How to fix zoom in & out with mouse scroll wheel? - c++

I'm trying to make a program where I'm able to zoom in & out on the figures I've drawn, but is not doing it; it's switching the orientation of the figures and if I keep scrolling, it just disappears. The function that are suppose to be executed for this to work are the MouseFunc() along with the renderScene(). Any explanation for the problem or help is welcomed.
#include"glut.h"
#include<cmath>
#include<iostream>
using namespace std;
float xr = 0, yr = 0; //to control the object's movement from left to right
// XZ position of the camera
float x = 0.0f, z = 5.0f; //Module 4
float angleX = 0.0f; //Module 4
//Shift + ArrowKey rotation
float transX = 0.0f;
float transY = 0.0f;
float rotY = 0.0f;
//end
//Mouse Commands
//float ZoomFactor = 0.5;
GLfloat theta3 = 0;
GLfloat phi = 0;
GLfloat rho = 5;
GLfloat camX = 0;
GLfloat camY = 0;
GLfloat camZ = 0;
GLfloat upX = 0;
GLfloat upY = 0;
GLfloat upZ = 0;
//end
GLfloat angle = 0.0f;
int refreshmill = 1;
void timer(int value) { //to control the rotation of the object
glutTimerFunc(refreshmill, timer, 0);
}
void myDisplay(void) {
//Circle One
float theta;
glClear(GL_COLOR_BUFFER_BIT);
glColor3f(1, 0, 0);
glPushMatrix();
glBegin(GL_POLYGON);
for (int x = 0; x < 360; x++) {
theta = x * 3.142 / 180;
glVertex2f(150 * cos(theta) + xr, 150 * sin(theta) + yr);
}
glEnd();
glPopMatrix();
//Circle Two
float theta2;
glPushMatrix();
glTranslatef(0.5f, 0.0f, 0.0f); // rotation
glRotatef(angle, 0.0f, 0.0f, -0.5f); // rotation
glBegin(GL_POLYGON);
glColor3f(0, 0, 1);
for (int x = 0; x < 360; x++) {
theta2 = x * 3.142 / 180;
glVertex2f(150 + 15 * cos(theta2) + xr, 15 * sin(theta2) + yr);
}
angle += 0.2; // rotation
glEnd();
glPopMatrix();
//Draw Star
glColor3ub(119, 193, 15);
glPushMatrix();
glBegin(GL_POLYGON);
glVertex2d(15 + xr, 60 + yr);
glVertex2d(75 + xr, 75 + yr); //right peak
glVertex2d(15 + xr, 90 + yr);
glVertex2d(0 + xr, 150 + yr); //Up-peak Changed
glVertex2d(-15 + xr, 90 + yr);
glVertex2d(-75 + xr, 75 + yr);
glVertex2d(-15 + xr, 60 + yr);
glVertex2d(0 + xr, 0 + yr);
glEnd();
glPopMatrix();
}
//Close code
void handleKeypress(unsigned char key, int x, int y){
switch (key){
case 27: //when the escape key is pressed the program will exit.
exit(0);
}
}
//Movement of drawing
void keyboard(int key, int x, int y) {
float fraction = 0.1f;
bool shift = false;
int mod = glutGetModifiers();
if (mod == GLUT_ACTIVE_SHIFT) {
shift = true;
}
if (!shift) {
switch (key) {
case GLUT_KEY_RIGHT: xr++; break;
case GLUT_KEY_LEFT: xr--; break;
case GLUT_KEY_UP: angleX -= 1.0f; break; //Module 4
case GLUT_KEY_DOWN: angleX += 1.0f; break; //Module 4
}
}
else {
switch (key) {
case GLUT_KEY_LEFT:// Rotación del dibujo hacia la izquierda en el eje de Y
rotY -= 1.0f;
break;
case GLUT_KEY_RIGHT:// Rotación del dibujo hacia la derecha en el eje de Y
rotY += 1.0f;
break;
}
}
}
//Mouse Function
void MouseFunc(int button, int state, int x, int y){
if (button > 4){
rho = rho + 3.0;
}
else (button < 3);{
rho = rho - 3.0;
}
}
void renderScene(void) {
glClear(GL_COLOR_BUFFER_BIT);
glColor3f(0.0, 1.0, 0.0);
glRotatef(rotY, 0.0, 1.0, 0.0); //Rotation with Shift + ArrowKey
GLfloat camX = rho * cos(theta3*3.1415926f / 180)*sin(phi*3.1415926f / 180);
GLfloat camY = rho * sin(theta3*3.1415926f / 180);
GLfloat camZ = rho * cos(theta3*3.1415926f / 180)*cos(phi*3.1415926f / 180);
// Reduce theta slightly to obtain another point on the same longitude line on the sphere.
GLfloat dt = 1;
GLfloat eyeXtemp = -rho * cos((theta3 - dt)*3.1415926f / 180)*sin(phi*3.1415926f / 180);
GLfloat eyeYtemp = -rho * sin((theta3 - dt)*3.1415926f / 180);
GLfloat eyeZtemp = -rho * cos((theta3 - dt)*3.1415926f / 180)*cos(phi*3.1415926f / 180);
// Connect these two points to obtain the camera's up vector.
GLfloat upX = eyeXtemp - camX;
GLfloat upY = eyeYtemp - camY;
GLfloat upZ = eyeZtemp - camZ;
// Clear Color and Depth Buffers
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Reset transformations
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// Set the camera
gluLookAt(camX, camY, camZ, 0, 0, 0, upX, upY, upZ);
gluLookAt(x, 0.0f, z, x, 0.0f, z - 1.0f, 0.0f, 1.0f, 0.0f); //Module 4
glRotatef(angleX, 1, 0, 0); //Module 4
myDisplay();
glFlush();
glutPostRedisplay();
glutSwapBuffers();
}
void init() {
glClearColor(0, 0, 0, 1);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(0.0f, 0.1f, 0.1f, 0.0f);
glOrtho(-250, 250, -250, 250, -250, 250); //IMPORTANT- Define from negative to positive
glMatrixMode(GL_MODELVIEW);
}
int main(int argc, char** argv) {
// init GLUT and create window
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
glutInitWindowSize(500, 500);
glutInitWindowPosition(0, 0);
glutCreateWindow("Homework: Circle");
// register callbacks
glutDisplayFunc(renderScene);
glutTimerFunc(0,timer,0);
glutKeyboardFunc(handleKeypress);
glutSpecialFunc(keyboard);
glutMouseFunc(MouseFunc);
// OpenGL init
init();
// enter GLUT event processing cycle
glutMainLoop();
}

Is wired to set a perspective and an orthographic projection. Delete the perspective projection gluPerspective:
void init() {
glClearColor(0, 0, 0, 1);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
//gluPerspective(0.0f, 0.1f, 0.1f, 0.0f); <---- delete
glOrtho(-250, 250, -250, 250, -250, 250);
glMatrixMode(GL_MODELVIEW);
}
If you want to zoom, the the orthographic projection has to be changed (glOrtho). The projection matrix describes the mapping from 3D points of a scene, to 2D points of the viewport.
