I'm trying to do an animation which ball starts dropping with affects of gravity but unfortunately the ball is too slow. I actually found a way for it which is to change
double dt = (cur - last) / 1000.0;
to
double dt = (cur - last) / 100.0;
but that time, the bug is that position of the ball is kind of wrong because the ball starts dying :). If you work the animation you may understand what I'm trying to say!
The main code is there :
#include <GL/glut.h>
#include <vector>
#include <bits/stdc++.h>
using namespace std;
#include <glm/glm.hpp>
#include <glm/gtx/norm.hpp>
using namespace glm;
int seconds_past = 0;
struct Ball{
int radius;
dvec3 pos;
dvec3 vel;
double acc = -9.8;
bool last, made = false;
dvec3 last_vel;
void Integrate(double cur, double dt){
static int count = 0;
count++;
vel += dvec3{vel[0], acc * dt, 0};
pos = pos + vel * dt;
std::cout << vel[1] << " " << count << std::endl;
}
void HandleCollisions(){
if(pos[1] - 10 < -100){
std::cout << "true" << std::endl;
vel = -vel;
}
}
};
void Integrate( vector< Ball >& particles, double cur, double dt)
{
for( size_t i = 0; i < particles.size(); ++i )
{
particles[i].Integrate( cur, dt );
particles[i].HandleCollisions();
}
}
vector< Ball > particles;
void display()
{
// use last frame time to calculate delta-t
static int last = glutGet( GLUT_ELAPSED_TIME );
int cur = glutGet( GLUT_ELAPSED_TIME );
double dt = ( cur - last ) / 1000.0;
last = cur;
Integrate( particles, cur, dt);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
double w = glutGet( GLUT_WINDOW_WIDTH );
double h = glutGet( GLUT_WINDOW_HEIGHT );
double ar = w / h;
glOrtho( -100 * ar, 100 * ar, -100, 100, -1, 1 );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
// draw particles
glPointSize( 50 );
glEnableClientState( GL_VERTEX_ARRAY );
glVertexPointer( 3, GL_DOUBLE, sizeof( Ball ), &particles[0].pos[0] );
glDrawArrays( GL_POINTS, 0, particles.size() );
glDisableClientState( GL_VERTEX_ARRAY );
glutSwapBuffers();
}
void timer( int value )
{
glutPostRedisplay();
glutTimerFunc( 1000.0/60.0, timer, value );
}
int main(int argc, char **argv)
{
particles.resize(1);
glutInit( &argc, argv );
glutInitDisplayMode( GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE );
glutInitWindowSize( 600, 600 );
glutCreateWindow( "GLUT" );
glutDisplayFunc( display );
glutTimerFunc( 0, timer, 0 );
glutMainLoop();
return 0;
}
Related
I'm trying to just create a simple program that draws points where I click.
I declare a struct that holds the coordinates and the color of each point.
I declare a global vector< Point > that holds the list of points. The mouse input is well recorded and printed on the cout, but the points are not draw.
Any idea why I am missing in the initialization of GLUT?
#include <GL/freeglut_std.h>
#include <GL/gl.h>
#include <vector>
#include <iostream>
using namespace std;
struct Point
{
float x, y;
unsigned char r, g, b, a;
};
vector< Point > points;
void drawPoints()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-50, 50, -50, 50, -1, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// draw
glColor3ub( 255, 255, 255 );
glEnableClientState( GL_VERTEX_ARRAY );
glEnableClientState( GL_COLOR_ARRAY );
glVertexPointer( 2, GL_FLOAT, sizeof(Point), &points[0].x );
glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(Point), &points[0].r );
glPointSize( 3.0 );
glDrawArrays( GL_POINTS, 0, points.size() );
glDisableClientState( GL_VERTEX_ARRAY );
glDisableClientState( GL_COLOR_ARRAY );
glFlush();
glutSwapBuffers();
}
void OnMouseClick(int button, int state, int x, int y)
{
if (button == GLUT_LEFT_BUTTON && state == GLUT_UP)
{
//store the x,y value where the click happened
Point p = Point();
p.x = (float)x;
p.y = (float)y;
p.r = 255;
p.g = 255;
p.b = 255;
p.a = 255;
points.push_back(p);
for (vector<Point>::iterator it = points.begin(); it != points.end(); ++it)
{
cout << it->x << " " << it->y << " " << flush;
}
cout << endl;
glutPostRedisplay();
}
}
int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE);
glutInitWindowSize(500, 500);
glutInitWindowPosition(100, 100);
glutCreateWindow("OpenGL - Drawing points");
glutDisplayFunc(drawPoints);
glutMouseFunc(OnMouseClick);
glutMainLoop();
return 0;
}
Coordinate system mismatch, either transform GLUT's mouse coordinates into your chosen glOrhto() coordinate system or change that call to match GLUT's mouse coordinate system.
