification exists for 3D graphics applications, which
require reliably constant and continuous update rates. These
applications strive to emulate the real visual world and must, therefore,
update at solid frame rates higher than the human eye can distinguish between
discreet frames and continuous motion. These applications can be
referred to as <i>real-time</i> graphics applications. Examples of
real-time applications are flight (or any other motion) simulators, virutual
reality, video games.
<p>
The problem that Open Producer attempts to solve then, is the provision of
methods for creating graphics rendering contexts for real-time applications.
Toolkits that are built in the windowing system paradigm fall short of
the needs of real-time graphics programmers, forcing them to write their own
methods or causing them to attempt to live within the constraints of the
graphical user interface paradigm.
<p>
Open Producer borrows concepts from the movie industry, because the mechanics
of achieving the goals of a real-time programmer and a movie producer are
quite similar. They differ only in the abstract. Open Producer
builds upon the analogy of a camera, by providing the components of a camera,
and the methods for manipulating a camera.
<p>
A movie camera has a constant, solid frame rate. It has a rendering
surface where the image from the real world, after having passed through the
lens is captured or rendered, one frame at a time. It provides the
camera man with the ability to change the field of view. It provides
configurability for different qualities of film or rendering surfaces.
A movie camera does not have a keyboard or a mouse.
<p>
Open Producer takes the concept a bit further in the software abstract than
the real camera can, however, providing methods for building assymetrical
viewing frustums, orthographic projections and rendering to a projection
rectangle within the rendering surface. Further, Open Producer provides
the concept of a Camera Group to facilitate the synchronization of multiple
cameras together. In the world of real-time 3D graphics this is
sometimes referred to as "multi-pipe rendering".
<p>
It is important to note here that Open Producer is not implemented to the
exclusion of interactive programs. On the contrary, it can reside within
the constructs of graphical user interfaces. To this end, Open Producer
has some user interface provisions such as a KeyboardMouse class. One
desirable feature of KeyboardMouse is that it tracks user input seamlessly
across multiple windows, known as an InputArea. It is also important
to note that Open Producer is not designed to be a user interface. How
this is reconciled will be covered in future sections.
<h2><a name="Sorting_Out_the_Terminology"></a>Sorting Out the Terminology</h2>
<img src="producer_camera.jpg" title="" alt="Producer::Camera diagram" style="width: 696px; height: 507px;">
<div style="text-align: center;"><small style="font-weight: bold;">
Figure 1-Open Producer Camera diagram</small><br>
</div>
<p>
Figure 1 shows a diagram of the abstract Open Producer camera. To
explain the components and how they relate to OpenGL, consider the process of
rendering a 3D scene in OpenGL. The world is defined in three-dimensional
cartesian coordinates. Objects are defined in model space and moved into
the scene by transforming them through the modelview matrix. A complete
scene is rendered and multiplied against a Projection Matrix, which projects
the three dimensional world to a 2 dimensional screen. In the process,
it can only render that which resides inside the viewing frustum, which is
defined by the internal values of the Projection Matrix.
<p>
The OpenProducer Camera's Lens generates the OpenGL Projection Matrix.
The scene is projected to a projection rectangle on the Open Producer Camera's
RenderSurface. The Camera itself can have the attributes position and
attitude, which place it somewhere in the world. However, the Open
Producer Camera does not have the ability to define the scene. It
provides a Scene Handler, which the programmer can use to define the 3D scene.
<p>
Let's review these terms and apply some more formalized definitions of them.
<h3><a name="Camera"></a>Camera</h3>
A Camera is the object that captures a scene, one frame at a time at some
fixed frame rate. The camera has the immediate attributes position
and attitude, which define its position in the 3 dimensional world and the
attitude of the direction it is pointing. A Camera may also have an
offset from its position and attitude, which may include a shear for
assymetrcal viewing frustums. A Camera HAS a Lens, and a RenderSurface.
<p>
For a complete description of the Camera interface click
<a href="notyet.html">here</a>.
<h3><a name="Lens"></a>Lens</h3>
A Lens is the object that defines the projection parameters for
projecting a 3 dimensional world to a 2 dimensional rectangle. Internally it
is a projection matrix, which may be set directly, or through some convenience
methods.
<h3><a name="RenderSurface"></a>RenderSurface</h3>
A RenderSurface is the object that defines the buffer where the scene will
be rendered. At first glance it might seem appropriate to call a
RenderSurface a synonym to a windowing system <i>Window</i>. However,
a RenderSurface differs from a window by providing components that are of
interest to the 3D graphics programmer, such as quality of pixel formats.
