How to map clicked point on surface of a sphere in OpenGL? - opengl

I would like to be able to click on a point on the surface of a sphere in OpenGL. Here's what I have so far:
#include <iostream>
#include <stdlib.h>
#include "GL/freeglut.h"
#include "glm/glm.hpp"
#include "quaternion.h"
const GLsizei WINDOW_WIDTH = 640;
const GLsizei WINDOW_HEIGHT = 640;
int mouse_x = 0;
int mouse_y = 0;
float zoom = 1.0f;
float zoom_sensitivity = 0.1f;
const float zoom_max = 1.5f;
const float zoom_min = 0.1f;
bool clicked = false;
glm::vec3 pointClick;
glm::vec3 GetOGLPos(int x, int y);
void display(void) {
// Clear display port
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
// Reset camera
gluLookAt(
0.0, 0.0, 2.0,
0.0, 0.0, 0.0,
0.0, 1.0, 0.0
);
// Zoom
glScalef(zoom, zoom, zoom);
// Render sphere
glPushMatrix();
glTranslatef(0, 0, 0);
glColor3f(1, 0, 0);
glutSolidSphere(1, 64, 64);
glPopMatrix();
// Render point
if (clicked == true) {
glPushMatrix();
glColor3f(0, 1, 0);
glPointSize(0.5f);
glBegin(GL_POINTS);
glVertex3f(pointClick.x, pointClick.y, pointClick.z);
printf("%f, %f, %f\n", pointClick.x, pointClick.y, pointClick.z);
glEnd();
glPopMatrix();
}
// Swap buffers
glutSwapBuffers();
}
void reshape(GLsizei width, GLsizei height) {
if (height == 0) {
height = 1;
}
float ratio = 1.0 * width / height;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glViewport(0, 0, width, height);
gluPerspective(45, ratio, 1, 100);
glMatrixMode(GL_MODELVIEW);
}
// Handles mouse input for camera rotation.
void motion(int x, int y) {
pointClick = GetOGLPos(x, y);
clicked = true;
glutPostRedisplay();
}
// Handles scroll input for zoom.
void mouseWheel(int button, int state, int x, int y) {
if (state == 1) {
zoom = zoom + zoom_sensitivity >= zoom_max ? zoom_max : zoom + zoom_sensitivity;
}
else if (state == -1) {
zoom = zoom - zoom_sensitivity <= zoom_min ? zoom_min : zoom - zoom_sensitivity;
}
glutPostRedisplay();
}
int main(int argc, char** argv) {
// Initialize glut.
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DOUBLE);
glutInitWindowPosition(
(glutGet(GLUT_SCREEN_WIDTH) - WINDOW_WIDTH) / 2,
(glutGet(GLUT_SCREEN_HEIGHT) - WINDOW_HEIGHT) / 2
);
glutInitWindowSize(WINDOW_WIDTH, WINDOW_HEIGHT);
glutCreateWindow("Window");
// Register callbacks.
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutMotionFunc(motion);
glutMouseWheelFunc(mouseWheel);
// Start glut.
glutMainLoop();
return 0;
}
// Get position of click in 3-d space
glm::vec3 GetOGLPos(int x, int y)
{
GLint viewport[4];
GLdouble modelview[16];
GLdouble projection[16];
GLfloat winX, winY, winZ;
GLdouble posX, posY, posZ;
glGetDoublev(GL_MODELVIEW_MATRIX, modelview);
glGetDoublev(GL_PROJECTION_MATRIX, projection);
glGetIntegerv(GL_VIEWPORT, viewport);
winX = (float)x;
winY = (float)viewport[3] - (float)y;
glReadPixels(x, int(winY), 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &winZ);
gluUnProject(winX, winY, winZ, modelview, projection, viewport, &posX, &posY, &posZ);
return glm::vec3(posX, posY, posZ);
}
This is the visual output:
This renders a point on the screen, but it's not "on" the sphere. I'm wondering how to put the point on the surface of the sphere so, if I were to rotate and zoom the camera, the point would stay in the same place. How do I "project" the point on the surface of the sphere?

