Lambda Stack - Demo 18¶
Purpose¶
Remove repetition in the coordinate transformations, as previous demos had very similar transformations, especially from camera space to NDC space. Each edge of the graph of objects should only be specified once per frame.
Noticing in the previous demos that the lower parts of the transformations have a common pattern, we can create a stack of functions for later application. Before drawing geometry, we add any functions to the top of the stack, apply all of our functions in the stack to our model-space data to get NDC data, and before we return to the parent node, we pop the functions we added off of the stack, to ensure that we return the stack to the state that the parent node gave us.
To explain in more detail —
What’s the difference between drawing paddle 1 and the square?
Here is paddle 1 code
402 # draw paddle 1
403 glColor3f(paddle1.r, paddle1.g, paddle1.b)
404
405 glBegin(GL_QUADS)
406 for paddle1_vertex_ms in paddle1.vertices:
407 paddle1_vertex_ws: Vertex = paddle1_vertex_ms.rotate_z(
408 paddle1.rotation
409 ).translate(paddle1.position)
410 # paddle1_vertex_ws: Vertex = paddle1_vertex_cs.rotate_x(camera.rot_x) \
411 # .rotate_y(camera.rot_y) \
412 # .translate(camera.position_ws)
413 paddle1_vertex_cs: Vertex = (
414 paddle1_vertex_ws.translate(-camera.position_ws)
415 .rotate_y(-camera.rot_y)
416 .rotate_x(-camera.rot_x)
417 )
418 paddle1_vertex_ndc: Vertex = paddle1_vertex_cs.camera_space_to_ndc_fn()
419 glVertex3f(paddle1_vertex_ndc.x, paddle1_vertex_ndc.y, paddle1_vertex_ndc.z)
420 glEnd()
Here is the square’s code:
425 glColor3f(0.0, 0.0, 1.0)
426 glBegin(GL_QUADS)
427 for model_space in square:
428 paddle_1_space: Vertex = (
429 model_space.rotate_z(square_rotation)
430 .translate(Vertex(x=2.0, y=0.0, z=0.0))
431 .rotate_z(rotation_around_paddle1)
432 .translate(Vertex(x=0.0, y=0.0, z=-1.0))
433 )
434 world_space: Vertex = paddle_1_space.rotate_z(paddle1.rotation).translate(
435 paddle1.position
436 )
437 camera_space: Vertex = (
438 world_space.translate(-camera.position_ws)
439 .rotate_y(-camera.rot_y)
440 .rotate_x(-camera.rot_x)
441 )
442 ndc: Vertex = camera_space.camera_space_to_ndc_fn()
443 glVertex3f(ndc.x, ndc.y, ndc.z)
444 glEnd()
The only difference is the square’s model-space to paddle1 space. Everything else is exactly the same. In a graphics program, because the scene is a hierarchy of relative objects, it is unwise to put this much repetition in the transformation sequence. Especially if we might change how the camera operates, or from perspective to ortho. It would required a lot of code changes. And I don’t like reading from the bottom of the code up. Code doesn’t execute that way. I want to read from top to bottom.
When reading the transformation sequences in the previous demos from top down the transformation at the top is applied first, the transformation at the bottom is applied last, with the intermediate results method-chained together. (look up above for a reminder)
With a function stack, the function at the top of the stack (f5) is applied first, the result of this is then given as input to f4 (second on the stack), all the way down to f1, which was the first fn to be placed on the stack, and as such, the last to be applied. (Last In First Applied - LIFA)
|-------------------|
(MODELSPACE) | |
(x,y,z)-> | f5 |--
|-------------------| |
|
-------------------------
|
| |-------------------|
| | |
->| f4 |--
|-------------------| |
|
-------------------------
|
| |-------------------|
| | |
->| f3 |--
|-------------------| |
|
-------------------------
|
| |-------------------|
| | |
->| f2 |--
|-------------------| |
|
-------------------------
|
| |-------------------|
| | |
->| f1 |--> (x,y,z) NDC
|-------------------|
So, in order to ensure that the functions in a stack will execute in the same order as all of the previous demos, they need to be pushed onto the stack in reverse order.
This means that from model space to world space, we can now read the transformations FROM TOP TO BOTTOM!!!! SUCCESS!