Implement a mouse wheel event, which changes the zoom, in a restricted range:
e.g.
GLdouble zoom = 0.0f;
void MouseFunc(int button, int state, int x, int y){
GLdouble min_z = -100.0;
GLdouble max_z = 100.0;
if (button == 4 && zoom < max_z) {
zoom += 3.0;
}
else if (button == 3 && zoom > min_z) {
zoom -= 3.0;
}
}
Modify the orthographic projection, dependent on the zoom in the display loop renderScene:
void renderScene(void) {
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
GLdouble ortho = 250 + zoom;
glOrtho(-ortho, ortho, -ortho, ortho, -250, 250);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// [...]
}

Related

2D basic transformation combination

I have a 2D transformation problem in OpenGL. My program draws two letters on screen and, by pressing assigned keys, letters have to move up (GLUT_KEY_UP) down (GLUT_KEY_DOWN) left (GLUT_KEY_LEFT) right (GLUT_KEY_RIGHT) and rotate CW (GLUT_KEY_HOME) and CCW (GLUT_KEY_END). (On keys GLUT_KEY_PAGE_UP and GLUT_KEY_PAGE_DOWN both letters rotate around their own centers simultaniously in oposite directions, pressing e.g. GLUT_KEY_UP after GLUT_KEY_PAGE_UP moves both letters in a correct direction).
I can't make the letters do the correct movement (up, down, left or right) after the objects had been rotated with GLUT_KEY_HOME or GLUT_KEY_END:
case GLUT_KEY_HOME: //rotate clockwise around the center of the model
glMatrixMode(GL_MODELVIEW);
setRotationMatrix(-angle, modelSizeX, modelSizeY);
glMultMatrixf(rotationMatrix); // multiply current Modelview Matrix by rotate-and-translate matrix
display();
break;
Function that 'sets' the rotation matrix inserts angle and rotation point into Identity matrix [4x4]:
void setRotationMatrix(float theta, float x0, float y0)
{
theta = theta * (2 * acos(0.0)) / 180; // convert theta from degrees to radian
rotationMatrix[0] = cos(theta);
rotationMatrix[1] = sin(theta);
rotationMatrix[4] = -sin(theta);
rotationMatrix[5] = cos(theta);
rotationMatrix[12] = ((x0 * 0.5f) * (1 - cos(theta)) + (y0 * 0.5f) * sin(theta));
rotationMatrix[13] = ((y0 * 0.5f) * (1 - cos(theta)) - (x0 * 0.5f) * sin(theta));
}
After the objects have been rotated, if I press KEY_UP, they move not 'up' (in normal direction against x axis ) but in the direction normal to the horizontal plane of the object after rotation (slightly sideways).
case GLUT_KEY_UP:
glMatrixMode(GL_MODELVIEW);
glTranslated(0, delta, 0);
display();
break;
how do I make it move straightly to the 'north', meaning, not the 'north' of the object but the 'north' of my coordinate system?
#include <Windows.h>
#include <GL/glut.h>
#include <vector>
#include <fstream>
#include <cmath>
using namespace std;
#define EscKey 27
#define PlusKey 43
#define MinusKey 45
struct Point
{
int x, y;
};
double pi = 2 * acos(0.0);
void reshape(int w, int h);
void display();
void drawInitials();
void processNormalKeys(unsigned char key, int x, int y);
void processSpecialKeys(int key, int x, int y);
void setRotationMatrix(float theta, float x0, float y0);
void readFromFile();
void lineto(Point p);
void moveto(Point p);
void drawM();
void drawJ();
vector <Point> point;
vector <int> code;
Point currentPoint;
int modelSizeX = 202; int modelSizeY = 89;
int letterMSizeX = 107; int letterJSizeX = 78;
int delta = 5; // movement size
float zoomRate = 0.1; // scale-and-translate rate: 0.1 = resize by 10%
float angle = 1, rotaterR = 1 * pi / 180, rotater, angleCount = 0.0; // saved rotation angle
GLfloat modelviewStateMatrix[16];
int windowSizeX, windowSizeY;
boolean separate = false;
float rotationMatrix[16] = { 1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f };
float plusKeyMatrix[16] = { 1.0f + zoomRate, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f + zoomRate, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
-(modelSizeX * zoomRate * 0.5f), -(modelSizeY * zoomRate * 0.5f), 0.0f, 1.0f };
float minusKeyMatrix[16] = { 1.0f - zoomRate, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f - zoomRate, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
modelSizeX * zoomRate * 0.5f, modelSizeY * zoomRate * 0.5f, 0.0f, 1.0f };
void readFromFile()
{
fstream f("initials_points_2.txt", ios::in);
int pointNumber;
Point p;
f >> pointNumber;
for (int i = 0; i < pointNumber;i++)
{
f >> p.x >> p.y;
point.push_back(p);
}
int movesNumber, m;
f >> movesNumber;
for (int i = 0; i < movesNumber; i++)
{
f >> m; code.push_back(m);
}
f.close();
}
void moveto(Point p)
{
currentPoint.x = p.x; currentPoint.y = p.y;
}
void lineto(Point p)
{
glBegin(GL_LINES);
glVertex2i(currentPoint.x, currentPoint.y);
glVertex2i(p.x, p.y);
glEnd();
currentPoint.x = p.x; currentPoint.y = p.y;
}
void setRotationMatrix(float theta, float x0, float y0)
{
theta = theta * (2 * acos(0.0)) / 180; // convert theta from degrees to radian
rotationMatrix[0] = cos(theta);
rotationMatrix[1] = sin(theta);
rotationMatrix[4] = -sin(theta);
rotationMatrix[5] = cos(theta);
rotationMatrix[12] = ((x0 * 0.5f) * (1 - cos(theta)) + (y0 * 0.5f) * sin(theta));
rotationMatrix[13] = ((y0 * 0.5f) * (1 - cos(theta)) - (x0 * 0.5f) * sin(theta));
}
void drawM()
{
int i = 1;
moveto(point[0]);
