Opengl sometimes works funnily - c++

I want to draw 2 circles, and here are the necessary bits from three files of my project.
circle.h
#include "main.h"
#ifndef CIRCLE_H
#define CIRCLE_H
class Circle{
public:
Circle(){};
Circle(float x, float y, float radius, float fraction, color_t color);
void set_position(float x, float y);
void draw(glm::mat4 VP);
bounding_box_t bounding_box();
glm::vec3 position;
float rotation;
float radius;
float fraction;
private:
VAO *object;
};
#endif //CIRCLE_H
circle.cpp
#include "circle.h"
#include "main.h"
#include <iostream>
#define PI 3.14159265358979323846
typedef struct {
GLfloat x;
GLfloat y;
GLfloat z;
}point;
point rotate_by(double angle, point inp_point){
point new_point;
new_point.x = inp_point.x*cos(angle) - inp_point.y*sin(angle);
new_point.y = inp_point.x*sin(angle) + inp_point.y*cos(angle);
return new_point;
};
void fill_array(int sides, float radius, int fraction, GLfloat array[]){
double angle = 2 * PI / sides;
point vertex;
vertex.x = 0.0f;
vertex.y = 0.0f;
vertex.z = 0.0f;
point oldpoint;
oldpoint.x = 0.0f;
oldpoint.y = radius;
oldpoint.z = 0.0f;
int iterations = (int)(fraction*sides);
std::cout<< iterations <<std::endl;
//For each triangle
for(int i = 0; i < iterations; i++){
// setting the vertex
array[9*i + 0] = vertex.x;
array[9*i + 1] = vertex.y;
array[9*i + 2] = vertex.z;
// setting the oldpoint
array[9*i + 3] = oldpoint.x;
array[9*i + 4] = oldpoint.y;
array[9*i + 5] = oldpoint.z;
// making the new point
point newpoint = rotate_by(angle, oldpoint);
// setting the new point
array[9*i + 6] = newpoint.x;
array[9*i + 7] = newpoint.y;
array[9*i + 8] = newpoint.z;
// New point is now old
oldpoint = newpoint;
}
};
Circle::Circle(float x, float y, float radius, float fraction, color_t color) {
this->position = glm::vec3(x, y, 0);
this->rotation = 0;
int sides = 50;
this->radius = radius;
this->fraction = fraction;
static GLfloat vertex_buffer_data[1000];
fill_array(sides, radius, fraction, vertex_buffer_data);
int num_vertices = (int)(fraction*sides)*3;
std::cout << num_vertices <<std::endl;
this->object = create3DObject(GL_TRIANGLES, num_vertices, vertex_buffer_data, color, GL_FILL);
}
void Circle::draw(glm::mat4 VP) {
Matrices.model = glm::mat4(1.0f);
glm::mat4 translate = glm::translate (this->position); // glTranslatef
glm::mat4 rotate = glm::rotate((float) (this->rotation * M_PI / 180.0f), glm::vec3(0, 0, 1));
rotate = rotate * glm::translate(glm::vec3(0, -0.6, 0));
Matrices.model *= (translate * rotate);
glm::mat4 MVP = VP * Matrices.model;
glUniformMatrix4fv(Matrices.MatrixID, 1, GL_FALSE, &MVP[0][0]);
draw3DObject(this->object);
}
main.cpp
//-------------------Necessary tools----------------------------------------------
#include <vector>
#include <random>
#include "timer.h"
#include "main.h"
using namespace std;
//------------------Template Imports---------------------------------------------
#include "circle.h"
//---------------Important declarations-------------------------------------------
GLMatrices Matrices;
GLuint programID;
GLFWwindow *window;
float screen_zoom = 1, screen_center_x = 0, screen_center_y = 0;
Timer t60(1.0 / 60);
//--------------Object declarations-----------------------------------------------
Circle c1;
Circle c2;
// -------------Functions----------------------------------------------------------
void draw() {
//---------Don't touch---------------------------------------------------------
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram (programID);
Matrices.view = glm::lookAt(glm::vec3(0, 0, 3), glm::vec3(0, 0, 0), glm::vec3(0, 1, 0)); // Fixed camera for 2D (ortho) in XY plane
glm::mat4 VP = Matrices.projection * Matrices.view;
glm::mat4 MVP;
//---------Scene render--------------------------------------------------------
c1.draw(VP);
c2.draw(VP);
}
void initGL(GLFWwindow *window, int width, int height) {
//-----------Create objects----------------------------------------------
c1 = Circle(1,1,1.0f,1.0f,COLOR_BLACK);
c2 = Circle(2,2,1.0f,1.0f, COLOR_RED);
//-----------Don't touch-------------------------------------------------
programID = LoadShaders("Sample_GL.vert", "Sample_GL.frag");
Matrices.MatrixID = glGetUniformLocation(programID, "MVP");
reshapeWindow (window, width, height);
glClearColor (COLOR_BACKGROUND.r / 256.0, COLOR_BACKGROUND.g / 256.0, COLOR_BACKGROUND.b / 256.0, 0.0f); // R, G, B, A
glClearDepth (1.0f);
glEnable (GL_DEPTH_TEST);
glDepthFunc (GL_LEQUAL);
cout << "VENDOR: " << glGetString(GL_VENDOR) << endl;
cout << "RENDERER: " << glGetString(GL_RENDERER) << endl;
cout << "VERSION: " << glGetString(GL_VERSION) << endl;
cout << "GLSL: " << glGetString(GL_SHADING_LANGUAGE_VERSION) << endl;
}
int main(int argc, char **argv) {
srand(time(0));
int width = 600;
int height = 600;
window = initGLFW(width, height);
initGL (window, width, height);
/* Draw in loop */
while (!glfwWindowShouldClose(window)) {
// Process timers
if (t60.processTick()) {
// 60 fps
// OpenGL Draw commands
draw();
// Swap Frame Buffer in double buffering
glfwSwapBuffers(window);
tick_elements();
//tick_input(window);
}
// Poll for Keyboard and mouse events
glfwPollEvents();
}
quit(window);
}
void reset_screen() {
float top = screen_center_y + 4 / screen_zoom;
float bottom = screen_center_y - 4 / screen_zoom;
float left = screen_center_x - 4 / screen_zoom;
float right = screen_center_x + 4 / screen_zoom;
Matrices.projection = glm::ortho(left, right, bottom, top, 0.1f, 500.0f);
}
For some reason, sometimes, I get the right output, but sometimes, I get funny outputs.
This is the correct image that I want:
But several times nothing appears at all:
Sometimes really funny outputs appear, like this:
... And this:
Notice that I am not even running make again and again, these variations happen each time I am opening the executable itself.
How can I get the correct output every time?

Do you call reset_screen() function somewhere? Because in this function you are creating your projection matrix. It looks like this matrix is uninitialized (initialized with some trash).

Related

(Ray tracing) Trouble converting to screen coordinates, objects being stretched

I followed along with Ray Tracing in One Weekend and managed to get the final output but I wanted to understand more about creating a camera and "painting" the screen since he didn't go over it much.
