This code makes cube. Code works correctly.
But, if I increase the vertex values, it does not show in the display. I want bigger cube, but bigger cube does not show in display. How can I fix it??
Thanks for answers...
#define A glVertex3f (-0.5, 0.5, -0.5)
#define B glVertex3f (-0.5, -0.5, -0.5)
#define C glVertex3f ( 0.5, -0.5, -0.5)
#define D glVertex3f ( 0.5, 0.5, -0.5)
#define E glVertex3f (-0.5, 0.5, 0.5)
#define F glVertex3f (-0.5, -0.5, 0.5)
#define G glVertex3f ( 0.5, -0.5, 0.5)
#define H glVertex3f ( 0.5, 0.5, 0.5)
#define _USE_MATH_DEFINES
#include <cmath>
#include <stdlib.h>
#include <math.h>
#include <glut.h>
float distance = 5.0;
int longitude = 0, latitude = 0, ainc = 5;
int lastx = -1, lasty = -1;
void display (void)
{
float xc, yc, zc;
int type = GL_POLYGON; // or GL_LINE_LOOP
xc = distance * cos (latitude /180.0*M_PI) * cos (longitude/180.0*M_PI);
yc = distance * sin (latitude /180.0*M_PI);
zc = distance * cos (latitude /180.0*M_PI) * sin (longitude/180.0*M_PI);
glLoadIdentity ();
gluLookAt (xc, yc, zc, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Sides of the cube as loops or polygons, in anti-clockwise order.
glColor3f (1.0, 0.0, 0.0);
glBegin (type); A; B; C; D; glEnd(); // front
glColor3f (0.0, 1.0, 0.0);
glBegin (type); H; E; F; G; glEnd(); // back
glColor3f (0.0, 0.0, 1.0);
glBegin (type); B; C; G; F; glEnd(); // bottom
glColor3f (1.0, 0.0, 1.0);
glBegin (type); A; D; H; E; glEnd(); // top
glColor3f (0.0, 1.0, 1.0);
glBegin (type); A; E; F; B; glEnd(); // left
glColor3f (1.0, 1.0, 0.0);
glBegin (type); D; C; G; H; glEnd(); // right
glutSwapBuffers ();
}
void keyboard (unsigned char key, int x, int y)
{
switch (key) {
case 27: case 'q': case 'Q':
exit (EXIT_SUCCESS);
break;
}
}
void special (int key, int x, int y)
{
switch (key) {
case GLUT_KEY_UP:
distance *= 1.1;
break;
case GLUT_KEY_DOWN:
distance /= 1.1;
break;
}
glutPostRedisplay ();
}
void click (int button, int state, int x, int y)
{
if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN) {
lastx = x;
lasty = y;
}
}
void mouse (int x, int y)
{
if (x > lastx) {
longitude = (longitude + ainc) % 360;
} else if (x < lastx) {
longitude = (longitude - ainc) % 360;
}
if (y > lasty) {
latitude = (latitude + ainc) % 360;
} else if (y < lasty) {
latitude = (latitude - ainc) % 360;
}
lastx = x;
lasty = y;
glutPostRedisplay ();
}
void reshape (int w, int h)
{
glViewport (0, 0, (GLsizei) w, (GLsizei) h);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
gluPerspective (65.0, (GLfloat) w / (GLfloat) h, 1.0, 20.0);
glMatrixMode (GL_MODELVIEW);
glLoadIdentity ();
glTranslatef (0.0, 0.0, -5.0);
}
int main (int argc, char *argv[])
{
glutInit (&argc, argv);
glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutCreateWindow (argv[0]);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
gluPerspective(50.0, 1.0, 3.0, 7.0);
glMatrixMode (GL_MODELVIEW);
glutDisplayFunc (display);
glutKeyboardFunc (keyboard);
glutSpecialFunc (special);
glutMouseFunc (click);
glutMotionFunc (mouse);
glutReshapeFunc (reshape);
glEnable (GL_DEPTH_TEST);
glutMainLoop ();
return EXIT_SUCCESS;
}
I suspect it's you perspective that's broken.
Your near and far planes are 3.0 and 7.0 units. If you move your points outside these planes they will be removed. You also use 1.0 and 20.0 when you reshape the window, but they won't be used unless there's a reshape event.
