// this is the display function it is called when ever you want to draw something all drawing should be called form here
void display() {
glClear(GL_COLOR_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// draw background
drawBackground();
glPushMatrix();
// draw hot air balloon
drawAirBalloon();
// draw spray
drawSpray();
glPopMatrix();
// draw rain
drawRain();
// draw fire
drawSpray();
calcFPS();
counter++;
glFlush();
glutSwapBuffers();
glutPostRedisplay();
}
The problem is that I can't make the fire go up with my hot air balloon. The reason why I only put the code above (display) is because I think the problem is to do with this particular code.
To see the full code, click on the link below:
hot air balloon code
This is the problem:
This is because you set the model view matrix to the identity matrix in the function circle.
Replace glLoadIdentity by glPushMatrix()/glPopMatrix() in the function circle():
void circle(double radius, double xc, double yc) {
int i;
double angle = 2 * 3.1415 / 20; // circle is drawn using 20 line.
double circle_xy[100][40];
circle_xy[0][0] = radius + xc;
circle_xy[0][1] = yc;
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
// set fire position
glTranslatef(-40.0, 60.0, 0.0);
glBegin(GL_POLYGON);
for (i = 1; i < 20; i++) {
circle_xy[i][0] = radius * cos(i * angle) + xc;
circle_xy[i][1] = radius * sin(i * angle) + yc;
glVertex2f(circle_xy[i - 1][0], circle_xy[i - 1][1]);
glVertex2f(circle_xy[i][0], circle_xy[i][1]);
}
glEnd();
glPopMatrix();
}
To make the code more comprehensible, I recommend to remove glTranslatef for drawAirBalloon, but to do it in display:
void drawAirBalloon(void) {
// glTranslatef(squareX, squareY, squareZ); <--- remove
// ....
}
void display() {
glClear(GL_COLOR_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// draw background
drawBackground();
glPushMatrix();
glTranslatef(squareX, squareY, squareZ); // <--- insert
// draw spray
drawSpray();
// draw hot air balloon
drawAirBalloon();
glPopMatrix();
// draw rain
drawRain();
calcFPS();
counter++;
glFlush();
glutSwapBuffers();
glutPostRedisplay();
}
You do a lot of effort and you write a lot of tricky and well structured code. I relay recommend, to read about Vertex Specification and Shader. Go on, but start to get rid of the deprecated fixed function pipeline and switch to a moder way of rendering.
Related
i've a problem with drawing firework effect in animated scene when i clicked on mouse button. Why it don't drawing?
My Code:
#include<GL/glut.h>
struct Point {
GLint x;
GLint y;
};
Point p1, p2;
int ww=600,wh=400;
int xi,yi,xf,yf,y1b,x1b,y2b,x2b;
float px, py, t;
float x=0.,y=0.,x1=5.;
void update()
{
x+=0.01;
x1 -= 0.02;
if (x>6)
{
x -= 6;
x1 = 4;
}
}
There I create a function that draw firework effect on the basis of bezier curves. It will Okey if I draw on the static window.
// Bezier curve firework
void bezier(int xi, int yi, int xf, int yf)
{
// Coordinates for additional points of bezier curve
x1b = xi + rand()%15;
y1b = yi + rand()%5;
x2b = xf + rand()%15;
y2b = xf + rand()%5;
calculate and draw the curves
for (t=0.;t<=1.;t+=0.001)
{
px=(1-t)*(1-t)*(1-t)*xi+3*t*(1-t)*(1-t)*x1b+3*t*t*(1-t)*x2b+t*t*t*xf;
py=(1-t)*(1-t)*(1-t)*yi+3*t*(1-t)*(1-t)*y1b+3*t*t*(1-t)*y2b+t*t*t*yf;
glPointSize(2);
glBegin(GL_POINTS);
//glColor3f(1,0,0);
glVertex2d(px,py);
glEnd();
glFlush();
}
}
void initRendering()
{
glEnable(GL_DEPTH_TEST);
}
void reshaped(int w , int h)
{
glViewport(0,0,w,h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45, (double)w/(double)h,1,200);
}
// If pressed ESC -> exit
void keyPressed(unsigned char k, int x, int y)
{
if(k==27)
{
exit(0);
}
}
Then, if I pressed mouse button it should call the function above and draw what I need. But nothing(
// If pressed mouse button -> draw firework effect
void mousePressed(int button, int state, int x, int y)
{
if (button == GLUT_LEFT_BUTTON && state == GLUT_UP)
{
xi=x;
yi=wh-y;
xf=x + 5.;
p1.x = xi; p1.y = yi;
p2.x = xf; p2.y = yi;
//drawLine(xi,yi,xf,yi);
bezier(xi, yi,xf, yi);
}
glutPostRedisplay();
}
There I create animated window. Two clouds move in gorizontal waves.