You first want to convert the cursor to a ray in the world, and then perform a ray-sphere intersection test to figure out where the ray intersects the sphere. You can read this article regarding how to convert the cursor to a ray in the world: http://antongerdelan.net/opengl/raycasting.html.

Related

OpenGL with GLUT - black screen

I want to receive a small animation for four triangles. I wrote a several versions of the code, but none of these versions works. In result I have a blank black screen.
My code:
#define GLUT_DISABLE_ATEXIT_HACK
#define TIMERSECS 20
#include <windows.h>
#include <GL/glut.h>
#include <GL/gl.h>
#include <GL/GL.H>
#include <stdlib.h>
float arc = 0.0f;
void draw_traingle(float x0, float y0, float x1, float y1, float x2, float y2) {
glColor4f(0.0f, 0.0f, 1.0f, 1.0f); //Blue
glVertex2f(x0, y0);
glVertex2f(x1, y1);
glVertex2f(x2, y2);
}
void draw(void) {
glLoadIdentity();
glClear(GL_COLOR_BUFFER_BIT);
glRotatef(arc, 1.0f,0.0f,0.0f);
glBegin(GL_POLYGON);
float center_x = 300.0f;
float center_y = 300.0f;
float up_x = center_x;
float up_y = 250.0f;
float down_x = center_x;
float down_y = 350.0f;
float right_x = 350.0f;
float right_y = center_y;
float left_x = 250.0f;
float left_y = center_y;
glPushMatrix();
draw_traingle(up_x, up_y, right_x, right_y, center_x, center_y);
draw_traingle(right_x, right_y, down_x, down_y, center_x, center_y);
draw_traingle(down_x, down_y, left_x, left_y, center_x, center_y);
draw_traingle(left_x, left_y, up_x, up_y, center_x, center_y);
glPopMatrix();
glEnd();
glFlush();
glutSwapBuffers();
}
void handleKeypress(unsigned char key, int x, int y) {
switch (key) {
case 27:
exit(0);
}
}
void init(void) {
glClearColor(0.0, 0.0, 0.0, 0.0);
glViewport(0, 0, 600, 600);
glMatrixMode(GL_PROJECTION);
glLoadIdentity(); //=1
gluOrtho2D(0.0, 600.0, 0.0, 600.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity(); //=1
}
void update(int value) {
arc += 2.0f;
if (arc > 360.f) {
arc -= 360;
}
glutPostRedisplay();
glutTimerFunc(TIMERSECS, update, 0);
}
int main(int argc, char** argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB); //single buffer and RGBA
glutInitWindowSize(600, 600);
glutInitWindowPosition(100, 100);
glutCreateWindow("Window");
init();
glutDisplayFunc(draw);
glutTimerFunc(TIMERSECS, update, 0);
glutKeyboardFunc(handleKeypress);
glutMainLoop();
return 0;
}
I want to create an animation where my rectange builded from traingles will rotate for 2 degrees per some small time. I want to rotate it like clock works. i know that the problem is not in time (not to small) but in glRotatef - I don't know what parameters it should takes to give me a proper effect.
