I am trying to draw a solid cube in open GL to serve as a background of an interface button. The problem is, it is not being drawn on the screen at all. I have a class OGWindow that handles the drawing and a main class/method. I invoke all of the necessary methods from OGWindow in the main class. What am I doing wrong here?
This is my main class:
OGWindow theWindow;
int main(int argc, char **argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize( 1000, 600 );
glutInitWindowPosition(0, 0);
glutCreateWindow("OpenGL Demo");
glEnable(GL_DEPTH_TEST); // enable the depth buffer test
glutDisplayFunc(DrawGLScene);
glutReshapeFunc(ReSizeGLScene);
glutMouseFunc(mouseClick);
glutMotionFunc(mouseMotion);
glutPassiveMotionFunc(mousePassiveMotion);
glutIdleFunc(Idle);
theWindow.initGL();
glutMainLoop();
}
void DrawGLScene(void) {
theWindow.myDrawGLScene();
}
This is my OGWindow class:
void OGWindow::initGL(void) {
glClearColor(1.0, 1.0, 1.0, 1.0);
squareX = 1.0;
squareY = 1.0;
squareWidth = 40.0;
squareHeight = 40.0;
squareColour = RED;
squareDraggingP = false;
}
void OGWindow::MyReSizeGLScene(int fwidth, int fheight)
{
// Store window size in class variables so it can be accessed in myDrawGLScene() if necessary
wWidth = fwidth;
wHeight = fheight;
// Calculate aspect ration of the OpenGL window
aspect_ratio = (float) fwidth / fheight;
// Set camera so it can see a square area of space running from 0 to 10
// in both X and Y directions, plus a bit of space around it.
Ymin = 0;
Xmin = 0;
Ymax = 600;
// Choose Xmax so that the aspect ration of the projection
// = the aspect ratio of the viewport
//Xmax = (aspect_ratio * (Ymax -Ymin)) + Xmin;
Xmax = 1000;
glMatrixMode(GL_PROJECTION); // Select The Projection Stack
glLoadIdentity();
glOrtho(Xmin, Xmax, Ymin, Ymax, -1.0, 1.0);
glViewport(0, 0, wWidth, wHeight); // Viewport fills the window
}
void OGWindow::myDrawGLScene(GLvoid) // Here's Where We Do All The Drawing
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear the drawing area
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
OGWindow::myDrawModel();
glColor3f(0.0, 0.0, 0.0);
drawToolbar();
drawCreateButton();
glutSwapBuffers(); // Needed if we're running an animation
glFlush();
}
And this is the method that is suppose to draw a solid cube in the scene:
void OGWindow::drawCreateButton(GLvoid){
glPushMatrix();
glColor3f(0.0, 1.0, 0.0);
glTranslatef(10.0,30.0,0.0);
glutSolidCube(4);
glPopMatrix();
}
Sorry if i'm not answering your question, but it seems you're not using modern OpenGL, functions like glMatrixMode(GL_PROJECTION); and a lot more in your code should be avoided in modern applications.
Instead of glVertex() and glColor() you should use a VBO and a shader.
Here's a modern OpenGL tutorial wich is easy to follow: OpenGL tutorial for beginners
Related
I didn't want to go back to the same question from yesterday, however before I am able to use the function to turn on and off the grid, I first need to know if my grid is actually working, I have been making new projects all night trying to display the grid but it isn't showing, the screen is always black and nothing is there at all.