while (code[i] > 0 && i < code.size())
{
lineto(point[code[i] - 1]);
i++;
}
glBegin(GL_LINES);
glVertex3f(0.0, 0.0, 0.0);
glVertex3f(letterMSizeX, 0.0, 0.0);
glVertex3f(letterMSizeX, 0.0, 0.0);
glVertex3f(letterMSizeX, modelSizeY, 0.0);
glVertex3f(letterMSizeX, modelSizeY, 0.0);
glVertex3f(0.0, modelSizeY, 0.0);
glVertex3f(0.0, modelSizeY, 0.0);
glVertex3f(0.0, 0.0, 0.0);
glEnd();
glColor3f(0.0, 1.0, 0.0);
glBegin(GL_LINES);
glVertex2i(0, 0); glVertex2i(letterMSizeX, modelSizeY);
glVertex2i(letterMSizeX, 0); glVertex2i(0, modelSizeY);
glEnd();
}
void drawJ()
{
glColor3f(1.0, 0.0, 0.0);
int i = 14;
moveto(point[-1 * (code[i]) - 1]);
i++;
while (i < code.size())
{
lineto(point[code[i] - 1]);
i++;
}
glBegin(GL_LINES);
glVertex3f((modelSizeX - letterJSizeX), 0.0, 0.0);
glVertex3f((modelSizeX - letterJSizeX), modelSizeY, 0.0);
glVertex3f((modelSizeX - letterJSizeX), modelSizeY, 0.0);
glVertex3f(modelSizeX, modelSizeY, 0.0);
glVertex3f(modelSizeX, modelSizeY, 0.0);
glVertex3f(modelSizeX, 0.0, 0.0);
glVertex3f(modelSizeX, 0.0, 0.0);
glVertex3f((modelSizeX - letterJSizeX), 0.0, 0.0);
glEnd();
glColor3f(0.0, 1.0, 0.0);
glBegin(GL_LINES);
glVertex2i(letterMSizeX + 17, 0); glVertex2i(modelSizeX, modelSizeY);
glVertex2i(letterMSizeX + 17, modelSizeY); glVertex2i(modelSizeX, 0);
glEnd();
}
void drawInitials()
{
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
setRotationMatrix(-rotater, letterMSizeX, modelSizeY);
glMultMatrixf(rotationMatrix); // multiply current Modelview Matrix by rotate-and-translate matrix
drawM();
glTranslatef(-letterMSizeX * 0.5, -modelSizeY * 0.5, 0);
glPopMatrix();
glPushMatrix();
glTranslatef((modelSizeX - letterJSizeX), 0, 0);
setRotationMatrix(rotater, letterJSizeX, modelSizeY);
glMultMatrixf(rotationMatrix); // multiply current Modelview Matrix by rotate-and-translate matrix
glTranslatef(-(modelSizeX - letterJSizeX), 0, 0);
drawJ();
glPopMatrix();
}
void processNormalKeys(unsigned char key, int x, int y)
{
switch (key)
{
case EscKey:
exit(0);
break;
case PlusKey: // "zoom in"
glMatrixMode(GL_MODELVIEW);
glMultMatrixf(plusKeyMatrix); // multiply current Modelview Matrix by scale-and-translate matrix
display();
break;
case MinusKey: // "zoom out"
glMatrixMode(GL_MODELVIEW);
glMultMatrixf(minusKeyMatrix); // multiply current Modelview Matrix by scale-and-translate matrix
display();
break;
}
}
void processSpecialKeys(int key, int x, int y) {
switch (key) {
case GLUT_KEY_UP:
glMatrixMode(GL_MODELVIEW);
glTranslated(0, delta, 0);
display();
break;
case GLUT_KEY_DOWN:
glMatrixMode(GL_MODELVIEW);
glTranslated(0, -delta, 0);
display();
break;
case GLUT_KEY_LEFT:
glMatrixMode(GL_MODELVIEW);
glTranslated(-delta, 0, 0);
display();
break;
case GLUT_KEY_RIGHT:
glMatrixMode(GL_MODELVIEW);
glTranslated(delta, 0, 0);
display();
break;
case GLUT_KEY_HOME: //rotate clockwise around the center of the model
glMatrixMode(GL_MODELVIEW);
setRotationMatrix(-angle, modelSizeX, modelSizeY);
glMultMatrixf(rotationMatrix); // multiply current Modelview Matrix by rotate-and-translate matrix
display();
break;
case GLUT_KEY_END: //rotate counterclockwise around the center of the model
glMatrixMode(GL_MODELVIEW);
setRotationMatrix(angle, modelSizeX, modelSizeY);
glMultMatrixf(rotationMatrix); // multiply current Modelview Matrix by rotate-and-translate matrix
display();
break;
case GLUT_KEY_PAGE_UP:
rotater -= rotaterR;
if (rotater <= -2 * pi)
rotater += 2 * pi;
display();
break;
case GLUT_KEY_PAGE_DOWN:
rotater += rotaterR;
if (rotater >= 2 * pi)
rotater -= 2 * pi;
display();
break;
}
}
int main(int argc, char* argv[])
{
currentPoint.x = 0; currentPoint.y = 0;
readFromFile();
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
glutInitWindowSize(800, 600);
glutInitWindowPosition(100, 150);
glutCreateWindow("OpenGL lab");
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutKeyboardFunc(processNormalKeys);
glutSpecialFunc(processSpecialKeys);
glutMainLoop();
return 0;
}
void reshape(int w, int h)
{
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
windowSizeX = w;
windowSizeY = h;
gluOrtho2D(-modelSizeX, modelSizeX * 2, -modelSizeY, modelSizeY * 2); // World size
}
void display()
{
glClearColor(1, 1, 1, 0);
glClear(GL_COLOR_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glColor3f(0.0, 0.0, 1.0);
glBegin(GL_LINES);
glVertex2i(-windowSizeX, 0); glVertex2i(windowSizeX, 0);
glVertex2i(0, -windowSizeY); glVertex2i(0, windowSizeY);
glEnd();
glPopMatrix();
glColor3d(1, 0, 0);
drawInitials();
glPointSize(5);
glBegin(GL_POINTS);
glVertex3f(modelSizeX * 0.5, modelSizeY * 0.5, 0.0);
glVertex3f(letterMSizeX * 0.5, modelSizeY * 0.5, 0.0);
glVertex3f(letterJSizeX * 0.5 + letterMSizeX + 17, modelSizeY * 0.5, 0.0);
glEnd();
glFlush();
}
vertices file: initials_points_2.txt
I was trying to:
encapsulate _HOME/_END rotation with glPushMatrix()/glPopMatrix()
revert the rotation after the drawal of the object by multiplying MODELVIEW matrix with (-angle, same point)
was trying to drop glMultMatrix() and use glTranslate(), glRotate()
none of them had worked as I intended
Consider the following steps:
At first, rotate the object on the object coordinate system.
