Related
I read similar suggested questions and their solutions, but could not find an answer.
I'm trying to draw a scene with an isometric view in OpenGL.
Draw func:
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glRotatef(atan(0.5f) * 180.0f / PI, 1.0f, 0.0f, 0.0f);
glRotatef(-45.0f, 0.0f, 1.0f, 0.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glBegin(GL_QUADS);
glColor3f(1.0f, 1.0f, 1.0f);
glVertex3f(0.0f, 0.0f, 0.0f);
glVertex3f(1.0f, 0.0f, 0.0f);
glVertex3f(1.0f, 0.0f, 1.0f);
glVertex3f(0.0f, 0.0f, 1.0f);
glEnd();
glPopMatrix();
In the end, I get this result. The camera does have an isometric projection, but for some reason polygons are clipped.
If I add glTranslatef(-0.8f, 0, -0.8f) before drawing the quad, the result is as follows:
The problem is that I don't apply any optimization to OpenGL render. But why do polygons have to be cut off?
The polygons are clipped by the near or far plane of the viewing volume.
When you do not set a projection matrix, then view space, clip space and normalized device space are the same. The normalized device space is a unique cube with the left, bottom, near of (-1, -1, -1) and right, top, far of (1, 1, 1). All the geometry which is not inside this cube is clipped.
Actually you draw a quad with a side length of 1. One vertex of the quad is at the origin of the view (0, 0, 0). The quad is rotated around the origin by glRotate. Since the length of the diagonal of the quad is sqrt(2.0), one vertex of the rotated quad is clipped by either the near plane or the far plane.
If you construct and rotate a quad whose center is (0, 0 ,0), it will not be clipped, because the length form the center to each vertex is sqrt(2.0)/2.0. That is less than 1 (distance to near and far plane form the center of the viewing volume)
glBegin(GL_QUADS);
glColor3f(1.0f, 1.0f, 1.0f);
glVertex3f(-0.5f, 0.0f, -0.5f);
glVertex3f( 0.5f, 0.0f, -0.5f);
glVertex3f( 0.5f, 0.0f, 0.5f);
glVertex3f(-0.5f, 0.0f, 0.5f);
glEnd();
respectively
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glRotatef(atan(0.5f) * 180.0f / PI, 1.0f, 0.0f, 0.0f);
glRotatef(-45.0f, 0.0f, 1.0f, 0.0f);
glTranslate(-0.5f, 0.0f, -0.5f);
glBegin(GL_QUADS);
glColor3f(1.0f, 1.0f, 1.0f);
glVertex3f(0.0f, 0.0f, 0.0f);
glVertex3f(1.0f, 0.0f, 0.0f);
glVertex3f(1.0f, 0.0f, 1.0f);
glVertex3f(0.0f, 0.0f, 1.0f);
glEnd();
Alternatively you can set an Orthographic projection, which enlarges the viewing volume by glOrtho:
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-1.0, 1.0, -1.0, 1.0, -2.0, 2.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glRotatef(atan(0.5f) * 180.0f / PI, 1.0f, 0.0f, 0.0f);
glRotatef(-45.0f, 0.0f, 1.0f, 0.0f);
glBegin(GL_QUADS);
glColor3f(1.0f, 1.0f, 1.0f);
glVertex3f(0.0f, 0.0f, 0.0f);
glVertex3f(1.0f, 0.0f, 0.0f);
glVertex3f(1.0f, 0.0f, 1.0f);
glVertex3f(0.0f, 0.0f, 1.0f);
glEnd();
I tried to write an "Engine" to render shapes using OpenGL.
The idea is that you can write "renderers" which are just functions that render shapes and add them to a list for the Engine class to display.
So I added a cube and a pyramid (the code for which I just copied from the internet) - and I made them rotate.
As you can see in the images at the bottom of the question - the shapes acted weird - you could see the back of the shape from the front, etc.
Now, I understand that OpenGL just renders stuff in the order I tell it to render them - causing things that are written first to be rendered first - but I used the glDepthFunc which should make it such that stuff renders by "depth" and not order of writing.