#include "include\freeglut.h" // OpenGL toolkit - in the local shared folder
#include <iostream>
//set up some constants
#define X_CENTRE 0.0 /* centre point of square */
#define Y_CENTRE 0.0
#define LENGTH 1.0 /* lengths of sides of square */
GLfloat red = 1.0, green = 1.0, blue = 1.0;
int w;
int h;
/* reshape callback function
executed when window is moved or resized */
void reshape(int width, int height)
{
glViewport(0, 0, width, height);
/* uses orthographic (parallel) projection
use xmin = -1, xmax = 1
ymin = -1, ymax = 1
znear = -1, zfar = 1 - not relevant here (2D) */
glOrtho(-1.0, 1.0, -1.0, 1.0, -1.0, 1.0);
}
/* display callback function
called whenever contents of window need to be re-displayed */
//this is the all important drawing method - all drawing code goes in here
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT); /* clear window */
//glColor3f(red, green, blue); /* white drawing objects */
glColor3f(0.8, 0.8, 0.8);
GLint i;
glEnable(GL_LINE_STIPPLE); //Activates the line-style feature
glLineStipple(1, 0xAAAA); // Plots a dashed polyline
glBegin(GL_LINES);
for (i = 2; i <= 9; i++)
{
glVertex3f(i * 0.1 * w, 0.0, 0.0);
glVertex3f(i * 0.1 * w, 0.9 * h, 0.0);
}
for (i = 1; i <= 9; i++)
{
glVertex3f(0.1 * w, i * 0.1 * h, 0.0);
glVertex3f(w, i * 0.1 * h, 0.0);
}
glEnd();
glDisable(GL_LINE_STIPPLE);
glFlush(); /* execute drawing commands in buffer */
}
/* graphics initialisation */
void init(void)
{
glClearColor(0.0, 0.0, 0.0, 0.0); /* window will be cleared to black */
}
//rename this to main(...) and change example 2 to run this main function
int main(int argc, char** argv)
{
/* window management code ... */
/* initialises GLUT and processes any command line arguments */
glutInit(&argc, argv);
/* use single-buffered window and RGBA colour model */
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
/* window width = 400 pixels, height = 400 pixels */
glutInitWindowSize(400, 400);
/* window upper left corner at (100, 100) */
glutInitWindowPosition(100, 100);
/* creates an OpenGL window with command argument in its title bar */
glutCreateWindow("Example 1");
init();
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutMainLoop();
return 0;
}
The variables w and h a re not initialized. Initialize the variables by 1:
int w = 1;
int h = 1;
However, if you want to set the vertex coordinates in window space, you have to change the orthographic projection. The projection matrix defines the area (volume) with respect to the observer (viewer) which is projected onto the viewport. At orthographic projection, this area (volume) is defined by 6 distances (left, right, bottom, top, near and far) to the viewer's position.
glOrtho(-1.0, 1.0, -1.0, 1.0, -1.0, 1.0);
glOrtho(0.0, (float)w, (float)h, 0.0, -1.0, 1.0);
Function reshape:
void reshape(int width, int height)
{
glViewport(0, 0, width, height);
/* uses orthographic (parallel) projection
use xmin = -1, xmax = 1
ymin = -1, ymax = 1
znear = -1, zfar = 1 - not relevant here (2D) */ #
w = width;
h = height;
glMatrixMode(GL_PROJECTION);
glOrtho(0.0, (float)w, (float)h, 0.0, -1.0, 1.0);
glMatrixMode(GL_MODELVIEW);
}
I am a beginner in OpenGl and I am struggling a bit with setting up the glOrtho camera to match the window size so that I can draw a line using the window's coordinates. For example, if I want to draw a line from coordinates 0,10 (x,y) to 600,10. I managed to draw the line (which will be a "Separator" from the viewport and a toolbar with buttons) in my current set up but it was by "try end error" approach and the coordinates that I needed to put don't make any sense to me. When I tried to draw a line using the above-mentioned coordinates, the line simply did not show up. What I need to change in the glOrtho set up in order to work with these (1000x600) screen size and draw my vertices and not these:
glVertex3f(-2.0, 11.0, 0.0);
glVertex3f(20.0, 11.0, 0.0);
Note, my current window size is 1000x600 (width/height)
This is the line (on the top that crosses the whole screen):
This is my OGWindow class that handles all of the drawing:
void OGWindow::MyReSizeGLScene(int fwidth, int fheight)
{
// Store window size in class variables so it can be accessed in myDrawGLScene() if necessary
wWidth = fwidth;
wHeight = fheight;
// Calculate aspect ration of the OpenGL window
aspect_ratio = (float) fwidth / fheight;
// Set camera so it can see a square area of space running from 0 to 10
// in both X and Y directions, plus a bit of space around it.