When I tried using a different way of creating a camera by spheres actually get elongated, making them look like more like ellipses. I've tried modifying the x and y assignments in screenCords but I've only managed to make more errors (such as objects wrapping around to the opposite side)
Camera.h:
#pragma once
#include "../Matrix.h"
#include "../Defs.h"
#include "Defs.h"
template<typename O>
using Point3 = Vec3<O>;
template<typename O>
using Color = Vec3<O>;
template <typename O>
class Camera{
O Height;
O Width;
Vec3<O> Forward, Right, Up;
Point3<O> Origin;
public:
Camera(O fov, O aspect_ratio, Point3<O> origin, Point3<O> target, Vec3<O> upguide) {
Height = atan(degrees_to_radians(fov));
Width = Height * aspect_ratio;
Origin = origin;
Forward = target - origin;
Forward.normalize();
Right = Forward.cross(upguide);
Right.normalize();
Up = Right.cross(Forward);
}
Ray<O> get_raydir(O right, O up){
Vec3<O> result(Forward + right * Width * Right + up * Height * Up); result.normalize();
return Ray<O>(Origin, result);
}
void screenCords(O &x, O &y, O width, O height){
x = ((2.0f * x) / width) -1.0f;
y = ((2.0f * y) / height);
}
};
Main.cpp
#include <iostream>
#include <cmath>
#include "../Matrix.h"
#include "Camera.h"
#include <vector>
#include "Image.h"
#include "Shapes.h"
#include "Tracer.h"
#include "../Defs.h"
template<typename O>
using Point3 = Vec3<O>;
template<typename O>
using Color = Vec3<O>;
int main(){
const int img_ratio = 2;
const int img_width = 640;
const int img_height = 480;
const int depth = 50; float t_Max = infinity; float t_Min = 0.001;
float inv_width = 1 / float(img_width);
float inv_height = 1 / float(img_height);
std::vector<Sphere<float>> shapes;
Camera<float> cam1(20.0f, img_ratio, Point3<float>(0.0f, 0.0f, 0.0f), Point3<float>(0.0f, 0.0f, -1.0f), Vec3<float>(0.0f, 1.0f, 0.0f));
Sphere<float> cir1(0.2f, Point3<float>(0.2f, 0.0f, -1.0f));
Sphere<float> cir2(7.0f, Point3<float>(0.0f, -7.0f, -1.0f));
Sphere<float> cir3(0.5f, Point3<float>(1.0f, 0.0f, -1.0f));
shapes.push_back(cir1);
//shapes.push_back(cir2);
//shapes.push_back(cir3);
Tracer<float> tracer(shapes);
std::cout << "P3\n" << img_width << ' ' << img_height << "\n255" << std::endl;
Ray<float> ray(Point3<float>(0.0f), Vec3<float>(0.0f));
for (int j = 0; j < img_height; j++)
{
std::cerr << "\rScanlines remaining: " << j << ' ' << std::flush;
for (int i = 0; i < img_width; i++){
float x = i;
float y = j;
cam1.screenCords(x, y, img_width, img_height);
ray = cam1.get_raydir(x, y);
//ray = Ray<float>(Vec3<float>(x1, y1, 1), Point3<float>(0.0f, 0.0f, 0.0f));
tracer.iterator(ray, depth, t_Max, t_Min);
}
}
std::cerr << "\n done " << std::endl;
}
I suspect the error is in one of these files since the spheres are actually being drawn with the colors based on normals (with the top and bottom normal colors unsurprisingly being bugged)
Here are a few examples of the output:
You shall define
const float img_ratio = (float)img_width/img_height;
Which, for a 640x480 image, would be 1.333 rather than 2 as in your code.
Also in screenCords you subtract 1.0f from x but not from y. It creates a tilt-shift effect.

glDrawElements doesn't draw when vertices are in for loop

I'm trying to create a circle using vertex arrays, I'm filling the array in a for loop with the points, but nothing is rendered, instead, If I put the values manually in the array everything works fine, I don't know what must be wrong.
#include <cstdlib>
#include <cmath>
#include <iostream>
#include <GL/glew.h>
#include <GL/freeglut.h>
#define PI 3.14159265358979324
static float R = 40.0; // Radius of circle.
static float X = 50.0; // X-coordinate of center of circle.
static float Y = 50.0; // Y-coordinate of center of circle.
static int numVertices = 5; // Number of vertices on circle.
static float vertices[15] =
{
};
static unsigned int stripIndices[] = { 0, 1, 2, 3, 4};
// Drawing routine.
void drawScene(void)
{
float t = 0; // Angle parameter.
int i;
int k = 1;
for (i = 0; i < numVertices; i++)
{
vertices[k] = X + R * cos(t);
k++;
vertices[k] = Y + R * sin(t);
k++;
vertices[k] = 0.0;
k++;
t += 2 * PI / numVertices;
}
glClear(GL_COLOR_BUFFER_BIT);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glColor3f(1.0, 0.0, 0.0);
glDrawElements(GL_LINE_LOOP, 5, GL_UNSIGNED_INT, stripIndices);
glFlush();
}
Oh, just noticed that you do 'k=1'. That should be 'k=0'.

OpenGL Output Not Displaying Correctly using Image for Texture

so I got an image as a texture for a square, but the problem is that whenever I run the code I get this:
But when I take this line out:
glTexImage2D(GL_TEXTURE_2D, 0, 3, image1->sizeX, image1->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, image1->data);
Then I get this output (the white space is where I want to put the image as a texture):
Or if I change the third parameter to 5, then I get this output. But I know that the texture does display correctly when I run the code below, but the output is still like the first image at the top. How would I go about fixing the output so that it looks like the second image with the texture showing? Note that the texture DOES display fine with my code, you just cant see it becuase it's hidden becuase the whole output wont display properly.
#include <GL/glut.h>
#include <iostream>
#include <unistd.h>
#include <math.h>
#include <GL/gl.h>
#include <opencv2/opencv.hpp> //for OpenCV 3.x
#include <opencv/highgui.h> //for OpenCV 3.x
#include <cstdio>
#include <stdlib.h>
#include <string.h>
#include <GL/glut.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <stdio.h>
#include <math.h>
#define UpperBD 80
#define PI 3.1415926
#define Num_pts 10
using namespace std;
float Xe = 200.0f;//100
float Ye = 300.0f;
float Ze = 450.0f;
float Rho = sqrt(pow(Xe,2) + pow(Ye,2) + pow(Ze,2));
float D_focal = 100.0f;
GLuint texture[2];
struct Image {
unsigned long sizeX;
unsigned long sizeY;
char *data;
};
typedef struct Image Image;
#define checkImageWidth 64
#define checkImageHeight 64
GLubyte checkImage[checkImageWidth][checkImageHeight][3];
void makeCheckImage(void){
int i, j, c;
for (i = 0; i < checkImageWidth; i++) {
for (j = 0; j < checkImageHeight; j++) {
c = ((((i&0x8)==0)^((j&0x8)==0)))*255;
checkImage[i][j][0] = (GLubyte) c;
checkImage[i][j][1] = (GLubyte) c;
checkImage[i][j][2] = (GLubyte) c;
}
}
}
int ImageLoad(char *filename, Image *image) {
FILE *file;
unsigned long size; // size of the image in bytes.
unsigned long i; // standard counter.
unsigned short int planes; // number of planes in image (must be 1)
unsigned short int bpp; // number of bits per pixel (must be 24)
char temp; // temporary color storage for bgr-rgb conversion.