// Display a two moving clouds and the earth
void display()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glPushMatrix();
glTranslatef(x1,y,-5.0);
glBegin(GL_POLYGON);
glColor3f(1.,0.,0.5);
glVertex3f(-1.,1.,-5.);
glVertex3f(0.,2.,-5.);
glVertex3f(-2.,2.,-5.);
glVertex3f(1.,1.,-5.);
glEnd();
glPopMatrix();
glPushMatrix();
glTranslatef(x,y,-5.);
glBegin(GL_POLYGON);
glColor3f(0.,0.5,0.5);
glVertex3f(1.,0.7,-5.);
glVertex3f(1.5,1.0,-5.0);
glVertex3f(0.7,1.5,-5.0);
glVertex3f(0.0,2.0,-5.0);
glVertex3f(-0.7,1.5,-5.0);
glVertex3f(-1.4,1.6,-5.0);
glVertex3f(-1.7,1.0,-5.0);
glVertex3f(-1.5,0.7,-5.0);
glVertex3f(-1.0,0.5,-5.0);
glEnd();
glPopMatrix();
glBegin(GL_POLYGON);
glColor3f(1.,1.,1.5);
glVertex3f(-2.,-2.,-5.);
glVertex3f(-2.0,-2.0,-5.0);
glVertex3f(-1.0,-1.5,-5.0);
//glVertex3f(0.0,0.0,-5.0);
glVertex3f(2.0,-2.0,-5.0);
glVertex3f(1.2,-1.5,-5.0);
glEnd();
update();
glutSwapBuffers();
glFlush();
}
void myinit()
{
glViewport(0,0,ww,wh);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluOrtho2D(0.0,(GLdouble)ww,0.0,(GLdouble)wh);
glMatrixMode(GL_MODELVIEW);
}
int main(int argc,char **argv)
{
// Initialization
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGB|GLUT_DEPTH);
glutInitWindowPosition(100,100);
glutInitWindowSize(400,400);
glutCreateWindow("Salute | Clouds");
initRendering();
// Registration
glutDisplayFunc(display);
glutIdleFunc(display);
glutReshapeFunc(reshaped);
// Handler of
myinit();
glutKeyboardFunc(keyPressed);
glutMouseFunc(mousePressed);
// Main Loop
glutMainLoop();
return(0);
}
I think the problem is as follows:
I'm trying to draw my firework in an updated animated window. And every time I clicked on the screen, it is updated. And in the end, nothing is visible.
Actually the question:
How to make so that function glutMoseFunk would draw my salute in updated window?
While your scene is draw in perspective projection, the function bezier works with orthographic projection. This means you have to change the projection matrix befor you call bezier.
Further, do all the rendering in the main loop (display function). The event mousePressed should only be used to change parameters (set xi, yi, ...).
The display function may look like this:
int ww=400, wh=400;
void display()
{
// clear the frame buffer
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
// setup perspective projection
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45, (double)ww/(double)wh,1,200);
// set model view matrix (identity matrix)
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// draw scene
.....
// setup ortihgraphic projection
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0.0,(GLdouble)ww,0.0,(GLdouble)wh);
bezier(xi, yi,xf, yi);
update();
glutSwapBuffers();
glutPostRedisplay();
}
The reshaped function should set the viewport and notice the window size only:
void reshaped(int w , int h)
{
ww = w;
wh = h;
glViewport(0, 0, ww, wh);
}
I am working on a project for mouse control to look around. I have been successful with rotating the camera using the mouse however I am trying to get the mouse to do 360 turns without the mouse leaving the screen before it can fully rotate. I read around and came across glutWarpPointer(), where most posts said to use it after getting the difference between the centre and the new mouse position in the window.
The issue this causes with my program is that when I move the mouse it will rotate very slightly for that frame the restart the location to the original point. Basically it i have a blue ball in front of me and green behind when i try to rotate towards the green ball the camera will move slightly but stay locked on the blue ball.
