I'm trying to implement camera functionality on a simple scene but the output is distored. I think it has something to do with perspective projection or maybe I'm using the gluLookAt() function wrong but I can't seem to pinpoint the problem. Whenever I press the arrow keys to more the camera the view keeps getting distorted. The camera code works fine in another example. I've used the exact same code with the display replaced for my scene. I have tried different arguments for gluLookAt() and even tried ortho projection but nothing seems to work.
Before camera implementation:
After camera implementation:
Code:
#include <Windows.h>
#include <math.h>
#include "glut.h"
float angle = 0.0f;
float lx = 0.0f, lz = -0.1f;
float x = 0.0f, z = 0.5f;
float deltaAngle = 0.0f;
float deltaMove = 0;
double rot = 0;
double doorAngle = 0;
double carMove = -0.75; //Initially car positioned at the start of road
void myInit(void)
{
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);
glutInitWindowSize(1000, 480);
glutInitWindowPosition(100, 150);
glutCreateWindow(" project part1 ");
glClearColor(0.333, 0.725, 0.905, 0);
glColor3f(0.0f, 0.0f, 0.0f);
}
void reshape(int w, int h) {
if (h == 0)
h = 1;
float ratio = w* 1.0 / h;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glViewport(0, 0, w, h);
gluPerspective(45.0f, ratio, 0.1f, 20.0f);
glMatrixMode(GL_MODELVIEW);
}
void computePos(float deltaMove) //compute camera position
{
x += deltaMove * lx * 0.1f;
z += deltaMove * lz * 0.1f;
}
void computeDir(float deltaAngle)//compute camra direction
{
angle += deltaAngle;
lx = sin(angle);
lz = -cos(angle);
}
void display(void)
{
if (deltaMove)
computePos(deltaMove);
if (deltaAngle)
computeDir(deltaAngle);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
gluLookAt(x, 0.0f, z, x + lx, 0.0f, z + lz, 0.0f, 1.0f, 0.0f);
//display quads road
glPushMatrix();
glLineWidth(3.0);
glColor3f(0.474, 0.552, 0.603);
glBegin(GL_QUADS);//grey road
glTexCoord2f(0.0, 0.0);
glVertex3f(-1, 0, 0);
glTexCoord2f(0.0, 1.0);
glVertex3f(1, 0, 0);
glTexCoord2f(1.0, 1.0);
glVertex3f(1, -1, 0);
glTexCoord2f(1.0, 0.0);
glVertex3f(-1, -1, 0);
glEnd();
//green grass above
glColor3f(0.305, 0.513, 0.341);
glBegin(GL_QUADS);
glVertex3f(-1, 0, 0);
glVertex3f(1, 0, 0);
glVertex3f(1, -0.1, 0);
glVertex3f(-1, -0.1, 0);
glEnd();
//green grass below
glColor3f(0.372, 0.407, 0.070);
glBegin(GL_QUADS);
glVertex3f(-1, -1, 0);
glVertex3f(1, -1, 0);
glVertex3f(1, -0.8, 0);
glVertex3f(-1, -0.8, 0);
glEnd();
//white lines on road
glColor3f(0.929, 0.850, 0.850);
glPointSize(5.0);
int factor = 10; GLushort pattern = 0x3333;
glEnable(GL_LINE_STIPPLE);
glLineStipple(factor, pattern);
glBegin(GL_LINES);
glVertex3f(1, -0.45, 0);
glVertex3f(-1, -0.45, 0);
glEnd();
glDisable(GL_LINE_STIPPLE);
glColor3f(0.929, 0.850, 0.850);
glPointSize(5.0);
glBegin(GL_LINES);
glVertex3f(1, -0.75, 0);
glVertex3f(-1, -0.75, 0);
glVertex3f(1, -0.15, 0);
glVertex3f(-1, -0.15, 0);
glEnd();
glPushMatrix();
glTranslatef(-0.8, 0.4, 0);
glScalef(0.5, 0.45, 0);
building(0, 0.17, 0.394);
glPopMatrix();
glPushMatrix();
glTranslatef(-0.35, 0.27, 0);
glScalef(0.55, 0.3, 0);
building(0.552, 0.266, 0.505);
glPopMatrix();
glPushMatrix();
//glLoadIdentity();
glTranslatef(0.2, 0.45, 0);
glScalef(1.2, 0.5, 0);
building(0.294, 0.337, 0.584);
glPopMatrix();
glPushMatrix();
glTranslatef(0.75, 0.27, 0);
glScalef(0.55, 0.3, 0);
building(0.309, 0.396, 0.427);
glPopMatrix();
//building bases
//car1
glPushMatrix();
glTranslatef(carMove, -0.2, 0);
glScalef(0.5, 0.5, 0.5);
car(0.65, 0, 0);
glPopMatrix();
glutSwapBuffers();
}
void pressKey(int key, int xx, int yy) {
switch (key) {
case GLUT_KEY_LEFT:
if (deltaAngle > 30)
break;
deltaAngle = -0.01f;
glutPostRedisplay();
break;
case GLUT_KEY_RIGHT: deltaAngle = 0.01f; break;
case GLUT_KEY_UP: deltaMove = 0.05f; break;
case GLUT_KEY_DOWN: deltaMove = -0.05f; break;
}
}
void releaseKey(int key, int x, int y) {
switch (key) {
case GLUT_KEY_LEFT:
case GLUT_KEY_RIGHT: deltaAngle = 0.0f; break;
case GLUT_KEY_UP:
case GLUT_KEY_DOWN: deltaMove = 0; break;
}
}
void main(int argc, char **argv)
{
glutInit(&argc, argv);
myInit();
glutDisplayFunc(display);
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutIdleFunc(display);
glutSpecialFunc(pressKey);
glutSpecialUpFunc(releaseKey);
glEnable(GL_DEPTH_TEST);
glutMainLoop();
}
Note:
The texture mapping car and building code have been excluded for being too large but they work fine and I don't think that they're the problem. If you require the full working code then kindly let me know and I'll upload it. I've been stuck at this problem a while. Any help is appreciated
The issue is a Z-fighting issue.