It also handles configuration events internally such that the
programmer need not track or manage these events in case the window is
resized, moved, iconified, or changed externally. The size of the
RenderSurface may be queried at any time.
<p>
For a complete description of Producer::RenderSurface interface click
<a href="Doxygen/html/classProducer_1_1RenderSurface.html">here.</a>
<h3><a name="CameraGroup"></a>CameraGroup</h3>
A Camera Group is, as the name implies, a group of Cameras that are
synchronized together such that they begin their frames at the same time and
end redering at the same time. Some of the methods CameraGroup provides
are the same as the methods within Camera, but when called the method is
applied across all Cameras in the Camera Group. Camera Group provides
cohesion to multiple cameras that are intended to be synchronized views into
a 3D world.
<h3><a name="CameraConfig"></a>CameraConfig</h3>
A CameraConfig is a class describing a configuration for a CameraGroup.
It may be explicitely configured through an API, or configured through
a configuration file. The details of the configuration file are
specified in a the documentation for CameraConfig.
<h3><a name="KeyboardMouse"></a>KeyboardMouse</h3>
The KeyboardMouse class is an object that provides the programmer with a way
to get Keyboard and Mouse events through a Callback class, rather than a
callback method. It can take keyboard and mouse events from a single
window, or multiple windows known as an InputArea. <br>
<h3><a name="InputArea"></a>InputArea</h3>
An InputArea is a configuration of InputRectangles which, when composited,
describe an area of input for mouse and keyboard events. Key presses and
releases will be delivered in the normal way. Mouse events will describe
the position of the pointer in the coordinate space described in each or the
list of InputRectangles of the InputArea.
<h2><a name="Learning_by_Example"></a>Learning by Example</h2>
What follows is a tutorial, which teaches how to use Open Producer through
source code examples. It will be assumed that the reader has a good
working knowledge of C++ and standard programming practices. Open
Producer is intended to be easy to use, but can also be quite powerful.
The tutorial will focus on the simple uses, then provide some examples
for advanced use.
<p>
The code examples are distributed with the Open Producer source, with
cross-platform build environments. The reader is encouraged to compile,
modify and recompile these examples for a hands-on training experience.
<p>
It is best to take the examples in the order that they are given as often
later examples will build upon lessons learned in the earlier examples.
<h3><a name="Camera_example"></a>Camera</h3>
The RenderSurface example demonstrated the usage of Producer in its simplest
form, providing the 3D application with a rendering surface. In that
example, the programmer is expected to provide his own methods drawing as well
as initializing and updating the OpenGL Projection Matrix and Modelview Matrix.
In this example, we introduce the Producer Camera class, which is
designed to abstract these matrices into a camera object. The Producer
Camera class, handles the setting up of the Projection matrix through a Lens
interface, the positioning of the camera in 3D space through its setView()
method, and frame by frame control by the frame() method.
<p>
The Camera class' scope of responsibility ends with describing the scene it is
capturing. As our real world model of a camera does not actually
generate the light or the objects the light is illuminating, neither does the
Producer Camera class have methods for drawing a scene. The application
must therefore provide an implementation of a SceneHandler class derived from
the pure virtual class Producer::Camera::SceneHandler. The Scene Handler
is discussed in subsequent paragraphs.
<p>
The Camera class has a set of defaults. The first example demonstrates
the use of the Camera in its simplest form, but just using the defaults.
<div style="background:#cccccc">
<blockquote>
<listing>
<font face="Courier" size="+1"> <b>
// C++ source file - Open Producer - Copyright (C) 2002 Don Burns
// Distributed under the terms of the GNU LIBRARY GENERAL PUBLIC LICENSE (LGPL)
// as published by the Free Software Foundation.
// Simple example of use of Producer::Camera
// The MySceneHandler class is a simple sample of a Camera::SceneHandler
#include <Producer/Camera>
#include "MySceneHandler"
int main(int argc, char **argv)
{
// Declare the camera
Producer::ref_ptr<Producer::Camera> camera = new Producer::Camera;
// Optional. Configure the size of the camera's render
// surface. Without these lines, the RenderSurface would
// fill the whole screen and have no border
Producer::ref_ptr<Producer::RenderSurface> rs = camera->getRenderSurface();
rs->setWindowRectangle( 100, 100, 640, 480 );
rs->setWindowName( "Producer Example using Camera" );
// Tell the camera about the Scene Handler. See notes in MySceneHandler
camera->setSceneHandler( new MySceneHandler );
// Main loop. Note that the while() statement comes after camera->frame()
// because the RenderSurface is not realized until the first call to camera->frame().
do {
camera->frame();
} while( rs->isRealized() );
return 0;
}
</b></font>
</listing>
</blockquote>
</div>
<div align="center">
<font face="Helvetica, Arial, sans-serif" size="-1">
<b>Code example 1 - Camera</b>
</font>
</div>
<p>
The first thing to note is that the code snipet is a bit smaller than the
RenderSurface example. In fact, if the user's goal to use the entire
screen and not set a window rectantle by accessing the Camera's RenderSurface,
then the code in main() would only have four significant lines. The real
item to focus on in this example is something called the SceneHandler.
