How to correctly translate objects independently of one another? - opengl

I am attempting to translate one circle independent of a separate, stationary circle, utilizing glTranslatef();. However, with my current, full code, each of my circles remains immobile. To investigate why this may be so, I have researched several answers, each comparable to those found here and here. Additionally, I read up on glLoadIdentity as well as the differences between GL_MODELVIEW and GL_PROJECTION, just to see if their details would offer any further clarification. I've also consulted the OpenGL API for the proper definitions of each of the above.
In the style of these solutions, I produced the following do...while loop:
do{
glClear(GL_COLOR_BUFFER_BIT);
glDisable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, fb_width, fb_height, 0, 0, 1);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glTranslatef(0,1,0);
drawCircle(1280 * 0.50, 720 * 0.25,e[2]);
glPopMatrix();
glPushMatrix();
glTranslatef(0,0,0);
drawTarget(1280 * 0.50, 720 * 0.75,50);
glPopMatrix();
glfwSwapBuffers(w);
glfwPollEvents();
}
while (!glfwWindowShouldClose(w));
In this snippet, the drawCircle drawing remains stationary, but I would like for it to follow the written glTranslatef(0,1,0) instead. Is the stationary nature of the circle due to misplaced a glMatrixMode or glLoadIdentity, or perhaps due to the fact that they are being called within the do...while loop and the proper matrix is never really being utilized? I would appreciate any guidance you may have as to why the aforementioned and accepted answers are not functioning quite as well within my program.
For the sake of full transparency, here is the entirety of my code:
#include <stdio.h>
#include <stdlib.h>
#include <unistd.h>
#include <string.h>
#include <stdint.h>
#include <math.h>
#include <stddef.h>
#include <stdbool.h>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
GLFWwindow *w;
int fb_width, fb_height;
static void error(int error, const char *desc)
{
fputs(desc, stderr);
}
static void key_callback(GLFWwindow *w, int key, int scancode, int action, int mods)
{
if ((key == GLFW_KEY_ESCAPE || key == GLFW_KEY_Q) && action == GLFW_PRESS)
glfwSetWindowShouldClose(w, GL_TRUE);
}
void drawCircle(float cx, float cy, float radius)
{
float num_segments = 360;
float theta = 2 * 3.1415926 / num_segments;
float c = cosf(theta);//precalculate the sine and cosine
float s = sinf(theta);
float t;
float x = radius;//we start at angle = 0
float y = 0;
glBegin(GL_TRIANGLE_FAN);
glColor3f(1, 0, 1);
for(int ii = 0; ii < num_segments; ii++)
{
glVertex2f(x + cx, y + cy);//output vertex
//apply the rotation matrix
t = x;
x = c * x - s * y;
y = s * t + c * y;
}
glEnd();
}
void drawTarget(float cx, float cy, float radius)
{
float num_segments = 360;
float theta = 2 * 3.1415926 / num_segments;
float c = cosf(theta);//precalculate the sine and cosine
float s = sinf(theta);
float t;
float x = radius;//we start at angle = 0
float y = 0;
glBegin(GL_LINE_LOOP);
glColor3f(1, 1, 1);
for(int ii = 0; ii < num_segments; ii++)
{
glVertex2f(x + cx, y + cy);//output vertex
//apply the rotation matrix
t = x;
x = c * x - s * y;
y = s * t + c * y;
}
glEnd();
}
int main(void)
{
int i;
float e[3] = {140,120,100};
float m[3] = {90,80,70};
float h[3] = {60,50,40};
glfwSetErrorCallback(error);
if (!glfwInit())
exit(EXIT_FAILURE);
w = glfwCreateWindow(1280, 720, "AxTest", NULL, NULL);
if (!w)
{
glfwTerminate();
return 1;
}
glfwMakeContextCurrent(w);
glfwSetKeyCallback(w, key_callback);
glfwGetFramebufferSize(w, &fb_width, &fb_height);
do{
glClear(GL_COLOR_BUFFER_BIT);
glDisable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, fb_width, fb_height, 0, 0, 1);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glTranslatef(0,1,0);
drawCircle(1280 * 0.50, 720 * 0.25,e[2]);
glPopMatrix();
glPushMatrix();
glTranslatef(0,0,0);
drawTarget(1280 * 0.50, 720 * 0.75,50);
glPopMatrix();
glfwSwapBuffers(w);
glfwPollEvents();
}
while (!glfwWindowShouldClose(w));
glfwDestroyWindow(w);
glfwTerminate();
exit(EXIT_SUCCESS);
return 0;
}