Next, place the object into the space (coordinate system) that you are considering the directions {up, down, left, and right} in.
i.e. for first rotation, the center must be the value in the object coordinate system. For example, object coordinate system is often defined as the origin equals to the center of object. In this case, rotation center is (0,0,0).
glPushMatrix();
//2nd step : Place the object
glTranslatef( ... );
//1st step : rotate the object
glRotatef( ... );
//object draw code
//(all vertex value is in the object coordinate system)
glPopMatrix();
I found out what I was doing wrong: buttons GLUT_KEY_HOME/GLUT_KEY_END should be performing rotations similar to those of GLUT_KEY_PAGE_UP/GLUT_KEY_PAGE_DOWN:
increase current rotation angle for the whole model (new variable to save rotation angle around the middle of the model);
call display method();
Then, inside display() method:
push current matrix into stack;
rotate model by the angle;
another push matrix into stack
rotate letters by the rotater variable changed in PAGE_UP/PAGE_DOWN
draw letters
pop matrix
pop matrix;
Code on keys:
case GLUT_KEY_HOME: //rotate clockwise around the center of the model
glMatrixMode(GL_MODELVIEW);
angle -= rotationRate;
if (angle <= -2 * pi)
angle += 2 * pi;
display();
break;
case GLUT_KEY_END: //rotate counterclockwise around the center of the model
glMatrixMode(GL_MODELVIEW);
angle += rotationRate;
if (angle >= 2 * pi)
angle -= 2 * pi;
display();
break;
edited drawInitials() method (called from display() method):
void drawInitials()
{
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
setRotationMatrix(angle, modelSizeX, modelSizeY); //set rotation matrix to rotate around the center of the model by current angle
glMultMatrixf(rotationMatrix); // multiply current Modelview Matrix by rotate-and-translate matrix
glPushMatrix();
setRotationMatrix(-rotater, letterMSizeX, modelSizeY); //set to rotate around the center of the letter M by current rotater Clockwise
glMultMatrixf(rotationMatrix); // multiply current Modelview Matrix by rotate-and-translate matrix
drawM();
glPopMatrix();
glPushMatrix();
glTranslatef((modelSizeX - letterJSizeX), 0, 0); // move OX axis by the size of letter M + space between the letters
setRotationMatrix(rotater, letterJSizeX, modelSizeY);//set to rotate around the center of the letter J by current rotater Counter Clockwise
glMultMatrixf(rotationMatrix); // multiply current Modelview Matrix by rotate-and-translate matrix
glTranslatef(-(modelSizeX - letterJSizeX), 0, 0); // return OX axis to its previous place
drawJ();
glPopMatrix();
glPopMatrix();
}
In setRotationMatrix() remove conversion into radian;
Add new variable rotationRate to use it as an incriment for both rotations:
float angle;
// saved rotation angle around center of the model (radian)
float rotater;
// rotater - saved rotation angle around center of the letter (radian)
float rotationRate = 1 * pi / 180; // rotation rate (radian), ex rotaterR

bject disappearing while rotating in openGL

I have this weird problem in which the object that I'm trying to rotate just suddenly disappears. The way I am looking to rotate the object is with a keypress, which turns a global variable rotateAnimation to true. When the variable rotateAnimation is false, the object is visible, but once it's true the object disappears.
Here is the code:
bool rotateAnimation = false;
bool moveAnimation = false;
int moveDirX = 1, moveDirY = 1;
void DrawSpiral(int x, int y)
{
float tx, ty;
float i;
float a = 0, b = 0;
glPointSize(3);
glBegin(GL_LINE_STRIP);
for (i = 0; i < 20; i = i + 0.025)
{
a = a + .05;
b = b + .05;
tx = x + b * cos(i);
ty = y + a * sin(i);
glVertex2f(tx, ty);
}
glEnd();
}
void DrawSquare(int x, int y, int size)
{
glBegin(GL_POLYGON);
glVertex2f(x, y);
glVertex2f(x - size, y);
glVertex2f(x - size, y - size);
glVertex2f(x, y - size);
glEnd();
}
void DrawPolygon(int x, int y)
{
glBegin(GL_POLYGON);
glVertex2f(x, y);
glVertex2f(x - 25, y - 25);
glVertex2f(x - 15, y - 53);
glVertex2f(x + 15, y - 53);
glVertex2f(x + 25, y - 25);
glEnd();
}
void init()
{
glViewport(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT);
glMatrixMode(GL_PROJECTION); // Since I want to do rotation in 2D
glLoadIdentity();
glClearColor(1.0, 1.0, 1.0, 0);
glColor3f(0.0f, 0.0f, 0.0f);
gluOrtho2D(0, WINDOW_WIDTH, 0, WINDOW_HEIGHT);
}
void Keypress(int key, int x, int y)
{
switch (key)
{
case 'm':
moveAnimation = !moveAnimation;
break;
case 'o':
rotateAnimation = !rotateAnimation;
break;
}
}
void Display()
{
glClear(GL_COLOR_BUFFER_BIT);
staticScene(); // Some other drawings that should always be there on the screen
glPushMatrix();
if (rotateAnimation)
{
glRotatef(60, 1.0, 0.0, 0.0);
}
glColor3f(0.0f, 0.0f, 0.0f);
glPointSize(2);
if (shape == "square")
DrawSquare(X, Y, 40);
else if (shape == "polygon")
DrawPolygon(X, Y);
else if (shape == "spiral")
DrawSpiral(X, Y);
glPopMatrix();
glutSwapBuffers();
}
void timer(int value)
{
glutPostRedisplay();
glutTimerFunc(1000 / 60, timer, 0);
if (moveAnimation)
{
int dx = 2, dy = 2;
if (X - dx < 0) // Add from X
X += dx, moveDirX = 1;
else if (X + dx > drawingWindow[0].first) // Subtract to X
X -= dx, moveDirX = -1;
else
X += (dx * moveDirX);
if (Y - dy < drawingWindow[2].second) // Add from Y
Y += dy, moveDirY = 1;
else if (Y + dy > drawingWindow[0].second) // Subtract to Y
Y -= dy, moveDirY = -1;
else
Y += (dy * moveDirY);
}
}
When rotateAnimation is false:
When rotateAnimation is true:
EDIT: I tried to scale the object too, but the same thing happens, when the toggle is on the object disappears, and when off it appears. One thing I noted is that when I comment out the TimerFunc then nothing happens. Neither does the object scale or rotate depending on what is toggled on.