Example of the second way:
#include <GL/glut.h>
#include <vector>
using namespace std;
struct Point
{
float x, y;
unsigned char r, g, b, a;
};
vector< Point > points;
void drawPoints()
{
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
GLdouble w = glutGet( GLUT_WINDOW_WIDTH );
GLdouble h = glutGet( GLUT_WINDOW_HEIGHT );
glOrtho( 0, w, h, 0, -1, 1 );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
// draw
if( !points.empty() )
{
glColor3ub( 255, 255, 255 );
glEnableClientState( GL_VERTEX_ARRAY );
glEnableClientState( GL_COLOR_ARRAY );
glVertexPointer( 2, GL_FLOAT, sizeof( Point ), &points[ 0 ].x );
glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( Point ), &points[ 0 ].r );
glPointSize( 3.0 );
glDrawArrays( GL_POINTS, 0, points.size() );
glDisableClientState( GL_VERTEX_ARRAY );
glDisableClientState( GL_COLOR_ARRAY );
}
glutSwapBuffers();
}
void OnMouseClick( int button, int state, int x, int y )
{
if( button == GLUT_LEFT_BUTTON && state == GLUT_UP )
{
//store the x,y value where the click happened
Point p = Point();
p.x = (float)x;
p.y = (float)y;
p.r = 255;
p.g = 255;
p.b = 255;
p.a = 255;
points.push_back( p );
glutPostRedisplay();
}
}
int main( int argc, char **argv )
{
glutInit( &argc, argv );
glutInitDisplayMode( GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE );
glutInitWindowSize( 500, 500 );
glutInitWindowPosition( 100, 100 );
glutCreateWindow( "OpenGL - Drawing points" );
glutDisplayFunc( drawPoints );
glutMouseFunc( OnMouseClick );
glutMainLoop();
return 0;
}
I'm writing a Level Editor and I'm using the GLUT to display text inside an opengl canvas. However, I would like to scale the text with the canvas instead of staying at the given size (18 at this moment).
How am I able to do this? A friend of mine suggested to create my own font but I think that's a bit much.
This is the code I'm using
public void showCharacters(GL gl, String text) {
final GLUT glut = new GLUT();
System.out.println(text);
if (text != null) {
gl.glColor3f(0.0f, 0.0f, 0.0f);
gl.glRasterPos2f(x + (sizeX / 10), (y - (sizeY)));
glut.glutBitmapString(GLUT.BITMAP_HELVETICA_18, text);
}
}
Use glutStroke*() and GLUT_STROKE_*:
#include <GL/glut.h>
#include <cstring>
int glWidth( void* font, const char* str )
{
int width = 0;
for( size_t i = 0; i < strlen( str ); ++i )
{
width += glutStrokeWidth( font, (int)str[i] );
}
return width;
}
void glPrint( void* font, const char* str )
{
for( size_t i = 0; i < strlen( str ); ++i )
{
glutStrokeCharacter( font, (int)str[i] );
}
}
void display()
{
glClear( GL_COLOR_BUFFER_BIT );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
double w = glutGet( GLUT_WINDOW_WIDTH );
double h = glutGet( GLUT_WINDOW_HEIGHT );
double ar = w / h;
glOrtho( -250 * ar, 250 * ar, -250, 250, -1, 1 );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
void* font = GLUT_STROKE_MONO_ROMAN;
const char* str = "Hello";
glTranslatef( -glWidth( font, str ) / 2.0f, 0, 0 );
glPrint( font, str );
glutSwapBuffers();
}
int main( int argc, char **argv )
{
glutInit( &argc, argv );
glutInitDisplayMode( GLUT_RGBA | GLUT_DOUBLE );
glutInitWindowSize( 640, 480 );
glutCreateWindow( "GLUT" );
glutDisplayFunc( display );
glutMainLoop();
return 0;
}
I have looked through the examples in the Glui package, but I need help with loading (.m) file which is 3D model
this is the sample codes....
#include <iostream>
#include <GL/glut.h>
#include <cstdlib>
using namespace std;
void createMenu(void);
void menu(int value);
void disp(void);
static int win;
static int menid;
static int submenid;
static int primitive = 0; // global variable for the geometric primitive
int main(int argc, char **argv){
// normal initialisation
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGBA | GLUT_SINGLE);
glutInitWindowSize(500,500);
glutInitWindowPosition(100,100);
win = glutCreateWindow("GLUT MENU");
// put all the menu functions in one nice procedure
createMenu();
// set the clearcolor and the callback
glClearColor(0.0,0.0,0.0,0.0);
// register your drawing function
glutDisplayFunc(disp);
// enter the main loop
glutMainLoop();
return 1;
}
//#define USE_SUB_MENU
void createMenu(void){
//#ifdef USE_SUB_MENU
// step 1: Create a submenu, this has to be done first.
submenid = glutCreateMenu(menu); // pass the function "menu" to glutCreateMenu
// Add sub menu entry
glutAddMenuEntry("Teapot", 2);
glutAddMenuEntry("Cube", 3);
glutAddMenuEntry("Torus", 4);
// step 2: Create the main menu, this menu becomes the current menu
menid = glutCreateMenu(menu);
// Create an entry
glutAddMenuEntry("Clear", 1);
glutAddSubMenu("Draw", submenid);
// Create an entry
glutAddMenuEntry("Quit", 0);
// Let the menu respond on the right mouse button
glutAttachMenu(GLUT_RIGHT_BUTTON);
//#else
menid = glutCreateMenu(menu);
// Create an entry
glutAddMenuEntry("Clear", 1);
glutAddMenuEntry("Teapot", 2);
glutAddMenuEntry("Cube", 3);
glutAddMenuEntry("Torus", 4);
// Create an entry
glutAddMenuEntry("Quit", 0);
// Let the menu respond on the right mouse button
glutAttachMenu(GLUT_RIGHT_BUTTON);
//#endif
}
void disp(void){
// Just clean the screen
// this has to be called everytime when you draw sth
glClear(GL_COLOR_BUFFER_BIT);
// draw what the user asked
if(primitive == 1){ // clear the screen
glutPostRedisplay();
}else if(primitive == 2){ // draw the teapot
glutWireTeapot(0.5);
}else if(primitive == 3){ // draw the cube
glutWireCube(0.5);
}else if(primitive == 4){ // draw the torus
glutWireTorus(0.3,0.6,100,100);
}
glFlush();
}
void menu(int value){
if(value == 0){ // the user clicks 'quit'
glutDestroyWindow(win);
exit(0);
}else{
primitive=value; // set the geometric primitive
}
// you would want to redraw now
glutPostRedisplay();
}
I really don't know how to do T_T, requirment is to load .m files using opengl, glut, glui.... So, I need help to load it with opengl without crashing then done.
You'll need a parser for your .M files.
I couldn't find a spec anywhere so I've taken a guess at the format:
#include <glm/glm.hpp>
using namespace glm;
struct Vertex
{
vec3 position;
vec3 normal;
};
vector< Vertex > LoadM( istream& in )
{
vector< Vertex > verts;
map< int, vec3 > positions;
map< int, vec3 > normals;
string lineStr;
while( getline( in, lineStr ) )
{
istringstream lineSS( lineStr );
string lineType;
lineSS >> lineType;
// vertex
if( lineType == "Vertex" )
{
int idx;
float x = 0, y = 0, z = 0;
lineSS >> idx >> x >> y >> z;
positions[ idx ] = vec3( x, y, z );
}
// face
if( lineType == "Face" )
{
int indexes[ 3 ];
int idx;
lineSS >> idx >> indexes[0] >> indexes[1] >> indexes[2];
// http://www.opengl.org/wiki/Calculating_a_Surface_Normal
vec3 U( positions[ indexes[1] ] - positions[ indexes[0] ] );
vec3 V( positions[ indexes[2] ] - positions[ indexes[0] ] );
vec3 faceNormal = normalize( cross( U, V ) );
for( size_t j = 0; j < 3; ++j )
{
Vertex vert;
vert.position = vec3( positions[ indexes[j] ] );
vert.normal = faceNormal;
verts.push_back( vert );
}
}
}
return verts;
}
Used in context:
#include <GL/glut.h>
#include <glm/glm.hpp>
#include <glm/gtx/component_wise.hpp>
#include <vector>
#include <map>
#include <iostream>
#include <fstream>
#include <sstream>
using namespace std;
using namespace glm;
struct Vertex
{
vec3 position;
vec3 normal;
};
vector< Vertex > LoadM( istream& in )
{
vector< Vertex > verts;
map< int, vec3 > positions;
string lineStr;
while( getline( in, lineStr ) )
{
istringstream lineSS( lineStr );
string lineType;
lineSS >> lineType;
// parse vertex line
if( lineType == "Vertex" )
{
int idx = 0;
float x = 0, y = 0, z = 0;
lineSS >> idx >> x >> y >> z;
positions.insert( make_pair( idx, vec3( x, y, z ) ) );
}
// parse face line
if( lineType == "Face" )
{
int indexes[ 3 ] = { 0 };
int idx = 0;
lineSS >> idx >> indexes[0] >> indexes[1] >> indexes[2];
// http://www.opengl.org/wiki/Calculating_a_Surface_Normal
vec3 U( positions[ indexes[1] ] - positions[ indexes[0] ] );
vec3 V( positions[ indexes[2] ] - positions[ indexes[0] ] );
vec3 faceNormal = normalize( cross( U, V ) );
for( size_t j = 0; j < 3; ++j )
{
Vertex vert;
vert.position = vec3( positions[ indexes[j] ] );
vert.normal = faceNormal;
verts.push_back( vert );
}
}
}
return verts;
}
// mouse state
int btn;
ivec2 startMouse;
ivec2 startRot, curRot;
ivec2 startTrans, curTrans;
void mouse(int button, int state, int x, int y )
{
y = glutGet( GLUT_WINDOW_HEIGHT ) - y;
if( button == GLUT_LEFT_BUTTON && state == GLUT_DOWN )
{
btn = button;
startMouse = ivec2( x, y );
startRot = curRot;
}
if( button == GLUT_RIGHT_BUTTON && state == GLUT_DOWN )
{
btn = button;
startMouse = ivec2( x, y );
startTrans = curTrans;
}
}
void motion( int x, int y )
{
y = glutGet( GLUT_WINDOW_HEIGHT ) - y;
ivec2 curMouse( x, y );
if( btn == GLUT_LEFT_BUTTON )
{
curRot = startRot + ( curMouse - startMouse );
}
else if( btn == GLUT_RIGHT_BUTTON )
{
curTrans = startTrans + ( curMouse - startMouse );
}
glutPostRedisplay();
}
vector< Vertex > model;
void display()
{
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
double w = glutGet( GLUT_WINDOW_WIDTH );
double h = glutGet( GLUT_WINDOW_HEIGHT );
double ar = w / h;
// "pan"
glTranslatef( curTrans.x / w * 2, curTrans.y / h * 2, 0 );
gluPerspective( 60, ar, 0.1, 20 );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
glTranslatef( 0, 0, -10 );
glPushMatrix();
// apply mouse rotation
glRotatef( curRot.x % 360, 0, 1, 0 );
glRotatef( -curRot.y % 360, 1, 0, 0 );
glColor3ub( 255, 0, 0 );
// draw model
glEnableClientState( GL_VERTEX_ARRAY );
glEnableClientState( GL_NORMAL_ARRAY );
glVertexPointer( 3, GL_FLOAT, sizeof(Vertex), &model[0].position );
glNormalPointer( GL_FLOAT, sizeof(Vertex), &model[0].normal );
glDrawArrays( GL_TRIANGLES, 0, model.size() );
glDisableClientState( GL_VERTEX_ARRAY );
glDisableClientState( GL_NORMAL_ARRAY );
// draw bounding cube
glDisable( GL_LIGHTING );
glColor3ub( 255, 255, 255 );
glutWireCube( 7 );
glEnable( GL_LIGHTING );
glPopMatrix();
glutSwapBuffers();
}
// return the x/y/z min/max of some geometry
template< typename Vec >
pair< Vec, Vec > GetExtents
(
const Vec* pts,
size_t stride,
size_t count
)
{
typedef typename Vec::value_type Scalar;
Vec pmin( std::numeric_limits< Scalar >::max() );
Vec pmax( std::min( std::numeric_limits< Scalar >::min(),
(Scalar)-std::numeric_limits< Scalar >::max() ) );
// find extents
unsigned char* base = (unsigned char*)pts;
for( size_t i = 0; i < count; ++i )
{
const Vec& pt = *(Vec*)base;
pmin = glm::min( pmin, pt );
pmax = glm::max( pmax, pt );
base += stride;
}
return make_pair( pmin, pmax );
}
// centers geometry around the origin
// and scales it to fit in a size^3 box
template< typename Vec >
void CenterAndScale
(
Vec* pts,
size_t stride,
size_t count,
const typename Vec::value_type& size
)
{
typedef typename Vec::value_type Scalar;
// get min/max extents
pair< Vec, Vec > exts = GetExtents( pts, stride, count );
// center and scale
const Vec center = ( exts.first * Scalar( 0.5 ) ) + ( exts.second * Scalar( 0.5f ) );
const Scalar factor = size / glm::compMax( exts.second - exts.first );
unsigned char* base = (unsigned char*)pts;
for( size_t i = 0; i < count; ++i )
{
Vec& pt = *(Vec*)base;
pt = ((pt - center) * factor);
base += stride;
}
}
int main( int argc, char **argv )
{
ifstream ifile( "bunny.m" );
model = LoadM( ifile );
if( model.empty() )
{
cerr << "Empty model!" << endl;
return -1;
}
CenterAndScale( &model[0].position, sizeof( Vertex ), model.size(), 7 );
glutInit( &argc, argv );
glutInitDisplayMode( GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE );
glutInitWindowSize( 640, 480 );
glutCreateWindow( "GLUT" );
glutDisplayFunc( display );
glutMouseFunc( mouse );
glutMotionFunc( motion );
glEnable( GL_DEPTH_TEST );
// set up "headlamp"-like light
glShadeModel( GL_SMOOTH );
glEnable( GL_COLOR_MATERIAL );
glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE ) ;
glEnable( GL_LIGHTING );
glEnable( GL_LIGHT0 );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
GLfloat position[] = { 0, 0, 1, 0 };
glLightfv( GL_LIGHT0, GL_POSITION, position );
glPolygonMode( GL_FRONT, GL_FILL );
glPolygonMode( GL_BACK, GL_LINE );
glutMainLoop();
return 0;
}
how can drawing like square or TRIANGLES when clicked on any position on screen show the shape this is my Attempt i do't know what doing
...........................................................................
.......................................................................................