// make sure the file is there.
if ((file = fopen(filename, "rb"))==NULL){
printf("File Not Found : %s\n",filename);
return 0;
}
// seek through the bmp header, up to the width/height:
fseek(file, 18, SEEK_CUR);
// read the width
if ((i = fread(&image->sizeX, 4, 1, file)) != 1) {
printf("Error reading width from %s.\n", filename);
return 0;
}
if ((i = fread(&image->sizeY, 4, 1, file)) != 1) {
printf("Error reading height from %s.\n", filename);
return 0;
}
size = image->sizeX * image->sizeY * 3;
// read the planes
if ((fread(&planes, 2, 1, file)) != 1) {
printf("Error reading planes from %s.\n", filename);
return 0;
}
if (planes != 1) {
printf("Planes from %s is not 1: %u\n", filename, planes);
return 0;
}
// read the bitsperpixel
if ((i = fread(&bpp, 2, 1, file)) != 1) {
printf("Error reading bpp from %s.\n", filename);
return 0;
}
if (bpp != 24) {
printf("Bpp from %s is not 24: %u\n", filename, bpp);
return 0;
}
// seek past the rest of the bitmap header.
fseek(file, 24, SEEK_CUR);
// read the data.
image->data = (char *) malloc(size);
if (image->data == NULL) {
printf("Error allocating memory for color-corrected image data");
return 0;
}
if ((i = fread(image->data, size, 1, file)) != 1) {
printf("Error reading image data from %s.\n", filename);
return 0;
}
for (i=0;i<size;i+=3) { // reverse all of the colors. (bgr -> rgb)
temp = image->data[i];
image->data[i] = image->data[i+2];
image->data[i+2] = temp;
}
// we're done.
return 1;
}
Image * loadTexture(){
Image *image1;
// allocate space for texture
image1 = (Image *) malloc(sizeof(Image));
if (image1 == NULL) {
printf("Error allocating space for image");
exit(0);
}
if (!ImageLoad("g.bmp", image1)) {
exit(1);
}
return image1;
}
void myinit(void)
//something in this function is making it not appear properly
{
// glClearColor (0.5, 0.5, 0.5, 0.0);
// glEnable(GL_DEPTH_TEST);
// glDepthFunc(GL_LESS);
Image *image1 = loadTexture();
// makeCheckImage();
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
// Create Texture
glGenTextures(2, texture);
glBindTexture(GL_TEXTURE_2D, texture[0]);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); //scale linearly when image bigger than texture
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); //scale linearly when image smalled than texture
glTexImage2D(GL_TEXTURE_2D, 0, 3, image1->sizeX, image1->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, image1->data);
//above line causing problem
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
glBindTexture(GL_TEXTURE_2D, texture[1]);
// glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
// glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
// glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
// glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
// glTexImage2D(GL_TEXTURE_2D, 0, 3, checkImageWidth, checkImageHeight, 0, GL_RGB, GL_UNSIGNED_BYTE,&checkImage[0][0][0]);
glEnable(GL_TEXTURE_2D);
// glShadeModel(GL_FLAT);
}
typedef struct {
float X[UpperBD];
float Y[UpperBD];
float Z[UpperBD];
} pworld;
typedef struct {
float X[UpperBD];
float Y[UpperBD];
float Z[UpperBD];
} pviewer;
typedef struct{
float X[UpperBD];
float Y[UpperBD];
} pperspective;
typedef struct{
float X[UpperBD];
float Y[UpperBD];
} pattern2DL;
typedef struct{
float X[UpperBD];
float Y[UpperBD];
} arrowpoint;
typedef struct {
float r[UpperBD], g[UpperBD], b[UpperBD];
} pt_diffuse;
void mydisplay()
{
// define x-y coordinate
float p1x=-1.0f, p1y= 0.0f;
float p2x= 1.0f, p2y= 0.0f;
float p3x= 0.0f, p3y= 1.0f;
float p4x= 0.0f, p4y=-1.0f;
glClear(GL_COLOR_BUFFER_BIT);
glLoadIdentity();
pworld world;
pviewer viewer;
pperspective perspective;
pattern2DL letterL;
arrowpoint arrow;
//define the x-y-z world coordinate
world.X[0] = 0.0; world.Y[0] = 0.0; world.Z[0] = 0.0; // origin
world.X[1] = 50.0; world.Y[1] = 0.0; world.Z[1] = 0.0; // x-axis
world.X[2] = 0.0; world.Y[2] = 50.0; world.Z[2] = 0.0; // y-axis
world.X[3] = 0.0; world.Y[3] = 0.0; world.Z[3] = 50.0; // y-axis
//define projection plane world coordinate , THIS IS THE SQUARE AROUND THE LETTERS
world.X[4] = 60.0; world.Y[4] = -50.0; world.Z[4] = 0.0;
world.X[5] = 60.0; world.Y[5] = 50.0; world.Z[5] = 0.0; // base line
world.X[7] = 60.0; world.Y[7] = -50.0; world.Z[7] = 100.0; // side bar
world.X[6] = 60.0; world.Y[6] = 50.0; world.Z[6] = 100.0; // side bar
//define 2D pattern letter A
letterL.X[0] = -10.0; letterL.Y[0] = 10.0;
letterL.X[1] = -15.0; letterL.Y[1] = 10.0;
letterL.X[2] = -20.0; letterL.Y[2] = 30.0;
letterL.X[3] = -40.0; letterL.Y[3] = 30.0;
letterL.X[4] = -45.0; letterL.Y[4] = 10.0;
letterL.X[5] = -50.0; letterL.Y[5] = 10.0;
letterL.X[6] = -37.0; letterL.Y[6] = 70.0;
letterL.X[7] = -23.0; letterL.Y[7] = 70.0;
letterL.X[8] = -25.0; letterL.Y[8] = 40.0;
letterL.X[9] = -35.0; letterL.Y[9] = 40.0;
letterL.X[10] = -30.0; letterL.Y[10] = 60.0;
//letter B
letterL.X[11] = 10.0; letterL.Y[11] = 10.0;
letterL.X[12] = 10.0; letterL.Y[12] = 70.0;
letterL.X[13] = 20.0; letterL.Y[13] = 10.0;
letterL.X[14] = 20.0; letterL.Y[14] = 70.0;
letterL.X[15] = 20.0; letterL.Y[15] = 60.0;
letterL.X[16] = 20.0; letterL.Y[16] = 45.0;
letterL.X[17] = 20.0; letterL.Y[17] = 35.0;
letterL.X[18] = 20.0; letterL.Y[18] = 20.0;
letterL.X[19] = 25.0; letterL.Y[19] = 58.0;
letterL.X[20] = 27.0; letterL.Y[20] = 56.0;
letterL.X[21] = 28.0; letterL.Y[21] = 52.0;
letterL.X[22] = 27.0; letterL.Y[22] = 49.0;
letterL.X[23] = 25.0; letterL.Y[23] = 47.0;
letterL.X[24] = 25.0; letterL.Y[24] = 33.0;
letterL.X[25] = 27.0; letterL.Y[25] = 31.0;
letterL.X[26] = 28.0; letterL.Y[26] = 27.0;
letterL.X[27] = 27.0; letterL.Y[27] = 24.0;
letterL.X[28] = 25.0; letterL.Y[28] = 22.0;
letterL.X[29] = 30.0; letterL.Y[29] = 65.0;
letterL.X[30] = 34.0; letterL.Y[30] = 60.0;
letterL.X[31] = 34.0; letterL.Y[31] = 50.0;
letterL.X[32] = 30.0; letterL.Y[32] = 45.0;
letterL.X[33] = 25.0; letterL.Y[33] = 40.0;
letterL.X[34] = 30.0; letterL.Y[34] = 38.0;
letterL.X[35] = 34.0; letterL.Y[35] = 30.0;
letterL.X[36] = 34.0; letterL.Y[36] = 20.0;
letterL.X[37] = 30.0; letterL.Y[37] = 15.0;
arrow.X[0] = 0.0; arrow.Y[0] = 25.0;
arrow.X[1] = 0.0; arrow.Y[1] = 75.0;
arrow.X[2] = 60.0; arrow.Y[2] = 75.0;
arrow.X[3] = 60.0; arrow.Y[3] = 85.0;
arrow.X[4] = 90.0; arrow.Y[4] = 50.0;
arrow.X[5] = 60.0; arrow.Y[5] = 15.0;
arrow.X[6] = 60.0; arrow.Y[6] = 25.0;
arrow.X[7] = 0.0; arrow.Y[7] = 25.0;
arrow.X[8] = 0.0; arrow.Y[8] = 75.0;
arrow.X[9] = 60.0; arrow.Y[9] = 75.0;
arrow.X[10] = 60.0; arrow.Y[10] = 85.0;
arrow.X[11] = 90.0; arrow.Y[11] = 50.0;
arrow.X[12] = 60.0; arrow.Y[12] = 15.0;
arrow.X[13] = 60.0; arrow.Y[13] = 25.0;
//decoration
for(int i = 0; i <= 37; i++)
{
world.X[8+i] = 60.0;
world.Y[8+i] = letterL.X[i];
world.Z[8+i] = letterL.Y[i];
}
//arrow
for(int j = 0; j <= 6; j++)
{
world.X[46+j] = arrow.X[j]-50;//-50
world.Y[46+j] = arrow.Y[j];
world.Z[46+j] = 100.0;//CHANGE TO 150?