We'll go into detail as to what this is and how it works in the
succeeding paragraphs, but first lets take a look at the first few lines of
code.
<div style="background:#cccccc">
<blockquote>
<listing>
<font face="Courier" size="+1"> <b>
int main(int argc, char **argv)
{
// Declare the camera
Producer::ref_ptr<Producer::Camera> camera = new Producer::Camera;
</b></font>
</listing>
</blockquote>
</div>
<p>
Ok... you must be asking yourself at this moment, <i>"What is a
<div style="background:#cccccc">
<font face="Courier" size="+1"> <b> </i>
<listing>
Producer::ref_ptr<Producer::Camera> camera
</listing>
</b></font>
</div>
<i>?!"</i> Good question. In a nutshell, Producer uses reference
counted objects. All classes within Producer derive from a class called
<b>Producer::Referenced</b>. This class has an internal reference count that
keeps track of other objects that may be using it. The way to manage the
internal reference count is by using the ref_ptr<> template class, which
automatically increments and decrements the reference count when it comes and
goes from scope. This provides a clean way to keep objects from being
deleted that may still be in use, and it also provides a way to automatically
clean up unused objects.
<p>
There is a good article that goes in depth on the use of reference pointers
<a href="http://dburns.dhs.org/OSG/Articles/RefPointers/RefPointers.html">here</a>. For
now, and in the interest of readability of the code, simply think of a
ref_ptr<> as a normal pointer like this:
<div style="background:#cccccc">
<font face="Courier" size="+1"> <b>
<listing>
Producer::Camera *camera
</listing>
</b></font>
</div>
<p>
But it is important to invest the time to understand how ref_ptr<>'s
work. All the examples in this tutorial will use ref_ptr<>s.
<p>
When a Camera is declared, it already contains its default components and one
of them is a RenderSurface. You may assign a RenderSurface to the camera
(with <i>setRenderSurface()</i>) if you wish, but <i>getRenderSurface()</i>
will return a pointer to the default RenderSurface. In the code here,
the RenderSurface is not yet realized so all configuration methods may be
called. The RenderSurface gets automatically realized on the first call
to <i>Camera::frame()</i>.
<p>
Note that Cameras may only have one RenderSurface. However, and contrary
to our analogy, multiple Cameras may use one RenderSurface. Each camera
must define its ProjectionRectangle within the RenderSurface. For OpenGL
programmers, this is similar to using multiple <i>glViewport</i>
<a href="OpenProducer_footnotes.html#glViewport"><sup><font size="-2">1</font></sup></a>()'s
in one Window.
<p>
<table cellpadding="0" cellspacing="0" border="0" width="100%"
bgcolor="#cccccc">
<tbody>
<tr>
<td valign="top" bgcolor="#cccccc">
<blockquote><font size="+1"><tt><br>
</tt><tt>camera.setSceneHandler( new MySceneHandler
); <br>
while( true )<br>
</tt>
<blockquote><font size="+1"><tt>camera.frame();</tt><br>
</blockquote>
</blockquote>
</td>
</tr>
</tbody>
</table>
<br>
The distribution has an
implementation of a Camera::SceneHandler and is useful for a simple
example. But lets look at what a SceneHandler is and how it
functions. From the class definition file for Camera, Scene
Handler is described as follows.<br>
<br>
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bgcolor="#cccccc">
<tbody>
<tr>
<td valign="top" bgcolor="#cccccc">
<blockquote><font size="+1"><tt><br>
class SceneHandler {<br>
</tt>
<blockquote><font size="+1"><tt>public :</tt><br>
</blockquote>
<blockquote>
<blockquote><font size="+1"><tt>SceneHandler() {}</tt><br>
<font size="+1"><tt>virtual ~SceneHandler() {}</tt><br>
<font size="+1"><tt>virtual void frame( Camera &) {}</tt><br>
<font size="+1"><tt>virtual void cull( Camera &) {}</tt><br>
<font size="+1"><tt>virtual void draw( Camera &) = 0;</tt><br>
<font size="+1"><tt>virtual bool useAutoView() { return
true; }</tt><br>
</blockquote>
</blockquote>
<font size="+1"><tt>};</tt><br>
</blockquote>
</td>
</tr>
</tbody>
</table>
<br>
It should first be noted that
a Camera requires a SceneHandler to function properly. A
SceneHandler is to a Producer::Camera as light is to a physical movie
camera. In other words, the SceneHandler is what describes and
renders the scene. The Camera is there to simply capture that
scene. Camera's do not draw scenes, but rely on the programmer to
provide the method for drawing a scene. This aspect makes Open
Producer flexible to be used in many different rendering environments.