Is there a way to around or a fix?
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
//rotate and translating the camera
glRotatef(-camVert, 1.0, 0.0, 0.0);
glRotatef(-camHor, 0.0, 1.0, 0.0);
glTranslatef(-posx,-posy,-posz);
//blue and green ball
glPushMatrix();
glColor3f(0.0, 1.0, 0.0);
glTranslatef(1, 0, 25);
glutSolidSphere(5, 20, 20);
glPopMatrix();
glPushMatrix();
glColor3f(0.0,0.0,1.0);
glTranslatef(0, 0, -25);
glutSolidSphere(5, 20, 20);
glPopMatrix();
};
void setAngle(float angy, float angx)
{
camVert = angy*1.5;
if (camVert > 90)
camVert = 90;
else if (camVert < -90)
camVert = -90;
camHor = angx*0.5;
}
void MoveCam(float distance, float direction)
{
float rads = (camHor+direction)*PI / 180;
posx -= sin(rads)*distance;
posz -= cos(rads)*distance;
};
void mouseMove(int x, int y)
{
float diffx = midx - x;
float diffy = midy - y;
setAngle(diffy,diffx);
//glutWarpPointer(glutGet(GLUT_WINDOW_WIDTH) / 2, glutGet(GLUT_WINDOW_HEIGHT) / 2);
}
I need to make this wheel to make a rotation animation around its center in openGL continuously without clicking the mouse,because the wheel makes its rotation if the left button of the mouse is clicked!!, this is the wheel:
This is the code I used to draw the wheel and to make the rotation:
#include <freeglut.h>
#include <glaux.h>
void whiteStud()
{
glColor3f(1.0, 1.0, 1.0);
glutSolidSphere(0.01, 16, 16);
}
void blackWheel()
{
glColor3f(0.129412, 0.129412, 0.129412);
glutSolidSphere(0.1, 16, 16);
}
void wheelWithStuds()
{
/**********************************/
int iTimeElapsed = glutGet(GLUT_ELAPSED_TIME);
float fScale= 0.5f;
long i;
/**********************************/
/* clear all pixels */
glClear(GL_COLOR_BUFFER_BIT);
/**********************************/
glPushMatrix();
glTranslatef(0.25, 0.25, 0.0);
glRotatef(iTimeElapsed * fScale,0.0,0.0,1.0);
blackWheel(); // draw the wheel without studs.
/**********************************/
// five studs, step 72 degree (72*5=360 degree).
for (i=0; i<5; i++) {
glPushMatrix();
glRotatef(72*i,0.0,0.0,1.0); // rotate coordinate 72 degree.
glTranslatef(0.04, 0.0, 0.0);// translate on the rotated coordinate.
whiteStud(); // draw the stud.
glPopMatrix();
}
glTranslatef(0.0, 0.0, 0.0);// translate in order to draw a stud at the center of the wheel.
whiteStud();// draw the stud at the center of the wheel.
/**********************************/
/* don't wait! start processing buffered OpenGL routines */
glFlush();
glPopMatrix();
/**********************************/
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
glutInitWindowSize(400, 400);
glutInitWindowPosition(10, 10);
glutCreateWindow("(-Rotating Car Wheel-)");
/* select clearing (background) color */
glClearColor(1.0, 1.0,1.0, 1.0);
/* initialize viewing values */
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0.0, 1.0, 0.0, 1.0, -1.0, 1.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glutDisplayFunc(wheelWithStuds);
glutMainLoop();
return 0;
}
I want this wheel to rotate by itself without clicking the left button of the mouse, how can I perform this?
Here is a new draw_wheel() with the desired motion. Notably, you forgot glutPostRedisplay() at the end of the draw method; this function tells glut to redraw the window. Also you were not resetting your first call to glTranslatef(), so every time you clicked the window the object got further away from its original position.