To solve you issue you have to disable the Depth Test and draw the objects form the back to the front:
glEnable(GL_DEPTH_TEST)
Or you have to draw the object with a different z coordinates, which define the z order of the object.
Note, in view space the z axis points out of the viewport. So if the z coordinate of an object is greater than that of an other object, then the object is in front of the other object.
A perspective effect can only be achieved if the depth of the objects is different, so that object in the behind appear smaller, than that object which are closer to the point of view (eye position).
But you have to ensure that the objects are not clipped.
This mean the (view space) z distance of the object to the eye position (first 3 parameters of gluLookAt) has to be in between the near and far plane (last 2 parameters of gluPerspective).
Related
I'm trying to make the gluLookAt() function so that when I press the up & down key the camera moves around the X axis
I'm trying a method I saw at: http://www.lighthouse3d.com/tutorials/glut-tutorial/keyboard-example-moving-around-the-world/
but it's not working for me. Anyone knows an easier way? and where should I put the gluLookAt() so on myDisplay() func?
#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
// actual vector representing the camera's direction
float lx = 0.0f, lz = -1.0f;
// XZ position of the camera
float x = 0.0f, z = 5.0f;
GLfloat angle = 0.0f;
int refreshmill = 1;
void timer(int value) { //to control the rotation of the object
glutPostRedisplay();
glutTimerFunc(refreshmill, timer, 0);
}
void myDisplay(void) {
//Circle One
float theta;
glClear(GL_COLOR_BUFFER_BIT);
glColor3f(1, 0, 0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
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;
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
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);
}
glutSwapBuffers();
angle += 0.2; // rotation
glEnd();
glPopMatrix();
//Draw Star
glColor3ub(119, 193, 15);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
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();
glFlush();
glutPostRedisplay();
glutSwapBuffers();
}
void renderScene(void) {
// Clear Color and Depth Buffers
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Reset transformations
glLoadIdentity();
// Set the camera
gluLookAt(x, 1.0f, z,
x + lx, 1.0f, z + lz,
0.0f, 1.0f, 0.0f);
// Draw ground
glColor3f(0.9f, 0.9f, 0.9f);
glBegin(GL_QUADS);
glVertex3f(-100.0f, 0.0f, -100.0f);
glVertex3f(-100.0f, 0.0f, 100.0f);
glVertex3f(100.0f, 0.0f, 100.0f);
glVertex3f(100.0f, 0.0f, -100.0f);
glEnd();
myDisplay();
glutSwapBuffers();
}
//Move to left or right
void keyboard(int key, int x, int y) {
float fraction = 0.1f;
switch (key) {
case GLUT_KEY_RIGHT:
xr++;
cout << x << endl;
glutPostRedisplay();
break;
case GLUT_KEY_LEFT:
xr--;
cout << x << endl;
glutPostRedisplay();
break;
case GLUT_KEY_UP:
angle -= 0.01f;
lx = sin(angle);
lz = -cos(angle);
break;
case GLUT_KEY_DOWN:
angle += 0.01f;
lx = sin(angle);
lz = -cos(angle);
break;
}
}
void init() {
glClearColor(0, 0, 0, 1);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(-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(myDisplay);
glutDisplayFunc(renderScene);
glutIdleFunc(renderScene);
glutTimerFunc(0,timer,0);
glutSpecialFunc(keyboard);
// OpenGL init
init();
// enter GLUT event processing cycle
glutMainLoop();
}
First of all there should be only 1 display call back function:
int main(int argc, char** argv) {
// [...]
// glutDisplayFunc(myDisplay); <----- DELETE!!!
glutDisplayFunc(renderScene);
// glutIdleFunc(renderScene); <----- DELETE!!!
// [...]
}
Setup an an orthographic projection with an extended near and far plane. If the object is rotated around the X axis, it takes space in the 3 dimensions:
void init() {
glClearColor(0, 0, 0, 1);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-250, 250, -250, 250, -250, 250); // <----
glMatrixMode(GL_MODELVIEW);
}
Add a variable anglaX which is changed in the keyboard event:
float angleX = 0.0f;
void keyboard(int key, int x, int y) {
switch (key) {
case GLUT_KEY_RIGHT: xr++; break;
case GLUT_KEY_LEFT: xr--; break;
case GLUT_KEY_UP: angleX -= 1.0f; break;
case GLUT_KEY_DOWN: angleX += 1.0f; break;
}
}
Rotate the model, after the view was set:
gluLookAt(x, 0.0f, z, x, 0.0f, z-1.0f, 0.0f, 1.0f, 0.0f);
glRotatef(angleX, 1, 0, 0);
Don't do any calls to glutSwapBuffers(), glFlush() and glutPostRedisplay(), except at the end of renderScene:
void timer(int value) { //to control the rotation of the object
// glutPostRedisplay(); <--- DELETE
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();
}
void renderScene(void) {
// Clear Color and Depth Buffers
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Reset transformations
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// Set the camera
gluLookAt(x, 0.0f, z, x, 0.0f, z-1.0f, 0.0f, 1.0f, 0.0f);
glRotatef(angleX, 1, 0, 0);
// Draw ground
glColor3f(0.9f, 0.9f, 0.9f);
glBegin(GL_QUADS);
glVertex3f(-100.0f, 0.0f, -100.0f);
glVertex3f(-100.0f, 0.0f, 100.0f);
glVertex3f(100.0f, 0.0f, 100.0f);
glVertex3f(100.0f, 0.0f, -100.0f);
glEnd();
myDisplay();
glFlush();
glutPostRedisplay();
glutSwapBuffers();
}
Further I recommend to use double buffering:
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB);
You can init your camera with gluLookAt at init(), then rotate it when arrow keys pressed. If you want to rotate camera around it's local x axis, assume your initial modelview matrix is V, newly happened rotation around x axis is R, you need to set modelview matrix to R*V, not V*R.
case GLUT_KEY_UP:
GLfloat temp[16];
glGetFloatv(GL_MODELVIEW_MATRIX, temp);
glLoadIdentity();
glRotate(stepAngle, 1, 0, 0); // calculate stepAngle by your self
glMultMatrixf(temp);
break;
You don need to reset modelview matrix during rendering, view part is already done, make sure you restore it after rendering the whole scene:
glPushMatrix(GL_MODELVIEW_MATRIX)
// don't call glLoadIdentity() here, you don't need to reset view part.
...
...
glPopMatrix()
#include <stdio.h> // this library is for standard input and output
#include "glut.h" // this library is for glut the OpenGL Utility Toolkit
#include <math.h>
float squareX = 0.0f;
float squareY = 200.0f;
static int flag = 1;
void drawShape(void) {
float width = 58.0f;
float height = 40.0f;
glTranslatef(squareX, squareY, 0);
// test
// glScalef(0.0, 0.0, 0.0);
glBegin(GL_POLYGON);
glColor3f(1.0, 0.0, 0.0);
glVertex2f(0, 0);
glVertex2f(width, 0);
glVertex2f(width, height);
glVertex2f(0, height);
glVertex2f(0, 0);
glEnd();
}
void initRendering() {
glEnable(GL_DEPTH_TEST);
}
// called when the window is resized
void handleResize(int w, int h) {
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0.0f, (float)w, 0.0f, (float)h, -1.0f, 1.0f);
}
int state = 1;
void update(int value) {
if (state == 1) { // 1 : move right
squareX += 1.0f;
if (squareX > 400.0) {
state = 0;
}
}
glutPostRedisplay();
glutTimerFunc(25, update, 0);
}
void display() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
drawShape();
glutSwapBuffers();
}
int main(int argc, char** argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(400, 400);
glutCreateWindow("Moving Square");
initRendering();
glutDisplayFunc(display);
glutReshapeFunc(handleResize);
glutTimerFunc(25, update, 0);
glutMainLoop();
return(0);
}
I want to make the square get bigger while it is moving to the right. See the second GIF below. I know that I need glScalef to make the square bigger but I don't know how to make it bigger while it is moving.
Code preview:
I need it to do something similar to this (sorry about the quality, I created the GIF myself):
Use glScale to scale the rectangle dependent on the X position (squareX):
float rectScale = 1.0f + (squareX / 400.0f);
glScalef(rectScale, rectScale, 1.0f);
Note squareX is in range [0.0, 400.0], so 1.0f + (squareX / 400.0f) is in range [1.0, 2.0].
First the scaling has to be applied to the rectangle. This means it has to be the last operation, which is applied to the model view matrix, before the rectangle is drawn. the final function drawShape may look like this:
void drawShape(void) {
float width = 58.0f;
float height = 40.0f;
glTranslatef(squareX, squareY, 0);
float rectScale = 1.0f + (squareX / 400.0f);
glScalef(rectScale, rectScale, 1.0f);
glBegin(GL_POLYGON);
glColor3f(1.0, 0.0, 0.0);
glVertex2f(0, 0);
glVertex2f(width, 0);
glVertex2f(width, height);
glVertex2f(0, height);
glVertex2f(0, 0);
glEnd();
}
Preview:
I'm using code to draw text as textures in OpenGL (Qt4.8.3 + Linux (debian-like)).
Code was ported from 2D project, where it is working good.
2D project was using gluOrtho2D, now I use gluLookAt for 3D.
The issue is that instead of text I'm seing colored rectangle.
If I turn on GL_DEPTH_TEST I see artifacts instead of text. BTW artifacts change if I move camera, which is quite strange.
Here's the code:
void GLWidget::paintGL() {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); //Set blending function.
glEnable(GL_BLEND); //Enable blending.
glShadeModel(GL_SMOOTH);
glEnable(GL_MULTISAMPLE);
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glPushMatrix();
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
gluPerspective( 60.0f, (GLdouble) width() / (GLdouble) height(), 0.001f, 10000.0f );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
// Set up current camera
gluLookAt( cameraDistance * sin(cameraTheta * M_PI / 180) * cos(cameraPhi * M_PI / 180),
cameraDistance * sin(cameraTheta * M_PI / 180) * sin(cameraPhi * M_PI / 180),
cameraDistance * cos(cameraTheta * M_PI / 180),
0.0, 0.0, 0.0,
0.0, 0.0, 1.0);
glTranslatef(-4.5355, -4.5355, 0.0);
glPushMatrix();
// draw text labels
drawLabel(1, 0, 90, "1");
drawLabel(2, 0, 90, "2");
drawLabel(3, 0, 90, "3");
drawLabel(4, 0, 90, "4");
drawLabel(5, 0, 90, "5");
glPopMatrix();
glGetIntegerv(GL_VIEWPORT, viewport);
glGetDoublev(GL_MODELVIEW_MATRIX, modelview);
glGetDoublev(GL_PROJECTION_MATRIX, projection);
glPopMatrix();
}
void GLWidget::drawLabel(float xpos, float ypos, float angle, char *txt) {
float labelHeight = 0.3;
float labelWidth = labelHeight / 2;
float margin = labelWidth / 10;
float len = (float) strlen(txt);
glPushMatrix();
glRotatef(-angle, 0, 0, -1);
glTranslatef(xpos, ypos, 0.0f);
glRotatef(angle, 0, 0, -1);
glScalef(1.0, -1.0, 1.0);
glTranslatef(- len * labelWidth / 2, -labelHeight / 2 + margin, 0.0f);
// background
glColor3f(0.0f, 0.0f, 0.0f);
glBegin(GL_QUADS);
glVertex3f(-margin, -margin, 0);
glVertex3f(len * labelWidth + margin, -margin, 0);
glVertex3f(len * labelWidth + margin, labelHeight + margin, 0);
glVertex3f(-margin, labelHeight + margin, 0);
glEnd();
// text
glColor3f(0.5f, 0.5f, 0.5f);
glEnable(GL_TEXTURE_2D);
glBindTexture( GL_TEXTURE_2D, glFont->getTextureID() );
glFont->drawText(labelWidth, labelHeight, txt);
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_TEXTURE_2D);
glPopMatrix();
}
void oglFont::drawText(GLfloat cw, GLfloat ch, char *txt)
{
glBegin(GL_QUADS);
//character location and dimensions
GLfloat cx = 0.0f;
GLfloat cy = 0.0f;
//calculate how wide each character is in term of texture coords
GLfloat dtx = float(c_width) / float(m_width);
GLfloat dty = float(c_height) / float(m_height);
for (char * c = txt; *c != 0; c++, cx += cw) {
int index = getCharIndex(c);
int row = index / c_per_row;
int col = index % c_per_row;
if (index < 0) {
//qDebug() << "glFont: Character outside of font! char: " << c;
}
// find the texture coords
GLfloat tx = float(col * c_width) / float(m_width);
GLfloat ty = float(row * c_height) / float(m_height);
glTexCoord2f(0, 0);
glVertex2f(cx, cy);
glTexCoord2f(1, 0);
glVertex2f(cx + cw, cy);
glTexCoord2f(1, 1);
glVertex2f(cx + cw, cy + ch);
glTexCoord2f(0, 1);
glVertex2f(cx, cy + ch);
}
glEnd();
}
The reason for the artifacts is Z fighting.
This problem can be solved by increasing the depth buffer precision OR by making the different objects further apart from each-other (the ones from drawlable ).
Also make sure that your generated text doesn't get culled by the far plane / near plane (maybe you generate the geometry very near the edges ? ).
It turns out that because texture was loaded in QGLWidget constructor, context was either not created or not set.
I moved texture loading in initializeGL() method and it works great.
I have several functions:
drawGrid() -> which draws a grid on the ground;
drawAxes() -> which is draw axes using the gluCylinder
Arrows() -> which is used in drawAxes to draw cones as arrows;
I cant understand why I can not call drawGrid and drawAxes in a same time; in this case the output is like this link:
http://www.4shared.com/photo/8YTsc17s/wrong.html
if I comment the drawGrid() I can see the axes fine; but I want to draw them simultaneously;
http://www.4shared.com/photo/KI3DER-5/Axis.html
this is the codes I used:
1. drawGrid
void Golsa::drawGrid(float size, float step)
{
// disable lighting
glDisable(GL_LIGHTING);
glBegin(GL_LINES);
glColor3f(0.3f, 0.3f, 0.3f);
for(float i=step; i <= size; i+= step)
{
glVertex3f(-size, 0, i); // lines parallel to X-axis
glVertex3f( size, 0, i);
glVertex3f(-size, 0, -i); // lines parallel to X-axis
glVertex3f( size, 0, -i);
glVertex3f( i, 0, -size); // lines parallel to Z-axis
glVertex3f( i, 0, size);
glVertex3f(-i, 0, -size); // lines parallel to Z-axis
glVertex3f(-i, 0, size);
}
}
2. drawAxes:
void Golsa:: drawAxes(double length)
{
glPushMatrix();
glTranslatef(-length,0,0);
Arrow(0,0,0, 2*length,0,0,0.2);
glPopMatrix();
glPushMatrix();
glTranslatef(0,-length,0);
Arrow(0,0,0, 0,2*length,0,0.2);
glPopMatrix();
glPushMatrix();
glTranslatef(0,0,-length);
Arrow(0,0,0, 0,0,2*length,0.2);
glPopMatrix();
}
3. Arrow
void Golsa::Arrow(GLdouble x1,GLdouble y1,GLdouble z1,GLdouble x2,GLdouble y2,GLdouble z2,GLdouble D)
{
double x=x2-x1;
double y=y2-y1;
double z=z2-z1;
double L=sqrt(x*x+y*y+z*z);
GLUquadricObj *quadObj;
GLUquadric* cyl = gluNewQuadric();
GLUquadric* cy2 = gluNewQuadric();
GLUquadric* cy3 = gluNewQuadric();
glPushMatrix ();
glTranslated(x1,y1,z1);
if((x!=0.)||(y!=0.)) {
glRotated(atan2(y,x)/RADPERDEG,0.,0.,1.);
glRotated(atan2(sqrt(x*x+y*y),z)/RADPERDEG,0.,1.,0.);
} else if (z<0){
glRotated(180,1.,0.,0.);
}
//glTranslatef(0,0,L-4*D);
gluQuadricDrawStyle(cyl, GLU_FILL);
gluQuadricNormals(cyl, GLU_SMOOTH);
glTranslatef(0,0,0);
glColor3f(1,1,1);
gluQuadricDrawStyle(cyl, GLU_FILL);
//gluQuadricNormals(cyl, GLU_SMOOTH);
gluCylinder(cyl, 0.1, 0.1,4.0, 12,1);
//glColor3f (1,1,1);
glColor3f(1,1,1);
glTranslatef(0.0,0.0,4);
glColor3f(1,1,1);
gluQuadricNormals(cyl, GLU_SMOOTH);
gluCylinder(cy2, 0.2, 0,0.4, 12,1);
gluDeleteQuadric(cyl);
glPopMatrix();
}
this function call others :
void Golsa::drawSub()
{
float Xangle, Yangle, Zangle;
float Xposition, Yposition, Zposition;
/*Mat rvec1i = Mat(3,1,CV_64FC1,Scalar::all(0));
Mat tvec1i = Mat(3,1,CV_64FC1,Scalar::all(0));*/
// set bottom viewport (perspective)
glViewport(0, 0, windowWidth, windowHeight);
glScissor(0, 0, windowWidth, windowHeight);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(FOV_Y, windowWidth/(windowHeight/2.0f), 1, 1000);
// switch to modelview matrix
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// clear buffer
glClearColor(bgColor[0], bgColor[1], bgColor[2], bgColor[3]); // background color
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glPushMatrix();
// First, transform the camera (viewing matrix) from world space to eye space
glTranslatef(0, 0, -cameraDistance);
glRotatef(cameraAngleX, 1, 0, 0); // pitch
glRotatef(cameraAngleY, 0, 1, 0); // heading
// draw grid
drawGrid(10, 1);
FindingCameraPosition(Xposition,Yposition,Zposition,Xangle,Yangle,Zangle);
glPopMatrix();
}
Turning my comment into an answer.
drawGrid() has a call to glBegin(), but no matching call to glEnd().
I am trying to make a motorcycle with primitive shapes. For some reason, the shapes that I have made are see-through. I am not specifying any alpha anywhere; here is my code:
#include <GL/glut.h>
#include <math.h>
GLUquadricObj *quadratic;
static int isWire = 0; // Is wireframe?
static int distance = 10;
static float angleH = 0;
static float angleV = 0;
static float R = 2.0; // Radius of hemisphere.
static int p = 4; // Number of longitudinal slices.
static int q = 6; // Number of latitudinal slices.
#define PI 3.14159265358979324
static unsigned int pipe, seat, cover, wheel, wheelCenter, cycles; // parts of the motorcycle to make as display lists.
GLUquadricObj *cylinder;
void drawCoordinates();
void drawMotorcycle();
void drawTrailer();
void drawHemisphere();
void drawCylinder(float x, float y, float z);
void drawHandle(float x, float y, float z);
void drawLight();
void drawBase();
void setup();
void display () {
/* clear window */
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(distance*cos(angleH), distance*cos(angleV), distance*sin(angleH), 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
/* future matrix manipulations should affect the modelview matrix */
glMatrixMode(GL_MODELVIEW);
if (isWire) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); else glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glPushMatrix();
drawCoordinates();
glPushMatrix();
glTranslatef(0.0, 0.0, 0.0); // Move the motorcycle around the world space
drawMotorcycle();
drawTrailer();
glPopMatrix();
glPopMatrix();
/* flush drawing routines to the window */
glFlush();
}
void drawCoordinates()
{
/***************** DRAW AXIS *****************/
glPushMatrix();
GLUquadricObj *xAxis;
xAxis=gluNewQuadric();
glColor3f(1,0,0);
glRotatef(-90, 0, 1, 0);
gluCylinder(xAxis,0.05,0.05,1,5,5);
glPopMatrix();
glPushMatrix();
GLUquadricObj *yAxis;
yAxis=gluNewQuadric();
glColor3f(0,1,0);
glRotatef(-90, 1, 0, 0);
gluCylinder(yAxis,0.05,0.05,1,5,5);
glPopMatrix();
glPushMatrix();
GLUquadricObj *zAxis;
zAxis=gluNewQuadric();
glColor3f(0,0,1);
gluCylinder(zAxis,0.05,0.05,1,5,5);
glPopMatrix();
/***************** END OF DRAW AXIS *****************/
}
void drawMotorcycle()
{
//DRAW ENGINE
glPushMatrix();
//drawCoordinates();
glColor3f(.6, 0, 0);
glScalef(1.4, 0.8, 1.0);
glutSolidSphere(1,8,8);
glPushMatrix();
//drawCoordinates();
glPopMatrix();
glPopMatrix();
//DRAW PIPES UNDER ENGINE
glPushMatrix();
glRotatef(-90, 1, 0, 0);
glRotatef(80, 0, 1, 0);
glTranslatef(0.5, 1.0, -1.5);
glCallList(pipe);
glTranslatef(0.0, -2.0, 0.0);
glCallList(pipe);
glPopMatrix();
//DRAW SEAT
glPushMatrix();
glPushMatrix();
glRotatef(15, 0, 0, 1);
glTranslatef(-2.0, -0.4, 0.0);
glScalef(2.0, 0.2, 1.2);
glCallList(seat);
glPopMatrix();
//DRAW BACK SEAT
glRotatef(-40, 0, 0, 1);
glTranslatef(-2.3, -2.8, 0.0);
glScalef(2.0, 0.2, 1.2);
glCallList(seat);
glPopMatrix();
//DRAW FRONT PLATE
glPushMatrix();
glRotatef(120, 0, 0, 1);
glTranslatef(0.8, -1.3, 0.0);
glScalef(2.0, 0.2, 1.35);
glColor3f(0.5,0.0,0.0);
glutSolidCube(1);
glPushMatrix();
//drawCoordinates();
glPopMatrix();
glPopMatrix();
//DRAW FRONT PIPES
glPushMatrix();
glRotatef(-90, 1, 0, 0);
glRotatef(-30, 0, 1, 0);
glTranslatef(1.3, -0.9, -5.7);
glScalef(1.0, 1.0, 2.5);
glCallList(pipe);
glTranslatef(0.0, 1.7, 0.0);
glCallList(pipe);
glPopMatrix();
//DRAW WHEEL COVERS
glPushMatrix();
glTranslatef(3.5, -3.0, 0.0);
glScalef(1.0, 0.5, 1.0);
glRotatef(45, 0, 0, 1);
glCallList(cover);
glTranslatef(-5.5, 0.0, 0.0);
glRotatef(-100, 0, 0, 1);
glTranslatef(-8.5, 0.2, 0.0);
glCallList(cover);
glPopMatrix();
//DRAW WHEELS
glPushMatrix();
glTranslatef(3.9, -4.1, 0.0);
glCallList(wheel);
glTranslatef(-9.2, 2.0, 0.0);
glCallList(wheel);
glPopMatrix();
//DRAW WHEEL CENTER PIECES
glPushMatrix();
glTranslatef(3.9, -4.1, 0.0);
glCallList(wheelCenter);
glTranslatef(-9.2, 2.0, 0.0);
glCallList(wheelCenter);
glPopMatrix();
//DRAW CYCLES AROUND WHEELS
glPushMatrix();
glTranslatef(3.9, -4.1, 0.0);
glRotatef(-90, 1, 0, 0);
for(int i=0; i<8; i++)
{
glRotatef(45, 0, 1, 0);
glPushMatrix();
glCallList(cycles);
glPopMatrix();
}
glTranslatef(-9.2, 0.0, 2.0);
for(int i=0; i<8; i++)
{
glRotatef(45, 0, 1, 0);
glPushMatrix();
glCallList(cycles);
glPopMatrix();
}
glPopMatrix();
//DRAW HANDLE BARS
glPushMatrix();
glTranslatef(0.2, 2.0, 0.0);
glRotatef(-45, 1, 0, 0);
glScalef(0.7, 0.7, 0.7);
glCallList(pipe);
glRotatef(-90, 1, 0, 0);
glCallList(pipe);
glPopMatrix();
//DRAW LIGHT
glPushMatrix();
glTranslatef(1.0, 1.0, 0.0);
glColor3f(0.5, 0.5, 0.0);
//glScalef(1.0, 0.5, 1.0);
glutSolidSphere(0.5, 5, 5);
glPushMatrix();
//drawCoordinates();
glPopMatrix();
glPopMatrix();
//DRAW BASE
glPushMatrix();
glRotatef(10.0, 0.0, 0.0, 1.0);
glScalef(3.5, 1.5, 1.0);
glTranslatef(-0.4, -1.0, 0.0);
glColor3f(0.3, 0.3, 0.3);
glutSolidCube(1);
glPopMatrix();
//GAS TANK
glPushMatrix();
glScalef(2.5, 1.0, 0.8);
glTranslatef(-0.8, -1.7, -1.4);
glCallList(pipe);
glPopMatrix();
}
void drawTrailer()
{
//DRAW BODY
glPushMatrix();
glColor3f(0.0, 0.0, 0.3);
glScalef(2.0, 2.5, 1.5);
glTranslatef(-4.5, -0.5, 0.0);
glutSolidCube(1);
glPopMatrix();
//DRAW WHEELS
glPushMatrix();
glPushMatrix();
glScalef(0.8, 0.8, 0.8);
glTranslatef(-12.0, -1.5, 2.0);
glCallList(wheel);
glCallList(wheelCenter);
glRotatef(90, 1, 0, 0);
for(int i=0; i<8; i++)
{
glRotatef(45, 0, 1, 0);
glPushMatrix();
glCallList(cycles);
glPopMatrix();
}
glPopMatrix();
glPushMatrix();
glScalef(0.8, 0.8, 0.8);
glTranslatef(-12.0, -1.5, -2.0);
glCallList(wheel);
glCallList(wheelCenter);
glRotatef(90, 1, 0, 0);
for(int i=0; i<8; i++)
{
glRotatef(45, 0, 1, 0);
glPushMatrix();
glCallList(cycles);
glPopMatrix();
}
glPopMatrix();
glPopMatrix();
//DRAW CONNECTION TO MOTORCYCLE
glPushMatrix();
glRotatef(90, 0, 1, 0);
glTranslatef(0.0, -1.0, -8.0);
glCallList(pipe);
glPopMatrix();
}
void drawHemisphere()
{
for(int j = 0; j < q; j++)
{
// One latitudinal triangle strip.
glBegin(GL_TRIANGLE_STRIP);
for(int i = 0; i <= p; i++)
{
glVertex3f( R * cos( (float)(j+1)/q * PI/2.0 ) * cos( 2.0 * (float)i/p * PI ),
R * sin( (float)(j+1)/q * PI/2.0 ),
R * cos( (float)(j+1)/q * PI/2.0 ) * sin( 2.0 * (float)i/p * PI ) );
glVertex3f( R * cos( (float)j/q * PI/2.0 ) * cos( 2.0 * (float)i/p * PI ),
R * sin( (float)j/q * PI/2.0 ),
R * cos( (float)j/q * PI/2.0 ) * sin( 2.0 * (float)i/p * PI ) );
}
glEnd();
}
}
void reshape (int w, int h)
{
// (Window of width = zero is not possible).
if(h == 0)
h = 1;
float ratio = 1.0* w / h;
// Reset the coordinate system before modifying
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// Set the viewport to be the entire window
glViewport(0, 0, w, h);
// Set the correct perspective.
gluPerspective(90,ratio,-1,1);
}
// Keyboard input processing routine.
void keyInput(unsigned char key, int x, int y)
{
switch(key)
{
case 'c' : distance = 10; angleH=0; angleV=0.0; break;
case 'C' : distance = 10; angleH=0; angleV=0.0; break;
case 'f': distance = (distance == 4)? 4:distance-1; break;
case 'F': distance = (distance == 4)? 4:distance-1; break;
case 'b': distance = (distance == 20)? 20:distance+1; break;
case 'B': distance = (distance == 20)? 20:distance+1; break;
case 'w': if (isWire == 0) isWire = 1; else isWire = 0; break;
case 'W': if (isWire == 0) isWire = 1; else isWire = 0; break;
//case 27: exit(0); break;
default: break;
}
}
void specialKeyboard(int key, int x, int y) {
switch (key)
{
case GLUT_KEY_RIGHT:
angleH -= .2;
break;
case GLUT_KEY_LEFT:
angleH += .2;
break;
case GLUT_KEY_UP:
angleV += .2;
break;
case GLUT_KEY_DOWN:
angleV -= .2;
break;
}
}
void update(void){
glutPostRedisplay();
}
void setup()
{
// PARTS
pipe = glGenLists(1);
seat = glGenLists(1);
cover = glGenLists(1);
wheel = glGenLists(1);
wheelCenter = glGenLists(1);
cycles = glGenLists(1);
glNewList(pipe, GL_COMPILE); // Any cylinder on the motorcycle
GLUquadricObj *cylinder;
cylinder=gluNewQuadric();
glPushMatrix();
glColor3f(.5,.5,.5);
gluCylinder(cylinder,0.2,0.2,3,5,5);
glPushMatrix();
//drawCoordinates();
glPopMatrix();
glPopMatrix();
glEndList();
glNewList(seat, GL_COMPILE);
glPushMatrix();
glColor3f(0.5, 0.35, 0.05);
glutSolidCube(1);
glPushMatrix();
//drawCoordinates();
glPopMatrix();
glPopMatrix();
glEndList();
glNewList(cover, GL_COMPILE);
glPushMatrix();
glColor3f(0.5, 0.0, 0.0);
drawHemisphere();
glPushMatrix();
//drawCoordinates();
glPopMatrix();
glPopMatrix();
glEndList();
glNewList(wheel, GL_COMPILE);
glPushMatrix();
glColor3f(0.1, 0.1, 0.1);
glutSolidTorus(0.2, 1.2, 20, 20);
glPushMatrix();
//drawCoordinates();
glPopMatrix();
glPopMatrix();
glEndList();
glNewList(wheelCenter, GL_COMPILE);
glPushMatrix();
glColor3f(0.4, 0.5, 0.5);
glScalef(1.0, 0.5, 1.0);
glutSolidSphere(0.8, 5, 5);
glPushMatrix();
//drawCoordinates();
glPopMatrix();
glPopMatrix();
glEndList();
glNewList(cycles, GL_COMPILE);
glColor3f(0.5, 0.5, 0.5);
glScalef(0.25, 0.25, 0.25);
cylinder=gluNewQuadric();
gluCylinder(cylinder,0.5,0.5,5,15,5);
glEndList();
}
int main (int argc, char** argv) {
/* initialize GLUT, using any commandline parameters passed to the
program */
glutInit(&argc,argv);
/* setup the size, position, and display mode for new windows */
glutInitWindowSize(500,500);
glutInitWindowPosition(0,0);
glutInitDisplayMode( GLUT_RGB | GLUT_DEPTH );
/* create and set up a window */
glutCreateWindow("Motorcycle");
setup(); // Build all the display lists, ready to use
glutIdleFunc(update);
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutKeyboardFunc(keyInput);
glutSpecialFunc(specialKeyboard);
/* set up depth-buffering */
glEnable(GL_DEPTH_TEST);
/* background color */
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
/* tell GLUT to wait for events */
glutMainLoop();
return 0;
}
You can rotate the camera with the arrow keys to see that the objects are see through. How can I fix this? Is there anything else I can do to improve my code?
In reshape():
// Set the correct perspective.
gluPerspective(90,ratio,-1,1);
I'm guessing you transliterated parameters from a glOrtho() call, where a negative zNear is perfectly legitimate.
From the gluPerspective() docs:
zNear: Specifies the distance from the viewer to the near clipping plane (always positive).
Try this:
gluPerspective(90,ratio,1,100);
You need to add glEnable(GL_DEPTH_TEST); to your initialization function.