Ymin = -1;
Ymax = 12;
Xmin = -1;
// Choose Xmax so that the aspect ration of the projection
// = the aspect ratio of the viewport
Xmax = (aspect_ratio * (Ymax -Ymin)) + Xmin;
glMatrixMode(GL_PROJECTION); // Select The Projection Stack
glLoadIdentity();
glOrtho(Xmin, Xmax, Ymin, Ymax, -1.0, 1.0);
glViewport(0, 0, wWidth, wHeight); // Viewport fills the window
}
void OGWindow::myDrawGLScene(GLvoid) // Here's Where We Do All The Drawing
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear the drawing area
OGWindow::myDrawModel();
drawToolbar();
glutSwapBuffers(); // Needed if we're running an animation
glFlush();
}
void OGWindow::myDrawModel(GLvoid)
{
switch ( squareColour ) {
case RED:
glColor3f(1.0, 0.0, 0.0);
break;
case BLUE:
glColor3f(0.0, 0.0, 1.0);
break;
}
glBegin( GL_QUADS );
glVertex3f( squareX, squareY, 0.0 ); // Coordinates of bottom-left corner of square
glVertex3f( squareX + squareWidth, squareY, 0.0 );
glVertex3f( squareX + squareWidth, squareY + squareHeight, 0.0 );
glVertex3f( squareX, squareY + squareHeight, 0.0 );
glEnd();
}
// Convert from screen coords returned by mouse
// to world coordinates.
// Return result in worldX, worldY
void OGWindow::screen2World(int screenX, int screenY, double & worldX, double & worldY)
{
// Dimensions of rectangle viewed by camera projection
double projWidth = Xmax -Xmin;
double projHeight = Ymax - Ymin;
// Screen coords with origin at bottom left
int screenLeft = screenX;
int screenUp = wHeight - screenY;
worldX = Xmin + screenLeft * projWidth / wWidth ;
worldY = Ymin + screenUp * projHeight / wHeight ;
}
//Method to draw the toolbar separator line
void OGWindow::drawToolbar(GLvoid) {
//draw toolbar line separator
glColor3f(0.0,0.0,0.0);
glBegin(GL_LINES);
glVertex3f(-2.0, 11.0, 0.0);
glVertex3f(20.0, 11.0, 0.0);
glEnd();
//draw create button
glPushMatrix();
glTranslatef(2.0, 10.0, 0.0);
glutSolidCube(2.0);
glPopMatrix();
}
This is my main class where I am ivoking the methods from OGWindow:
int main(int argc, char **argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize( 1000, 600 );
glutInitWindowPosition(0, 0);
glutCreateWindow("OpenGL Demo");
glEnable(GL_DEPTH_TEST); // enable the depth buffer test
glutDisplayFunc(DrawGLScene);
glutReshapeFunc(ReSizeGLScene);
glutMouseFunc(mouseClick);
glutMotionFunc(mouseMotion);
glutPassiveMotionFunc(mousePassiveMotion);
glutIdleFunc(Idle);
theWindow.initGL();
glutMainLoop();
}
Check out the documentation of glOrtho function. As you see, there are 6 parameters: left, right, bottom, top, near, far. You made mistake by setting window width to top instead of bottom parameter. Here's proper use of function:
glOrtho (0, 1000, 600, 0, -1.0, 1.0)
So, first your ortho settings. If you want your camera to match the screen dimensions, glOrtho has to use the same dimensions.
// This will anchor the camera to the center of the screen
// Camera will be centered on (0,0)
glOrtho( -screenWidth/2.f, screenWidth/2.f, -screenHeight/2.f, screenHeight/2.f, -1, 1 );
// This will anchor the camera to the lower left corner of the screen
// Camera will be centered on (screenWidth/2, screenHeight/2)
glOrtho( 0, screenWidth, 0, screenHeight, -1, 1 );
Try both and see the difference. Although if you are making some sort of editor, where your camera doesn't move, you may be looking for the second ortho setup.
Second, you only ever use (apparently) the GL_PROJECTION matrix mode. You must use this mode to set the camera projection and GL_MODELVIEW to apply transforms to the camera or the objects.
So when you call resize and don't change the matrix mode back to GL_MODELVIEW, you'll be applying translations to the projection matrix.
If you did forget to initialize the modelview matrix it may contain garbage values and yield unexpected results.
Here is my code that set a perspective view volume. The rectangle is displayed correctly.
I want to add a teapot to my scene now, so I add a line drawing a teapot after drawing the rectangle. But no teapot was displayed.
What params did I set wrong? What's the problem with my view and teapot?
GLint winWidth = 600, winHeight = 600; // Initial display-window size.
GLfloat x0 = 50.0, y0 = 50.0, z0 = 50.0; // Viewing-coordinate origin.
GLfloat xref = 50.0, yref = 50.0, zref = 0.0; // Look-at point.