#include <windows.h>
#include <gl/Gl.h>
#include <gl/glu.h>
#include <gl/glut.h>
GLsizei wh=500,ww=500;
GLfloat size=3.0;
void drawsquare( int x, int y)
{
y=wh-y;
glBegin(GL_POLYGON);
glVertex2f(x+size,y+size);
glVertex2f(x-size,y+size);
glVertex2f(x-size,y-size);
glVertex2f(x+size,y-size);
glEnd();
glFlush();
}
void mymose(int button,int state,int x,int y)
{
if(button==GLUT_LEFT_BUTTON && state==GLUT_DOWN)
drawsquare(x,y);
//if(button==GLUT_RIGHT_BUTTON_BUTTON && state==GLUT_UP)
// exit();
}
void myInit(){
glViewport(0,0,ww,wh);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0.0,(GLdouble)ww,0.0,(GLdouble)wh);
glMatrixMode(GL_MODELVIEW);
glClearColor(0.0,0.0,0.0,1.0);
glColor3f(1.0,0.0,0.0);
}
int main(int argc, char** argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGBA);
glutInitWindowSize(ww,wh);
glutInitWindowPosition(100,100);
glutCreateWindow("GLUT");
glutMouseFunc(mymose);
glutDisplayFunc(display);
glutMainLoop();
return 0;
}
You need a vector to store the points in.
Add points in the mouse callback and request a redraw via glutPostRedisplay().
Then in display() you can spin over all the points in the vector and draw quads around them:
#include <GL/glut.h>
#include <vector>
struct Point
{
Point( float x, float y ) : x(x), y(y) {}
float x, y;
};
std::vector< Point > points;
void mouse( int button, int state, int x, int y )
{
if( button == GLUT_LEFT_BUTTON && state == GLUT_UP )
{
points.push_back( Point( x, y ) );
}
if( button == GLUT_RIGHT_BUTTON && state == GLUT_UP )
{
points.clear();
}
glutPostRedisplay();
}
void display()
{
glClearColor( 0, 0, 0, 1 );
glClear( GL_COLOR_BUFFER_BIT );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
int w = glutGet( GLUT_WINDOW_WIDTH );
int h = glutGet( GLUT_WINDOW_HEIGHT );
glOrtho( 0, w, h, 0, -1, 1 );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
glColor3ub( 255, 0, 0 );
glBegin( GL_QUADS );
for( size_t i = 0; i < points.size(); ++i )
{
const unsigned int SIZE = 20;
const Point& pt = points[ i ];
glVertex2i( pt.x - SIZE, pt.y - SIZE );
glVertex2i( pt.x + SIZE, pt.y - SIZE );
glVertex2i( pt.x + SIZE, pt.y + SIZE );
glVertex2i( pt.x - SIZE, pt.y + SIZE );
}
glEnd();
glutSwapBuffers();
}
int main( int argc, char **argv )
{
glutInit( &argc, argv );
glutInitDisplayMode( GLUT_RGBA | GLUT_DOUBLE );
glutInitWindowSize( 640, 480 );
glutCreateWindow( "GLUT" );
glutMouseFunc( mouse );
glutDisplayFunc( display );
glutMainLoop();
return 0;
}
Quick question:
How can I draw value of double using
glutBitmapCharacter
?
I tried many options but none of them works, I don't know how to convert double to char *
#include <GL/glut.h>
#include <sstream>
#include <iomanip>
void glString( const std::string str, void* font = GLUT_BITMAP_8_BY_13 )
{
for( size_t i = 0; i < str.size(); ++i )
{
glutBitmapCharacter( font, str[i] );
}
}
void display()
{
glClear( GL_COLOR_BUFFER_BIT );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
double w = glutGet( GLUT_WINDOW_WIDTH );
double h = glutGet( GLUT_WINDOW_HEIGHT );
glOrtho( 0, w, h, 0, -1, 1);
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
glColor3ub( 255, 255, 255 );
glRasterPos2i( 50, 50 );
double val = 3.14159265358979323846;
std::ostringstream oss;
oss << std::setprecision(17) << val;
glString( oss.str() );
glutSwapBuffers();
}
int main( int argc, char **argv )
{
glutInit( &argc, argv );
glutInitDisplayMode( GLUT_RGBA | GLUT_DOUBLE );
glutInitWindowSize( 640, 480 );
glutCreateWindow( "Text" );
glutDisplayFunc( display );
glutMainLoop();
return 0;
}