#include <GL/glut.h>
#include <iostream>
#include <list>
namespace Graphics
{
class Engine
{
public:
static void Init();
static void Display();
static void Reshape(GLsizei width, GLsizei height);
static void Timer(int value);
static bool Run(int argc, char** argv);
// A renderer is just a method that does stuff and return a boolean
using renderer_t = bool(*)();
static void AddRenderer(renderer_t renderer);
private:
static std::list<renderer_t> renderers;
};
}
namespace Graphics
{
std::list<Engine::renderer_t> Engine::renderers;
void Engine::Init()
{
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set background color to black and opaque
glClearDepth(1.0f); // Set background depth to farthest
glEnable(GL_DEPTH_TEST); // Enable depth testing for z-culling
glDepthFunc(GL_LEQUAL); // Set the type of depth-test
glShadeModel(GL_SMOOTH); // Enable smooth shading
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Nice perspective corrections
}
void Engine::Display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear color and depth buffers
glMatrixMode(GL_MODELVIEW); // To operate on model-view matrix
for (auto renderer : Engine::renderers)
{
if (!renderer())
{
std::cout << "A renderer has failed rendering something... :(" << std::endl;
}
}
glutSwapBuffers(); // Swap the front and back frame buffers (double buffering)
}
void Engine::Reshape(GLsizei width, GLsizei height)
{ // GLsizei for non-negative integer
// Compute aspect ratio of the new window
if (height == 0) height = 1; // To prevent divide by 0
GLfloat aspect = (GLfloat)width / (GLfloat)height;
// Set the viewport to cover the new window
glViewport(0, 0, width, height);
// Set the aspect ratio of the clipping volume to match the viewport
glMatrixMode(GL_PROJECTION); // To operate on the Projection matrix
glLoadIdentity(); // Reset
// Enable perspective projection with fovy, aspect, zNear and zFar
gluPerspective(45.0f, aspect, 0.1f, 100.0f);
}
void Engine::Timer(int value)
{
glutPostRedisplay(); // Post re-paint request to activate display()
glutTimerFunc(15, Engine::Timer, 0); // next timer call milliseconds later
}
bool Engine::Run(int argc, char** argv)
{
glutInit(&argc, argv); // Initialize GLUT
glutInitDisplayMode(GLUT_DOUBLE); // Enable double buffered mode
glutInitWindowSize(640, 480); // Set the window's initial width & height
glutInitWindowPosition(50, 50); // Position the window's initial top-left corner
glutCreateWindow("FML"); // Create window with the given title
glutDisplayFunc(Engine::Display); // Register callback handler for window re-paint event
glutReshapeFunc(Engine::Reshape); // Register callback handler for window re-size event
Engine::Init(); // Our own OpenGL initialization
glutTimerFunc(0, Engine::Timer, 0); // Call the next display immediately
glutMainLoop(); // Enter the infinite event-processing loop
return true;
}
void Engine::AddRenderer(renderer_t renderer)
{
Engine::renderers.push_back(renderer);
}
}
using namespace Graphics;
static bool RenderCube()
{
static auto angleCube = 0.0f;
// Render a color-cube consisting of 6 quads with different colors
glLoadIdentity(); // Reset the model-view matrix
glTranslatef(1.5f, 0.0f, -7.0f); // Move right and into the screen
glRotatef(angleCube, 1.0f, 1.0f, 1.0f);
glBegin(GL_QUADS); // Begin drawing the color cube with 6 quads
// Top face (y = 1.0f)
// Define vertices in counter-clockwise (CCW) order with normal pointing out
glColor3f(0.0f, 1.0f, 0.0f); // Green
glVertex3f( 1.0f, 1.0f, -1.0f);