I don't know what values you use for your cube but I think you move outside of your defined range. Try increasing the difference between the near and far places and make sure your cube falls between them.
For more info on gluPerspective see the documentation.
To scale an object's vertices, you only have to multiply them by the same number. For example if you want to make a cube twice as large, multiply all vertices by 2.0.
If the cube becomes so large that it's front side goes behind the "camera" then it will not render, and if your settings do not render the "back side" of faces, then your cube will not render at all (because the camera will be inside it).
You can also use glScalef(float x, float y, float z)
Related
I need to make an animation where the box starts from (-15, 0) then going up to (-8, 15) and when it reach that, then it came down. and so on, just like a DVD screen saver, but i can't seem to find the formula for it to work.
Here's the code:
#include<windows.h>
#include<GL/glu.h>
#include<GL/glut.h>
#ifdef APPLE
#include<GLUT/glut.h>
#else
#include<GL/glut.h>
#endif
#include<stdio.h>
#include<stdlib.h>
#include <GL/freeglut.h>
//Variable menampung sudut awal
float xpos = -15.0;
float deltax = 0.5;
float ypos = 0.0;
bool balik = true;
bool turun = true;
//Variable mengatur perubahan sudut
void myInit(void) {
glClearColor(0.0, 0.0, 0.0, 1.0);
glColor3f(1.0, 1.0, 1.0);
glPointSize(2.0);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(-15.0f, 15.0f, -15.0f, 15.0f);
}
void myDisplay(void) {
glClear(GL_COLOR_BUFFER_BIT);
glBegin(GL_LINES);
glColor3f(1.0, 1.0, 1.0);
glVertex2f(-15.0, 0.0);
glVertex2f(15.0, 0.0);
glEnd();
glBegin(GL_LINES);
glColor3f(1.0, 1.0, 1.0);
glVertex2f(-8.0, 15.0);
glVertex2f(-8.0, -15.0);
glEnd();
glBegin(GL_LINES);
glColor3f(1.0, 1.0, 1.0);
glVertex2f(8.0, 15.0);
glVertex2f(8.0, -15.0);
glEnd();
glBegin(GL_LINES);
glColor3f(1.0, 1.0, 1.0);
glVertex2f(0.0, 15.0);
glVertex2f(0.0, -15.0);
glEnd();
glColor3f(1.0, 1.0, 1.0);
glBegin(GL_POLYGON);
glVertex2f(-0.2 + xpos, 0.2 + ypos);
glVertex2f(-0.2 + xpos, -0.2 + ypos);
glVertex2f(0.2 + xpos, -0.2 + ypos);
glVertex2f(0.2 + xpos, 0.2 + ypos);
glEnd();
glutSwapBuffers();
}
void Timer(int) {
glutPostRedisplay();
glutTimerFunc(100, Timer, 0);
if (ypos < 15 && xpos <-8 && turun == true){
xpos = xpos + deltax;
ypos = (2.143*xpos) + 32.143;
}
else {turun = false;};
if (ypos > -15 && xpos <8 && turun == false){
xpos = xpos + deltax;
ypos = -1,875*xpos + ;
}
else turun = true;
}
int main(int argc, char** argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB);
glutInitWindowSize(500, 500);
glutInitWindowPosition(100, 100);
glutCreateWindow("Animasi");
glutDisplayFunc(myDisplay);
myInit();
glutTimerFunc(0, Timer, 0);
//Perulangan
glutMainLoop();
return 0;
}
If you want the box to bounce you can just reverse the x or y velocity depending on which axis you hit. If you want the box to bounce with Gravity you will use vector parametric equations like so:
y = -16t^2 + vsin(x) + s.y and x = vcos(x) + s.x where t is time v is magnitude(velocity) and s is the starting position of the box which will be reset on every collision with the sides. Keep the magnitude the same to infinitely bounce. If the equation is confusing look up vector pre-calculus online.
First of all, let me tell i am quite new using OpenGL and C++. However, i want to get involved with this two topics.
So let me explain my case, ive been searching how to get the new coordinates of an object after glTrasnlatef and glRotatef were applied. However, i did not find the find info, actually i found some info about java but i am not getting it, as i told you i am working with C++.