}
for(int k = 0; k <= 6; k++)
{
world.X[53+k] = arrow.X[k]-50;
world.Y[53+k] = arrow.Y[k];
world.Z[53+k] = 110.0;//CHANGE TO 150?
}
float sPheta = Ye / sqrt(pow(Xe,2) + pow(Ye,2));
float cPheta = Xe / sqrt(pow(Xe,2) + pow(Ye,2));
float sPhi = sqrt(pow(Xe,2) + pow(Ye,2)) / Rho;
float cPhi = Ze / Rho;
float xMin = 1000.0, xMax = -1000.0;
float yMin = 1000.0, yMax = -1000.0;
//47 is normal vector 46 is a, 45 is ps, 7 is top left box vertex
//COMUTER SHADE OF FLOATING ARROW DUE NEXT WEEK
world.X[60] = -200.0; world.Y[60]=50.0; world.Z[60]=200.0;//ps
world.X[61] = 0.0; world.Y[61]=0.0; world.Z[61]=0.0;//vector a
world.X[62] = 0.0; world.Y[62]=0.0; world.Z[62]=1.0;//VECTOR N
float tmp = (world.X[62]*(world.X[61]-world.X[60]))
+(world.Y[62]*(world.Y[61]-world.Y[60]))
+(world.Z[62]*(world.Z[61]-world.Z[60]));
cout << tmp;
float lambda = tmp/((world.X[62]*(world.X[60]-world.X[7]))
+(world.Y[62]*(world.Y[60]-world.Y[7]))
+(world.Z[62]*(world.Z[60]-world.Z[7])));
cout << lambda;
float lambda_2 = tmp/((world.X[62]*(world.X[60]-world.X[6]))//MAKE ARROW HIGHER, ABOVE PROJECTION PLANE SQUARE
+(world.Y[62]*(world.Y[60]-world.Y[6]))
+(world.Z[62]*(world.Z[60]-world.Z[6])));
cout << lambda_2;
world.X[63] = world.X[60]+lambda*(world.X[60]-world.X[7]);//interseciton point for p7, X COMP
world.Y[63] = world.Y[60]+lambda*(world.Y[60]-world.Y[7]);//Y COMP
world.Z[63] = 0.0;
world.X[64] = world.X[60]+lambda_2*(world.X[60]-world.X[6]);//interseciton point for p7, X COMP
world.Y[64] = world.Y[60]+lambda_2*(world.Y[60]-world.Y[6]);//Y COMP
world.Z[64] = 0.0;
//for arrow's shade, 46-52
float lambda_arrow1 = tmp/((world.X[62]*(world.X[60]-world.X[46]))
+(world.Y[62]*(world.Y[60]-world.Y[46]))
+(world.Z[62]*(world.Z[60]-world.Z[46])));
float lambda_arrow2 = tmp/((world.X[62]*(world.X[60]-world.X[47]))//MAKE ARROW HIGHER, ABOVE PROJECTION PLANE SQUARE
+(world.Y[62]*(world.Y[60]-world.Y[47]))
+(world.Z[62]*(world.Z[60]-world.Z[47])));
float lambda_arrow3 = tmp/((world.X[62]*(world.X[60]-world.X[48]))
+(world.Y[62]*(world.Y[60]-world.Y[48]))
+(world.Z[62]*(world.Z[60]-world.Z[48])));
float lambda_arrow4 = tmp/((world.X[62]*(world.X[60]-world.X[49]))
+(world.Y[62]*(world.Y[60]-world.Y[49]))
+(world.Z[62]*(world.Z[60]-world.Z[49])));
float lambda_arrow5 = tmp/((world.X[62]*(world.X[60]-world.X[50]))
+(world.Y[62]*(world.Y[60]-world.Y[50]))
+(world.Z[62]*(world.Z[60]-world.Z[50])));
float lambda_arrow6 = tmp/((world.X[62]*(world.X[60]-world.X[51]))
+(world.Y[62]*(world.Y[60]-world.Y[51]))
+(world.Z[62]*(world.Z[60]-world.Z[51])));
float lambda_arrow7 = tmp/((world.X[62]*(world.X[60]-world.X[52]))
+(world.Y[62]*(world.Y[60]-world.Y[52]))
+(world.Z[62]*(world.Z[60]-world.Z[52])));
world.X[65] = world.X[60]+lambda_arrow1*(world.X[60]-world.X[46]);//interseciton point for p7, X COMP
world.Y[65] = world.Y[60]+lambda_arrow1*(world.Y[60]-world.Y[46]);//Y COMP
world.Z[65] = 0.0;
world.X[66] = world.X[60]+lambda_arrow2*(world.X[60]-world.X[47]);//interseciton point for p7, X COMP
world.Y[66] = world.Y[60]+lambda_arrow2*(world.Y[60]-world.Y[47]);//Y COMP
world.Z[66] = 0.0;
world.X[67] = world.X[60]+lambda_arrow3*(world.X[60]-world.X[48]);//interseciton point for p7, X COMP
world.Y[67] = world.Y[60]+lambda_arrow3*(world.Y[60]-world.Y[48]);//Y COMP
world.Z[67] = 0.0;
world.X[68] = world.X[60]+lambda_arrow4*(world.X[60]-world.X[49]);//interseciton point for p7, X COMP
world.Y[68] = world.Y[60]+lambda_arrow4*(world.Y[60]-world.Y[49]);//Y COMP
world.Z[68] = 0.0;
world.X[69] = world.X[60]+lambda_arrow5*(world.X[60]-world.X[50]);//interseciton point for p7, X COMP
world.Y[69] = world.Y[60]+lambda_arrow5*(world.Y[60]-world.Y[50]);//Y COMP
world.Z[69] = 0.0;
world.X[70] = world.X[60]+lambda_arrow6*(world.X[60]-world.X[51]);//interseciton point for p7, X COMP
world.Y[70] = world.Y[60]+lambda_arrow6*(world.Y[60]-world.Y[51]);//Y COMP
world.Z[70] = 0.0;
world.X[71] = world.X[60]+lambda_arrow7*(world.X[60]-world.X[52]);//interseciton point for p7, X COMP
world.Y[71] = world.Y[60]+lambda_arrow7*(world.Y[60]-world.Y[52]);//Y COMP
world.Z[71] = 0.0;
// -----------diffuse reflection-----------*
pt_diffuse diffuse; //diffuse.r[3]
//-------reflectivity coefficient-----------*
#define Kdr 0.8
#define Kdg 0.0
#define Kdb 0.0
// define additional pts to find diffuse reflection
//world.X[49] = world.X[45] + lambda_2*(world.X[45] - world.X[6]);
//--------compute distance------------------*//change 45 to 60!!!!!!