glVertex3f(-1.0f, 1.0f, -1.0f);
glVertex3f(-1.0f, 1.0f, 1.0f);
glVertex3f( 1.0f, 1.0f, 1.0f);
// Bottom face (y = -1.0f)
glColor3f(1.0f, 0.5f, 0.0f); // Orange
glVertex3f( 1.0f, -1.0f, 1.0f);
glVertex3f(-1.0f, -1.0f, 1.0f);
glVertex3f(-1.0f, -1.0f, -1.0f);
glVertex3f( 1.0f, -1.0f, -1.0f);
// Front face (z = 1.0f)
glColor3f(1.0f, 0.0f, 0.0f); // Red
glVertex3f( 1.0f, 1.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, 1.0f);
glVertex3f(-1.0f, -1.0f, 1.0f);
glVertex3f( 1.0f, -1.0f, 1.0f);
// Back face (z = -1.0f)
glColor3f(1.0f, 1.0f, 0.0f); // Yellow
glVertex3f( 1.0f, -1.0f, -1.0f);
glVertex3f(-1.0f, -1.0f, -1.0f);
glVertex3f(-1.0f, 1.0f, -1.0f);
glVertex3f( 1.0f, 1.0f, -1.0f);
// Left face (x = -1.0f)
glColor3f(0.0f, 0.0f, 1.0f); // Blue
glVertex3f(-1.0f, 1.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, -1.0f);
glVertex3f(-1.0f, -1.0f, -1.0f);
glVertex3f(-1.0f, -1.0f, 1.0f);
// Right face (x = 1.0f)
glColor3f(1.0f, 0.0f, 1.0f); // Magenta
glVertex3f(1.0f, 1.0f, -1.0f);
glVertex3f(1.0f, 1.0f, 1.0f);
glVertex3f(1.0f, -1.0f, 1.0f);
glVertex3f(1.0f, -1.0f, -1.0f);
glEnd();
angleCube += 0.2f;
return true;
}
static bool RenderPyramid()
{
static auto anglePyramid = 0.0f;
// Render a pyramid consists of 4 triangles
glLoadIdentity(); // Reset the model-view matrix
glTranslatef(-1.5f, 0.0f, -6.0f); // Move left and into the screen
glRotatef(anglePyramid, 1.0f, 1.0f, 1.0f);
glBegin(GL_TRIANGLES); // Begin drawing the pyramid with 4 triangles
// Front
glColor3f(1.0f, 0.0f, 0.0f); // Red
glVertex3f( 0.0f, 1.0f, 0.0f);
glColor3f(0.0f, 1.0f, 0.0f); // Green
glVertex3f(-1.0f, -1.0f, 1.0f);
glColor3f(0.0f, 0.0f, 1.0f); // Blue
glVertex3f(1.0f, -1.0f, 1.0f);
// Right
glColor3f(1.0f, 0.0f, 0.0f); // Red
glVertex3f(0.0f, 1.0f, 0.0f);
glColor3f(0.0f, 0.0f, 1.0f); // Blue
glVertex3f(1.0f, -1.0f, 1.0f);
glColor3f(0.0f, 1.0f, 0.0f); // Green
glVertex3f(1.0f, -1.0f, -1.0f);
// Back
glColor3f(1.0f, 0.0f, 0.0f); // Red
glVertex3f(0.0f, 1.0f, 0.0f);
glColor3f(0.0f, 1.0f, 0.0f); // Green
glVertex3f(1.0f, -1.0f, -1.0f);
glColor3f(0.0f, 0.0f, 1.0f); // Blue
glVertex3f(-1.0f, -1.0f, -1.0f);
// Left
glColor3f(1.0f,0.0f,0.0f); // Red
glVertex3f( 0.0f, 1.0f, 0.0f);
glColor3f(0.0f,0.0f,1.0f); // Blue
glVertex3f(-1.0f,-1.0f,-1.0f);
glColor3f(0.0f,1.0f,0.0f); // Green
glVertex3f(-1.0f,-1.0f, 1.0f);
glEnd(); // Done drawing the pyramid
anglePyramid += 0.25f;
return true;
}
int main(int argc, char** argv)
{
Engine::AddRenderer(RenderCube);
Engine::AddRenderer(RenderPyramid);
return Engine::Run(argc, argv);
}
Images of the resulting shapes rotating
As you can see the shapes are acting weird - you can see the back of them even though I used the glDepthFunc.
The OS/driver is under no obligation to give you any depth buffer bits unless you specifically request them; zero bits, no depth buffering.
As #BDL pointed out, for GLUT that means ORing in GLUT_DEPTH to your glutInitDisplayMode() parameter.
I knew what the purpose of using gluLookAt(...) , glPushMatrix and other basic transformational stuff in opengl. I am stuck in these piece of code. When i implement the glulookat(.....) inside the glPushMatrix() after setting the appropriate requirement for the opengl. The code works fine and on the keypress the cube gets rendered with appropriate rotation but when i implement the gluLookAt(....) outside the glPushMatrix() and glPopMatrix(), things got crazy. The cube shows the abnormal behaviour and finally it gets
disappeared from the screen.