I read there is something to deal with the glPushMatrix(); function but idont know how to handle it.
I know that after applying some trnaslation and rotation i am doing changes into the actual matrix.
Finally, the main purpose of this is because ill use those vertices from the rombohedrom and do a lot of translations and rotations, those are going to be needed as well.
So far this is my code (BTW i am working with lines and the vertices of course because i only need those).
i will really appreciate if someone can address me through the right path.
Thanks in advance
Alberto
#include <GL/glut.h>
#include <iostream>
#include <cmath>
#include <vector>
using namespace std;
// Global variables
double rotate_y=0;
double rotate_x=0;
int width = 640;
int height = 640;
#define PI 3.14159265
float theta = 60;
float edgeLength = 1;
float sinThetaOverHypotenuse = (sin((theta*PI)/180))/edgeLength;
vector<vector<float>> coordinates{{0.0, 0.0, 0.0},
{1.0, 0.0, 0.0},
{1.0, 0.0, 0.0},
{1.5, sinThetaOverHypotenuse, 0.0},
{1.5, sinThetaOverHypotenuse, 0.0},
{0.5, sinThetaOverHypotenuse, 0},
{0.5, sinThetaOverHypotenuse, 0},
{0.0, 0.0, 0.0}};
void rhombohedrom()
{
vector<vector<float>> rotated {};
// glClearColor(1,1,0,0)
// Clear screen and Z-buffer
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
double w = glutGet( GLUT_WINDOW_WIDTH ) / 300.0;
double h = glutGet( GLUT_WINDOW_HEIGHT ) / 300.0;
glOrtho( -1 * w, 1 * w, -1 * h, 1 * h, 10, -10);
glMatrixMode( GL_MODELVIEW );
// Reset transformations
glLoadIdentity();
// Rotate when user changes rotate_x and rotate_y
glRotatef( rotate_x, 1.0, 0.0, 0.0 );
glRotatef( rotate_y, 0.0, 1.0, 0.0 );
/*
FACE 0
FACE 0
FACE 0
FACE 0
*/
// random color side - front
glBegin(GL_LINE_LOOP);
glColor3f( 0.7, 0.3, 0.8 );
for (int i = 0; i < 8; ++i)
{
glVertex3f(coordinates[i][0], coordinates[i][1], coordinates[i][2]);
}
glEnd();
/*
FACE 1
FACE 1
FACE 1
FACE 1
*/
glPushMatrix();
glTranslatef(0.0,0.0,0.0);
glRotatef(90.0, 1.0, 0.0, 0.0);
glBegin(GL_LINE_LOOP);
glColor3f( 1.0, 1.0, 1.0 );
for (int i = 0; i < 8; ++i)
{
glVertex3f(coordinates[i][0], coordinates[i][1], coordinates[i][2]);
}
glEnd();
glPopMatrix();
/*
FACE 2
FACE 2
FACE 2
FACE 2
*/
glPushMatrix();
glTranslatef(0.5,0.0,sinThetaOverHypotenuse);
glBegin(GL_LINE_LOOP);
glColor3f( 0.5, 0.5, 0.0 );
for (int i = 0; i < 8; ++i)
{
glVertex3f(coordinates[i][0], coordinates[i][1], coordinates[i][2]);
}
glEnd();
glPopMatrix();
/*
FACE 3
FACE 3
FACE 3
FACE 3
*/
glPushMatrix();
glTranslatef(0.5,sinThetaOverHypotenuse,0.0);
glRotatef(90.0, 1.0, 0.0, 0.0);
glBegin(GL_LINE_LOOP);
glColor3f( 0.5, 0.0, 0.0 );
for (int i = 0; i < 8; ++i)
{
glVertex3f(coordinates[i][0], coordinates[i][1], coordinates[i][2]);
}
glEnd();
glPopMatrix();
glFlush();
glutSwapBuffers();
}
void specialKeys(int key, int x, int y)
{
// Right arrow - increase rotation by 5 degree
if (key == GLUT_KEY_RIGHT)
rotate_y += 5;
// Left arrow - decrease rotation by 5 degree
else if (key == GLUT_KEY_LEFT)
rotate_y -= 5;
else if (key == GLUT_KEY_UP)
rotate_x += 5;
else if (key == GLUT_KEY_DOWN)
rotate_x -= 5;
// Request display update
glutPostRedisplay();
}
int main(int argc, char *argv[])
{
// Initialize GLUT and process user parameters
glutInit(&argc,argv);
glutInitWindowSize(width,height);
// Position of the window
glutInitWindowPosition(10,10);
// Request double buffered true color window with Z-buffer
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
// Create window
glutCreateWindow("rhombohedrom");
// Enable Z-buffer depth test
glEnable(GL_DEPTH_TEST);
// Callback functions
glutDisplayFunc(rhombohedrom);
glutSpecialFunc(specialKeys);
//
glutMainLoop();
return 0;
}
First, I want to address some remarks such as:
glPushMatrix() is an old way, try to use the MVP technique which will help you solving your problem. So, you have to write your Vertex Shader and pass the Matrices through what called uniform in OpenGL. Obviously, you have to use new Routines.