The programmer may choose to simply write straight OpenGL code,
use a game engine or use a Scene Graph such as Open Scene Graph to get
the job done. If you call Camera::frame() and no SceneHandler has
been specified, it will result in an error message.<br>
<br>
With this design in mind, you can see that the SceneHandler class is
defined as a pure vitual class and the implementation of the draw()
method is left to the user. In fact, the example program only
defines the draw() method, and all other methods are left to the default
methods. So, you must derive your own SceneHandler class and at
least provide a draw() method.<br>
<br>
For the explanation of the SceneHandler methods it helps to understand
what Camera::frame() does. The following roughly describes these
steps in pseudo code.<br>
<br>
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bgcolor="#cccccc">
<tbody>
<tr>
<td valign="top" bgcolor="#cccccc">
<blockquote><font size="+1"><tt><br>
</tt></blockquote>
<ul>
<li><font size="+1"><tt>if scenehandler->frame() returns
true, return;</tt></li>
<li><font size="+1"><tt> call scenehandler->cull();</tt></li>
<li><font size="+1"><tt>make the RenderSurface's graphics
context current</tt><br>
</li>
<li><font size="+1"><tt> If scenehandler->useAutoView()
returns true, apply the lens, and apply the position and attitude matrix.</tt></li>
<li><font size="+1"><tt> call scenehandler->draw();</tt></li>
<li><font size="+1"><tt> swap the RenderSurface buffers unless
it was specifically requested not to.</tt></li>
</ul>
</td>
</tr>
</tbody>
</table>
<p>
If your defined SceneHandler chooses to override everything the Camera does
in Camera::frame(), you may define frame() in your derived SceneHandler,
returning true. In your frame() method, you must clear the screen,
set up the OpenGL PROJECTION matrix, the OpenGL MODELVIEW matrix, draw your
scene and swap buffers. Note that a reference to Camera is passed to
frame(), giving you access to its components, including the RenderSurface.
<p>
But, it makes better sense to allow Camera to do its job in Camera::frame()
and the SceneHandler to do its job in cull() and draw(). The cull()
method provides the SceneHandler the opportunity to do rendering optimizations
such as sorting by visibility, transparency and optimized rendering order.
For large scenes, this step is important, but not trivial to implement.
The use of a scene graph will greatly simplify this step. Typical scene
graphs will have a cull stage, and use only the PROJECTION matrix as input.
The PROJECTION matrix is available from the Camera::Lens reference
passed to cull().
<p>
If you implement the useAutoView() method in your derived SceneHandler and
return false, then the setting up of the PROJECTION and initial MODELVIEW
matricies will be left to the SceneHandler. If you simply use the
default method, however, the Camera will do this for you by either default
values, or values you have previously passed to the Camera class to set this
up. See the next example for a more throrough handling of Camera values.
<p>
In your derived SceneHandler draw() method, draw your scene. You may
want to use draw lists created in your cull() method or some other method of
handling the scene optimally. If your scene handler defined
useAutoView() and returned false, then you must set up your PROJECTION and
MODELVIEW matricies before rendering the scene, but if not, simply use draw()
to focus on drawing the scene.
<p>
By default, the Camera::frame() method will swap the RenderSurface buffers at
the end of the frame. This may not be desirable if, for example, you
have multiple cameras rendering to the same RenderSurface. In this
case you can override the default boolean value passed in Camera::frame() to
false and buffers will not be swapped until you call Camera::advance().
However, in this case it is probably better to use the CameraGroup() class,
discussed in the next section.<br>
<h3> CameraGroup</h3>
The Camera Group class is where the Producer takes a turn from being a simple
package for providing 3D applications with a rendering surface, to providing a
powerfull capability for managing multiple windows, displays, and clustered
systems. A CameraGroup is, as the name implies, a group of Cameras that
can be configured and controlled through a single interface. Cameras
have components that can be shared.
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