gluLookAt(0.0f, 0.0f, 400.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f);
glPushMatrix();
//gluLookAt(0.0f, 0.0f, 400.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f);
glRotatef(xRot, 1.0f, 0.0f, 0.0f);
glRotatef(yRot, 0.0f, 1.0f, 0.0f);
glBegin(GL_QUADS);
// Front Face
// White
glColor3ub((GLubyte) 255, (GLubyte)255, (GLubyte)255);
glVertex3f(50.0f,50.0f,50.0f);
// Yellow
glColor3ub((GLubyte) 255, (GLubyte)255, (GLubyte)0);
glVertex3f(50.0f,-50.0f,50.0f);
// Red
glColor3ub((GLubyte) 255, (GLubyte)0, (GLubyte)0);
glVertex3f(-50.0f,-50.0f,50.0f);
// Magenta
glColor3ub((GLubyte) 255, (GLubyte)0, (GLubyte)255);
glVertex3f(-50.0f,50.0f,50.0f);
// Back Face
// Cyan
glColor3f(0.0f, 1.0f, 1.0f);
glVertex3f(50.0f,50.0f,-50.0f);
// Green
glColor3f(0.0f, 1.0f, 0.0f);
glVertex3f(50.0f,-50.0f,-50.0f);
// Black
glColor3f(0.0f, 0.0f, 0.0f);
glVertex3f(-50.0f,-50.0f,-50.0f);
// Blue
glColor3f(0.0f, 0.0f, 1.0f);
glVertex3f(-50.0f,50.0f,-50.0f);
// Top Face
// Cyan
glColor3f(0.0f, 1.0f, 1.0f);
glVertex3f(50.0f,50.0f,-50.0f);
// White
glColor3f(1.0f, 1.0f, 1.0f);
glVertex3f(50.0f,50.0f,50.0f);
// Magenta
glColor3f(1.0f, 0.0f, 1.0f);
glVertex3f(-50.0f,50.0f,50.0f);
// Blue
glColor3f(0.0f, 0.0f, 1.0f);
glVertex3f(-50.0f,50.0f,-50.0f);
// Bottom Face
// Green
glColor3f(0.0f, 1.0f, 0.0f);
glVertex3f(50.0f,-50.0f,-50.0f);
// Yellow
glColor3f(1.0f, 1.0f, 0.0f);
glVertex3f(50.0f,-50.0f,50.0f);
// Red
glColor3f(1.0f, 0.0f, 0.0f);
glVertex3f(-50.0f,-50.0f,50.0f);
// Black
glColor3f(0.0f, 0.0f, 0.0f);
glVertex3f(-50.0f,-50.0f,-50.0f);
// Left face
// White
glColor3f(1.0f, 1.0f, 1.0f);
glVertex3f(50.0f,50.0f,50.0f);
// Cyan
glColor3f(0.0f, 1.0f, 1.0f);
glVertex3f(50.0f,50.0f,-50.0f);
// Green
glColor3f(0.0f, 1.0f, 0.0f);
glVertex3f(50.0f,-50.0f,-50.0f);
// Yellow
glColor3f(1.0f, 1.0f, 0.0f);
glVertex3f(50.0f,-50.0f,50.0f);
// Right face
// Magenta
glColor3f(1.0f, 0.0f, 1.0f);
glVertex3f(-50.0f,50.0f,50.0f);
// Blue
glColor3f(0.0f, 0.0f, 1.0f);
glVertex3f(-50.0f,50.0f,-50.0f);
// Black
glColor3f(0.0f, 0.0f, 0.0f);
glVertex3f(-50.0f,-50.0f,-50.0f);
// Red
glColor3f(1.0f, 0.0f, 0.0f);
glVertex3f(-50.0f,-50.0f,50.0f);
glEnd();
glPopMatrix();
gluLookAt mulitplies the currently topmost element of the active matrix stack with a look-at matrix and replaces the topmost element with this.
Push and Pop are standard stack operations. Push creates a copy of the topmost element and pushes it on the top of the stack, pop removes it.
So any changes you do within a push-pop block get reverted with the pop operation. But outside of a stack frame (push-pop) the changes will accumulate. If you put a glLoadIdentity before the gluLookAt outside of the push-pop, it will work as well, but that is, because you reset the matrix to a sane value instead of working on top of what's been there from the previous rendering.
I'm a complete beginner with OpenGL, just trying to learn (starting with freeglut for the moment). So far I have the following code that should draw some basic 3D objects. The problem is that whatever I put in the render function (although it does execute), it only displays a blank window.