Thanks in advance! :)
#include <GL/glut.h>
#include <GL/gl.h>
#include <stdlib.h>
//#define TIMERSECS 200 prefer not to use preprocessor macros
//instead you can use:
static const int TIMERSECS = 200;
float arc = 0.0f;
void draw_traingle(float x0, float y0, float x1, float y1, float x2, float y2) {
glBegin(GL_POLYGON);
glColor4f(0.0f, 0.0f, 1.0f, 1.0f); //Blue
glVertex2f(x0, y0);
glVertex2f(x1, y1);
glVertex2f(x2, y2);
glEnd();
}
void draw(void) {
glClear(GL_COLOR_BUFFER_BIT);
glTranslatef(300, 300, 0);
glRotatef(arc, 0.0f,0.0f,1.0f);
glTranslatef(-300, -300, 0);
float center_x = 300.0f;
float center_y = 300.0f;
float up_x = center_x;
float up_y = 250.0f;
float down_x = center_x;
float down_y = 350.0f;
float right_x = 350.0f;
float right_y = center_y;
float left_x = 250.0f;
float left_y = center_y;
draw_traingle(up_x, up_y, right_x, right_y, center_x, center_y);
draw_traingle(right_x, right_y, down_x, down_y, center_x, center_y);
draw_traingle(down_x, down_y, left_x, left_y, center_x, center_y);
draw_traingle(left_x, left_y, up_x, up_y, center_x, center_y);
glutSwapBuffers();
}
void handleKeypress(unsigned char key, int x, int y) {
switch (key) {
case 27:
exit(0);
}
}
void init() {
glClearColor(0.0, 0.0, 0.0, 0.0);
glViewport(0, 0, 600, 600);
glMatrixMode(GL_PROJECTION);
glLoadIdentity(); //=1
gluOrtho2D(0.0, 600.0, 0.0, 600.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity(); //=1
}
void update(int value) {
arc += 2.0f;
if (arc > 360.f) {
arc -= 360;
}
glutPostRedisplay();
glutTimerFunc(200, update, 1);
}
int main(int argc, char** argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA); //single buffer and RGBA
glutInitWindowSize(600, 600);
glutCreateWindow("Window");
init();
glutDisplayFunc(draw);
glutTimerFunc(TIMERSECS, update, 1);
glutKeyboardFunc(handleKeypress);
glutMainLoop();
return 0;
}
Rotation is always relative to the coordinate system you are using. Transforimations are always applied in the reverse order. When we use rotatef function to rotate an object it's always relative to the center of the coordinate system. So first we need to translate it to to the center which is done by translatef(-300,-300,0). Now the object is on the center. Then we use rotatef to rotate the object to x,y or z axis. Then we translate the object again to the position that was before the transformation. Finally we write the functions in reverse order. You are good to go :)

Changing the view to object in OpenGL

I'm trying to play around with OpenGL and this is my very first code. How can I change to different view to 2 object drawn on the screen?
Is there anyway to do this manually, in stead of using function gluPerspective()?
I tried glRotatef(60, 0.0, 0.0, 5.0) but there is nothing happen. Cos I want to see other faces of the Pyramid and also different view of the rotating sphere.
Also I want to set different colours to different objects that I draw on the screen, how can I do that?
The code to set colour for each object, which is glColor3f, I put it in between glPushMatrix() and glPopMatrix(), also I always include the line glLoadIdentity() before starting draw objects on screen. As far as I know, this line will reset the settings of the previous objects and allows me to set new properties for new object.
Then why when I press button D, the sphere is blue when it supposes to be in white?
Here is my full code:
#include <windows.h>
#include <GL/glew.h>
#include <GL/gl.h>
#include <math.h>
#include <GLFW/glfw3.h>
#include <stdio.h>
#include <stdlib.h>
#include <iostream>
#define X .525731112119133606
#define Z .850650808352039932
#define Y 0.0
#define PI 3.1415926535898
