OpenGL ES Tutorial for Android – Part III – Transformations

Per-Erik Bergman

Last tutorial was about building your polygons. This tutorial is all about transformations, how to move the polygons around. I will continue this tutorial from where the previous ended so you can use that source code or make a copy of it.

I am not going to bore you with a lot of mathematics but I believe it is important to know that when OpenGL render a mesh it multiplies all vertices with a matrix. All the transformations you do are about manipulating the vertices in different ways by modifying this matrix. You can think of the matrix as a paper and that you never move the pen before you start to draw. You always draw in the center. But by doing a translation on the matrix you are moving the paper and also the center. A rotation is like rotating the paper around the center. And a scale is a bit harder to visualize with the paper view but it is like changing the unit size regarding to how you translate your meshes. Usually you talk about transformations according to the mesh not the world, but it is still important to know about.

Coordinate System

OpenGL uses a so called right-handed coordinate system. A system is called right-handed if you look from the positive end towards the origin of the axis the counter-clockwise rotation is considered to be a positive rotation.

When you have started up your view and haven't applied any transformations the axis are aligned like this: The x-axis goes from left to right, the y-axis comes from the bottom and goes up and the z-axis is moving from the back of the screen towards the front of the screen.

Coordinate System

Translate

public abstract void glTranslatef (float x, float y, float z) //OpenGL docs.

Coordinate SystemA translations added to the matrix makes the mesh appear as it has been moved. Translations are made along the axis and with no rotation added the axis are in there default state. Translation affects all the vertices in a polygon the same amount over the same axis. Translations are simply additions and subtractions to a current value. The image to the right shows a translation in 2 dimensions.
The start point is {x:-2, y:1} we like to go to {x:1, y:3} so we add {x:3, y:2}.

A simple addition: {x:-2, y:1} + {x:3, y:2} = {x:-2 + 3, y:1 + 2} = {x:1, y:3}.

In 3 dimensions we do the same, if we are located at position: {x:1, y:1, z:0} and we like to move 3 units into the screen we add {x:0, y:0, z:-3} and end up at: {x:1, y:1, z:-3}.

In the last tutorial we moved the square 4 units into the screen just to be able to see the square. What we did was that we added {x:0, y:0, z:-4} to the current position. This is the code we used for the translation:

// Translates 4 units into the screen.
gl.glTranslatef(0, 0, -4); OpenGL docs.

If you do several translations after each other the order of the movement is along the X, Y and Z axis, in that order. On translate the order isn't so important but when we do a rotation it's really important.

It can be quite tricky to remember how the axis are aligned. Fortunate there is a good trick to remember the direction of the axis. Hold your left hand like the photo below. The point on each finger represents the positive direction on one axis. Your thumb is y-axis, index finger is x-axis and your middle finger would represent the z-axis. When I first started with 3D programming I actually wrote the letters, x, y and z on my fingers :)

Help with the axis.

Rotate

public abstract void glRotatef(float angle, float x, float y, float z)//OpenGL docs.
Rotating is what it sounds like. You add a rotation to the matrix making it appears like the mesh are rotated. With no translation before the rotation is around the origo. The x, y and z values defines the vector to rotate around. The angle value is the number of degrees to rotate. Coordinate System

If you remember these three things you will manage rotation quite easy.

1. The rotation value are in degrees.
Most frameworks and math functions on computers use radians but OpenGL use degrees.

2. When doing several rotations the order are important.
If you like to restore a rotation you negate the angle or all the axis like this: glRotatef(angle, x, y, z) is restored with glRotatef(angle, -x, -y, -z) or glRotatef(-angle, x, y, z).

But if you do several rotations after each other like this:

gl.glRotatef(90f, 1.0f, 0.0f, 0.0f); // OpenGL docs.
gl.glRotatef(90f, 0.0f, 1.0f, 0.0f); // OpenGL docs.
gl.glRotatef(90f, 0.0f, 0.0f, 1.0f); // OpenGL docs.

gl.gRotatef(90f, 1.0f, 1.0f, 1.0f)

And want to restore the mesh to it's original position you can't just negate the angle like this:

gl.glRotatef(90f, -1.0f, 0.0f, 0.0f); // OpenGL docs.
gl.glRotatef(90f, 0.0f, -1.0f, 0.0f); // OpenGL docs.
gl.glRotatef(90f, 0.0f, 0.0f, -1.0f); // OpenGL docs.

gl.gRotatef(90f, -1.0f, -1.0f, -1.0f)

You have to revert the order of the rotations as well like this:

gl.glRotatef(90f, 0.0f, 0.0f, -1.0f); // OpenGL docs.
gl.glRotatef(90f, 0.0f, -1.0f, 0.0f); // OpenGL docs.
gl.glRotatef(90f, -1.0f, 0.0f, 0.0f); // OpenGL docs.

The order of several rotations is important.

3. If you look from the positive end towards the origin of the axis the positive rotation is counter-clockwise.
If you take a pencil in your hand, let the point be in the same direction as your thumb, as in the picture below, then aligns the pencil with the x-axis. Let the pencil's point be aligned with the positive direction of the axis. Your other fingers will now point in the positive direction of the rotation over that axis.

Positive rotation.

Translate & Rotate

Since both rotation and translations are made within each mesh own coordinate system it is important to remember that the order you do the translation and rotation are very important.

If you do a translation on the mesh first and then rotate it, the translation is made on the current state of the mesh coordinate system and then rotated at the new location.

Translate Rotate

If you first rotate and the move the mesh it will be moved accordingly to its own rotated coordinate system.
Translate Rotate

Scale

public abstract void glScalef (float x, float y, float z) // OpenGL docs.

Scaling is just as it sounds and it is possible to scale over each axis separately. Scaling is the same as multiplying all vertexes with the same scalar. In the image below we scale with: gl.glScalef(2f, 2f, 2f). That means that we multiply all vertixes with 2.

Scale.

Translate & Scale

The order of scaling and translating does matter. If you translate before scaling the transformation is intact. Like this example, first a translation of 2 units and then scale it by 0.5.

gl.glTranslatef(2, 0, 0); // OpenGL docs.
gl.glScalef(0.5f, 0.5f, 0.5f); // OpenGL docs.

Translate scale.

But if you scale before the translation you get a different result. Since you scale the mesh coordinate system then do the translation you will not move the mesh the same amount as you would before the scaling. So if you first scale with 0.5 and then do a translation of 2 units the result will appear as a translation of 1 unit.

gl.glScalef(0.5f, 0.5f, 0.5f); // OpenGL docs.
gl.glTranslatef(2, 0, 0); // OpenGL docs.

Scale translate.

Load Identity, push and pop matrix

When you translate, rotate or scaling you are not applying the transformation from the same preconditions, you are applying them to the previous transition. You need to be able to reset the position.

glLoadIdentity

public abstract void glLoadIdentity() // OpenGL docs.

glLoadIdentity replaces the current matrix with the identity matrix. It is the same as calling glLoadMatrix with the identity matrix:

1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1

There are situations where you don't want to reset the model matrix, you rather want to go back to how it was just before your latest transformation.

glPushMatrix

public abstract void glPushMatrix() // OpenGL docs.

glPushMatrix makes a copy of the current matrix and put it on the stack. This means that when you do any kind of translations after glPushMatrix you are doing them on a copy.

glPopMatrix

public abstract void glPopMatrix() // OpenGL docs.

To get back to the previous matrix you use the glPushMatrix command.

A good practice can be to have one glLoadIdentity in the begining of each frame and after that use glPushMatrix and glPopMatrix.

Putting it all togetter

So to make something with this new knowlege let us do 3 squares call them A, B and C. Scale them so that B is 50% smaller then A and C is 50% smaller then B. Then let A rotate counter-clockwise in the center of the screen. B should rotate clockwise around A and finaly C rotating clockwise around B and counter-clockwise in a high speed around it's own center.

public void onDrawFrame(GL10 gl) {
	// Clears the screen and depth buffer.
	gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
	// Replace the current matrix with the identity matrix
	gl.glLoadIdentity();
	// Translates 10 units into the screen.
	gl.glTranslatef(0, 0, -10); 

	// SQUARE A
	// Save the current matrix.
	gl.glPushMatrix();
	// Rotate square A counter-clockwise.
	gl.glRotatef(angle, 0, 0, 1);
	// Draw square A.
	square.draw(gl);
	// Restore the last matrix.
	gl.glPopMatrix();

	// SQUARE B
	// Save the current matrix
	gl.glPushMatrix();
	// Rotate square B before moving it, making it rotate around A.
	gl.glRotatef(-angle, 0, 0, 1);
	// Move square B.
	gl.glTranslatef(2, 0, 0);
	// Scale it to 50% of square A
	gl.glScalef(.5f, .5f, .5f);
	// Draw square B.
	square.draw(gl);			

	// SQUARE C
	// Save the current matrix
	gl.glPushMatrix();
	// Make the rotation around B
	gl.glRotatef(-angle, 0, 0, 1);
	gl.glTranslatef(2, 0, 0);
	// Scale it to 50% of square B
	gl.glScalef(.5f, .5f, .5f);
	// Rotate around it's own center.
	gl.glRotatef(angle*10, 0, 0, 1);
	// Draw square C.
	square.draw(gl);

	// Restore to the matrix as it was before C.
	gl.glPopMatrix();
	// Restore to the matrix as it was before B.
	gl.glPopMatrix();

	// Increse the angle.
	angle++;
}

And don't forget to add angel as a variable as well. Thanks Tim!

public class OpenGLRenderer implements Renderer {
	private Square square;
	private float angle; // Don't forget to add this.
        ...

References

The info used in this tutorial is collected from:
Android Developers
OpenGL ES 1.1 Reference Pages

You can download the source for this tutorial here: Tutorial_Part_III

Previous tutorial: OpenGL ES Tutorial for Android – Part II – Building a polygon
Next tutorial: OpenGL ES Tutorial for Android – Part IV – Adding colors

Per-Erik Bergman
Consultant at Jayway

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18 comments ↓

#1 Tim Hansen on 01.05.10 at 16:34

Absolutely brilliant!!! You explained everything perfectly and clearly. This tutorial really helps getting to grips with the subject matter.

One minor little problem is that you have added code in the downloadable source files, which isn’t listed in the tutorial, which means that this example doesn’t work until the angle variable is added. After it is, it does work, but the effect isn’t as described (although it does look cool!). Of course everything does work once the other code is added.

But anyway, this is probably the best tutorial on OpenGL ES on the web and I can’t wait until the next instalment!

BTW, if I wanted to make a triangle or a pentagram, how would I do that? I tried playing around with vertices and indices, but to no avail! 8(

#2 Lars on 01.13.10 at 13:53

Very useful. Thank you. Best tutorial I’ve found. For the first time, I understand 3D graphics programming!

Lars

#3 Per-Erik Bergman on 01.14.10 at 23:36

First, thanks for the nice comments.

Tim: To make a triangle just use this:

// Our vertices.
private float vertices[] = {
0.0f, 1.0f, 0.0f, // 0, Top Center
-1.0f, -1.0f, 0.0f, // 1, Bottom Left
1.0f, -1.0f, 0.0f, // 2, Bottom Right
};

// The order we like to connect them.
private short[] indices = { 0, 1, 2 };

With all shapes that is more complex, like a pentagon I would recommend to draw it on paper and find all the triangles and then decide on how to make the vertex setup.

#4 Tim Hansen on 01.15.10 at 13:52

Thanks for the feedback. I got it working in the end!

#5 Hamy on 01.16.10 at 21:38

Hope you keep going! These are going great so far!

#6 suburban on 01.18.10 at 13:33

Congratulations, It is a great tutorial to start from. It is simple to understand although you keep using correct vocabulary for technical things.

Even though, I don’t agree with your explanation about the rotation. Rotating 90 degrees on a (1,1,1) vector is not the same as rotating 90 degrees on (1,0,0) then on (0,1,0) and then on (0,0,1). Plus, if you first rotatete X degrees on a vector (1,1,1) and then -X on the same vector, the result is the original matrix.

This is what I have come to after some tests, and it is also what I understand from the API on the khronos website. Of course I am new to Open GL, so I would appreciate if you correct me in case I am wrong.

Congratulations again for this great tutorial and thanks a lot!!!

#7 Per-Erik Bergman on 01.20.10 at 7:27

suburban, great that you noticed that. The x, y and z values is the definition of what vector to rotate around. If you for example try to rotate the big square with gl.glRotatef(angle, 1, 1, 0) instead you get a diagonal flipping rotation. My head was in another 3D system :) . I have updated this tutorial.

#8 vandelay on 01.25.10 at 22:30

Your explanations are magnificent!

Anxiously awaiting the meshes and color tutorial.

Muchas gracias.
- v

#9 Gary Wang on 03.16.10 at 5:08

Really GOOD article for Android OpenGL ES… Thanks for ur sharing!

#10 Omega on 03.19.10 at 13:53

Fantastic! These are extremely well thought out and very well broken down examples.

I’ve been getting my head around OpenGL over the past week and I wish I had dug up these posts sooner!
Your approach offers the perfect balance between the underlying principles and api specific use. As a programmer, I appreciate how you’ve incorporated both of these elements.

I’ll be gushing about these posts for a while (and coding even more).

#11 ufans on 04.10.10 at 20:48

Really great tutorial.

Could you flesh out this thing about \a mesh having its own coordinate system after a transformation\. Naively, I would assume that you do transformations _within_ the very same unchangable coordinate system.

Thanks
Ufans

#12 Per-Erik Bergman on 04.12.10 at 11:14

ufans: yes, you do the transformations on the same coordinate system. What I mean with: “… within each mesh own coordinate system…” is that since your next transformation will depend on the previous one especially with a “translation after a rotation” it is for many people easier to think of the mesh with it’s own coordinate system since that is what you work with it is easier to remember that. Like: “Why does my mesh don’t move to the right? Yeah, because I just rotated it.” I’m not sure this explanation was any help and perhaps I should have been a bit clearer in the tutorial.

#13 LiuQi on 06.24.10 at 4:42

Nice tutorial.
But for the rotation part, I think you made an error in your explanation. glRotatef(angle, x, y, z) cannot be restored with glRotatef(angle, -x, -y, -z), it should be glRotatef(-angle, -x, -y, -z), since glRotatef(angle, x, y, z) is the same as glRotatef(angle, -x, -y, -z).

#14 Hoang on 06.28.10 at 12:16

thank you so much for your tutorial :)

#15 Hoang on 06.28.10 at 12:17

Thanh you so much for your tutorial :)

#16 Jennifer on 07.26.10 at 10:11

May I know how to make the point to become visible and make it to crosshair point. The crosshair point , “+” is the final output of coordinate after translation has made. How to do it? thanks

#17 Scofield on 08.20.10 at 7:46

Per-Erik Bergman i love u , u are god like

#18 Rohan Balakrishnan on 09.02.10 at 4:23

Fantastic tutorial. I have one question though. I’m developing an app on an Android phone that has a 533×320 pixel screen. What is the conversion between the units used for OpenGL transformation functions and pixels? What is the pixel to unit ratio?

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