Edited: You didn't switch the matrix mode to GL_MODELVIEW.
void init()
{
glViewport(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT);
glMatrixMode(GL_PROJECTION); // Since I want to do rotation in 2D
glLoadIdentity();
glClearColor(1.0, 1.0, 1.0, 0);
glColor3f(0.0f, 0.0f, 0.0f);
gluOrtho2D(0, WINDOW_WIDTH, 0, WINDOW_HEIGHT);
glMatrixMode(GL_MODELVIEW); //<--here
}

My FPS camera is going crazy what I should do to fix it? Also Warning C26451 Arithmetic overflow

NOTE I know that my plane and the cylinder are badly built but their purpose is just to have something to see on the screen. Considering (px,py,pz), the camera position, and (dx, dy, dz), the view direction.
Important: My camera should follow a structure similar to the one I implemented here, so I can't use glRotate, glTranslate everything has to be done manually, the imposition of my teacher sadly, And also I am using Visual Studio.
FIX: My translations are all ok now I fixed a thing in the case GLUT_KEY_LEFT and GLUT_KEY_RIGTH.
Problem: Now the remaning problem is in the mouse_motion, when I click with left mouse button and drag the mouse around the screen my camera changes it direction really fast and sometimes when I go up it faces down its strange and hard to describe XD.
Warning: Warning C26451 Arithmetic overflow: Using operator '+' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator '+' to avoid overflow (io.2). class2 main.cpp 199 .
This is my the line that says gluLookAt(px, py, pz, px+dx, py+dy, pz+dz, 0.0f, 1.0f, 0.0f); How can I fix it?
Camera: I just want the motion of the mouse to allow me to define the direction I want to go and use the up, down, left, right keys to move.
#include <math.h>
#include <ctime>
#include <iostream>
#ifdef __APPLE__
#include <GLUT/glut.h>
#else
#include <GL/glut.h>
#endif
#define PI 3.1415926535897932384626433832795
//For Camera
#define GlUT_KEY_UP 72
#define KEY_DOWN 80
#define KEY_LEFT 75
#define KEY_RIGHT 77
// angle of rotation for the camera direction
float angle = 0.0f; //alpha
float angle1 = 0.0f; //beta
// actual vector representing the camera's direction
float dx = 0.0f;
float dy = 0.0f;
float dz = 1.0f;
// XZ position of the camera
float px = 0.0f;
float py = 0.0f;
float pz = 10.0f;
float speed = 1.0f;
float rotateSpeed = 0.0008f;
//For FPS
int timebase;
float frame;
void changeSize(int w, int h) {
// Prevent a divide by zero, when window is too short
// (you cant make a window with zero width).
if(h == 0)
h = 1;
// compute window's aspect ratio
float ratio = w * 1.0 / h;
// Set the projection matrix as current
glMatrixMode(GL_PROJECTION);
// Load Identity Matrix
glLoadIdentity();
// Set the viewport to be the entire window
glViewport(0, 0, w, h);
// Set perspective
gluPerspective(45.0f ,ratio, 1.0f ,1000.0f);
// return to the model view matrix mode
glMatrixMode(GL_MODELVIEW);
}
// Draw Figures
void drawAxis() {
glBegin(GL_LINES);
// X axis in Red
glColor3f(1.0f, 0.0f, 0.0f);
glVertex3f(100.0f, 0.0f, 0.0f);
glVertex3f(-100.0f, 0.0f, 0.0f);
// Y Axis in Green
glColor3f(0.0f, 1.0f, 0.0f);
glVertex3f(0.0f, 100.0f, 0.0f);
glVertex3f(0.0f, -100.0f, 0.0f);
// Z Axis in Blue
glColor3f(0.0f, 0.0f, 1.0f);
glVertex3f(0.0f, 0.0f, 100.0f);
glVertex3f(0.0f, 0.0f, -100.0f);
glEnd();
}
void drawPlane(float width) {
width/=2;
glBegin(GL_TRIANGLE_FAN);
glColor3f(4.0f, 1.0f, 1.0f);
glVertex3d(width, 0,width);
glVertex3d(width, 0, -width);
glVertex3d(-width, 0,-width);
glColor3f(3.0f, 1.0f, 0.0f);
glVertex3d(width, 0, width);
glVertex3d(-width, 0, -width);
glVertex3d(-width, 0, width);
glColor3f(0.0f, 0.0f, 1.0f);
glVertex3d(width, 0, -width);
glVertex3d(width, 0, width);
glVertex3d(-width, 0, -width);
glColor3f(1.0f, 1.0f, 1.0f);
glVertex3d(-width, 0, -width);
glVertex3d(width, 0, width);
glVertex3d(-width, 0, width);
glEnd();
}
void drawCylinder(float radius, float height, int slices) {
float interval = 2 * PI / slices;
float next_a, next_h;
for (float a = 0; a < 2 * PI; a += interval) {
next_a = a + interval;
if (next_a > 2 * PI) {
next_a = 2 * PI;
}
glBegin(GL_TRIANGLES);
//Top
glColor3f(0.698f, 0.133f, 0.133f);
glVertex3f(0.0f, height / 2, 0.0f);
glVertex3f(radius * sin(a), height / 2, radius * cos(a));
glVertex3f(radius * sin(next_a), height / 2, radius * cos(next_a));
//Bottom
glColor3f(0.698f, 0.133f, 0.133f);
glVertex3f(0.0f, -height / 2, 0.0f);
glVertex3f(radius * sin(next_a), -height / 2, radius * cos(next_a));
glVertex3f(radius * sin(a), -height / 2, radius * cos(a));
for (float h = -height / 2; h < height / 2; h += height) {
next_h = h + height;
if (next_h > height / 2) {
next_h = height / 2;
}
//Walls
glColor3f(1.0f, 0.271f, 0.0f);
glVertex3f(radius * sin(next_a), next_h, radius * cos(next_a));
glVertex3f(radius * sin(a), next_h, radius * cos(a));
glVertex3f(radius * sin(next_a), h, radius * cos(next_a));
glColor3f((a + 0.05) / (2 * PI), (a + 0.3) / (2 * PI), (h + height / 2) / height);
glVertex3f(radius * sin(a), next_h, radius * cos(a));
glVertex3f(radius * sin(a), h, radius * cos(a));
glVertex3f(radius * sin(next_a), h, radius * cos(next_a));
}
glEnd();
}
}
void renderScene(void) {
// clear buffers
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// set the camera
glLoadIdentity();
//FPS Camera
gluLookAt(px, py, pz, px+dx, py+dy, pz+dz, 0.0f, 1.0f, 0.0f);
// put the geometric transformations here