float distance[UpperBD];
for (int i=63; i<=71; i++) {
distance[i] = sqrt(pow((world.X[i]-world.X[60]),2)+ //intersect pt p7
pow((world.Y[i]-world.Y[60]),2)+
pow((world.X[i]-world.X[60]),2) );
//std::cout << "distance[i] " << distance[i] << std::endl;
}
// for (int i=4; i<=5; i++){
// distance[i] = sqrt(pow((world.X[i]-world.X[60]),2)+ //pt p4 of projection plane
// pow((world.Y[i]-world.Y[60]),2)+
// pow((world.X[i]-world.X[60]),2) );
// //std::cout << "distance[i] " << distance[i] << std::endl;
// }
//--------compute angle---------------------*
float angle[UpperBD], tmp_dotProd[UpperBD], tmp_mag_dotProd[UpperBD];
for (int i=63; i<=71; i++){
tmp_dotProd[i] = world.Z[i]-world.X[60];
std::cout << " tmp_dotProd[i] " << tmp_dotProd[i] << std::endl;
tmp_mag_dotProd[i] = sqrt(pow((world.X[i]-world.X[60]),2)+ //[45] pt light source
pow((world.Y[i]-world.Y[60]),2)+
pow((world.Z[i]-world.Z[60]),2) );
std::cout << " tmp_mag_dotProd[i] 1 " << tmp_mag_dotProd[i] << std::endl;
angle[i] = tmp_dotProd[i]/ tmp_mag_dotProd[i];
std::cout << "angle[i] " << angle[i] << std::endl;
//compute color intensity
diffuse.r[i] = Kdr * angle[i] / pow(distance[i],2) ;
diffuse.g[i] = Kdg * angle[i] / pow(distance[i],2) ;
diffuse.b[i] = Kdb * angle[i] / pow(distance[i],2) ;
}
// for (int i=4; i<=5; i++){
//
// tmp_dotProd[i] = world.Z[i]-world.X[45];
// std::cout << " tmp_dotProd[i] " << tmp_dotProd[i] << std::endl;
//
// tmp_mag_dotProd[i] = sqrt(pow((world.X[i]-world.X[45]),2)+ //[45] pt light source
// pow((world.Y[i]-world.Y[45]),2)+
// pow((world.Z[i]-world.Z[45]),2) );
// std::cout << " tmp_mag_dotProd[i] 1 " << tmp_mag_dotProd[i] << std::endl;
//
// angle[i] = tmp_dotProd[i]/ tmp_mag_dotProd[i];
// std::cout << "angle[i] " << angle[i] << std::endl;
//
// //compute color intensity
// diffuse.r[i] = Kdr * angle[i] / pow(distance[i],2) ;
// diffuse.g[i] = Kdg * angle[i] / pow(distance[i],2) ;
// diffuse.b[i] = Kdb * angle[i] / pow(distance[i],2) ;
//
// //std::cout << "diffuse.r[i] " << diffuse.r[i] << std::endl;
// //std::cout << "diffuse.g[i] " << diffuse.g[i] << std::endl;
// }
//
for(int i = 0; i < UpperBD; i++)
{
viewer.X[i] = -sPheta * world.X[i] + cPheta * world.Y[i];
viewer.Y[i] = -cPheta * cPhi * world.X[i]
- cPhi * sPheta * world.Y[i]
+ sPhi * world.Z[i];
viewer.Z[i] = -sPhi * cPheta * world.X[i]
- sPhi * cPheta * world.Y[i]
-cPheta * world.Z[i] + Rho;
// cout << i;
}
for(int i = 0; i <= UpperBD; i++)
{
perspective.X[i] = D_focal * viewer.X[i] / viewer.Z[i] ;
perspective.Y[i] = D_focal * viewer.Y[i] / viewer.Z[i] ;
if (perspective.X[i] > xMax) xMax = perspective.X[i];
if (perspective.X[i] < xMin) xMin = perspective.X[i];
if (perspective.Y[i] > yMax) yMax = perspective.Y[i];
if (perspective.Y[i] < yMin) yMin = perspective.Y[i];
/////*
//std::cout << "xMin " << xMin << std::endl;
// std::cout << "xMax " << xMax << std::endl;
// std::cout << "yMin " << yMin << std::endl;
// std::cout << "yMax " << yMax << std::endl;
//*/
}
for(int i = 0; i <= UpperBD; i++)
{
if ((xMax-xMin) != 0) perspective.X[i] = perspective.X[i]/(xMax-xMin);
if ((yMax-yMin) != 0) perspective.Y[i] = perspective.Y[i]/(yMax-yMin);
std::cout << i << perspective.X[i] << perspective.Y[i] << std::endl;
}
glViewport(0,0,1550,1250);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glBegin(GL_LINES);
glClear(GL_COLOR_BUFFER_BIT);
glColor3f(1.0, 0.0, 0.0);
glVertex2f(perspective.X[0],perspective.Y[0]);
glVertex2f(perspective.X[1],perspective.Y[1]);
glColor3f(0.0, 1.0, 0.0);
glVertex2f(perspective.X[0],perspective.Y[0]);
glVertex2f(perspective.X[2],perspective.Y[2]);
glColor3f(0.0, 0.0, 1.0);
glVertex2f(perspective.X[0],perspective.Y[0]);
glVertex2f(perspective.X[3],perspective.Y[3]);
glColor3f(1.0, 1.0, 0.0); // projection plane , square
glVertex2f(perspective.X[4],perspective.Y[4]);
glVertex2f(perspective.X[5],perspective.Y[5]);
glVertex2f(perspective.X[4],perspective.Y[4]);
glVertex2f(perspective.X[7],perspective.Y[7]);
glVertex2f(perspective.X[5],perspective.Y[5]);
glVertex2f(perspective.X[6],perspective.Y[6]);
glVertex2f(perspective.X[6],perspective.Y[6]);
glVertex2f(perspective.X[7],perspective.Y[7]);
glEnd();
glColor3f(0.0, 1.0, 0.0); // LETTER A STARTS HERE
glBegin(GL_POLYGON);
glVertex2f(perspective.X[13],perspective.Y[13]);
glVertex2f(perspective.X[12],perspective.Y[12]);
glVertex2f(perspective.X[11],perspective.Y[11]);
glVertex2f(perspective.X[12],perspective.Y[12]);
glVertex2f(perspective.X[14],perspective.Y[14]);
glVertex2f(perspective.X[13],perspective.Y[13]);
glVertex2f(perspective.X[18],perspective.Y[18]);