#define CIRCLE_STEP 5000
using namespace std;
// Open an OpenGL window
GLFWwindow* window;
int keyboard = 0, itr;
bool big_Sphere = true, sphereWithNormalV = false, animation = false;
GLdouble angle = 0;
/****Step 1: define vertices in (x, y, z) form****/
// Coordinates to draw a Icosahedron
GLfloat icoVertices[12][3] = {
{-X, Y, Z}, {X, Y, Z}, {-X, Y, -Z}, {X, Y, -Z},
{Y, Z, X}, {Y, Z, -X}, {Y, -Z, X}, {Y, -Z, -X},
{Z, X, Y}, {-Z, X, Y}, {Z, -X, Y}, {-Z, -X, Y}
};
// Coordinates to draw a Pyramid
GLfloat pyVertices[4][3] = {
{0.0f, 1.0f, 0.0f},
{1.0f, 0.0f, 0.0f},
{-1.0f, 0.0f, 0.0f},
{0.0f, 0.0f, -1.0f}
};
static GLuint icoIndices[20][3] = {
{0,4,1}, {0,9,4}, {9,5,4}, {4,5,8}, {4,8,1},
{8,10,1}, {8,3,10}, {5,3,8}, {5,2,3}, {2,7,3},
{7,10,3}, {7,6,10}, {7,11,6}, {11,0,6}, {0,1,6},
{6,1,10}, {9,0,11}, {9,11,2}, {9,2,5}, {7,2,11} };
static GLuint pyIndices[4][3] = {
{0,1,2}, {0,1,3}, {0,2,3}, {1,2,3}
};
/************************/
void normalize3f(float v[3]) {
GLfloat d = sqrt(v[0]*v[0]+v[1]*v[1]+v[2]*v[2]);
if (d == 0.0) {
fprintf(stderr, "zero length vector");
return;
}
v[0] /= d; v[1] /= d; v[2] /= d;
}
void sphereNormalV(GLfloat p1[3], GLfloat p2[3], GLfloat p3[3])
{
glBegin(GL_LINES);
glVertex3f(p1[0] *1.5,p1[1] *1.5, p1[2] *1.5);
glVertex3fv(p1);
glEnd();
glBegin(GL_LINES);
glVertex3f(p2[0] *1.1,p2[1] *1.1, p2[2] *1.1);
glVertex3fv(p2);
glEnd();
glBegin(GL_LINES);
glVertex3f(p3[0] *1.1,p3[1] *1.1, p3[2] *1.1);
glVertex3fv(p3);
glEnd();
}
void drawtriangle(float *v1, float *v2, float *v3)
{
glBegin(GL_LINE_LOOP);
//glNormal3fv(v1);
glVertex3fv(v1);
//glNormal3fv(v2);
glVertex3fv(v2);
//glNormal3fv(v3);
glVertex3fv(v3);
glEnd();
}
void subdivide(GLfloat *v1, GLfloat *v2, GLfloat *v3, long depth)
{
GLfloat v12[3], v23[3], v31[3];
GLint i;
if (depth == 0){
drawtriangle(v1, v2, v3);
if (sphereWithNormalV == true){
sphereNormalV(v1, v2, v3);
}
return;
}
for (i = 0; i < 3; i++) {
v12[i] = v1[i]+v2[i];
v23[i] = v2[i]+v3[i];
v31[i] = v3[i]+v1[i];
}
normalize3f(v12);
normalize3f(v23);
normalize3f(v31);
subdivide(v1, v12, v31, depth-1);
subdivide(v2, v23, v12, depth-1);
subdivide(v3, v31, v23, depth-1);
subdivide(v12, v23, v31, depth-1);
}
void drawSphere(GLfloat x, GLfloat y, GLfloat z){
glLoadIdentity();
glPushMatrix();
if (big_Sphere == true){
glScaled(0.4, 0.55, 0.4);
}else{
glScaled(0.13, 0.18, 0.13);
}
if (animation){
glTranslatef(x, y, z);
}
glBegin(GL_LINE_LOOP);
for (int i = 0; i < 20; i++) {
subdivide(&icoVertices[icoIndices[i][0]][0], &icoVertices[icoIndices[i][1]][0], &icoVertices[icoIndices[i][2]][0], 3);
}
glEnd();
glPopMatrix();
}
void drawPyramid(){//(GLfloat x, GLfloat y, GLfloat z){
glLoadIdentity();
glPushMatrix();
glScaled(0.13, 0.18, 0.13);
glBegin(GL_LINE_LOOP);
for (int i = 0; i < 4; i++){
glColor3f(1.0f, 0.0f, 0.0f);
glVertex3fv(pyVertices[pyIndices[i][0]]);
glColor3f(0.0f, 1.0f, 0.0f);
glVertex3fv(pyVertices[pyIndices[i][1]]);
glColor3f(0.0f, 0.0f, 1.0f);
glVertex3fv(pyVertices[pyIndices[i][2]]);
}
glEnd();
glPopMatrix();
}
int getKeyPressed(){
if (glfwGetKey(window, GLFW_KEY_A)){
keyboard = GLFW_KEY_A;
}
if (glfwGetKey(window, GLFW_KEY_B)){
keyboard = GLFW_KEY_B;
}
if (glfwGetKey(window, GLFW_KEY_C)){
keyboard = GLFW_KEY_A;
}
if (glfwGetKey(window, GLFW_KEY_D)){
keyboard = GLFW_KEY_D;
}
if (glfwGetKey(window, GLFW_KEY_E)){
keyboard = GLFW_KEY_E;
}
return keyboard;
}
void controlSphere(bool _big_Sphere, bool _sphereNormalV, bool _animation){
big_Sphere = _big_Sphere;
sphereWithNormalV = _sphereNormalV;
animation = _animation;
}
void gluPerspective(double fovy,double aspect, double zNear, double zFar)
{
// Start in projection mode.
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
double xmin, xmax, ymin, ymax;
ymax = zNear * tan(fovy * PI / 360.0);
ymin = -ymax;
xmin = ymin * aspect;
xmax = ymax * aspect;
glFrustum(xmin, xmax, ymin, ymax, zNear, zFar);
}
int main( void ) {
if (!glfwInit()){
fprintf(stderr, "Failed to initialize GLFW.\n");
return -1;
}
// Create a windowed mode window and its OpenGL context
window = glfwCreateWindow(1100, 800, "Hello World", NULL, NULL);
if (window == NULL) {
fprintf(stderr, "glfw failed to create window.\n");
//glfwTerminate();
return -1;
}
// Make the window's context current
glfwMakeContextCurrent(window);
glewInit();
if (glewInit() != GLEW_OK){
fprintf(stderr, "Failed to initialize GLEW: %s.\n", glewGetErrorString(glewInit()));
return -1;
}
// 4x anti aliasing
glfwWindowHint(GLFW_SAMPLES, 4);
/**Step 3: Main loop for OpenGL draw the shape**
/* Main loop */
int i = 0;
GLfloat pos_X, pos_Y;
glRotatef(60, 0.0f, 0.3f, 0.4f);
do{
//glMatrixMode(GL_MODELVIEW);
glClear(GL_COLOR_BUFFER_BIT);
switch(getKeyPressed()){
case 65:
controlSphere(true, false, false);
drawSphere(0, 0, 0);
break;
case 66:
controlSphere(true, true, false);
drawSphere(0, 0, 0);
break;
case 67:
// drawPyramid();
break;
case 68:
// drawing a Sphere moving in a circular path
controlSphere(false, false, true);
angle = 2*PI*i/CIRCLE_STEP;
pos_X = cos(angle) * 4.5;
pos_Y = sin(angle) * 4.5;
drawSphere(pos_X, pos_Y, 0);
i += 1;
angle += 1;
if (angle >= 360){
angle = 0;
}
// drawing a Pyramid rotate around its y axis
drawPyramid();
break;
default:
controlSphere(true, false, false);
drawSphere(0, 0, 0);
break;
}
Sleep(1);
// Swap front and back rendering buffers
glfwSwapBuffers(window);
//Poll for and process events
glfwPollEvents();
} // check if the ESC key was pressed or the window was closed
while(glfwGetKey(window, GLFW_KEY_ESCAPE) != GLFW_PRESS && glfwWindowShouldClose(window) == 0);
/***********************************************/
// Close window and terminate GLFW
glfwDestroyWindow(window);
glfwTerminate();
// Exit program
exit( EXIT_SUCCESS );
}
Is there anyway to do this manually, in stead of using function gluPerspective()?
I don't really understand this question. But if you want to set multiples objects (that have the same parameters) with different transformations, scale, rotation and/or translation, you need to push this to the stack and then draw the desired object. A good starting point can be found here: http://www.songho.ca/opengl/gl_transform.html
Also I want to set different colours to different objects that I draw on the screen, how can I do that?