// put drawing instructions here
drawAxis();
drawPlane(4);
drawCylinder(1,3,30);
//FPS counter
frame++;
int final_time = glutGet(GLUT_ELAPSED_TIME);
if (final_time - timebase > 1000) {
int fps = frame * 1000.0f / (final_time - timebase);
char title[(((sizeof fps) * CHAR_BIT) + 2) / 3 + 2];
sprintf(title,"FPS: %d", fps);
glutSetWindowTitle(title);
timebase = final_time;
frame = 0;
}
// End of frame
glutSwapBuffers();
}
//FPS Camera
void move(int key, int x, int y) {
switch (key) {
case GLUT_KEY_RIGHT: {
px -= (dz * speed);
pz += (dx * speed);
break;
}
case GLUT_KEY_LEFT: {
px += (dz * speed);
pz -= (dx * speed);
break;
}
case GLUT_KEY_UP: {
px += (dx * speed);
pz += (dz * speed);
break;
}
case GLUT_KEY_DOWN: {
px -= (dx * speed);
pz -= (dz * speed);
break;
}
default: {
break;
}
}
glutPostRedisplay();
}
void mouse_motion(int x, int y) {
float lx = x - 800;
float ly = y - 800;
angle = angle + lx * rotateSpeed;
angle1 = angle1 + ly * rotateSpeed;
dx = cos(angle1) * sin(angle);
dy = sin(angle1);
dz = cos(angle1) * cos(angle);
}
int main(int argc, char **argv) {
// init GLUT and the window
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DEPTH|GLUT_DOUBLE|GLUT_RGBA);
glutInitWindowPosition(100,100);
glutInitWindowSize(800,800);
glutCreateWindow("CG");
// Required callback registry
glutIdleFunc(renderScene);
glutDisplayFunc(renderScene);
glutReshapeFunc(changeSize);
//FPS
timebase = glutGet(GLUT_ELAPSED_TIME);
// put here the registration of the keyboard callbacks
glutSpecialFunc(move);
glutMotionFunc(mouse_motion);
//glutPassiveMotionFunc(mouse_motion);
// OpenGL settings
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
// enter GLUT's main cycle
glutMainLoop();
return 1;
}

Draw trajectory of an object in OpenGL

I want to make the codes that draw trajectory as the object's moving when I clicked any position on the screen.
I set the initial center point as a starting point. And I want to set the other point with mouse button clicked (destination point) as variables but I can't figure out how to do this.
float v1[3] = { -35.0f, 22.5f, 0.0f };
float v2[3] = { -35.0f, -22.5f, 0.0f };
float v3[3] = { 0.0f, 42.5f, 0.0f };
float v4[3] = { 0.0f, -42.5f, 0.0f };
float v5[3] = { 35.0f, 22.5f, 0.0f };
float v6[3] = { 35.0f, -22.5f, 0.0f };
This is the initial position of the object. (6-point star with 2 triangles)
float px, py;
float center_s[3] = { 0.0f, 0.0f, 0.0f };
float center_d[3] = { px, py, 0.0f };
center_s is the starting point and center_d is the destination point with variable px, py.
void lines(void) {
glColor3f(1.0, 0.0, 0.0);
glPointSize(5);
glBegin(GL_POINTS);
glVertex3fv(center_s);
glLineWidth(1);
glBegin(GL_LINES);
glVertex3fv(center_s);
glVertex3fv(center_d);
}
This function draws trajectory with red lines from center_s to center_d. Also it draws a center point.
case GLUT_LEFT_BUTTON:
if (state == GLUT_DOWN) {
x = mx;
y = glutGet(GLUT_WINDOW_HEIGHT) - my;
px = x + 35.0;
py = y + 42.5;
glutIdleFunc(lines);
}
glutPostRedisplay();
break;
Here is the problem. When the left mouse button is pressed, the star has to move to the clicked position and calculates the center point of the position and draw the line. But if I run these codes, the movement trajectory is not drawn.
Please let me know what the problem is. Plus, the star must move at a constant speed to the clicked location. (Not teleportation)
Following is the full codes:
#include <stdlib.h>
#include <GL/glut.h>
float v1[3] = { -35.0f, 22.5f, 0.0f };
float v2[3] = { -35.0f, -22.5f, 0.0f };
float v3[3] = { 0.0f, 42.5f, 0.0f };
float v4[3] = { 0.0f, -42.5f, 0.0f };
float v5[3] = { 35.0f, 22.5f, 0.0f };
float v6[3] = { 35.0f, -22.5f, 0.0f };
float px, py;
float center_s[3] = { 0.0f, 0.0f, 0.0f };
float center_d[3] = { px, py, 0.0f };
static GLfloat spin = 0.0;
float x = 400.0f, y = 442.5f;
float color1[3] = { 1.0f, 1.0f, 1.0f };
float color2[3] = { 1.0f, 1.0f, 1.0f };
int mode = 1;
int rotate = 1;
void init(void);
void triangle_1(void);
void triangle_2(void);
void lines(void);
void display(void);
void spinDisplay_1(void);
void spinDisplay_2(void);
void reshape(int, int);
void changeColor(int);
void mouse(int, int, int, int);
////////////////////////////////////////////////////////////////////
int main(int argc, char **argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB);
glutInitWindowSize(500, 500);
glutInitWindowPosition(300, 300);
glutCreateWindow("6-Point Star");
init();
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutMouseFunc(mouse);
glutMainLoop();
return 0;
}
////////////////////////////////////////////////////////////////////
void init(void) {
glClearColor(0.0, 0.0, 0.0, 0.0);
glShadeModel(GL_FLAT);
}
void triangle_1(void) {
glColor3fv(color1);
glBegin(GL_TRIANGLE_FAN);
glVertex3fv(v1);
glVertex3fv(v4);
glVertex3fv(v5);
glEnd();
}
void triangle_2(void) {
glColor3fv(color2);
glBegin(GL_TRIANGLE_FAN);
glVertex3fv(v2);
glVertex3fv(v3);
glVertex3fv(v6);
glEnd();
}
void lines(void) {
glColor3f(1.0, 0.0, 0.0);
glPointSize(5);
glBegin(GL_POINTS);
glVertex3fv(center_s);
glLineWidth(1);
glBegin(GL_LINES);
glVertex3fv(center_s);
glVertex3fv(center_d);
}
void display(void) {
glClear(GL_COLOR_BUFFER_BIT);
glPushMatrix();
glTranslatef(x, y, 0.0f);
glRotatef(spin, 0.0, 0.0, 1.0);
triangle_1();
triangle_2();
glPopMatrix();
glutSwapBuffers();
}
void spinDisplay_1(void) {