glVertex2f(perspective.X[17],perspective.Y[17]);
glVertex2f(perspective.X[11],perspective.Y[11]);
glVertex2f(perspective.X[17],perspective.Y[17]);
glVertex2f(perspective.X[18],perspective.Y[18]);
glVertex2f(perspective.X[14],perspective.Y[14]);
glEnd();
glColor3f(0.0, 1.0, 0.0);
glBegin(GL_POLYGON);
glVertex2f(perspective.X[8],perspective.Y[8]);
glVertex2f(perspective.X[15],perspective.Y[15]);
glVertex2f(perspective.X[14],perspective.Y[14]);
glVertex2f(perspective.X[15],perspective.Y[15]);
glVertex2f(perspective.X[14],perspective.Y[14]);
glVertex2f(perspective.X[18],perspective.Y[18]);
glVertex2f(perspective.X[16],perspective.Y[16]);
glVertex2f(perspective.X[18],perspective.Y[18]);
glVertex2f(perspective.X[16],perspective.Y[16]);
glVertex2f(perspective.X[10],perspective.Y[10]);
glVertex2f(perspective.X[9],perspective.Y[9]);
glVertex2f(perspective.X[10],perspective.Y[10]);
glVertex2f(perspective.X[8],perspective.Y[8]);
glVertex2f(perspective.X[9],perspective.Y[9]);
glEnd();
glColor3f(0.0, 1.0, 0.0);
glBegin(GL_POLYGON);
glVertex2f(perspective.X[16],perspective.Y[16]);
glVertex2f(perspective.X[17],perspective.Y[17]);
//etc...
glEnd();
glColor3f(0.0, 1.0, 0.0); //LETTER B STARTS HERE
glBegin(GL_POLYGON);
glVertex2f(perspective.X[19],perspective.Y[19]);
glVertex2f(perspective.X[20],perspective.Y[20]);
//etc...
glEnd();
glColor3f(0.0, 1.0, 0.0);
glBegin(GL_LINES);
//
glVertex2f(perspective.X[23],perspective.Y[23]);
glVertex2f(perspective.X[24],perspective.Y[24]);
glVertex2f(perspective.X[25],perspective.Y[25]);
glVertex2f(perspective.X[26],perspective.Y[26]);
glEnd();
glColor3f(0.0, 1.0, 0.0);
glBegin(GL_POLYGON);
glVertex2f(perspective.X[27],perspective.Y[27]);
glVertex2f(perspective.X[28],perspective.Y[28]);
//etc...
glEnd();
glColor3f(0.0, 1.0, 0.0);
glBegin(GL_POLYGON);
glVertex2f(perspective.X[29],perspective.Y[29]);
glVertex2f(perspective.X[30],perspective.Y[30]);
//etc...
glEnd();
glColor3f(0.0, 1.0, 0.0);
glBegin(GL_POLYGON);
glVertex2f(perspective.X[24],perspective.Y[24]);
glVertex2f(perspective.X[41],perspective.Y[41]);
//etc...
glEnd();
glColor3f(0.0, 1.0, 0.0);
glColor3f(1.0, 0.0, 0.0);
glBegin(GL_LINES);//3D arrow starts here
glVertex2f(perspective.X[46],perspective.Y[46]);
glVertex2f(perspective.X[47],perspective.Y[47]);
//etc...
glEnd(); //end arrow
glColor3f(1.0, 1.0, 0.0);
glBegin(GL_LINES);
glVertex2f(perspective.X[63],perspective.Y[63]);
glVertex2f(perspective.X[64],perspective.Y[64]);
//etc...
glEnd(); //end arrow
glColor3f(1.0, 0.0, 0.0);
glBegin(GL_LINES);
//arrow shadow
glVertex2f(perspective.X[65],perspective.Y[65]);
glVertex2f(perspective.X[66],perspective.Y[66]);
//etc...
glEnd();
glBindTexture(GL_TEXTURE_2D, texture[1]);
// glutSolidTeapot(0.1);
glBindTexture(GL_TEXTURE_2D, texture[0]);
glEnable( GL_TEXTURE_2D );
glColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
glBegin(GL_QUADS);
glVertex2f(perspective.X[4],perspective.Y[4]);
glTexCoord2f(0.0, 0.0);
glVertex2f(perspective.X[5],perspective.Y[5]);
glTexCoord2f(0.1, 0.0);
glVertex2f(perspective.X[4],perspective.Y[4]);
glTexCoord2f(0.1, 0.1);
glVertex2f(perspective.X[7],perspective.Y[7]);
glTexCoord2f(0.0, 0.1);
glVertex2f(perspective.X[5],perspective.Y[5]);
glVertex2f(perspective.X[6],perspective.Y[6]);
glVertex2f(perspective.X[6],perspective.Y[6]);
glVertex2f(perspective.X[7],perspective.Y[7]);
glEnd();
glDisable( GL_TEXTURE_2D );
//glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
#define display_scaling 200000.0
#define display_shifting 0.2
for (int i=63; i<=71; i++) {
float r, g, b;
r = display_scaling*diffuse.r[i]+display_shifting;
//r = display_scaling*diffuse.r[i];
g = diffuse.g[i]; b = diffuse.b[i] ;
glColor3f(r, g, b);
std::cout << "display_scaling*diffuse.r[i] " << r << std::endl;
glBegin(GL_POLYGON);
glVertex2f(perspective.X[i],perspective.Y[i]);
glVertex2f(perspective.X[i]+0.1,perspective.Y[i]);
glVertex2f(perspective.X[i]+0.1,perspective.Y[i]+0.1);
glVertex2f(perspective.X[i],perspective.Y[i]+0.1);
glEnd();
}
gluPerspective(45.0,0.5,1.0,60.0);
gluOrtho2D(5, 10, 0.0, 10);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glutSwapBuffers();
glFlush();
//sleep(5);
}
int main(int argc, char** argv)
{
cv::Mat image = cv::imread("b.jpg", CV_LOAD_IMAGE_COLOR);
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB );
glutInitWindowSize(900, 1000);
glutCreateWindow("lab");
//imshow( "lab", image );
glutDisplayFunc(mydisplay);
myinit();
glutMainLoop();
}
glEnable(GL_TEXTURE_2D) has to be removed from myinit, because it is done immediately before the object with the texture is drawn.