void draw_wheel()
{
int iTimeElapsed = glutGet(GLUT_ELAPSED_TIME);
float fRevolveScale1 = 0.2f;
float fRevolveScale2 = 0.4f;
long i;
// clear all pixels
glClear(GL_COLOR_BUFFER_BIT);
// push temp state
glPushMatrix();
// translate to center
glTranslatef(0.5f, 0.5f, 0.0);
// rotate around pivot
glRotatef(iTimeElapsed * fRevolveScale1,0.0,0.0,1.0);
// translate to planet location
glTranslatef(0.25f, 0.25f, 0.0);
glRotatef(iTimeElapsed * fRevolveScale2,0.0,0.0,1.0);
glColor3f(0.129412f, 0.129412f, 0.129412f);
glutSolidSphere(0.1f, 16, 16);
// five bolts, step 72 degree (72*5=360 degree)
glColor3f(1.0, 1.0, 1.0);
for(i=0; i<5; ++i)
{
glPushMatrix();
glRotatef(72.0f*i,0.0,0.0,1.0); // rotate coordinate 72 degree
glTranslatef(0.04f, 0.0, 0.0);// translate on the rotated coordinate
glutSolidSphere(0.01f, 16, 16);
glPopMatrix();
}
glTranslatef(0.0f, 0.0f, 0.0f);// translate on the rotated coordinate
glutSolidSphere(0.01, 16, 16);
// pop temp state
glPopMatrix();
glFlush();
glutPostRedisplay();
}
I have a code with which I generate a pawn in OpenGL. However, I want to make its parts draggable. My question is more of a general one, but here's the code for my pawn so that you get an idea of what I'm doing:
int main()
{
/* open gl initialization */
while(running())
{
glClear(GL_COLOR_BUFFER_BIT + GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glColor3ub(0, 0, 0);
/* the basis of the pawn */
glPushMatrix();
glScalef(1.6, 1.6, 0.8);
glTranslatef(0.0, 0.0, -2.7 - offset);
drawSmoothUnityEllipsoidPatch(0, 2*M_PI, 0, M_PI /2 );
glPopMatrix();
/* upped ellipsoid */
glPushMatrix();
glScalef(0.8, 0.8, 0.15);
glTranslatef(0.0 - offset, 0.0, 6.0);
drawSmoothUnitySphere();
glPopMatrix();
/* lower ellipsoid */
glPushMatrix();
glScalef(1.2, 1.2, 0.15);
glTranslatef(0.0 - offset, 0.0, -10.0);
drawSmoothUnitySphere();
glPopMatrix();
/* the cone */
glPushMatrix();
glScalef(1.0, 1.0, 3.5);
glTranslatef(0.0 + offset, 0.0, -0.5);
drawSmoothUnityCone();
glPopMatrix();
/* the sphere on top of the pawn */
glPushMatrix();
glScalef(0.7, 0.7, 0.7);
glTranslatef(0.0, 0.0, 2.3 + offset);
drawSmoothUnitySphere();
glPopMatrix();
glfwTerminate();
return 0;
}
where offset is irrelevant. The functions drawSmoothUnity(shape) just draw a unity shape in the centre of the coordinate system. I want to te able to drag and drop any of these shapes in the visible area (800x600, my window-size).
You can use gluUnproject to map your cursor position from screen space into world space. By tracking the delta of the 3D world coordinates when the mouse button was first clicked to the current position (after dragging) this gives you the x,y&z values you should use to translate your object.
Also, it should be 'glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);'
This is kind of off the top of my head and is psuedocodish. This doesn't take into account any selection or any of that. So, clicking down and moving the mouse would move the object even if the object wasn't under the mouse cursor when you clicked. You'll obviously need to add mouse handlers.
glm::dvec3 original_position;//position of object when we start moving
glm::dvec3 world_anchor;//world space coordinates of where we left clicked
glm::ivec2 screen_anchor;//screen space coordinates of where we left clicked
Object object;
OnLButtonDown(int x, int y)//x,y = where we clicked
{
original_position = object.GetPosition();
screen_anchor = ivec2(x,y);//screen coords where we clicked
gluUnproject(x,y,0,modelview_matrix,projection_matrix,viewport,&world_anchor.x,
&world_anchor.y,&world_anchor.z);
}
OnMouseMove(int x, int y) //x,y = current mouse cursor position
{
if(left_button_down)
MoveObject(screen_anchor.x-x,screen_anchor.y-y);
}
}
MoveObject(int dx, int dy)//dx,dy = distance from current mouse position to screen_anchor
{
glm::dvec3 world_position;//current mouse position in world coordinates
gluUnProject(dx,dy,0,modelview_matrix,projection_matrix,viewport,&world_position.x,
&world_position.y,&world_position.z);
glm::dev3 world_delta = world_anchor-world_position;
object.SetPosition(original_position+world_delta);
}
I have the following code which draws me a "spacecraft" which I'm able to ctrol with my arrow keys to spin clockwise and anti-clockwise. I'm trying to get the spacecraft shoot bullets when another key is pressed (it can be any key). I am so new to OpenGL that I'm confused on how to do it. I have tried so many methods but none of them work. Below is the code where I draw my spaceship and how I control it. Can someone help me with the bullets please?