GLfloat Vx = 0.0, Vy = 1.0, Vz = 0.0; // View-up vector.
/* Set coordinate limits for the clipping window: */
//GLfloat xwMin = -40.0, ywMin = -60.0, xwMax = 40.0, ywMax = 60.0;
GLfloat xwMin = -100.0, ywMin = -100.0, xwMax = 100.0, ywMax = 100.0;
/* Set positions for near and far clipping planes: */
GLfloat dnear = 25.0, dfar = 125.0;
void init (void)
{
glClearColor (1.0, 1.0, 1.0, 0.0);
glMatrixMode (GL_MODELVIEW);
glLoadIdentity();
gluLookAt (x0, y0, z0, xref, yref, zref, Vx, Vy, Vz);
printf("look at orign:%.0f %.0f %.0f, pref: %.0f %.0f %.0f\n",x0, y0, z0, xref, yref, zref );
glMatrixMode (GL_PROJECTION);
glLoadIdentity();
glFrustum (xwMin, xwMax, ywMin, ywMax, dnear, dfar);
}
void displayFcn (void)
{
init ( );
glClear (GL_COLOR_BUFFER_BIT);
/* Set parameters for a square fill area. */
glColor3f (0.0, 1.0, 0.0); // Set fill color to green.
//glPolygonMode (GL_FRONT, GL_FILL);
glPolygonMode(GL_FRONT, GL_LINE);
glPolygonMode (GL_BACK, GL_LINE); // Wire-frame back face.
glBegin (GL_QUADS);
glVertex3f (0.0, 0.0, 0.0);
glVertex3f (100.0, 0.0, 0.0);
glVertex3f (100.0, 100.0, 0.0);
glVertex3f (0.0, 100.0, 0.0);
glEnd ( );
glutSolidTeapot(50.9);
glFlush ( );
}
void reshapeFcn (GLint newWidth, GLint newHeight)
{
glViewport (0, 0, newWidth, newHeight);
winWidth = newWidth;
winHeight = newHeight;
}
void keyboard(unsigned char key, int x, int y);
int main (int argc, char** argv)
{
glutInit (&argc, argv);
glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB);
glutInitWindowPosition (50, 50);
glutInitWindowSize (winWidth, winHeight);
glutCreateWindow ("Perspective View of A Square");
glutKeyboardFunc(keyboard);
glutDisplayFunc (displayFcn);
glutReshapeFunc (reshapeFcn);
glutMainLoop ( );
}
Your teapot is just totally off view.
You could place it inside the viewing volume like this:
glMatrixMode(GL_MODELVIEW);
glTranslatef(50.f, 50.f, 0.f);
glutSolidTeapot(50.9);
Also note that the field of view angle is insanely high for any normal viewing condition. Consider using the function gluPerspective instead of glFrustum to easily specify the angle, instead of manually having to specify the tangens of that angle scaled by the near plane distance as with glFrustum.
Also note that all of that is deprecated GL. Most of the functions you are using are removed from modern core profile contexts. If you start learning GL now, my advise is learning the new (well, 10 year old) way of using the programmable pipeline instead of the old (20 years) fixed-function pipeline with the builtin matrix stack.
I have this little program that is supposed to rotate a square in 2D. When I give it fixed vertexes, it works fine. But when I try to put it in motion, the square just starts to flash and blink and not really resemble a square at all. Everything looks good to me, so I must be missing something. Can anyone see it?
#include <stdio.h>
#include <math.h>
#include <glut/glut.h>
#define DEG_TO_RAD 0.017453
GLsizei ww, wh;
GLfloat theta;
void display()
{
//clear window
glClear(GL_COLOR_BUFFER_BIT);
//draw unit square polygon
glBegin(GL_POLYGON);
glVertex2f(sin(DEG_TO_RAD*theta), cos(DEG_TO_RAD*theta));
glVertex2f(-sin(DEG_TO_RAD*theta), cos(DEG_TO_RAD*theta));
glVertex2f(-sin(DEG_TO_RAD*theta), -cos(DEG_TO_RAD*theta));
glVertex2f(sin(DEG_TO_RAD*theta), -cos(DEG_TO_RAD*theta));
// glVertex2f(-0.5, -0.5);
// glVertex2f(-0.5, 0.5);
// glVertex2f(0.5, 0.5);
// glVertex2f(0.5, -0.5);
glEnd();
//flush gl buffers
glFlush();
}
void init() {
//set color to black
glClearColor(0.0, 0.0, 0.0, 0.0);
//set fill color to white
glColor3f(1.0, 1.0, 1.0);
//set up standard orthogonal view with clipping
//box as cube of side2 centered at origin
//this is default view and these statements could be removed
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(-1.0, 1.0, -1.0, 1.0);
}
void myreshape(GLsizei w, GLsizei h) {
//adjust clipping window
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if (w<=h)
gluOrtho2D(-2.0, 2.0, -2.0 * (GLfloat) h / (GLfloat) w, 2.0 * (GLfloat) h / (GLfloat) w);
else
gluOrtho2D(-2.0 * (GLfloat) w / (GLfloat) h, 2.0 * (GLfloat) w / (GLfloat) h, -2.0, 2.0);
glMatrixMode(GL_MODELVIEW);
//adjust viewport
glViewport(0, 0, w, h);
//set global size for use by drawing routine
ww = w;
wh = h;
}
void myidle() {
theta += 2.0;
if (theta > 360.0) theta -= 360.0;
glutPostRedisplay();
}
int main(int argc, char** argv)
{
theta = 0.0;
// initialize mode and open a window in upper-left corner of screen
// window title is name of program (arg[0])
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB);
glutInitWindowSize(500, 500);//Set the window size
glutInitWindowPosition(0, 0);
glutCreateWindow("rotating square");
glutDisplayFunc(display);
init();
glutReshapeFunc(myreshape);
glutIdleFunc(myidle);
glutMainLoop();
return 0;
}
Your vertex definitions just don't produce a square. Try the following:
glVertex2f(cos(DEG_TO_RAD*(theta + 135)), sin(DEG_TO_RAD*(theta + 135)));
glVertex2f(cos(DEG_TO_RAD*(theta + 45 )), sin(DEG_TO_RAD*(theta + 45 )));
glVertex2f(cos(DEG_TO_RAD*(theta - 45 )), sin(DEG_TO_RAD*(theta - 45 )));
glVertex2f(cos(DEG_TO_RAD*(theta - 135)), sin(DEG_TO_RAD*(theta - 135)));
The comment from Andon below your question is right. You should create the geometry (the vertices) only once and then rotate them by setting the matrix to ModelView and rotate with glRotatef(...). Recreating geometries on each render cycle is a wrong aproach.
I was writing a program to draw a square in my XY plane and make it rotate 360 degree, but it is not working.
void setupRC()
{
glClearColor(0,0,1,1);
glColor3f(1,0,0);
}
void timerfunc(int value)
{
glutPostRedisplay();
glutTimerFunc(33, timerfunc ,1);
}
void RenderScene()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
static GLfloat rot = 0.0f,x =0.0f , y=10.0f , z=0.0f;
rot++;
x = 10 * cos(rot);
y = 10 * sin(rot);
glPushMatrix();
glRotatef(rot,0.0,1.0,0.0);
glBegin(GL_POLYGON);
glVertex3i(10,-10,0);
glVertex3i(10,10,0);
glVertex3i(-10,10,0);
glVertex3i(-10,-10,0);
glVertex3i(10,-10,0);
glEnd();
glPopMatrix();
glutSwapBuffers();
}
void ChangeSize(GLint w, GLint h)
{
if(h==0)
h = 1;
GLfloat aspectratio = (GLfloat)w/(GLfloat)h;
glViewport(0,0,w,h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60.0f, aspectratio, -1.0, 400.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
int main(int argc , char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
glutInitWindowSize(800,600);
glutInitWindowPosition(0,0);
glutCreateWindow("chelsea");
glutTimerFunc(33, timerfunc , 1);
setupRC();
glutDisplayFunc(RenderScene);
glutReshapeFunc(ChangeSize);
glutMainLoop();
return 0;
}
I get no output, just a blank screen.
gluPerspective(60.0f, aspectratio, -1.0, 400.0);
Looks wrong, the near clipping plane needs to be a positive number
You should really use glRotatef for rotating, because your code is wrong if you want a plane rotating around XY (x and y will be 0 for some values of rot and you'll get to see nothing at all).
And you should perhaps give your polygons a color using the glColor commands.
As JB said, your gluPerspective call seems wrong, too. See this link for a reference.