Further use the STB library, which can be found at GitHub - nothings/stb to load the bitmap:
#define STB_IMAGE_IMPLEMENTATION
#include <stb_image.h>
void myinit(void)
{
glGenTextures(2, texture);
int cx, cy, ch;
stbi_uc *img = stbi_load("g.bmp", &cx, &cy, &ch, 3);
if (!img)
return;
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glBindTexture(GL_TEXTURE_2D, texture[0]);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, 3, cx, cy, 0, GL_RGB, GL_UNSIGNED_BYTE, img);
stbi_image_free( img );
// ....
}
The number of vertex coordinates is UpperBD, so the maximum index is UpperBD-1 or < UpperBD, but not <= UpperBD.
Change (2 times):
for(int i = 0; i <= UpperBD; i++)
for(int i = 0; i < UpperBD; i++)
gluPerspective and gluOrtho2D at once makes no sense at all.
Init the projection matrix and the model view matrix at the begin of each frame in mydisplay:
void mydisplay()
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0,0.5,1.0,60.0);
//gluOrtho2D(5, 10, 0.0, 10);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glClear(GL_COLOR_BUFFER_BIT);
.....
}
When the vertex coordinate is set by glVertex the current texture coordinates, and is associated with the vertex coordinate. This means glTexCoord has to be dine before glVertex. A GL_QUAD primitive consitis of 4 vertices and each vertex coordinate needs its own texture coordinate:
glBindTexture(GL_TEXTURE_2D, texture[0]);
glEnable( GL_TEXTURE_2D );
glColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
glBegin(GL_QUADS);
glTexCoord2f(0.0, 0.0);
glVertex2f(perspective.X[4],perspective.Y[4]);
glTexCoord2f(1.0, 0.0);
glVertex2f(perspective.X[5],perspective.Y[5]);
glTexCoord2f(1.0, 1.0);
glVertex2f(perspective.X[6],perspective.Y[6]);
glTexCoord2f(0.0, 1.0);
glVertex2f(perspective.X[7],perspective.Y[7]);
glEnd();

How to draw sphere from polygons taken dynamically from user

I am trying to create a sphere by code using number of polygons which may very dynamically from 100 to 1000 from user by up and down keys . And those selected number of polygons must be shown on the screen.
What i have seen on google search is creating triangle manually (not dynamically) like this code but still it couldn't help me, Could some one please give me idea:
#include <cmath>
#include <vector>
#include <gl/glut.h>
const float PI = 3.14159265358979323846f;
#pragma pack(1)
template <typename TYPE>
class GeometryVector
{
public:
GeometryVector(const TYPE x_ = TYPE(), const TYPE y_ = TYPE(), const TYPE z_ = TYPE());
const TYPE x;
const TYPE y;
const TYPE z;
};
#pragma pack()
template <typename TYPE>
GeometryVector<TYPE>::GeometryVector(const TYPE x_, const TYPE y_, const TYPE z_)
:
x(x_),
y(y_),
z(z_)
{
}
class StackedSphere
{
public:
StackedSphere(const float radius = 1.0f, const unsigned int stacks = 8, const unsigned int slices = 16);
void render() const;
private:
std::vector<GeometryVector<float> > geometryData_;
std::vector<unsigned short> indexData_;
};
StackedSphere::StackedSphere(const float radius, const unsigned int stacks, const unsigned int slices)
{
for (unsigned int stackNumber = 0; stackNumber <= stacks; ++stackNumber)
{
for (unsigned int sliceNumber = 0; sliceNumber < slices; ++sliceNumber)
{
float theta = stackNumber * PI / stacks;
float phi = sliceNumber * 2 * PI / slices;
float sinTheta = std::sin(theta);
float sinPhi = std::sin(phi);
float cosTheta = std::cos(theta);
float cosPhi = std::cos(phi);
geometryData_.push_back(GeometryVector<float>(radius * cosPhi * sinTheta, radius * sinPhi * sinTheta, radius * cosTheta));
}
}
for (unsigned int stackNumber = 0; stackNumber < stacks; ++stackNumber)
{
for (unsigned int sliceNumber = 0; sliceNumber <= slices; ++sliceNumber)
{
indexData_.push_back((stackNumber * slices) + (sliceNumber % slices));
indexData_.push_back(((stackNumber + 1) * slices) + (sliceNumber % slices));
}
}
}
void StackedSphere::render() const
{
glVertexPointer(3, GL_FLOAT, 0, &geometryData_[0]);
glEnableClientState(GL_VERTEX_ARRAY);
glDrawElements(GL_TRIANGLE_STRIP, indexData_.size(), GL_UNSIGNED_SHORT, &indexData_[0]);
}
class SpiralSphere
{
public:
SpiralSphere(const float radius = 1.0f, const unsigned int loops = 8, const unsigned int segmentsPerLoop = 16);
void render() const;
private:
std::vector<GeometryVector<float> > geometryData_;
std::vector<unsigned short> indexData_;
};
SpiralSphere::SpiralSphere(const float radius, const unsigned int loops, const unsigned int segmentsPerLoop)
{
for (unsigned int loopSegmentNumber = 0; loopSegmentNumber < segmentsPerLoop; ++loopSegmentNumber)
{
float theta = 0;
float phi = loopSegmentNumber * 2 * PI / segmentsPerLoop;
float sinTheta = std::sin(theta);
float sinPhi = std::sin(phi);
float cosTheta = std::cos(theta);
float cosPhi = std::cos(phi);
geometryData_.push_back(GeometryVector<float>(radius * cosPhi * sinTheta, radius * sinPhi * sinTheta, radius * cosTheta));
}
for (unsigned int loopNumber = 0; loopNumber <= loops; ++loopNumber)
{
for (unsigned int loopSegmentNumber = 0; loopSegmentNumber < segmentsPerLoop; ++loopSegmentNumber)
{
float theta = (loopNumber * PI / loops) + ((PI * loopSegmentNumber) / (segmentsPerLoop * loops));
if (loopNumber == loops)
{
theta = PI;
}
float phi = loopSegmentNumber * 2 * PI / segmentsPerLoop;
float sinTheta = std::sin(theta);
float sinPhi = std::sin(phi);
float cosTheta = std::cos(theta);
float cosPhi = std::cos(phi);
geometryData_.push_back(GeometryVector<float>(radius * cosPhi * sinTheta, radius * sinPhi * sinTheta, radius * cosTheta));
}
}
for (unsigned int loopSegmentNumber = 0; loopSegmentNumber < segmentsPerLoop; ++loopSegmentNumber)
{
indexData_.push_back(loopSegmentNumber);
indexData_.push_back(segmentsPerLoop + loopSegmentNumber);
}
for (unsigned int loopNumber = 0; loopNumber < loops; ++loopNumber)
{
for (unsigned int loopSegmentNumber = 0; loopSegmentNumber < segmentsPerLoop; ++loopSegmentNumber)
{
indexData_.push_back(((loopNumber + 1) * segmentsPerLoop) + loopSegmentNumber);
indexData_.push_back(((loopNumber + 2) * segmentsPerLoop) + loopSegmentNumber);
}
}
}
void SpiralSphere::render() const
{
glVertexPointer(3, GL_FLOAT, 0, &geometryData_[0]);
glEnableClientState(GL_VERTEX_ARRAY);
glDrawElements(GL_TRIANGLE_STRIP, indexData_.size(), GL_UNSIGNED_SHORT, &indexData_[0]);
}
StackedSphere sphere1(4, 8, 16);
SpiralSphere sphere2(4, 8, 16);
int r = 0;
void reshape(int width, int height){
if (height == 0)
{
height = 1;
}
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glViewport(0, 0, width, height);
gluPerspective(45.0f, GLfloat(width) / GLfloat(height), 0.1f, 50.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void display(){
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glTranslatef(0, 0, -25);
glPushMatrix();
glTranslatef(-5, 0, 0);
glRotatef(r, 0, 1, 0);
sphere1.render();
glPopMatrix();
glPushMatrix();
glTranslatef(5, 0, 0);
glRotatef(r, 0, 1, 0);
sphere2.render();
glPopMatrix();
glutSwapBuffers();
r++;
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);
glutInitWindowPosition(0, 0);
glutInitWindowSize(512,512);
glutCreateWindow("Sphere Test");
glutReshapeFunc(reshape);
glutDisplayFunc(display);
glutIdleFunc(display);
glPolygonMode(GL_FRONT, GL_LINE);
glPolygonMode(GL_BACK, GL_LINE);
glutMainLoop();
return 0;
}
Could some one please give me idea how to generate the sphere using number of polygons decided dynamically by up and down arrow (from 100 to 1000) ?
How to get take the number of polygon dynamically by up and down array (from range 100-1000) and how to show those polygons on the screen ?
How to write the logic such that the number of taken polygon will make a sphere ?

xzy, to xyz orientation conversion

I've got some code but the matrix orientation does not appeal to my purposes, can someone teach me how to convert it's orientation, it's currently set up as X Z Y, but i would like it to reflect X Y Z, can someone please highlight what must be done?
when i do vertex3f(100, 100, 10); forexample, the 10 value should reflect the Z value on my grid.
Here is my code:
#include <stdlib.h>
#include <math.h>
#include <stdio.h>
#include <Windows.h>
#include <glut.h>
#include <iostream>
using namespace std;
const float sensitivity = 0.005;
const float walk_speed = 0.5;
float cam_pos[3] = { 100.5, 10.0f, 50 };
float cam_view[3] = { -1.0f, 0.0f, 1.0f };
static int old_x, old_y, half_width, half_height;
int width = 1024, height = 768;
void updateKeys()
{
if (GetAsyncKeyState('W')){
cam_pos[0] += cam_view[0] * walk_speed;
cam_pos[1] += cam_view[1] * walk_speed;
cam_pos[2] += cam_view[2] * walk_speed;
}
if (GetAsyncKeyState('S')){
cam_pos[0] -= cam_view[0] * walk_speed;
cam_pos[1] -= cam_view[1] * walk_speed;
cam_pos[2] -= cam_view[2] * walk_speed;
}
if (GetAsyncKeyState('A')){
cam_pos[0] += cam_view[2] * walk_speed;
cam_pos[2] -= cam_view[0] * walk_speed;
}
if (GetAsyncKeyState('D')){
cam_pos[0] -= cam_view[2] * walk_speed;
cam_pos[2] += cam_view[0] * walk_speed;
}
if (GetAsyncKeyState(VK_SPACE)){
cam_pos[1] += walk_speed;
}
}
void renderScene(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//3d camera
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(
cam_pos[0], cam_pos[1], cam_pos[2],
cam_pos[0] + cam_view[0], cam_pos[1] + cam_view[1], cam_pos[2] + cam_view[2],
0.0f, 1.0f, 0.0f);
//render grid
glBegin(GL_LINES);
for (int i = 0; i <= 100; i++) {
if (i == 0) { glColor3f(.6, .3, .3); }
else { glColor3f(.25, .25, .25); };
glVertex3f(i, 0, 0);
glVertex3f(i, 0, 100);
if (i == 0) { glColor3f(.3, .3, .6); }
else { glColor3f(.25, .25, .25); };
glVertex3f(0, 0, i);
glVertex3f(100, 0, i);
};
glEnd();
glEnable(GL_POINT_SMOOTH);
glPointSize(50.0f);
glColor3f(1, 0, 0);
glBegin(GL_POINTS);
glVertex3f(0, 0, 0);
//X, Z, Y
glVertex3f(10, -10, 10);
glEnd();
updateKeys();
glutSwapBuffers();
}
void normalize(float *v)
{
float magnitude = sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
v[0] /= magnitude;
v[1] /= magnitude;
v[2] /= magnitude;
}
void rotate_view(float *view, float angle, float x, float y, float z)
{
float new_x;
float new_y;
float new_z;
float c = cos(angle);
float s = sin(angle);
new_x = (x*x*(1 - c) + c) * view[0];
new_x += (x*y*(1 - c) - z*s) * view[1];
new_x += (x*z*(1 - c) + y*s) * view[2];
new_y = (y*x*(1 - c) + z*s) * view[0];
new_y += (y*y*(1 - c) + c) * view[1];
new_y += (y*z*(1 - c) - x*s) * view[2];
new_z = (x*z*(1 - c) - y*s) * view[0];
new_z += (y*z*(1 - c) + x*s) * view[1];
new_z += (z*z*(1 - c) + c) * view[2];
view[0] = new_x;
view[1] = new_y;
view[2] = new_z;
normalize(view);
}
void motion(int x, int y)
{
float rot_x, rot_y;
float rot_axis[3];
x -= half_width;
y -= half_height;
rot_x = -(float)(x - old_x) * sensitivity;
rot_y = -(float)(y - old_y) * sensitivity;
old_x = x;
old_y = y;
rotate_view(cam_view, rot_x, 0.0f, 1.0f, 0.0f);
rot_axis[0] = -cam_view[2];
rot_axis[1] = 0.0f;
rot_axis[2] = cam_view[0];
normalize(rot_axis);
rotate_view(cam_view, rot_y, rot_axis[0], rot_axis[1], rot_axis[2]);
}
void mouse(int button, int state, int x, int y)
{
old_x = x - half_width;
old_y = y - half_height;
glutPostRedisplay();
}
void idle()
{
glutPostRedisplay();
}
void keys(unsigned char c, int x, int y)
{
glutPostRedisplay();
cout << "camera view: :" << cam_view[0] << "," << cam_view[1] << "," << cam_view[2] << endl;
}
void reshape(int w, int h)
{
width = w;
height = h;
half_height = w / 2;
half_width = h / 2;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0, (double)w / (double)h, 1.0, 10000.0);
glViewport(0, 0, w, h);
}
//----------------------------------------------------------------------
// Main program
//----------------------------------------------------------------------
int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);
glutInitWindowPosition(100, 100);
glutInitWindowSize(width, height);
glutCreateWindow("OpenGL");
glutDisplayFunc(renderScene);
glutKeyboardFunc(keys);
glutReshapeFunc(reshape);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutIdleFunc(idle);
// OpenGL init
glEnable(GL_DEPTH_TEST);
// enter GLUT event processing cycle
glutMainLoop();
return 0; // this is just to keep the compiler happy
}
Use a transformation matrix that "remaps" the values. You can push that matrix on your modelview as usual.
The identity matrix is:
(1, 0, 0; 0, 1, 0; 0, 0, 1)
Your matrix would be:
(1, 0, 0; 0, 0, 1; 0, 1, 0)
I guess you can spot the difference. You can extend to a 4D matrix for homogeneous coordinates accordingly.