spin = spin + 2.0;
if (spin > 360.0) {
spin = spin - 360.0;
}
glutPostRedisplay();
}
void spinDisplay_2(void) {
spin = spin - 2.0;
if (spin < 360.0) {
spin = spin + 360.0;
}
glutPostRedisplay();
}
void reshape(int w, int h) {
glViewport(0, 0, (GLsizei)w, (GLsizei)h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0.0, 500.0, 0.0, 500.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void changeColor(int n) {
if (n == 1) {
color1[0] = 0.0f, color1[1] = 0.0f, color1[2] = 1.0f;
color2[0] = 0.0f, color2[1] = 1.0f, color2[2] = 0.0f;
}
else if (n == 2) {
color1[0] = 1.0f, color1[1] = 1.0f, color1[2] = 1.0f;
color2[0] = 1.0f, color2[1] = 1.0f, color2[2] = 1.0f;
}
}
void mouse(int button, int state, int mx, int my) {
switch (button) {
case GLUT_LEFT_BUTTON:
if (state == GLUT_DOWN) {
x = mx;
y = glutGet(GLUT_WINDOW_HEIGHT) - my;
px = x + 35.0;
py = y + 42.5;
glutIdleFunc(lines);
}
glutPostRedisplay();
break;
case GLUT_MIDDLE_BUTTON:
if (state == GLUT_DOWN) {
if (mode == 1) {
changeColor(mode);
mode = 2;
}
else if (mode == 2) {
changeColor(mode);
mode = 1;
}
}
glutPostRedisplay();
break;
case GLUT_RIGHT_BUTTON:
if (state == GLUT_DOWN)
if (rotate == 1) {
glutIdleFunc(spinDisplay_1);
rotate = 2;
}
else if (rotate == 2) {
glutIdleFunc(spinDisplay_2);
rotate = 1;
}
break;
default:
break;
}
}
You're missing a few glEnd() and unless you have other plans for center_s and center_d then you don't need them. As x and y is center_s, while px and py is center_d.
So first of all in mouse() just assign the mouse position to px and py instead of x and y.
case GLUT_LEFT_BUTTON:
if (state == GLUT_DOWN) {
px = mx;
py = glutGet(GLUT_WINDOW_HEIGHT) - my;
}
Now next you need a way to obtain the delta time. Delta time is the time passed since the last frame. For ease I added the following code to the top of display().
int timeNow = glutGet(GLUT_ELAPSED_TIME);
float delta = (float)(timeNow - timeLastFrame) / 1000.0f;
timeLastFrame = timeNow;
Remember to declare int timeLastFrame = 0; among your global variables.
Now (still in display()) we can calculate the direction of the travel path. We do this by calculating the difference between the two points. Then calculate the length and normalize the difference.
float dx = px - x;
float dy = py - y;
float length = sqrt(dx * dx + dy * dy);
dx /= length;
dy /= length;
Now you just put it all together.
if (length > 1.0f) {
x += dx * speed * delta;
y += dy * speed * delta;
}
So while length > 1.0 then we move towards px and py at the speed of float speed = 100.0f; (declare this among your global variables as well).
Just to reemphasize. Yes, do delete glutIdleFunc(lines) from mouse(). Then we add it in display() instead. The full extend of display() should look like this now:
void display(void) {
int timeNow = glutGet(GLUT_ELAPSED_TIME);
float delta = (float)(timeNow - timeLastFrame) / 1000.0f;
timeLastFrame = timeNow;
float dx = px - x;
float dy = py - y;
float length = sqrt(dx * dx + dy * dy);
dx /= length;
dy /= length;
if (length > 1.0f) {
x += dx * speed * delta;
y += dy * speed * delta;
}
glClear(GL_COLOR_BUFFER_BIT);
glPushMatrix();
glTranslatef(x, y, 0.0f);
glRotatef(spin, 0.0, 0.0, 1.0);
triangle_1();
triangle_2();
glPopMatrix();
lines();
glutSwapBuffers();
glutPostRedisplay();
}
Remember glutPostRedisplay(). If not then it won't redraw and thus not animate. Also remember to #include <math.h> for sqrt().
Everything before glClear() could be moved to your glutIdleFunc() callback.
Since there was no need for center_s and center_d then lines() can be boiled down to:
void lines(void) {
glColor3f(1.0, 0.0, 0.0);
glPointSize(5);
glBegin(GL_POINTS);
glVertex2f(px, py);
glEnd();
glLineWidth(1);
glBegin(GL_LINES);
glVertex2f(x, y);
glVertex2f(px, py);
glEnd();
}
The result should look something like this:
For future reference. If you don't want to do the linear algebra by hand. Then you can use something like GLM.

Drawing Circle with OpenGL

I'm trying to draw simple circle with C++/OpenGl
my code is:
#include <GL/glut.h>
#include <math.h>
void Draw() {
glClear(GL_COLOR_BUFFER_BIT);
glColor3f(1.0, 1.0, 1.0);
glBegin(GL_QUADS);
glColor3f (0.0, 0.0, 0.0);
glVertex3f (0.1, 0.1, 0.0);
glVertex3f (0.9, 0.1, 0.0);
glVertex3f (0.9, 0.9, 0.0);
glVertex3f (0.1, 0.9, 0.0);
glEnd();
glFlush();
}
void DrawCircle(float cx, float cy, float r, int num_segments)
{
glBegin(GL_LINE_LOOP);
for(int ii = 0; ii < num_segments; ii++)
{
float theta = 2.0f * 3.1415926f * float(ii) / float(num_segments);//get the current angle
float x = r * cosf(theta);//calculate the x component
float y = r * sinf(theta);//calculate the y component
glVertex2f(x + cx, y + cy);//output vertex
}
glEnd();
}
void Initialize() {
glClearColor(1.0, 1.0, 1.0, 0.0);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0.0, 1.0, 0.0, 1.0, -1.0, 1.0);
}
int main(int iArgc, char** cppArgv) {
glutInit(&iArgc, cppArgv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
glutInitWindowSize(950, 500);
glutInitWindowPosition(200, 200);
glutCreateWindow("Universum");
Initialize();
glutDisplayFunc(Draw);
glClear(GL_COLOR_BUFFER_BIT);
glColor3f(1.0, 1.0, 1.0);
DrawCircle(0.5, 0.5, 0.2, 5);
glutMainLoop();
return 0;
}
I'm beginner with OpenGL and now i'm starting to learn,
Can someone please explain me why i don't get the circle (i only see the black box),
Thanks!