glPopMatrix() is also an old routine.
I'm happy to answer your further questions if you want to know more about those remarks.
Use Vertex Shader instead of simple calculus using the CPU!
you can change glTranslatef() and glRotatef() by lookAt so you can change the scale, rotation and translation.
Use Vertex Shader instead of using or stressing the CPU by graphic calculus. Even if you have an Intel integrated GPU
I'm trying to code a camera with glTranslate/glRotate. To implement the look-up / look-down functions I need all the objects in my rendering space to rotate around a point (that is, where the "camera" is at), point which usually differs from the origin. Still, things keep rotating around the origin. Is there a way to specify a different point?
EDIT: Added code
Thanks for your fast reply. It seems that I can't get it working right no matter what, so I've decided to add my code; I'd much appreciate if someone could take a look at it and tell me what changes are needed in order to translate/rotate/translate back.
#include <iostream>
#include <cmath>
#include <GLUT/GLUT.h>
const double roaming_step = .13;
double z_offset = .0;
double y_offset = .0;
double x_offset = .0;
const double angle_step = 1.5;
double angle_xz = .0;
double angle_yz = .0;
bool keyStates[256] = { false };
void drawFloor()
{
glColor3f(1.0, 1.0, 1.0);
glBegin(GL_QUADS);
glVertex3f(-3.0, -1.0, 3.0);
glVertex3f(-3.0, -1.0, -3.0);
glVertex3f(3.0, -1.0, -3.0);
glVertex3f(3.0, -1.0, 3.0);
glEnd();
}
void drawBalls()
{
glTranslatef(-3.0, -.5, -3.0);
glColor3f(.8, .1, .1);
for(int i = 0; i < 3; i++)
{
glPushMatrix();
glTranslatef(.0, -.5, i * 3);
for(int j = 0; j < 3; j++)
{
glPushMatrix();
glTranslatef(j * 3, .0, .0);
glutSolidSphere(.5, 20, 20);
glPopMatrix();
}
glPopMatrix();
}
}
void keyPressed(unsigned char key, int x, int y)
{
keyStates[key] = true;
}
void keyReleased(unsigned char key, int x, int y)
{
keyStates[key] = false;
}
void keyboardOperations()
{
if(keyStates['w'])
z_offset += roaming_step;
if(keyStates['s'])
z_offset -= roaming_step;
if(keyStates['a'])
x_offset += roaming_step;
if(keyStates['d'])
x_offset -= roaming_step;
if(keyStates['i'])
{
angle_xz -= angle_step;
if(angle_xz < .0)
angle_xz += 360.0;
}
if(keyStates['o'])
{
angle_xz += angle_step;
if(angle_xz >= 360.0)
angle_xz -= 360.0;
}
if(keyStates['u'])
{
angle_yz -= angle_step;
if(angle_yz < .0)
angle_yz += 360.0;
}
if(keyStates['j'])
{
angle_yz += angle_step;
if(angle_yz >= 360.0)
angle_yz -= 360.0;
}
if(keyStates['q'])
exit(0);
}
// I guess it has to be done in this function
// but didn't get how
void camera()
{
glLoadIdentity();
// Forward / Backward
glTranslated(.0, .0, z_offset);
// Left / Right
glTranslated(x_offset, .0, .0);
// XZ Rotation
glRotated(angle_xz, .0, 1.0, .0);
// YZ Rotation
glRotated(angle_yz, 1.0, .0, .0);
}
void display(void)
{
keyboardOperations();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
camera();
drawFloor();
drawBalls();
glutSwapBuffers();
}
void reshape(int width, int height)
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glViewport(0, 0, width, height);
GLdouble aspect = (GLdouble) width / (GLdouble) height;
gluPerspective(60, aspect, 1, 100);
glMatrixMode(GL_MODELVIEW);
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB);
glutInitWindowSize(500, 500);
glutInitWindowPosition(0, 0);
glutCreateWindow("openGLtest3");
glClearColor(.0, .0, .0, .0);
glEnable(GL_DEPTH_TEST);
glShadeModel(GL_FLAT);
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutIdleFunc(display);
glutIgnoreKeyRepeat(true);
glutKeyboardFunc(keyPressed);
glutKeyboardUpFunc(keyReleased);
glutMainLoop();
return 0;
}
In openGL, glRotation fuction takes origin as a reference. In order to rotate around a point (your camera coordinate in this case) you should translate your camera position to the origin (Translate all your objects accordingly) and then apply rotation function.And then you can translate your camera back (with all your objects)
lets say your camera position is (a,b,c) so your code should be something like :
foreach object
{
glPushMatrix();
glTranslate(a,b,c);
glRotate(...);
glTranslate(-a,-b,-c);
//render
glPopMatrix();
}
Hi I'm trying to implement a opengl program with rotation&translation. But I got this problem that, the world axes will rotating along with my object(a cube). It's like, first I rotate cube along Z-axis, it works fine, then I middle-click the mouse and want to rotate the cube along the original Y-axis. At the moment I click, the cube will stop rotating along Z and start to rotate along Y. But it turns out it will rotate along a "new and invisible" Y-axis. I figure out that's because when I rotate the cube along Z with glRotatef(), the other two axis:X,Y also rotate. How can I fix the axes when I'm rotating the cube. I know the glRotatef() will multiply all matrix in screen with a rotation axis, so I tried added a glLoadIdentity() in each rotation but it still not work. can anyone give me the solution?
the code is here for reference:
#include <stdlib.h>
#include <GL/glut.h>
#include <iostream>
GLfloat vertices[8][3] =
{ { -1.0, -1.0, -1.0 }, { 1.0, -1.0, -1.0 },
{ 1.0, 1.0, -1.0 }, { -1.0, 1.0, -1.0 }, { -1.0, -1.0, 1.0 },
{ 1.0, -1.0, 1.0 }, { 1.0, 1.0, 1.0 }, { -1.0, 1.0, 1.0 } };
GLuint listName;
GLfloat theta[3] = { 0.0, 0.0, 0.0 };
GLint axis = 2;
GLfloat delta = 0.02;
GLint stop = 0;
GLfloat distance = 0;
void face(int a, int b, int c, int d)
{
glBegin(GL_POLYGON);
//glColor3fv(colors[a]);
glVertex3fv(vertices[a]);
//glColor3fv(colors[b]);
glVertex3fv(vertices[b]);
//glColor3fv(colors[c]);
glVertex3fv(vertices[c]);
//glColor3fv(colors[d]);
glVertex3fv(vertices[d]);
glEnd();
}
void cube(void)
{
glColor3f(1.0f,1.0f,1.0f);
face(0, 3, 2, 1);
face(2, 3, 7, 6);
face(0, 4, 7, 3);
face(1, 2, 6, 5);
face(4, 5, 6, 7);
face(0, 1, 5, 4);
glutWireCube(2.5f);
glutPostRedisplay();
}
void drawAxis(void){
// save previous matrix
glPushMatrix();
// clear matrix
glLoadIdentity();
// draw our axes
glRotatef(45.0, 1.0, 0.0, 0.0);
glRotatef(45.0, 0.0, -1.0, 0.0);
glBegin(GL_LINES);
// draw line for x axis
glColor3f(1.0, 0.0, 0.0);
glVertex3f(0.0, 0.0, 0.0);
glVertex3f(10.0, 0.0, 0.0);
// draw line for y axis
glColor3f(0.0, 1.0, 0.0);
glVertex3f(0.0, 0.0, 0.0);
glVertex3f(0.0, 10.0, 0.0);
// draw line for Z axis
glColor3f(0.0, 0.0, 1.0);
glVertex3f(0.0, 0.0, 0.0);
glVertex3f(0.0, 0.0, 10.0);
glEnd();
// load the previous matrix
glPopMatrix();
glutPostRedisplay();
}
void spinCube()
{
theta[axis] += delta;
if (theta[axis] > 360.0) theta[axis] -= 360.0;
glutPostRedisplay();
}
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glRotatef(45.0, 1.0, 0.0, 0.0);
glRotatef(45.0, 0.0, -1.0, 0.0);
drawAxis();
glPushMatrix();
glRotatef(theta[0], 1.0, 0.0, 0.0);
glRotatef(theta[1], 0.0, 1.0, 0.0);
glRotatef(theta[2], 0.0, 0.0, 1.0);
glTranslatef(0.0, 0.0, distance + 2.0);
glCallList(listName);
glPopMatrix();
glutSwapBuffers();
}
void myReshape(int w, int h)
{
GLfloat aspect = (GLfloat) w / (GLfloat) h;
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if (w <= h)
glOrtho(-10.0, 10.0, -10.0 / aspect, 10.0 / aspect, -50.0, 50.0);
else
glOrtho(-10.0*aspect, 10.0*aspect, -10.0, 10.0, -50.0, 50.0);
glMatrixMode(GL_MODELVIEW);
}
void mouse(int btn, int state, int x, int y)
{
if (btn == GLUT_LEFT_BUTTON && state == GLUT_DOWN) { axis = 0;
}
if (btn == GLUT_MIDDLE_BUTTON && state == GLUT_DOWN) { axis = 1;
}
if (btn == GLUT_RIGHT_BUTTON && state == GLUT_DOWN) { axis = 2;
}
}
void keyboard(unsigned char key, int x, int y)
{
if (key == 'q' || key == 'Q') exit(0);
if (key == ' ') { stop = !stop; }
if (stop)
glutIdleFunc(NULL);
else
glutIdleFunc(spinCube);
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH | GLUT_RGB);
glutInitWindowSize(600, 600);
glutCreateWindow("cube");
glutReshapeFunc(myReshape);
glutDisplayFunc(display);
glutIdleFunc(spinCube);
glutMouseFunc(mouse);
glutKeyboardFunc(keyboard);
//creating a display list:
listName = glGenLists(1);
glNewList(listName, GL_COMPILE);
cube();
glEndList();
glEnable(GL_DEPTH_TEST);
glutMainLoop();
return 0;
}
What you're after might be accumulating arbitrary rotations. This can't be done with euler angles, which gimbal lock. It's pretty common to have euler angle rotations and in most cases the issue is simply to do with the order they're applied in. The first thing I'd suggest is to reverse the order of your x/y/z rotations.
Next, if you want to accumulate rotations you'll really want to get into quaternions. This can be done with matrices but can easily become numerically unstable. Quaternions can be normalized which solves this issue.
If you rotate around X, the first call is of course, glRotatef(a, 1, 0, 0); draw(). Then you want to rotate the object and its current rotation around y. Note that the object and current rotation are grouped in this line of thinking. So you glRotatef(b, 0, 1, 0); glRotatef(a, 1, 0, 0); draw();. Each time you rotate, you add the rotation behind the existing list of transforms. If you added in front, it'd transform the object in its local space and not global. What you could do is this (near-pseudo-code with an imaginary matrix implementation):
Keep a current object transform matrix M
In spinCube, M = rotationMatrix(delta, axis==0?1:0, axis==1?1:0, axis==2?1:0) * M (note it's rotation * M and not M * rotation.
Before you draw the cube, glMultMatrixf(M.data)
The problem is floating point error will build up over time and the matrix will start to skew/scale your object in weird ways. Instead, you'll want a quaternion implementation (again near-pseudo-code):
Q = rotationQuaternion(delta, axis==0?1:0, axis==1?1:0, axis==2?1:0) * Q
Q.normalize()
...
glMultMatrixf(Q.toMatrix().data)
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.