The values for the vertex positions with which you draw your circles are in the order of hundreds (likely, because you want to address pixels as indicated by the values for the projection matrix). But glTranslates sees only a small number, so the shift is miniscule (one pixel) and hence you think nothing did happen. If you rewrite your code so that you don't specify the circle/target center by explicit modification of the vertex position offset it'd be clearer.
void drawCircle(float radius)
{
/* ... */
for(int ii = 0; ii < num_segments; ii++)
{
glVertex2f(x, y); // <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
/* ... */
}
void drawTarget(float radius)
{
/* ... */
for(int ii = 0; ii < num_segments; ii++)
{
glVertex2f(x, y); // <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
/* ... */
}
int main(void)
{
/* ... */
glPushMatrix();
glTranslatef(1280*0.50, 720*0.25, 0);
drawCircle(e[2]);
glPopMatrix();
glPushMatrix();
glTranslatef(1280 * 0.50, 720 * 0.25, 0);
drawTarget(50);
glPopMatrix();
/* ... */
}

glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, fb_width, fb_height, 0, 0, 1);
You don't have to make the projection matrix at every loop, put it before the loop.
Then the error you have is surely due to :
glMatrixMode(GL_MODELVIEW);
// it miss glLoadIdentity() here
glPushMatrix();
glTranslatef(0,1,0);

Related

Merge color vertices at center rather than at one vertex?

I'm trying to make a color swatch tool, where you give it n colors and it makes a n-gon with those colors merging at the center.
So far it just makes an n-gon(without specifying colors, it randomly generates them for now).
However the colors don't merge at the center but rather a single vertex.
Is there any fix to this?
#include <GLFW/glfw3.h>
#include <iostream>
#include <cmath>
float randfloat(){
float r = ((float)(rand() % 10))/10;
return r;
}
int main() {
int side_count;
std::cout<<"Type the no. of sides: "<<std::endl;
std::cin>>side_count;
srand(time(NULL));
std::cout<<randfloat()<<std::endl;
std::cout<<randfloat()<<std::endl;
float rs[side_count];
float gs[side_count];
float bs[side_count];
for (int i=0;i<side_count;i++)
{
rs[i] = randfloat();
gs[i] = randfloat();
bs[i] = randfloat();
}
GLFWwindow* window;
if (!glfwInit())
return 1;
window = glfwCreateWindow(800, 800, "Window", NULL, NULL);
if (!window) {
glfwTerminate();
return 1;
}
glfwMakeContextCurrent(window);
if(glewInit()!=GLEW_OK)
std::cout<<"Error"<<std::endl;
while(!glfwWindowShouldClose(window)) {
glClear(GL_COLOR_BUFFER_BIT);
glClearColor(0.11f,0.15f,0.17f,1.0f);
glBegin(GL_POLYGON);
//glColor3f(1.0f,0.0f,0.0f);glVertex3f(-0.5f,0.0f,0.0f);
for(int i=0; i<side_count;i++)
{
float r = rs[i];
float g = gs[i];
float b = bs[i];
float x = 0.5f * sin(2.0*M_PI*i/side_count);
float y = 0.5f * cos(2.0*M_PI*i/side_count);
glColor3f(r,g,b);glVertex2f(x,y);
}
glEnd();
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwTerminate();
return 0;
}
All you've to do is to add a new point to the GL_POLYGON primitive, in the center of the circular shape:
glBegin(GL_TRIANGLE_FAN);
glColor3f(0.5f, 0.5f, 0.5f);
glVertex2f(0, 0);
for(int i=0; i <= side_count; i++)
{
float r = rs[i % side_count];
float g = gs[i % side_count];
float b = bs[i % side_count];
float x = 0.5f * sin(2.0*M_PI*i/side_count);
float y = 0.5f * cos(2.0*M_PI*i/side_count);
glColor3f(r, g, b);
glVertex2f(x, y);
}
glEnd();
Note, you've to define the color for the center point. In the code snippet, I've chosen (0.5, 0.5, 0.5).
Instead of GL_POLYGON, GL_TRIANGLE_FAN can be used, too.

gluLookAt seems to be producting wrong view, OpenGL

I am working on an nbody simulator and I want to display it with OpenGL. I want to always be looking at the centre of mass reference frame. I have the following code. I calculate the COM and I set the center coordinate in the gluLookAt function to be the center of mass. I then subtract the "zoom" from the z coordinate to get the eye position. By logic this should ensure that I am always looking at whatever value the center of mass is. The only issue is that I marked where the center of mass should be on the screen with a red dot and it is moving. Shouldn't it never move if I am always looking at it from the same relative position? Here is my code. Focus on the display function since I assume that is where the error will be. I had similar code working in another project and I can't really find any differences.
#include "Universe.cuh"
#include <iostream>
#include <cstdlib>
#include <ctime>
#include "timer.hpp"
#include <GL/glut.h>
Universe u;
float* vbuf;
double angle = 0.0, zoom = 1000;
void display()
{
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
glLoadIdentity();
float3 c = u.getCenterOfMass();
gluLookAt(c.x, c.y, c.z - zoom, c.x, c.y, c.z, 0, 1, 0);
glScalef(0.1, 0.1, 0.1);
glRotated(angle, 1, 0, 0);
glColor4f(1, 1, 1, 0.25);
glBegin(GL_POINTS);
{
glColor3f(1.0, 0.0, 0.0);
glVertex3d(c.x, c.y, c.z);
}
glEnd();
glutSwapBuffers();
}
void reshape(int w, int h)
{
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60, (double)w / (double)h, 1.0, zoom * 1e9);
glMatrixMode(GL_MODELVIEW);
}
void copy_to_vbuf()
{
for(int i = 0; i < u.size(); i++)
{
vbuf[3 * i + 0] = u.getObjects()[i].p.x;
vbuf[3 * i + 1] = u.getObjects()[i].p.y;
vbuf[3 * i + 2] = u.getObjects()[i].p.z;
}
}
void keyboard(unsigned char c, int x, int y)
{
if(c == 'w')
angle += 1;
else if(c == 's')
angle -= 1;
else if(c == '=')
zoom /= 1.2;
else if(c == '-')
zoom *= 1.2;
glutPostRedisplay();
}
void idle()
{
u.timeStep();
copy_to_vbuf();
glutPostRedisplay();
}
int main(int argc, char** argv)
{
cudaSetDevice(0);
srand(time(0));
u.getConfiguration().max_velocity = 10;
u.getConfiguration().softening_factor = 0.01;
u.getConfiguration().threshold_angle = 35;
u.getConfiguration().time_step = 0.1;
const int N = 5;
vbuf = new float[3 * N];
for(int i = 0; i < N; i++)
{
Object o;
o.m = rand() % 100 + 1;
o.p.x = 500.0 * rand() / RAND_MAX - 250.0;
o.p.y = 500.0 * rand() / RAND_MAX - 250.0;
o.p.z = 500.0 * rand() / RAND_MAX - 250.0;
u.addObject(o);
}
copy_to_vbuf();
glutInit(&argc, argv);
glutInitDisplayMode(GL_DOUBLE);
glutInitWindowSize(1000, 1000);
glutCreateWindow("N-Body");
glutReshapeFunc(reshape);
glutDisplayFunc(display);
glutIdleFunc(idle);
glutKeyboardFunc(keyboard);
glEnable(GL_POINT_SMOOTH);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glPointSize(1.0);
glutMainLoop();
return 0;
}
Two points regarding:
glScalef(0.1, 0.1, 0.1);
glRotated(angle, 1, 0, 0);
Since your axis is not centered on the 'COM', when you apply rotation the COM point will not stay in place and logically would move around the screen.
AFIK the normal order is scale,rotate,translate for transformations. This will apply the rotation and then scale.
EDIT:
To expand on that: Currently you take an arbitrary point rotate it, scale it and then focus on the point where it used to be. If you want to rotate your model (e.g. point marking the 'COM') around itself, it needs to be centered at (0,0,0).

Cannot get glLineStipple to work

I am building a virtual oscilloscope with OpenGL. I am able to plot the x and y axis and also create a grid. But I cannot get the grid lines to stipple using the code below... Any suggestions ?? glLineStipple is called in the DrawMainWindow function that is passed to glutDisplayFunction....
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glut.h>
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
//procedures for shared memory access
#include <sys/shm.h>
#include <sys/stat.h>
#include "binary_sems.h"
///////////////////////////////////////
//debug - FIXME - Add Controls !!!
///////////////////////////////////////
////////////////////////////////////////
// So in debug turn this off to run
// the oscilloscope standalone
////////////////////////////////////////
//#define USE_COMMS
////////////////////////////////////////
// Define a constant for the value of PI
////////////////////////////////////////
#define GL_PI 3.1415f
// Rotation amounts
static GLfloat xRot = 0.0f;
static GLfloat yRot = 0.0f;
//range
GLfloat nRange = 1000.0f;
//gain control
float gain = 1.00;
//enable / disable grid
int grid_enable = 1;
//debug
int frame_id=0;
//////////////////////////////////////////
//Shared Memory Variables
//////////////////////////////////////////
/*variable for shared memory*/
int segment_id;
char *shared_memory;
/*variables for semaphore*/
int semid;
//variables
float BorderClr[3] = {1, 1, 1}; //Default colour for borders
float Ch1TrClr[3] = {1, 1, 0}; //Default colour for channel 1 traces
float GridClr[3] = {1, 1, 1}; //Default colour for grid
float TextClr[3] = {1, 0, 0}; //Default colour for text
float PauseClr[3] = {1, 0, 0}; //Colour for "Paused" text
//defines
#define DISP_BUFFER_LENGTH 1000
//structure defining data points
typedef struct voltage_samples{
float volts; //this is the raw voltage data
float volts_scaled; //this is the scaled voltage data for display (x)
float time_stamp; //this is the time stamp (y )
} DISPLAY_SAMPLES;
//declare a buffer of display samples
DISPLAY_SAMPLES sample_buffer[DISP_BUFFER_LENGTH];
int display_update = 0;
//Function Prototypes
void DrawMainWindow(void);
void IdleProcessing(void);
void SetupRC(void);
void ChangeSize(int w, int h);
void SpecialKeys(int key, int x, int y);
void WriteText(char *text, float height, float x, float y, float z);
////////////////////////////////////////////////////////
//Procedure Entry Point
////////////////////////////////////////////////////////
int main(int argc, char **argv)
{
#ifdef USE_COMMS
//Verify that the shared memory data buffer
//has been specified
if(argc != 3){
printf("ERROR:Usage::APPLICATION <Shared Memory Segment ID> <Semaphore ID for this shared memory segment>\n");
return(-1);
}
//Initialize shared memory parameters
/*get the segment ID from the command line */
segment_id = strtol(argv[1],NULL,0);
/*get the semaphore ID from the comand line*/
semid = strtol(argv[2],NULL,0);
/*attach to the shared memory segment*/
shared_memory = (char *)shmat(segment_id, 0, 0);
#endif
//Initialization parameters for glut
glutInit(&argc, argv);
//Suggest to O/S where the window should
//be initialized at.
//glutInitWindowPosition(0,0);
//Initialize the window size
glutInitWindowSize(640,480);
//Argument for next opened window
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);
//Create the window
glutCreateWindow("CUDA Oscilloscope");
//Register Special Keys and Change Size Functions
glutReshapeFunc(ChangeSize);
glutSpecialFunc(SpecialKeys);
//Register callback function for redrawing window
glutDisplayFunc(DrawMainWindow);
//Register callback function for idle processing
glutIdleFunc(IdleProcessing);
//Enable depth testing ???
glEnable(GL_DEPTH_TEST);
//Set up drawing environment
//SetupRC();
//Start the infinite loop - function will never return
//till controlled ^c
glutMainLoop();
return 0;
}
/////////////////////////////////////////////////////////
//Functions
/////////////////////////////////////////////////////////
void DrawMainWindow(void)
{
//GLfloat x, y, z;
float x,y,z;
//Clear buffer
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//Save previous settings
glPushMatrix();
//Draw all samples
glColor3fv(Ch1TrClr);
//Get scaled / processed data from buffer;
//this was the data that was created during
//idle state
glBegin(GL_POINTS);
z = 0.00;
for(int ii=0; ii < DISP_BUFFER_LENGTH; ii++){
//plot point on the coordinate
x = -nRange + ii*2.00;
y = sample_buffer[ii].volts_scaled;
//plot the coordinate
glVertex3f(x,y,z);
}
glEnd();
if(grid_enable == 1){
//Grid Color and Line Widths
glColor3fv(GridClr);
//Draw X and Y axis
GLint factor = 10;
GLushort pattern = 0x5555;
glLineWidth(2);
//Draw X-Axis
glBegin(GL_LINES);
glLineStipple(factor, pattern);
glVertex3f(-nRange, 0.00, 0.00);
glVertex3f( nRange, 0.00, 0.00);
glEnd();
//Draw Y-Axis
glBegin(GL_LINES);
glLineStipple(factor, pattern);
glVertex3f(0.00, -nRange, 0.00);
glVertex3f(0.00, nRange, 0.00);
glEnd();
//Draw a 10x10 grid ( stipple lines )
factor = 10;
pattern = 0x5050;
glLineWidth(1);
// //Bottom to top - horizintal lines
for(float ii=-nRange; ii < nRange; ii += 100)
{
glLineStipple(factor, pattern);
glBegin(GL_LINES);
glVertex3f(-nRange, ii, 0.00);
glVertex3f( nRange, ii, 0.00);
glEnd();
}
// //Left to right - vertical lines
for(float ii=-nRange; ii < nRange+100; ii += 100)
{
glLineStipple(factor, pattern);
glBegin(GL_LINES);
glVertex3f(ii, -nRange, 0.00);
glVertex3f(ii, nRange, 0.00);
glEnd();
}
}
//Write Measurement parameters to the screen
glColor3fv(TextClr);
WriteText("(Y)::Vertical Scale=", 50.00, 300.00, 800.00, 0.00);
WriteText("(X)::Horizontal Scale=", 50.00, 300.00, 700.00, 0.00);
//FIXME - Display Time Settings
//FIXME - Display "Paused" if capture is paused
//FIXME - Display trigger settings
//FIXME - Display Ch1 Settings
//Restore previous settings
glPopMatrix();
//Puts rendered scene on front buffer
//glFlush is called by glutSwapBuffers implicitely
glutSwapBuffers();
}
//FIXME - Several functions are required for GUI
void IdleProcessing(void)
{
/*clear read buffer so new write data can be added*/
initSemAvailable(semid, 1);
/*try bump down semaphore to indicate completion of memory read*/
reserveSem(semid,0);
//Here we acquire and process the content of the
//data buffer
double *p = (double *)shared_memory;
for(int ii=0; ii < DISP_BUFFER_LENGTH; ii++){
#ifdef USE_COMMS
sample_buffer[ii].volts_scaled = gain*p[ii];
#else
sample_buffer[ii].volts_scaled = gain*cos((2.0f*GL_PI)*ii*4/DISP_BUFFER_LENGTH + rand()%2) + rand()%10;
#endif
}
#ifdef DEBUG
for(int ii=0; ii < DISP_BUFFER_LENGTH; ii++){
if(ii%10==0){
printf("\n");
}
printf("%f ",sample_buffer[ii].volts_scaled);
}
printf("\n");
#endif
printf("Frame Cntr = %d\r",frame_id);
frame_id++;
//FIXME - data processing during idle time
DrawMainWindow();
}
// This function does any needed initialization on the rendering
// context.
void SetupRC()
{
// Black background
glClearColor(0.0f, 0.0f, 0.0f, 1.0f );
// Set drawing color to green
glColor3f(1.0f, 1.0f, 1.0f);
//enable line stippling
glEnable(GL_LINE_STIPPLE);
}
void SpecialKeys(int key, int x, int y)
{
if(key == GLUT_KEY_UP){
//xRot-= 5.0f;
if(gain < 10000.00)
gain = gain + 100.0;
}
if(key == GLUT_KEY_DOWN){
//xRot += 5.0f;
if(gain > 0.00)
gain = gain - 100.0;
}
if(key == GLUT_KEY_LEFT)
//yRot -= 5.0f;
grid_enable = 1;
if(key == GLUT_KEY_RIGHT)
//yRot += 5.0f;
grid_enable = 0;
if(key > 356.0f)
xRot = 0.0f;
if(key < -1.0f)
xRot = 355.0f;
if(key > 356.0f)
yRot = 0.0f;
if(key < -1.0f)
yRot = 355.0f;
// Refresh the Window
glutPostRedisplay();
}
void ChangeSize(int w, int h)
{
// Prevent a divide by zero
if(h == 0)
h = 1;
// Set Viewport to window dimensions
glViewport(0, 0, w, h);
// Reset projection matrix stack
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// Establish clipping volume (left, right, bottom, top, near, far)
if (w <= h)
glOrtho (-nRange, nRange, -nRange*h/w, nRange*h/w, -nRange, nRange);
else
glOrtho (-nRange*w/h, nRange*w/h, -nRange, nRange, -nRange, nRange);
// Reset Model view matrix stack
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void WriteText(char *text, float height, float x, float y, float z)
{
const float charHeight = 119.05;
glPushMatrix();
glTranslatef(x,y,z);
glScalef(height/charHeight/1.5, height/charHeight, height/charHeight);
while(*text){
glutStrokeCharacter(GLUT_STROKE_MONO_ROMAN, (int)*text);
*text++;
}
glPopMatrix();
}

Drawing Circle with OpenGL

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

Segmentation Fault on OpenGL program

I'm trying to draw the Sierpinski carpet plane fractal using OpenGL, but my program keeps receiving a SegFault error.
My code is as follows:
#include <GL/gl.h>
#include <GL/glut.h>
#include <stdlib.h>
#include <math.h>
class GLintPoint
{
public:
GLint x, y;
};
int random(int m)
{
return rand() % m;
}
void drawDot(GLint x, GLint y)
{
glBegin(GL_POINTS);
glVertex2i(x, y);
glEnd();
}
void init()
{
glClearColor(1.0, 1.0, 1.0, 0.0);
glColor3f(0.0, 0.0, 0.0);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0.0, 640.0, 0.0, 480.0);
}
int isSierpinskiCarpetPixelFilled(int x, int y, int width, int height)
{
GLintPoint point;
// base case 1 of 2
if ((x <= 0)||(y <= 0)||(x>=width)||(y>=height)) //top row or left column or out of bounds should be full
{
point.x = x;
point.y = y;
drawDot(point.x, point.y);
}
{
/*
If the grid was split in 9 parts, what part(x2,y2) would x,y fit into?
*/
int x2 = x * 3 / width; // an integer from 0..2 inclusive
int y2 = y * 3 / height; // an integer from 0..2 inclusive
// base case 2 of 2
if (x2 == 1 && y2 == 1) // if in the center square, it should be empty
return 0;
// general case
/* offset x and y so it becomes bounded by 0..width/3 and 0..height/3
and prepares for recursive call
some offset is added to make sure the parts have all the correct size when
width and height isn't divisible by 3 */
x -= (x2 * width+2) / 3;
y -= (y2 * height+2) / 3;
width = (width +2-x2)/3;
height = (height+2-y2)/3;
}
return isSierpinskiCarpetPixelFilled(x, y, width, height);
}
void drawSierpinskiCarpet()
{
glClear(GL_COLOR_BUFFER_BIT);
glColor3f(0.0, 1.0, 0.0);
int x = 50;
int y = 50;
isSierpinskiCarpetPixelFilled(x,y,50,50);
glFlush();
}
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitWindowSize(640,480);
glutInitWindowPosition(10,10);
glutInitDisplayMode(GLUT_RGB | GLUT_SINGLE);
glutCreateWindow("The Sierpinski Carpet");
glutDisplayFunc(drawSierpinskiCarpet);
init();
glutMainLoop();
return EXIT_SUCCESS;
}
It is likely getting a stack overflow. It appears to be recursing infinitely. Each call to isSierpinskiCarpetPixelFilled results in another call:
return isSierpinskiCarpetPixelFilled(x, y, width, height);
With the given input values, the input parameters (in order) will be:
50, 50, 50, 50
0, 0, 16, 16
0, 0, 6, 6
0, 0, 2, 2
0, 0, 1, 1
0, 0, 1, 1
... (until stack overflow)