It looks like immediately after you draw the circle, you go into the main glut loop, where you've set the Draw() function to draw every time through the loop. So it's probably drawing the circle, then erasing it immediately and drawing the square. You should probably either make DrawCircle() your glutDisplayFunc(), or call DrawCircle() from Draw().
#include <Windows.h>
#include <GL/glu.h>
#include <GL/glut.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#define window_width 1080
#define window_height 720
void drawFilledSun(){
//static float angle;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glTranslatef(0, 0, -10);
int i, x, y;
double radius = 0.30;
//glColor3ub(253, 184, 19);
glColor3ub(255, 0, 0);
double twicePi = 2.0 * 3.142;
x = 0, y = 0;
glBegin(GL_TRIANGLE_FAN); //BEGIN CIRCLE
glVertex2f(x, y); // center of circle
for (i = 0; i <= 20; i++) {
glVertex2f (
(x + (radius * cos(i * twicePi / 20))), (y + (radius * sin(i * twicePi / 20)))
);
}
glEnd(); //END
}
void DrawCircle(float cx, float cy, float r, int num_segments) {
glBegin(GL_LINE_LOOP);
for (int ii = 0; ii < num_segments; ii++) {
float theta = 2.0f * 3.1415926f * float(ii) / float(num_segments);//get the current angle
float x = r * cosf(theta);//calculate the x component
float y = r * sinf(theta);//calculate the y component
glVertex2f(x + cx, y + cy);//output vertex
}
glEnd();
}
void main_loop_function() {
int c;
drawFilledSun();
DrawCircle(0, 0, 0.7, 100);
glutSwapBuffers();
c = getchar();
}
void GL_Setup(int width, int height) {
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glEnable(GL_DEPTH_TEST);
gluPerspective(45, (float)width / height, .1, 100);
glMatrixMode(GL_MODELVIEW);
}
int main(int argc, char** argv) {
glutInit(&argc, argv);
glutInitWindowSize(window_width, window_height);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
glutCreateWindow("GLUT Example!!!");
glutIdleFunc(main_loop_function);
GL_Setup(window_width, window_height);
glutMainLoop();
}
This is what I did. I hope this helps. Two types of circle are here. Filled and unfilled.
There is another way to draw a circle - draw it in fragment shader.
Create a quad:
float right = 0.5;
float bottom = -0.5;
float left = -0.5;
float top = 0.5;
float quad[20] = {
//x, y, z, lx, ly
right, bottom, 0, 1.0, -1.0,
right, top, 0, 1.0, 1.0,
left, top, 0, -1.0, 1.0,
left, bottom, 0, -1.0, -1.0,
};
Bind VBO:
unsigned int glBuffer;
glGenBuffers(1, &glBuffer);
glBindBuffer(GL_ARRAY_BUFFER, glBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*20, quad, GL_STATIC_DRAW);
and draw:
#define BUFFER_OFFSET(i) ((char *)NULL + (i))
glEnableVertexAttribArray(ATTRIB_VERTEX);
glEnableVertexAttribArray(ATTRIB_VALUE);
glVertexAttribPointer(ATTRIB_VERTEX , 3, GL_FLOAT, GL_FALSE, 20, 0);
glVertexAttribPointer(ATTRIB_VALUE , 2, GL_FLOAT, GL_FALSE, 20, BUFFER_OFFSET(12));
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
Vertex shader
attribute vec2 value;
uniform mat4 viewMatrix;
uniform mat4 projectionMatrix;
varying vec2 val;
void main() {
val = value;
gl_Position = projectionMatrix*viewMatrix*vertex;
}
Fragment shader
varying vec2 val;
void main() {
float R = 1.0;
float R2 = 0.5;
float dist = sqrt(dot(val,val));
if (dist >= R || dist <= R2) {
discard;
}
float sm = smoothstep(R,R-0.01,dist);
float sm2 = smoothstep(R2,R2+0.01,dist);
float alpha = sm*sm2;
gl_FragColor = vec4(0.0, 0.0, 1.0, alpha);
}
Don't forget to enable alpha blending:
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
UPDATE: Read more
We will find the value of X and Y from this image. We know, sinθ=vertical/hypotenuse and cosθ=base/hypotenuse from the image we can say X=base and Y=vertical. Now we can write X=hypotenuse * cosθ and Y=hypotenuse * sinθ.
Now look at this code
void display(){
float x,y;
glColor3f(1, 1, 0);
for(double i =0; i <= 360;){
glBegin(GL_TRIANGLES);
x=5*cos(i);
y=5*sin(i);
glVertex2d(x, y);
i=i+.5;
x=5*cos(i);
y=5*sin(i);
glVertex2d(x, y);
glVertex2d(0, 0);
glEnd();
i=i+.5;
}
glEnd();
glutSwapBuffers();
}
glBegin(GL_POLYGON); // Middle circle
double radius = 0.2;
double ori_x = 0.0; // the origin or center of circle
double ori_y = 0.0;
for (int i = 0; i <= 300; i++) {
double angle = 2 * PI * i / 300;
double x = cos(angle) * radius;
double y = sin(angle) * radius;
glVertex2d(ori_x + x, ori_y + y);
}
glEnd();
Here is a code to draw a fill elipse, you can use the same method but replacing de xcenter and y center with radius
void drawFilledelipse(GLfloat x, GLfloat y, GLfloat xcenter,GLfloat ycenter) {
int i;
int triangleAmount = 20; //# of triangles used to draw circle
//GLfloat radius = 0.8f; //radius
GLfloat twicePi = 2.0f * PI;
glBegin(GL_TRIANGLE_FAN);
glVertex2f(x, y); // center of circle
for (i = 0; i <= triangleAmount; i++) {
glVertex2f(
x + ((xcenter+1)* cos(i * twicePi / triangleAmount)),
y + ((ycenter-1)* sin(i * twicePi / triangleAmount))
);
}
glEnd();
}
I have done it using the following code,
glBegin(GL.GL_LINE_LOOP);
for(int i =0; i <= 300; i++){
double angle = 2 * Math.PI * i / 300;
double x = Math.cos(angle);
double y = Math.sin(angle);
gl.glVertex2d(x,y);
}
glEnd();
glBegin(GL_POLYGON);
double x = 2;
double y = 2;
for (int i = 0; i <= 360; i++) {
glVertex2d(x * sin(i), y * cos(i));
}
glEnd();