Then, to draw the square relative to paddle one, those six transformations will already be on the stack, therefore only push the differences, and then apply the stack to the paddle’s model space data.
How to Execute¶
Load src/demo18/demo.py in Spyder and hit the play button
Move the Paddles using the Keyboard¶
Keyboard Input |
Action |
---|---|
w |
Move Left Paddle Up |
s |
Move Left Paddle Down |
k |
Move Right Paddle Down |
i |
Move Right Paddle Up |
d |
Increase Left Paddle’s Rotation |
a |
Decrease Left Paddle’s Rotation |
l |
Increase Right Paddle’s Rotation |
j |
Decrease Right Paddle’s Rotation |
UP |
Move the camera up, moving the objects down |
DOWN |
Move the camera down, moving the objects up |
LEFT |
Move the camera left, moving the objects right |
RIGHT |
Move the camera right, moving the objects left |
q |
Rotate the square around its center |
e |
Rotate the square around paddle 1’s center |
Description¶
Function stack. Internally it has a list, where index 0 is the bottom of the stack. In python we can store any object as a variable, and we will be storing functions which transform a vertex to another vertex, through the “modelspace_to_ndc” method.
359@dataclass
360class FunctionStack:
361 stack: List[Callable[Vertex, Vertex]] = field(default_factory=lambda: [])
362
363 def push(self, o: object):
364 self.stack.append(o)
365
366 def pop(self):
367 return self.stack.pop()
368
369 def clear(self):
370 self.stack.clear()
371
372 def modelspace_to_ndc(self, vertex: Vertex) -> Vertex:
373 v = vertex
374 for fn in reversed(self.stack):
375 v = fn(v)
376 return v
377
378
379fn_stack = FunctionStack()
There is an example at the bottom of src/demo18/demo.py
510def identity(x):
511 return x
512
513
514def add_one(x):
515 return x + 1
516
517
518def multiply_by_2(x):
519 return x * 2
520
521
522def add_5(x):
523 return x + 5
524
525
Define four functions, which we will compose on the stack.
Push identity onto the stack, which will will never pop off of the stack.
530fn_stack.push(identity)
531print(fn_stack)
532print(fn_stack.modelspace_to_ndc(1)) # x = 1
536fn_stack.push(add_one)
537print(fn_stack)
538print(fn_stack.modelspace_to_ndc(1)) # x + 1 = 2
542fn_stack.push(multiply_by_2) # (x * 2) + 1 = 3
543print(fn_stack)
544print(fn_stack.modelspace_to_ndc(1))
548fn_stack.push(add_5) # ((x + 5) * 2) + 1 = 13
549print(fn_stack)
550print(fn_stack.modelspace_to_ndc(1))
554fn_stack.pop()
555print(fn_stack)
556print(fn_stack.modelspace_to_ndc(1)) # (x * 2) + 1 = 3
560fn_stack.pop()
561print(fn_stack)
562print(fn_stack.modelspace_to_ndc(1)) # x + 1 = 2
566fn_stack.pop()
567print(fn_stack)
568print(fn_stack.modelspace_to_ndc(1)) # x = 1
Event Loop¶
388while not glfw.window_should_close(window):
...
In previous demos, camera_space_to_ndc_space_fn was always the last function called in the method chained pipeline. Put it on the bottom of the stack, by pushing it first, so that “modelspace_to_ndc” calls this function last. Each subsequent push will add a new function to the top of the stack.
422 fn_stack.push(lambda v: v.camera_space_to_ndc_space_fn()) # (1)
Unlike in previous demos in which we read the transformations from model space to world space backwards; this time because the transformations are on a stack, the fns on the model stack can be read forwards, where each operation translates/rotates/scales the current space
The camera’s position and orientation are defined relative to world space like so, read top to bottom:
426 # fn_stack.push(
427 # lambda v: v.translate(camera.position_ws)
428 # fn_stack.push(lambda v: v.rotate_y(camera.rot_y))
429 # fn_stack.push(lambda v: v.rotate_x(camera.rot_x))
But, since we need to transform world-space to camera space, they must be inverted by reversing the order, and negating the arguments
Therefore the transformations to put the world space into camera space are.
433 fn_stack.push(lambda v: v.rotate_x(-camera.rot_x)) # (2)
434 fn_stack.push(lambda v: v.rotate_y(-camera.rot_y)) # (3)
435 fn_stack.push(lambda v: v.translate(-camera.position_ws)) # (4)
draw paddle 1¶
Unlike in previous demos in which we read the transformations from model space to world space backwards; because the transformations are on a stack, the fns on the model stack can be read forwards, where each operation translates/rotates/scales the current space
439 fn_stack.push(
440 lambda v: v.translate(paddle1.position)
441 ) # (5) translate the local origin
442 fn_stack.push(
443 lambda v: v.rotate_z(paddle1.rotation)
444 ) # (6) (rotate around the local z axis
for each of the modelspace coordinates, apply all of the procedures on the stack from top to bottom this results in coordinate data in NDC space, which we can pass to glVertex3f
448 glColor3f(paddle1.r, paddle1.g, paddle1.b)
449
450 glBegin(GL_QUADS)
451 for paddle1_vertex_ms in paddle1.vertices:
452 paddle1_vertex_ndc = fn_stack.modelspace_to_ndc(paddle1_vertex_ms)
453 glVertex3f(
454 paddle1_vertex_ndc.x,
455 paddle1_vertex_ndc.y,
456 paddle1_vertex_ndc.z,
457 )
458 glEnd()
draw the square¶
since the modelstack is already in paddle1’s space, and since the blue square is defined relative to paddle1, just add the transformations relative to it before the blue square is drawn. Draw the square, and then remove these 4 transformations from the stack (done below)
462 glColor3f(0.0, 0.0, 1.0)
463
464 fn_stack.push(lambda v: v.translate(Vertex(x=0.0, y=0.0, z=-1.0))) # (7)
465 fn_stack.push(lambda v: v.rotate_z(rotation_around_paddle1)) # (8)
466 fn_stack.push(lambda v: v.translate(Vertex(x=2.0, y=0.0, z=0.0))) # (9)
467 fn_stack.push(lambda v: v.rotate_z(square_rotation)) # (10)
468
469 glBegin(GL_QUADS)
470 for model_space in square:
471 ndc = fn_stack.modelspace_to_ndc(model_space)
472 glVertex3f(ndc.x, ndc.y, ndc.z)
473 glEnd()
Now we need to remove fns from the stack so that the lambda stack will convert from world space to NDC. This will allow us to just add the transformations from world space to paddle2 space on the stack.
477 fn_stack.pop() # pop off (10)
478 fn_stack.pop() # pop off (9)
479 fn_stack.pop() # pop off (8)
480 fn_stack.pop() # pop off (7)
481 fn_stack.pop() # pop off (6)
482 fn_stack.pop() # pop off (5)
since paddle2’s model_space is independent of paddle 1’s space, only leave the view and projection fns (1) - (4)
draw paddle 2¶
462 glColor3f(0.0, 0.0, 1.0)
463
464 fn_stack.push(lambda v: v.translate(Vertex(x=0.0, y=0.0, z=-1.0))) # (7)
465 fn_stack.push(lambda v: v.rotate_z(rotation_around_paddle1)) # (8)
466 fn_stack.push(lambda v: v.translate(Vertex(x=2.0, y=0.0, z=0.0))) # (9)
467 fn_stack.push(lambda v: v.rotate_z(square_rotation)) # (10)
468
469 glBegin(GL_QUADS)
470 for model_space in square:
471 ndc = fn_stack.modelspace_to_ndc(model_space)
472 glVertex3f(ndc.x, ndc.y, ndc.z)
473 glEnd()
remove all fns from the function stack, as the next frame will set them clear makes the list empty, as the list (stack) will be repopulated the next iteration of the event loop.
499 fn_stack.clear() # done rendering everything, just go ahead and clean 1-6 off of the stack
Swap buffers and execute another iteration of the event loop
503 glfw.swap_buffers(window)
Notice in the above code, adding functions to the stack is creating a shared context for transformations, and before we call “glVertex3f”, we always call “modelspace_to_ndc” on the modelspace vertex. In Demo 19, we will be using OpenGL 2.1 matrix stacks. Although we don’t have the code for the OpenGL driver, given that you’ll see that we pass modelspace data directly to “glVertex3f”, it should be clear that the OpenGL implementation must fetch the modelspace to NDC transformations from the ModelView and Projection matrix stacks.