#include "stdafx.h"
#include <iostream>
#include "dependente\glew\glew.h"
#include "dependente\freeglut\glut.h"
void render()
{
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glEnable(GL_DEPTH_TEST);
glTranslatef(-1.5f, 1.0f, -6.0f); // Translate back and to the left
glPushMatrix(); // Push the current modelview matrix on the matrix // Rotate on all 3 axis
glBegin(GL_TRIANGLES); // Draw a pyramid
glColor3f(1.0f, 0.0f, 0.0f); // Red
glVertex3f(0.0f, 1.0f, 0.0f); // Top of front face
glColor3f(0.0f, 1.0f, 0.0f); // Green
glVertex3f(-1.0f, -1.0f, 1.0f); // Left of front face
glColor3f(0.0f, 0.0f, 1.0f); // Blue
glVertex3f(1.0f, -1.0f, 1.0f); // Right of front face
glColor3f(1.0f, 0.0f, 0.0f); // Red
glVertex3f(0.0f, 1.0f, 0.0f); // Top of right face
glColor3f(0.0f, 0.0f, 1.0f); // Blue
glVertex3f(1.0f, -1.0f, 1.0f); // Left of right face
glColor3f(0.0f, 1.0f, 0.0f); // Green
glVertex3f(1.0f, -1.0f, -1.0f); // Right of right face
glColor3f(1.0f, 0.0f, 0.0f); // Red
glVertex3f(0.0f, 1.0f, 0.0f); // Top of back face
glColor3f(0.0f, 1.0f, 0.0f); // Green
glVertex3f(1.0f, -1.0f, -1.0f); // Left of back face
glColor3f(0.0f, 0.0f, 1.0f); // Blue
glVertex3f(-1.0f, -1.0f, -1.0f); // Right of back face
glColor3f(1.0f, 0.0f, 0.0f); // Red
glVertex3f(0.0f, 1.0f, 0.0f); // Top of left face
glColor3f(0.0f, 0.0f, 1.0f); // Blue
glVertex3f(-1.0f, -1.0f, -1.0f); // Left of left face
glColor3f(0.0f, 1.0f, 0.0f); // Green
glVertex3f(-1.0f, -1.0f, 1.0f); // Right of left face
glEnd();
// Render a quad for the bottom of our pyramid
glBegin(GL_QUADS);
glColor3f(0.0f, 1.0f, 0.0f); // Green
glVertex3f(-1.0f, -1.0f, 1.0f); // Left/right of front/left face
glColor3f(0.0f, 0.0f, 1.0f); // Blue
glVertex3f(1.0f, -1.0f, 1.0f); // Right/left of front/right face
glColor3f(0.0f, 1.0f, 0.0f); // Green
glVertex3f(1.0f, -1.0f, -1.0f); // Right/left of right/back face
glColor3f(0.0f, 0.0f, 1.0f); // Blue
glVertex3f(-1.0f, -1.0f, -1.0f); // Left/right of right/back face
glEnd();
glPopMatrix();
glTranslatef(3.0f, 0.0f, 0.0f); // Translate right
glPushMatrix(); // Push the current modelview matrix on the matrix stack // Rotate the primitive on all 3 axis
glBegin(GL_QUADS);
// Top face
glColor3f(0.0f, 1.0f, 0.0f); // Green
glVertex3f(1.0f, 1.0f, -1.0f); // Top-right of top face
glVertex3f(-1.0f, 1.0f, -1.0f); // Top-left of top face
glVertex3f(-1.0f, 1.0f, 1.0f); // Bottom-left of top face
glVertex3f(1.0f, 1.0f, 1.0f); // Bottom-right of top face
// Bottom face
glColor3f(1.0f, 0.5f, 0.0f); // Orange
glVertex3f(1.0f, -1.0f, -1.0f); // Top-right of bottom face
glVertex3f(-1.0f, -1.0f, -1.0f); // Top-left of bottom face
glVertex3f(-1.0f, -1.0f, 1.0f); // Bottom-left of bottom face
glVertex3f(1.0f, -1.0f, 1.0f); // Bottom-right of bottom face
// Front face
glColor3f(1.0f, 0.0f, 0.0f); // Red
glVertex3f(1.0f, 1.0f, 1.0f); // Top-Right of front face
glVertex3f(-1.0f, 1.0f, 1.0f); // Top-left of front face
glVertex3f(-1.0f, -1.0f, 1.0f); // Bottom-left of front face
glVertex3f(1.0f, -1.0f, 1.0f); // Bottom-right of front face
// Back face
glColor3f(1.0f, 1.0f, 0.0f); // Yellow
glVertex3f(1.0f, -1.0f, -1.0f); // Bottom-Left of back face
glVertex3f(-1.0f, -1.0f, -1.0f); // Bottom-Right of back face
glVertex3f(-1.0f, 1.0f, -1.0f); // Top-Right of back face
glVertex3f(1.0f, 1.0f, -1.0f); // Top-Left of back face
// Left face
glColor3f(0.0f, 0.0f, 1.0f); // Blue
glVertex3f(-1.0f, 1.0f, 1.0f); // Top-Right of left face
glVertex3f(-1.0f, 1.0f, -1.0f); // Top-Left of left face
glVertex3f(-1.0f, -1.0f, -1.0f); // Bottom-Left of left face
glVertex3f(-1.0f, -1.0f, 1.0f); // Bottom-Right of left face
// Right face
glColor3f(1.0f, 0.0f, 1.0f); // Violet
glVertex3f(1.0f, 1.0f, 1.0f); // Top-Right of left face
glVertex3f(1.0f, 1.0f, -1.0f); // