OpenGL depth test works but not as expected - c++

Using Windows7, VS2013, Qt 5.6, OpenGL 4.4
The code in question is as follows
void TestClass::paintGL()
{
/*
* Clear the screen
*/
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glClearColor(0, 0.25, 1, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glClearDepth(0.0);
glDepthFunc(GL_LEQUAL);
GLenum error = glGetError();
if (error != GL_NO_ERROR)
{
int i = 0;
i++;
}
/*
*/
//*************************************************
//double xx = mRotation.x() * mRotation.x();
//double xy = mRotation.x() * mRotation.y();
//double xz = mRotation.x() * mRotation.z();
//double xw = mRotation.x() * mRotation.scalar();
//double yy = mRotation.y() * mRotation.y();
//double yz = mRotation.y() * mRotation.z();
//double yw = mRotation.y() * mRotation.scalar();
//double zz = mRotation.z() * mRotation.z();
//double zw = mRotation.z() * mRotation.scalar();
//double m00 = 1 - 2 * (yy + zz);
//double m01 = 2 * (xy - zw);
//double m02 = 2 * (xz + yw);
//double m03 = 0;
//double m10 = 2 * (xy + zw);
//double m11 = 1 - 2 * (xx + zz);
//double m12 = 2 * (yz - xw);
//double m13 = 0;
//double m20 = 2 * (xz - yw);
//double m21 = 2 * (yz + xw);
//double m22 = 1 - 2 * (xx + yy);
//double m23 = 0;
//double m30 = 0;
//double m31 = 0;
//double m32 = -30;
//double m33 = 1;
//double blarg[] = {m00, m01, m02, m03, m10, m11, m12, m13, m20, m21, m22, m23, m30, m31, m32, m33};
//glLoadMatrixd(&blarg[0]);
//*************************************************
QMatrix4x4 yaw;
yaw.rotate(mYPR.x(), QVector3D(0, -1, 0));
QMatrix4x4 pitch;
pitch.rotate(mYPR.y(), QVector3D(1, 0, 0));
QMatrix4x4 roll;
roll.rotate(mYPR.z(), QVector3D(0, 0, -1));
QMatrix4x4 translate;
translate.translate(0, 0, -30);
//QMatrix4x4 vnToOpenGL(0, 0, -1, 0,
// 1, 0, 0, 0,
// 0, -1, 0, 0,
// 0, 0, 0, 1);
QMatrix4x4 vnToOpenGL(1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1);
QMatrix4x4 openGLMatrix = vnToOpenGL * translate * yaw * pitch * roll * vnToOpenGL.transposed();
glLoadMatrixf(reinterpret_cast<const float*>(openGLMatrix.constData()));
int depth;
glGetIntegerv(GL_DEPTH_BITS, &depth);
QString ytext(QString("yaw : ") + QString::number(mYPR.x()));
QString ptext(QString("pitch : ") + QString::number(mYPR.y()));
QString rtext(QString("roll : ") + QString::number(mYPR.z()));
QString dtext(QString("depth : ") + QString::number(depth));
QPainter painter(this);
painter.drawText(10, 10, ytext);
painter.drawText(10, 25, ptext);
painter.drawText(10, 40, rtext);
painter.drawText(10, 55, dtext);
painter.end();
//*************************************************
//double scalar = std::acos(mRotation.scalar()) * 2;
//double X = std::asin(mRotation.x()) * 2;
//double Y = std::asin(mRotation.y()) * 2;
//double Z = std::asin(mRotation.z()) * 2;
//glRotated(scalar * radToDeg, X * radToDeg, Y * radToDeg, Z * radToDeg);
glScaled(mScale, mScale, mScale);
QVector3D orthogonalPoint;
QVector3D orthogonalVector;
QVector3D currentNormal;
for (size_t index = 0; index < mSphere->getTriangles().size(); index++)
{
// BEGIN CODE IN QUESTION
glEnable(GL_DEPTH_TEST);
//glDepthMask(GL_TRUE);
//glClearDepth(0.0);
//glDepthFunc(GL_LEQUAL);
// END CODE IN QUESTION
currentNormal = mSphere->getTriangles()[index].getNormal();
orthogonalVector = QVector3D::crossProduct(QVector3D(currentNormal.x(), currentNormal.y(), currentNormal.z()),
QVector3D(currentNormal.x(), currentNormal.y(), 0));
orthogonalVector.normalize();
glLineWidth(1.0);
glColor3f(1.0, 1.0, 1.0);
glBegin(GL_LINES);
glVertex3f(0, 0, 0);
glVertex3f(currentNormal.x(), currentNormal.y(), currentNormal.z());
glEnd();
glLineWidth(3.0);
glColor3f(1.0, 0.0, 0.0);
glBegin(GL_LINE_STRIP);
glVertex3f(0, 0, 0);
glVertex3f(0, 0, -1);
glEnd();
glLineWidth(3.0);
glColor3f(0.0, 1.0, 0.0);
glBegin(GL_LINE_STRIP);
glVertex3f(0, 0, 0);
glVertex3f(1, 0, 0);
glEnd();
glLineWidth(3.0);
glColor3f(0.0, 1.0, 1.0);
glBegin(GL_LINE_STRIP);
glVertex3f(0, 0, 0);
glVertex3f(0, 1, 0);
glEnd();
glColor3f(0.0, 0.0, 0.0);
glBegin(GL_TRIANGLE_FAN);
glVertex3d(currentNormal.x(), currentNormal.y(), currentNormal.z());
for (size_t fanIndex = 0; fanIndex < 9; ++fanIndex)
{
double degrees = static_cast<double>(fanIndex) * (360.0 / mTargetTesselations);
QMatrix4x4 matrix;
matrix.rotate(degrees, currentNormal.x(), currentNormal.y(), currentNormal.z());
orthogonalPoint = (orthogonalVector * matrix) / 20.0;
glVertex3d(currentNormal.x() + orthogonalPoint.x(),
currentNormal.y() + orthogonalPoint.y(),
currentNormal.z() + orthogonalPoint.z());
}
glEnd();
glColor3f(1.0, 0.0, 0.0);
glBegin(GL_TRIANGLE_FAN);
glVertex3d(currentNormal.x(), currentNormal.y(), currentNormal.z());
for (size_t fanIndex = 0; fanIndex < 9; ++fanIndex)
{
double degrees = 360.0 - (static_cast<double>(fanIndex) * (360.0 / mTargetTesselations));
QMatrix4x4 matrix;
matrix.rotate(degrees, currentNormal.x(), currentNormal.y(), currentNormal.z());
orthogonalPoint = (orthogonalVector * matrix) / 20.0;
glVertex3d(currentNormal.x() + orthogonalPoint.x(),
currentNormal.y() + orthogonalPoint.y(),
currentNormal.z() + orthogonalPoint.z());
}
glEnd();
}
/*
* Don't forget about the model-view matrix
*/
glPopMatrix();
}
I had bee searching basically all night to figure out why the depth test was not working. Things in the distance were being drawn over the things in the foreground. Finally, after writing halfway through a question here on stackoverflow I placed the code
glEnable(GL_DEPTH_TEST);
//glDepthMask(GL_TRUE);
//glClearDepth(0.0);
//glDepthFunc(GL_LEQUAL);
at the start of my for loop in the paintGL function. Low and behold the depth was correct. So, now that I have it working I'd really like to know WHY it is working. Why does this work properly because I enabled 'GL_DEPTH_TEST' in the loop? If I don't manually change it shouldn't the state remain the same? I'd like to know because knowing is half the battle.

Related

opengl light position changes weirdly

When I use glRotatef to change the diretion of the objects(table and cups) which are created by my own using plenty of triangles(I know it seems a little bit stupid QAQ), the lighting effects change weirdly as if the light position has also changed. However the lighting effects on teapot which is directly invoked by using glutSolidTeapot acts normally. I think that invoking glRotatef will not change the light position, so I cannot figure out where comes the problems.
The code is shown below:
#include<GLFW\glfw3.h>
#include<GL/glut.h>
#include<math.h>
#include<stdio.h>
#define _CRT_SECURE_NO_WARNINGS
//系统屏幕大小初始化
GLint SCREEN_WIDTH = 0;
GLint SCREEN_HEIGHT = 0;
//窗口大小初始化
GLint window_width = 1000;
GLint window_height = 800;
//中心坐标计算
#define MIDWIDTH window_width/2
#define MIDHEIGHT window_height/2
//设置模型旋转角度
GLfloat xAngle = 0.0f;
GLfloat yAngle = 0.0f;
//设置模型初始距离
GLfloat distancex;
GLfloat distancey;
//受支持的点大小范围
GLfloat sizes[2];
//受支持的点大小增量
GLfloat step;
GLfloat mat_ambient_skew[] = { 0,0,0,0 };
GLfloat mat_diffuse_skew[] = { 0,0,0,0 };
GLfloat mat_specular_skew[] = { 0,0,0,0 };
GLfloat low_shininess[] = { 3.0 };
//线框0 or 实体1
GLint l_or_r = 1;
GLboolean mouseLeftDown = false; //鼠标左键按下状态,默认是未按下
//缩放倍数
GLfloat times = 0.8f;
//定义光源的颜色和位置
GLfloat ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f }; //环境光
GLfloat position[] = { 10.0f,10.0f,10.0f,1.0f }; //光源位置
GLfloat matEmission[] = { 1.0f, 1.0f, 1.0f, 1.0 }; //反射光颜色
GLfloat diffuse[] = { 1.0, 1.0, 1.0, 1.0 }; //漫射光
GLfloat specular[] = { 1.0f, 1.0f, 1.0f, 1.0f }; //镜面反射
GLfloat mat_ambient[] = { 0.7f, 0.7f, 0.7f, 1.0f }; // 环境
GLfloat mat_diffuse[] = { 0.5f, 0.5f, 0.5f, 1.0f }; // 散射
GLfloat mat_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f }; // 镜面反射
GLfloat high_shininess[] = { 18.0f }; // 镜面反射指数为
GLfloat no_mat[] = { 0.0f, 0.0f, 0.0f, 1.0f }; // 无材质颜色
void init() {
GLfloat local_view[] = { 0.0 };
glClearColor(0.0, 0.0, 0.0, 0.0);
glShadeModel(GL_SMOOTH);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
//glLightfv(GL_LIGHT0, GL_SPECULAR, mat_specular);
glLightfv(GL_LIGHT0, GL_POSITION, position);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER, local_view);
glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, local_view);
glEnable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
// 启用光照
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, matEmission);
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_diffuse);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, high_shininess);
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, no_mat);
}
void translate()
{
//glColor3f(0.0f, 1.0f, 1.0f);
glScalef(times, times, times);
glTranslatef(distancex, distancey, 0);
glRotatef(xAngle, 1.0f, 0.0f, 0.0f);
glRotatef(yAngle, 0.0f, 1.0f, 0.0f);
}
void drawCube(double l, double w, double h, double x, double y, double z) {
glPushMatrix();
translate();
glTranslated(x, y, z);
glScaled(l, w, h);//沿x y z轴缩放 先缩放 再平移 一开始中心在原点
glColor3f(0.7, 0.35, 0.01);
if (l_or_r == 0) glutWireCube(1);
else if (l_or_r == 1) glutSolidCube(1);
glPopMatrix();
}
GLvoid DrawCircleArea(float height, float top, float bot, int num_segments, int cup) {
if (l_or_r == 0) {
glPolygonMode(GL_BACK, GL_LINE);//线框
glPolygonMode(GL_FRONT, GL_LINE);//线框
}
else if (l_or_r == 1) {
glPolygonMode(GL_BACK, GL_FILL);//实体
glPolygonMode(GL_FRONT, GL_FILL);//实体
}
GLfloat vertex[4];
const GLfloat delta_angle = 2.0 * 3.1415926 / num_segments;
int h = height;
float cx = 0;
float cy = 0;
float cz = 0;
// 画底面
glBegin(GL_TRIANGLES);
for (int i = 0; i <= num_segments; i++) {
int j = i + 1;
vertex[0] = cx;
vertex[1] = cy;
vertex[2] = cz;
vertex[3] = 1.0;
glVertex4fv(vertex);
vertex[0] = cos(delta_angle * i) * bot + cx;
vertex[1] = cy;
vertex[2] = sin(delta_angle * i) * bot + cz;
vertex[3] = 1.0;
glVertex4fv(vertex);
vertex[0] = cos(delta_angle * j) * bot + cx;
vertex[1] = cy;
vertex[2] = sin(delta_angle * j) * bot + cz;
vertex[3] = 1.0;
glVertex4fv(vertex);
}
glEnd();
if (cup != 1) { // 画顶面
glBegin(GL_TRIANGLE_FAN);
for (int i = 0; i <= num_segments; i++) {
int j = i + 1;
vertex[0] = cx;
vertex[1] = cy + h;
vertex[2] = cz;
vertex[3] = 1.0;
glVertex4fv(vertex);
vertex[0] = cos(delta_angle * i) * top + cx;
vertex[1] = cy + h;
vertex[2] = sin(delta_angle * i) * top + cz;
vertex[3] = 1.0;
glVertex4fv(vertex);
vertex[0] = cos(delta_angle * j) * top + cx;
vertex[1] = cy + h;
vertex[2] = sin(delta_angle * j) * top + cz;
vertex[3] = 1.0;
glVertex4fv(vertex);
}
glEnd();
}
for (int i = 0; i <= num_segments; i++) { // 画侧面
int j = i + 1;
glBegin(GL_TRIANGLES);
vertex[0] = cos(delta_angle * i) * bot + cx;
vertex[1] = cy;
vertex[2] = sin(delta_angle * i) * bot + cz;
vertex[3] = 1.0;
glVertex4fv(vertex);
vertex[0] = cos(delta_angle * j) * bot + cx;
vertex[1] = cy;
vertex[2] = sin(delta_angle * j) * bot + cz;
vertex[3] = 1.0;
glVertex4fv(vertex);
vertex[0] = cos(delta_angle * j) * top + cx;
vertex[1] = cy + h;
vertex[2] = sin(delta_angle * j) * top + cz;
vertex[3] = 1.0;
glVertex4fv(vertex);
vertex[0] = cos(delta_angle * i) * top + cx;
vertex[1] = cy + h;
vertex[2] = sin(delta_angle * i) * top + cz;
vertex[3] = 1.0;
glVertex4fv(vertex);
vertex[0] = cos(delta_angle * j) * top + cx;
vertex[1] = cy + h;
vertex[2] = sin(delta_angle * j) * top + cz;
vertex[3] = 1.0;
glVertex4fv(vertex);
vertex[0] = cos(delta_angle * i) * bot + cx;
vertex[1] = cy;
vertex[2] = sin(delta_angle * i) * bot + cz;
vertex[3] = 1.0;
glVertex4fv(vertex);
glEnd();
}
}
void MydrawCylinder(GLdouble l, GLdouble w, GLdouble h,
GLdouble x, GLdouble y, GLdouble z,
GLdouble base, GLdouble top, GLdouble height,
GLint slices, GLint stacks, GLint cup,
GLfloat r, GLfloat g, GLfloat b) {
if (l_or_r == 0) {
glPolygonMode(GL_BACK, GL_LINE);//线框
glPolygonMode(GL_FRONT, GL_LINE);//线框
}
else if (l_or_r == 1) {
glPolygonMode(GL_BACK, GL_FILL);//实体
glPolygonMode(GL_FRONT, GL_FILL);//实体
}
glPushMatrix();
translate();
glTranslated(x, y, z);
glScaled(l, w, h);//沿x y z轴缩放 先缩放 再平移 一开始中心在原点
glColor3f(r, g, b); // 桌子颜色
DrawCircleArea(height, top, base, slices, cup);
glPopMatrix();
}
void drawTeapot() {
//FILE* filePtr = fopen("./1.bmp", "rb");
glPushMatrix();
// 平滑处理 
glEnable(GL_POINT_SMOOTH);
glHint(GL_POINT_SMOOTH, GL_NICEST);
glEnable(GL_LINE_SMOOTH);
glHint(GL_LINE_SMOOTH, GL_NICEST);
glEnable(GL_POLYGON_SMOOTH);
glHint(GL_POLYGON_SMOOTH, GL_NICEST);
translate();
glColor3f(0., 0.35, 0.01); // 茶壶颜色
// 线框 or 实体
if (l_or_r == 0) glutWireTeapot(3.0f);
else if (l_or_r == 1) glutSolidTeapot(3.0f);
glPopMatrix();
}
void display() {
init();
glClearColor(0.7f, 0.9f, 1.0f, 0.3f); // 背景颜色
glClearStencil(1);
glEnable(GL_STENCIL_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); //清空颜色缓冲和深度缓冲
//设置观察点的位置,这里设置为从 - z轴观察
glLoadIdentity();
// GLdouble base, GLdouble top, GLdouble height, GLint slices, GLint stacks
// 桌子 table
MydrawCylinder(1, 1, 1, 0, -4.2, 0, 15, 15, 2, 100, 100, 0, 0.66, 0.47, 0.294);
MydrawCylinder(1, 1, 1, 0, -(4.2 + 15), 0, 0.75, 0.75, 15, 12, 100, 0, 0.66, 0.47, 0.294);
MydrawCylinder(1, 1, 1, 0, -(4.2 + 15 + 1), 0, 5, 5, 1, 100, 100, 0, 0.66, 0.47, 0.294);
// 四个杯子 four cups
int far = 5; // 杯子距离中心距离
MydrawCylinder(1, 1, 1, far, -2.2, -far, 0.5, 0.75, 2, 12, 100, 1, 0.478, 0.827, 0.475);
MydrawCylinder(1, 1, 1, -far, -2.2, far, 0.5, 0.75, 2, 12, 100, 1, 0.478, 0.827, 0.475);
MydrawCylinder(1, 1, 1, far, -2.2, far, 0.5, 0.75, 2, 12, 100, 1, 0.478, 0.827, 0.475);
MydrawCylinder(1, 1, 1, -far, -2.2, -far, 0.5, 0.75, 2, 12, 100, 1, 0.478, 0.827, 0.475);
// teapot
drawTeapot();
glutSwapBuffers();
}
void changeSize(GLint width, GLint height) { // 窗口改变尺寸
GLfloat ratio;
GLfloat coordinatesize = 16.0f;
if ((width == 0) || (height == 0))
return;
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
ratio = (GLfloat)width / (GLfloat)height;
if (width < height)
glOrtho(-coordinatesize, coordinatesize, -coordinatesize / ratio, coordinatesize / ratio, -coordinatesize, coordinatesize);
else
glOrtho(-coordinatesize * ratio, coordinatesize * ratio, -coordinatesize, coordinatesize, -coordinatesize, coordinatesize);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void menuFunc(int key) {
switch (key) {
case 1:
l_or_r = 0;
break;
case 2:
l_or_r = 1;
break;
case 3:
position[0] -= 10.0;
break;
case 4:
position[0] += 10.0;
break;
case 5:
position[2] += 10.0;
break;
case 6:
position[2] -= 10.0;
break;
}
glutPostRedisplay();
}
void setMenu() { // 设置鼠标右键菜单
int mainMenu;
int slrMenu;
int lightPositionMenu;
slrMenu = glutCreateMenu(menuFunc);
glutAddMenuEntry("线框", 1);
glutAddMenuEntry("实体", 2);
lightPositionMenu = glutCreateMenu(menuFunc);
glutAddMenuEntry("向下", 3);
glutAddMenuEntry("向上", 4);
glutAddMenuEntry("向外", 5);
glutAddMenuEntry("向内", 6);
mainMenu = glutCreateMenu(menuFunc);
glutAddSubMenu("线框 or 实体", slrMenu);
glutAddSubMenu("光照位置", lightPositionMenu);
glutAttachMenu(GLUT_RIGHT_BUTTON);
glutPostRedisplay();
}
void keyFunc(int key, int x, int y) //键盘控制
{
//旋转
if (key == GLUT_KEY_UP) xAngle -= 5.0f; //绕x轴顺时针旋转
else if (key == GLUT_KEY_DOWN) xAngle += 5.0f; //绕x轴逆时针旋转
else if (key == GLUT_KEY_LEFT) yAngle -= 5.0f; //绕y轴顺时针旋转
else if (key == GLUT_KEY_RIGHT) yAngle += 5.0f; //绕y轴逆时针旋转
//缩放
if (key == GLUT_KEY_F1) times += 0.2f;
else if (key == GLUT_KEY_F2) times -= 0.2f;
glutPostRedisplay();
}
int main(int argc, char* argv[]) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_STENCIL);
SCREEN_WIDTH = glutGet(GLUT_SCREEN_WIDTH);
SCREEN_HEIGHT = glutGet(GLUT_SCREEN_HEIGHT);
glutCreateWindow(" ");
glutReshapeWindow(window_width, window_height);
setMenu();
glutReshapeFunc(changeSize);
glutDisplayFunc(display);
glutSpecialFunc(keyFunc);
glutMainLoop();
return 0;
}
The shadow of teapot does not match that of the table, and if rotate the table, the reflect light of teapot doesn't change it's postion while the reflect light of table changing weirdly.
image1
image2

Drawing 3d and 2d in the same window not working correctly openGl

I am trying to draw some 3d ( a sun) and 2d (ground, cloud, ...) shapes in the same window, it actually worked! But the problem is when I when I run the program, it does not show smooth screen, it shows one shape then the other (while the first disappears), then the next shape and so on...
here is the code, than you.
#include<windows.h>
#include<stdio.h>
#include<GL/glut.h>
#include<stdlib.h>
#include<math.h>
#include<string.h>
#define CIRCLE_RADIUS 0.15f
# define PI 3.14159265358979323846
int eggs_caught = 0, missed_eggs = 0, level_count = 1, points = 0;
int egg_xc, egg_yc;
// for coordinates of egg
int basket_x, basket_y;
// for coordinates of basket
int a = 600, b = 650; // for default size of the screen
int s = 0;
// for menu option
int dropped_eggs = 0;
int speed_1 = 1, speed_2 = 1.5, speed_3 = 2, speed_4 = 2.5;
int w = 48, h = 48, t = 10, e = 9, g = 12;
void myinit();
void start_screen(int, int);
void cloud1();
void egg();
void basket(int, int);
void duck(int, int);
void print_score();
void egg_start();
void color();
void score();
void display(void);
void basket_set(int, int);
void myReshape(int, int);
void keys(unsigned char, int, int);
void menu(int);
void myinit()
{
}
void sun()
{
GLfloat black[] = { 0.0, 0.0, 0.0, 1.0 };
GLfloat yellow[] = { 1.0, 1.0, 0.0, 1.0 };
GLfloat direction[] = { 1.0, 1.0, 1.0, 0.0 };
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, yellow);
glMaterialfv(GL_FRONT, GL_SPECULAR, yellow);
glMaterialf(GL_FRONT, GL_SHININESS, 30);
glLightfv(GL_LIGHT0, GL_AMBIENT, black);
glLightfv(GL_LIGHT0, GL_DIFFUSE, yellow);
glLightfv(GL_LIGHT0, GL_SPECULAR, yellow);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glPushMatrix();
glTranslatef(0, 0.0, 0);
glutSolidSphere(0.5, 30, 30);
glPopMatrix();
glPopMatrix();
glFlush();
glDisable(GL_LIGHTING);
glDisable(GL_LIGHT0);
glDisable(GL_DEPTH_TEST);
}
void cloud1()
{
float theta;
GLfloat angle;
glLineWidth(1.5);
glColor3f(1, 1, 1);
glBegin(GL_POLYGON);
for (int i = 0; i < 360; i++)
{
theta = i * PI * i / 180;
glVertex2f(100 + 50 * cos(theta) / 2, 590 + 50 * sin(theta) / 2);
}
glEnd();
glLineWidth(1.5);
glColor3f(1, 1, 1);
glBegin(GL_POLYGON);
for (int i = 0; i < 360; i++)
{
theta = i * PI * i / 180;
glVertex2f(130 + 50 * cos(theta) / 2, 580 + 50 * sin(theta) / 2);
}
glEnd();
glLineWidth(1.5);
glColor3f(1, 1, 1);
glBegin(GL_POLYGON);
for (int i = 0; i < 360; i++)
{
theta = i * PI * i / 180;
glVertex2f(140 + 50 * cos(theta) / 2, 600 + 50 * sin(theta) / 2);
}
glEnd();
glLineWidth(1.5);
glColor3f(1, 1, 1);
glBegin(GL_POLYGON);
for (int i = 0; i < 360; i++)
{
theta = i * PI * i / 180;
glVertex2f(170 + 50 * cos(theta) / 2, 590 + 50 * sin(theta) / 2);
}
glEnd();
glFlush();
}
void backk(int i, int j)
{
glColor3f(0, .5, 1);
glBegin(GL_QUADS);
glVertex2f(0.0 + i, 0.0 + j);
glVertex2f(600.0 + i, 0.0 + j);
glVertex2f(600.0 + i, -500 + j);
glVertex2f(0.0 + i, -500 + j);
glEnd();
glFlush();
}
void ground(int i, int j)
{
glBegin(GL_QUADS);
glColor3f(0, 1.0, 0);
glVertex2f(0.0 + i, 0.0 + j);
glVertex2f(600.0 + i, 0.0 + j);
glVertex2f(600.0 + i, -j);
glVertex2f(0.0 + i, -j);
glEnd();
}
void duck(int i, int j)
{
int h;
glColor3f(1.0, 1.0, 0.0);
glBegin(GL_POLYGON);
glVertex2f(45 + i, 45 + j);
glVertex2f(70 + i, 20 + j);
glVertex2f(95 + i, 20 + j);
glVertex2f(120 + i, 45 + j);
glVertex2f(95 + i, 70 + j);
glVertex2f(70 + i, 70 + j);
glVertex2f(95 + i, 95 + j);
glVertex2f(82.5 + i, 107.5 + j);
glVertex2f(32.5 + i, 57.5 + j);
glEnd();
glFlush();
for (h = 0; h < 13; h += 4)
{
glBegin(GL_LINES);
glColor3f(0.7, 0.4, 0);
glVertex2f(57.5 + h + i, 52.5 + h + j);
glVertex2f(100 + h + i, 30 + h + j);
glEnd();
glFlush();
}
glColor3f(0.0, 1.0, 0.0);
glBegin(GL_POLYGON);
glVertex2f(82.5 + i, 107.5 + j);
glVertex2f(65 + i, 107.5 + j);
glVertex2f(50 + i, 95 + j);
glVertex2f(70 + i, 95 + j);
glEnd();
glFlush();
glColor3f(0.0, 0.0, 0.0);
glPointSize(5);
glBegin(GL_POINTS);
glVertex2f(76 + i, 101 + j);
glEnd();
glColor3f(0.0, 1.0, 0.0);
glBegin(GL_LINE_LOOP);
glVertex2f(72.5 + i, 107.5 + j);
glVertex2f(67.5 + i, 112.5 + j);
glVertex2f(72.5 + i, 110 + j);
glVertex2f(77.5 + i, 112.5 + j);
glEnd();
glFlush();
}
void display(void)
{
GLfloat aspect = GLfloat(a) / GLfloat(b);
glOrtho(-2.5 * aspect, 2.5 * aspect, -2.5, 2.5, -10.0, 10.0);
glClear(GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-2.5 * aspect, 2.5 * aspect, -2.5, 2.5, -10.0, 10.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
sun();
glClear(GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, (GLdouble)a, 0.0, (GLdouble)b, 0, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
cloud1();
ground(0, 650);
backk(0, 650);
duck(40, 375);
duck(180, 375);
duck(320, 375);
}
void myReshape(int w, int h)
{
}
void keys(unsigned char key, int x, int y)
{
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(a, b);
glutCreateWindow("EGG GAME");
myinit();
glutInitWindowPosition(100, 100);
glutAttachMenu(GLUT_RIGHT_BUTTON);
glutDisplayFunc(display);
glutKeyboardFunc(keys);
glutIdleFunc(display);
glutReshapeFunc(myReshape);
glutMainLoop();
}
not using GLUT but this is What I see at first look.
glClear(GL_DEPTH_BUFFER_BIT);
why not clear also color? try glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
no glutSwapBuffers();
without this call at the end of display function your render is not updated when it needs to.
no glFlush/glFinish before swapping buffers
its safe to have them at the end. I see you got them in some of the rendering calls not all though.
using int operands for glVertex2f
Why not use glVertex2i instead when all of your coordinates are integers anyway. The int to float conversions slowing things down ...
Take a look at some simple GLUT example I just found:
cube.c
In there the Display look like this:
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
drawBox(); // here yoru rendering stuff instead
glFlush(); // I usually add this before swapping buffers
glutSwapBuffers();
}
so change your code accordingly...
On top of all this I would maybe try to use Blending for the clouds ...

Separating Triangle Strips in Circular Annulus

Given the problem description:
More specifically, the problem involves specifically the decorated annulus. The problem I am having is to separate the lightly shaded triangle from the dark shaded triangles.
I have produced code (based on a previous example) that produces a circular annulus. However, the triangles are together rather than separate, and produce the same color.
Here is the code that I have produced so far:
///////////////////////////////////////////////////////////////////////////////////////////
// circularAnnuluses.cpp
//
// This program draws three identical-looking circular annuluses in three different ways -
// see comments below.
//
// Interaction:
// Press the space bar to toggle between wirefrime and filled for the lower annulus.
//
// Sumanta Guha.
///////////////////////////////////////////////////////////////////////////////////////////
#include <cstdlib>
#include <cmath>
#include <iostream>
#ifdef __APPLE__
# include <GL/glew.h>
# include <GL/freeglut.h>
# include <OpenGL/glext.h>
#else
# include <GL/glew.h>
# include <GL/freeglut.h>
//# include <GL/glext.h>
#pragma comment(lib, "glew32.lib")
#endif
#define PI 3.14159265
#define N 6.0 // Number of vertices on the boundary of the disc.
using namespace std;
// Globals.
static int isWire = 0; // Is wireframe?
// Drawing routine.
void drawScene(void)
{
float angle;
int i;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear the buffers including
// the depth buffer.
glPolygonMode(GL_FRONT, GL_FILL);
// Lower circular annulus: with a true hole.
if (isWire) glPolygonMode(GL_FRONT, GL_LINE); else glPolygonMode(GL_FRONT, GL_FILL);
glBegin(GL_TRIANGLE_STRIP);
for (i = 0; i <= N; ++i)
{
angle = 2 * PI * i / N;
glColor3f(1.0, 0.0, 0.0);
glVertex3f(50 + cos(angle) * 10.0, 50 + sin(angle) * 10.0, 0.0);
glColor3f(0, 1, 0);
glVertex3f(50 + cos(angle) * 20.0, 50 + sin(angle) * 20.0, 0.0);
}
glEnd();
// Write labels.
glColor3f(0.0, 0.0, 0.0);
glFlush();
}
// Initialization routine.
void setup(void)
{
glClearColor(1.0, 1.0, 1.0, 0.0);
}
// OpenGL window reshape routine.
void resize(int w, int h)
{
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0.0, 100.0, 0.0, 100.0, -1.0, 1.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
// Keyboard input processing routine.
void keyInput(unsigned char key, int x, int y)
{
switch (key)
{
case ' ':
if (isWire == 0) isWire = 1;
else isWire = 0;
glutPostRedisplay();
break;
case 27:
exit(0);
break;
default:
break;
}
}
// Routine to output interaction instructions to the C++ window.
void printInteraction(void)
{
cout << "Interaction:" << endl;
cout << "Press the space bar to toggle between wirefrime and filled for the lower annulus." << endl;
}
// Main routine.
int main(int argc, char** argv)
{
printInteraction();
glutInit(&argc, argv);
glutInitContextVersion(4, 3);
glutInitContextProfile(GLUT_COMPATIBILITY_PROFILE);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGBA | GLUT_DEPTH);
glutInitWindowSize(500, 500);
glutInitWindowPosition(100, 100);
glutCreateWindow("DecoratedAnnulus.cpp");
glutDisplayFunc(drawScene);
glutReshapeFunc(resize);
glutKeyboardFunc(keyInput);
glewExperimental = GL_TRUE;
glewInit();
setup();
glutMainLoop();
}
The section of code where the problem lies is in the 'drawscene' function. I believe there should be two different for loops to separate the triangles from one another, but whenever I try to split the for loop it produces a monster of a shape.
I'm not exactly sure where to begin to complete this last problem.
As mentioned in the other answer, a possibility is to switch to flat shading mode by glShadeModel.
But note, you've also to offset the vertex coordinates of the outer circle:
glShadeModel( GL_FLAT );
glBegin(GL_TRIANGLE_STRIP);
for (i = 0; i <= N; ++i)
{
angle1 = 2 * PI * i / N;
angle2 = 2 * PI * (i+0.5) / N;
glColor3f(1.0, 0.0, 0.0);
glVertex3f(50 + cos(angle1) * 10.0, 50 + sin(angle1) * 10.0, 0.0);
glColor3f(0, 1, 0);
glVertex3f(50 + cos(angle2) * 20.0, 50 + sin(angle2) * 20.0, 0.0);
}
glEnd();
The other possibility is to draw the inner and outer triangles with the primitive type GL_TRIANGLES in 2 separate loops:
glShadeModel( GL_SMOOTH );
glBegin(GL_TRIANGLES);
glColor3f(1.0, 0.0, 0.0);
for (i = 0; i <= N; ++i)
{
angle1 = 2 * PI * i / N;
angle2 = 2 * PI * (i+0.5) / N;
angle3 = 2 * PI * (i+1) / N;
glVertex3f(50 + cos(angle1) * 10.0, 50 + sin(angle1) * 10.0, 0.0);
glVertex3f(50 + cos(angle2) * 20.0, 50 + sin(angle2) * 20.0, 0.0);
glVertex3f(50 + cos(angle3) * 10.0, 50 + sin(angle3) * 10.0, 0.0);
}
glEnd();
glBegin(GL_TRIANGLES);
glColor3f(0, 1, 0);
for (i = 0; i <= N; ++i)
{
angle1 = 2 * PI * (i-0.5) / N;
angle2 = 2 * PI * i / N;
angle3 = 2 * PI * (i+0.5) / N;
glVertex3f(50 + cos(angle1) * 20.0, 50 + sin(angle1) * 20.0, 0.0);
glVertex3f(50 + cos(angle2) * 10.0, 50 + sin(angle2) * 10.0, 0.0);
glVertex3f(50 + cos(angle3) * 20.0, 50 + sin(angle3) * 20.0, 0.0);
}
glEnd();
Both methods generate the following image:
If you want a more "circular" look, then you've to tessellate the segments along the inner or outer circle. Use the primitive type GL_TRIANGLE_FAN (see Triangle primitives) to draw a single segment:
int N2 = 10;
glShadeModel( GL_SMOOTH );
# draw the red segments
glColor3f(1.0, 0.0, 0.0);
for (int i = 0; i <= N; ++i)
{
float angle1 = 2 * PI * i / N;
float angle2 = 2 * PI * (i+0.5) / N;
float angle3 = 2 * PI * (i+1) / N;
# draw a single red segment
glBegin(GL_TRIANGLE_FAN);
glVertex3f(50 + cos(angle2) * 20.0, 50 + sin(angle2) * 20.0, 0.0);
for (int j = 0; j <= N2; ++j)
{
float a = angle1 + (angle3 - angle1) * (float)j / (float)N2;
glVertex3f(50 + cos(a) * 10.0, 50 + sin(a) * 10.0, 0.0);
}
glEnd();
}
# draw the green sgements
glColor3f(0, 1, 0);
for (int i = 0; i <= N; ++i)
{
float angle1 = 2 * PI * (i-0.5) / N;
float angle2 = 2 * PI * i / N;
float angle3 = 2 * PI * (i+0.5) / N;
# draw a single green segment
glBegin(GL_TRIANGLE_FAN);
glVertex3f(50 + cos(angle2) * 10.0, 50 + sin(angle2) * 10.0, 0.0);
for (int j = 0; j <= N2; ++j)
{
float a = angle1 + (angle3 - angle1) * (float)j / (float)N2;
glVertex3f(50 + cos(a) * 20.0, 50 + sin(a) * 20.0, 0.0);
}
glEnd();
}

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

I'm trying to make a program where I'm able to zoom in & out on the figures I've drawn, but is not doing it; it's switching the orientation of the figures and if I keep scrolling, it just disappears. The function that are suppose to be executed for this to work are the MouseFunc() along with the renderScene(). Any explanation for the problem or help is welcomed.
#include"glut.h"
#include<cmath>
#include<iostream>
using namespace std;
float xr = 0, yr = 0; //to control the object's movement from left to right
// XZ position of the camera
float x = 0.0f, z = 5.0f; //Module 4
float angleX = 0.0f; //Module 4
//Shift + ArrowKey rotation
float transX = 0.0f;
float transY = 0.0f;
float rotY = 0.0f;
//end
//Mouse Commands
//float ZoomFactor = 0.5;
GLfloat theta3 = 0;
GLfloat phi = 0;
GLfloat rho = 5;
GLfloat camX = 0;
GLfloat camY = 0;
GLfloat camZ = 0;
GLfloat upX = 0;
GLfloat upY = 0;
GLfloat upZ = 0;
//end
GLfloat angle = 0.0f;
int refreshmill = 1;
void timer(int value) { //to control the rotation of the object
glutTimerFunc(refreshmill, timer, 0);
}
void myDisplay(void) {
//Circle One
float theta;
glClear(GL_COLOR_BUFFER_BIT);
glColor3f(1, 0, 0);
glPushMatrix();
glBegin(GL_POLYGON);
for (int x = 0; x < 360; x++) {
theta = x * 3.142 / 180;
glVertex2f(150 * cos(theta) + xr, 150 * sin(theta) + yr);
}
glEnd();
glPopMatrix();
//Circle Two
float theta2;
glPushMatrix();
glTranslatef(0.5f, 0.0f, 0.0f); // rotation
glRotatef(angle, 0.0f, 0.0f, -0.5f); // rotation
glBegin(GL_POLYGON);
glColor3f(0, 0, 1);
for (int x = 0; x < 360; x++) {
theta2 = x * 3.142 / 180;
glVertex2f(150 + 15 * cos(theta2) + xr, 15 * sin(theta2) + yr);
}
angle += 0.2; // rotation
glEnd();
glPopMatrix();
//Draw Star
glColor3ub(119, 193, 15);
glPushMatrix();
glBegin(GL_POLYGON);
glVertex2d(15 + xr, 60 + yr);
glVertex2d(75 + xr, 75 + yr); //right peak
glVertex2d(15 + xr, 90 + yr);
glVertex2d(0 + xr, 150 + yr); //Up-peak Changed
glVertex2d(-15 + xr, 90 + yr);
glVertex2d(-75 + xr, 75 + yr);
glVertex2d(-15 + xr, 60 + yr);
glVertex2d(0 + xr, 0 + yr);
glEnd();
glPopMatrix();
}
//Close code
void handleKeypress(unsigned char key, int x, int y){
switch (key){
case 27: //when the escape key is pressed the program will exit.
exit(0);
}
}
//Movement of drawing
void keyboard(int key, int x, int y) {
float fraction = 0.1f;
bool shift = false;
int mod = glutGetModifiers();
if (mod == GLUT_ACTIVE_SHIFT) {
shift = true;
}
if (!shift) {
switch (key) {
case GLUT_KEY_RIGHT: xr++; break;
case GLUT_KEY_LEFT: xr--; break;
case GLUT_KEY_UP: angleX -= 1.0f; break; //Module 4
case GLUT_KEY_DOWN: angleX += 1.0f; break; //Module 4
}
}
else {
switch (key) {
case GLUT_KEY_LEFT:// Rotación del dibujo hacia la izquierda en el eje de Y
rotY -= 1.0f;
break;
case GLUT_KEY_RIGHT:// Rotación del dibujo hacia la derecha en el eje de Y
rotY += 1.0f;
break;
}
}
}
//Mouse Function
void MouseFunc(int button, int state, int x, int y){
if (button > 4){
rho = rho + 3.0;
}
else (button < 3);{
rho = rho - 3.0;
}
}
void renderScene(void) {
glClear(GL_COLOR_BUFFER_BIT);
glColor3f(0.0, 1.0, 0.0);
glRotatef(rotY, 0.0, 1.0, 0.0); //Rotation with Shift + ArrowKey
GLfloat camX = rho * cos(theta3*3.1415926f / 180)*sin(phi*3.1415926f / 180);
GLfloat camY = rho * sin(theta3*3.1415926f / 180);
GLfloat camZ = rho * cos(theta3*3.1415926f / 180)*cos(phi*3.1415926f / 180);
// Reduce theta slightly to obtain another point on the same longitude line on the sphere.
GLfloat dt = 1;
GLfloat eyeXtemp = -rho * cos((theta3 - dt)*3.1415926f / 180)*sin(phi*3.1415926f / 180);
GLfloat eyeYtemp = -rho * sin((theta3 - dt)*3.1415926f / 180);
GLfloat eyeZtemp = -rho * cos((theta3 - dt)*3.1415926f / 180)*cos(phi*3.1415926f / 180);
// Connect these two points to obtain the camera's up vector.
GLfloat upX = eyeXtemp - camX;
GLfloat upY = eyeYtemp - camY;
GLfloat upZ = eyeZtemp - camZ;
// Clear Color and Depth Buffers
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Reset transformations
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// Set the camera
gluLookAt(camX, camY, camZ, 0, 0, 0, upX, upY, upZ);
gluLookAt(x, 0.0f, z, x, 0.0f, z - 1.0f, 0.0f, 1.0f, 0.0f); //Module 4
glRotatef(angleX, 1, 0, 0); //Module 4
myDisplay();
glFlush();
glutPostRedisplay();
glutSwapBuffers();
}
void init() {
glClearColor(0, 0, 0, 1);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(0.0f, 0.1f, 0.1f, 0.0f);
glOrtho(-250, 250, -250, 250, -250, 250); //IMPORTANT- Define from negative to positive
glMatrixMode(GL_MODELVIEW);
}
int main(int argc, char** argv) {
// init GLUT and create window
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
glutInitWindowSize(500, 500);
glutInitWindowPosition(0, 0);
glutCreateWindow("Homework: Circle");
// register callbacks
glutDisplayFunc(renderScene);
glutTimerFunc(0,timer,0);
glutKeyboardFunc(handleKeypress);
glutSpecialFunc(keyboard);
glutMouseFunc(MouseFunc);
// OpenGL init
init();
// enter GLUT event processing cycle
glutMainLoop();
}
Is wired to set a perspective and an orthographic projection. Delete the perspective projection gluPerspective:
void init() {
glClearColor(0, 0, 0, 1);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
//gluPerspective(0.0f, 0.1f, 0.1f, 0.0f); <---- delete
glOrtho(-250, 250, -250, 250, -250, 250);
glMatrixMode(GL_MODELVIEW);
}
If you want to zoom, the the orthographic projection has to be changed (glOrtho). The projection matrix describes the mapping from 3D points of a scene, to 2D points of the viewport.
Implement a mouse wheel event, which changes the zoom, in a restricted range:
e.g.
GLdouble zoom = 0.0f;
void MouseFunc(int button, int state, int x, int y){
GLdouble min_z = -100.0;
GLdouble max_z = 100.0;
if (button == 4 && zoom < max_z) {
zoom += 3.0;
}
else if (button == 3 && zoom > min_z) {
zoom -= 3.0;
}
}
Modify the orthographic projection, dependent on the zoom in the display loop renderScene:
void renderScene(void) {
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
GLdouble ortho = 250 + zoom;
glOrtho(-ortho, ortho, -ortho, ortho, -250, 250);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// [...]
}

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();