struct
{
float rotateSpaceCraft;
} scene;
void SpaceCraft (){
glBegin(GL_TRIANGLE_FAN);
//specify the vertices to draw Ship in 2d space
glColor3f(1.0, 0.0, 1.0);
glVertex2f( X_CENTRE + LENGTH * 0, Y_CENTRE + LENGTH * 12);
glColor3f(1.0, 1.0, 0.0);
glVertex2f( X_CENTRE - LENGTH * 8, Y_CENTRE - LENGTH * 8);
glColor3f(0.0, 1.0, 1.0);
glVertex2f( X_CENTRE - LENGTH * 0, Y_CENTRE - LENGTH * 0);
glColor3f(1.0, 0.0, 0.0);
glVertex2f( X_CENTRE + LENGTH * 8, Y_CENTRE - LENGTH * 8);
glEnd();
}
void display(void)
{
glClear (GL_COLOR_BUFFER_BIT); /* clear window */
glColor3f(1.0, 1.0, 1.0); /* white drawing objects */
/* define object to be drawn as a square polygon */
glPushMatrix();
glRotatef(scene.rotateSpaceCraft, 0.0, 0.0, 1.0);
SpaceCraft();
glPopMatrix();
glutSwapBuffers();
glFlush(); /* execute drawing commands in buffer */
}
static void specialKey(int key, int x, int y)
{
switch(key)
{
case GLUT_KEY_LEFT:
scene.rotateSpaceCraft = fmod(scene.rotateSpaceCraft + 7, 360);
break;
case GLUT_KEY_RIGHT:
scene.rotateSpaceCraft = fmod(scene.rotateSpaceCraft - 7, 360);
break;
default:
break;
}
glutPostRedisplay();
}
int main(int argc, char** argv)
{
/* window management code ... */
/* initialises GLUT and processes any command line arguments */
glutInit(&argc, argv);
/* use single-buffered window and RGBA colour model */
glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB);
/* window width = 400 pixels, height = 400 pixels */
glutInitWindowSize (600, 600);
/* window upper left corner at (100, 100) */
glutInitWindowPosition (250, 50);
/* creates an OpenGL window with command argument in its title bar */
glutCreateWindow ("Asteroids");
glutKeyboardFunc(key);
glutSpecialFunc(specialKey);
init();
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutMainLoop();
return 0;
}
Step by Step you could do it this way:
Create a spaceship object which holds rotation of the spaceship
Create a bullet object ( struct or class ), which holds the vector of the bullet, the start position ( and the time at which the bullet has been fired, you will need it later )
Create a scene object which holds a list of all bullets fired and the spaceship
Catch Key Events from Windows or any other platform you are using
When the bullet is fired, use the rotation and position of your spaceship to determine the position of the new bullet and the vector of it.
Some pseudo code for the structure:
struct Bullet {
Vector3 Position;
Vector3 Rotation;
}
struct {
struct {
Vector3 Position;
Vector3 Rotation;
} Ship;
Vector<Bullet*> Bullets;
} Scene;
....:
void Update(void) {
if (Key.IsPressed(Space)) {
CreateNewBullet();
}
}
void UpdateBullets(void) {
for (Bullet bullet in Scene.Bullets)
{
// Delete bullets here if not longer used
// and move all others
}
}
void Draw(void) {
// Draw spaceship here
....
// Draw bullets
for (Bullet bullet in Scene.Bullets) {
DrawBullet(bullet);
}
}
I also recommend using VBO but if you want to do it with the deprecated set then what you are looking for is to render a bullet similar to your SpaceCraft() function. A bullet will need to travel so you will need to translate its position every frame.
glTranslatef(x, 0.0f, 0.0f);
This will translate the bullet x amount in the x axis. Therefore you will need a variable that increments certain amount per frame and passes it to your new Bullet() function. You can store the translation X amount just like you did with struct
{
float rotateSpaceCraft;
} scene;