Your sphere is blue because the last call for glColor3f() was in drawPyramid().
You can change the color of your ball by just calling glColor3f (1.0f, 1.0f, 1.0f); in the beginning of its draw function:
void drawSphere (GLfloat x, GLfloat y, GLfloat z)
{
glColor3f (1.0f, 1.0f, 1.0f);
...
}
A really great site to learn OpenGL from the old pipeline (what you just implemented) to the new (GLSL) is http://www.lighthouse3d.com/tutorials/.
You are looking for Multiple viewports which allows the to split the screen. In your case two different viewports two different cameras(one for each) will be enough.
Check this post.

Drawing a ball and two cones in OpenGL C++

I have a code where I want to draw a bowl and two cones at a time.
But, it is showing only those cones, not showing the ball.
#include <GL/glut.h>
#include <stdlib.h>
#include <Math.h> // Needed for sin, cos
#define PI 3.14159265f
GLfloat ballRadius = 0.5f; // Radius of the bouncing ball
GLfloat ballX = 0.0f; // Ball's center (x, y) position
GLfloat ballY = 0.0f;
GLfloat ballXMax, ballXMin, ballYMax, ballYMin; // Ball's center (x, y) bounds
GLfloat xSpeed = 0.02f; // Ball's speed in x and y directions
GLfloat ySpeed = 0.007f;
int refreshMillis = 30; // Refresh period in milliseconds
static void resize(int width, int height)
{
const float ar = (float) width / (float) height;
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-ar, ar, -1.0, 1.0, 2.0, 100.0);
}
static void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// This is ball's code that is not being drawn.
***glTranslatef(ballX, ballY, 0.0f); // Translate to (xPos, yPos)
// Use triangular segments to form a circle
glBegin(GL_TRIANGLE_FAN);
glColor3f(1.0f, 0.0f, 0.0f); // Blue
glVertex2f(0.0f, 0.0f); // Center of circle
int numSegments = 100;
GLfloat angle;
for (int i = 0; i <= numSegments; i++) { // Last vertex same as first vertex
angle = i * 2.0f * PI / numSegments; // 360 deg for all segments
glVertex2f(cos(angle) * ballRadius, sin(angle) * ballRadius);
}
glEnd();***
//End of ball code
glColor3d(0,1,0);
glPushMatrix();
glTranslated(-1.0,0.5,-6);
glRotated(65, -1.0, 0.0, 0.0);
glutSolidCone(1, 2, 70, 50);
glPopMatrix();
glPushMatrix();
glTranslated(0.0,-1.5,-6);
glRotated(65, -1.0, 3.0, 0.0);
glutWireCone(1,2, 16, 16);
glPopMatrix();
glutSwapBuffers();
}
/* Program entry point */
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitWindowSize(740,580);
glutInitWindowPosition(10,10);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("Programming Techniques - 3D Cones");
glutReshapeFunc(resize);
glutDisplayFunc(display);
glClearColor(1,1,1,1);
glutMainLoop();
return EXIT_SUCCESS;
}
The reason you don't see the circle is that it's clipped against the near plane. With glFrustum(-ar, ar, -1.0, 1.0, 2.0, 100.0); you specify that the near plane is at z = -2, and the far plane at z = -100. Anything outside these values are clipped. But by using glVertex2, your z values for the circle vertices are 0, so all of them are clipped. You can fix it by calling glTranslatef(ballX, ballY, -10.0f); instead.
A couple more pointers:
Always reset the matrix mode to GL_MODELVIEW (e.g. in your resize() function). You don't have to, but it's a good convention.
Always glPush/PopMatrix() before modifying the matrix stack (e.g. when translating the circle).
glColor3f(1.0f, 0.0f, 0.0f); // Blue? ;)

Incorrect 3D coordinates from 2D mouse click in OpenGL?

I want to get the mouse click position in 3D. Below is my code, its simple, What wrong in it. where I am doing wrong.. ? Why I am not getting the exact values of x and y ? any idea ?
void glPerspective()
{
glViewport(0, 0, WINDOW_SIZE_W, WINDOW_SIZE_H);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0, (GLdouble)WINDOW_SIZE_W / (GLdouble)WINDOW_SIZE_H, 0.1, 100000.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0.0, 0.0, m_zoom, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glPerspective(); // perspective view
Some_rotation_and_translation();
glGetDoublev( GL_PROJECTION_MATRIX, OGLMprojection );
glGetDoublev( GL_MODELVIEW_MATRIX, OGLMmodelview );
glGetIntegerv( GL_VIEWPORT, OGLMviewport );
Render_Triangular_model();
glPopMatrix();
swapbuffer();
}
GLpoint GetOGLMousePos(GLint x, GLint y)
{
GLdouble winX = 0.0, winY = 0.0, winZ = 0.0;
GLdouble posX = 0.0, posY = 0.0, posZ = 0.0;
winX = (float)x;
winY = (float)OGLMviewport[3] - (float)y; // invert winY so that down lowers value
glReadPixels( x, GLint(winY), 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &winZ );
gluUnProject( winX, winY, winZ, OGLMmodelview, OGLMprojection, OGLMviewport, &posX, &posY, &posZ);
return GLpoint(posX, posY, posZ);
}
I think you're getting the world transform matrix for the "triangular model", when you call glGetDoublev( GL_MODELVIEW_MATRIX, OGLMmodelview ). That matrix represents a transform from local object coordinates to world coordinates.
I'm pretty sure that gluUnProject assumes that it's operating with a view transform matrix, which maps from world coordinates to camera space coordinates.
So, I think that's the mismatch, and one that can probably be fixed by moving your glGet* calls out of the glPushMatrix - glPopMatrix block.
Actually, I think getting GL_PROJECTION_MATRIX and GL_VIEWPORT is something that can, and should be done in the mouse function, as demonstrated in this example (by Tomas Hamala):
/*
gcc -Wall -lglut -lGLU -lGL unproject.c -o unproject
*/
#include <GL/glut.h>
void Display();
void Reshape(int w,int h);
void Mouse(int button,int state,int x,int y);
int main(int argc,char **argv) {
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB|GLUT_DEPTH);
glutInitWindowSize(500,500);
glutInitWindowPosition(100,100);
glutCreateWindow(argv[0]);
glutDisplayFunc(Display);
glutReshapeFunc(Reshape);
glutMouseFunc(Mouse);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST);
glutMainLoop();
return 0;
}
GLdouble ox=0.0,oy=0.0,oz=0.0;
void Display() {
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
gluLookAt(10.0,0.0,20.0,0.0,0.0,0.0,0.0,1.0,0.0);
glPushMatrix();
glRotatef(45,1.0,0.0,0.0);
glutSolidTorus(4.0,5.0,20,20);
glPopMatrix();
glPushMatrix();
glDepthMask(GL_FALSE);
glTranslated(ox,oy,oz);
glutSolidSphere(0.5,15,15);
glDepthMask(GL_TRUE);
glPopMatrix();
glFlush();
}
void Reshape(int w,int h) {
glViewport(0,0,w,h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0,(float)w/(float)h,5.0,30.0);
glMatrixMode(GL_MODELVIEW);
}
void Mouse(int button,int state,int x,int y) {
GLint viewport[4];
GLdouble modelview[16],projection[16];
GLfloat wx=x,wy,wz;
if(state!=GLUT_DOWN)
return;
if(button==GLUT_RIGHT_BUTTON)
exit(0);
glGetIntegerv(GL_VIEWPORT,viewport);
y=viewport[3]-y;
wy=y;
glGetDoublev(GL_MODELVIEW_MATRIX,modelview);
glGetDoublev(GL_PROJECTION_MATRIX,projection);
glReadPixels(x,y,1,1,GL_DEPTH_COMPONENT,GL_FLOAT,&wz);
gluUnProject(wx,wy,wz,modelview,projection,viewport,&ox,&oy,&oz);
glutPostRedisplay();
}
This is a complete, working example, so it's something you can work from, even if you're not able to fix your existing code.
Hope that helps.
Thanks for your precious time. Now its solved. I mention the problem below. Usually we used to ignore (float or double) variables during programming, I think we should not.
GLpoint GetOGLMousePos(GLint x, GLint y)
{
GLfloat winX = 0.0, winY = 0.0, winZ = 0.0; **// never ever make a mistake between float and double.
I wasted my 4 days to solve this and the problem was, I was using GLdouble here instead of GLfloat.
Try GLdouble here you will see a hell difference in output values.**
GLdouble posX = 0.0, posY = 0.0, posZ = 0.0;
winX = (float)x;
winY = (float)OGLMviewport[3] - (float)y; // invert winY so that down lowers value
glReadPixels( x, int(winY), 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &winZ );
gluUnProject( winX, winY, winZ, OGLMmodelview, OGLMprojection, OGLMviewport, &posX, &posY, &posZ);
return GLpoint(posX, posY, -posZ); // invert z value
}

Why is this program not moving the camera correctly?

While pressing the down key, I expect the teapot to be drawn away as farther, yet it remains the same size. Why?
Note: this is a homework thing, I'm not allowed to use glTranslate.
#include <stdlib.h>
#include <stdio.h>
#include <GL/glut.h>
#include <GL/gl.h>
void display(void);
class Camera {
public: float eyeX, eyeY, eyeZ, centerX, centerY, centerZ, upX, upY, upZ;
float aimX, aimY, aimZ;
Camera () {
eyeX = 0.0f ;
eyeY = 0.0f;
eyeZ = 0.5f ;
centerX = 0.0f;
centerY = 0.0f;
centerZ = 0.0f;
upX = 0.0f;
upY = 1.0f;
upZ = 0.0f;
}
void move_camera(double speed) {
aimX = centerX - eyeX;
aimY = centerY - eyeY;
aimZ = centerZ - eyeZ;
eyeX += aimX * speed;
eyeY += aimY * speed;
eyeZ += aimZ * speed;
centerX += aimX *speed;
centerY += aimY *speed;
centerZ += aimZ *speed;
}
};
Camera camera;
void init(void){
glClear(GL_COLOR_BUFFER_BIT| GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void specialKeys(int key, int x, int y){
if (key==GLUT_KEY_UP){
camera.move_camera(0.03f);
display();
}
if (key==GLUT_KEY_DOWN){
camera.move_camera(-0.03f);
display();
}
}
void reshape(int w, int h){
glViewport(0,0,w,h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f, (float)w/(float)h, 0.0f, 200.0f); // fov, aspect ratio, ncp, fcp
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
//gluLookAt(camera.eyeX, camera.eyeY, camera.eyeZ, // eye
// camera.centerX, camera.centerY, camera.centerZ, // center
// camera.upX, camera.upY, camera.upZ // up
//
//);
}
void display(void){
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(camera.eyeX, camera.eyeY, camera.eyeZ, // eye
camera.centerX, camera.centerY, camera.centerZ, // center
camera.upX, camera.upY, camera.upZ // up
);
//glTranslatef(0.0,0.0,1.0f);
glutWireTeapot(0.5f);
glutSwapBuffers();
glFlush();
}
int main (int argc, char *argv[]){
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
//glutCreateWindow(argv[0]);
glutInitWindowPosition(500,200);
glutInitWindowSize(800,600);
glutCreateWindow("fgh");
init();
glutDisplayFunc(display);
glutSpecialFunc(specialKeys);
glutIdleFunc(display);
glutMainLoop();
return 0;
}
Your projection matrix is damaged.
gluPerspective(45.0f, (float)w/(float)h, 0.0f, 200.0f); // fov, aspect ratio, ncp, fcp
The third argument is the distance of the near clipping plane. It cannot be equal to 0 as that would imply that you need an inifinite-precision depth buffer. Make it 0.1 or 0.01.
I was missing the call to glutReshapeFunc(reshape);. That's it.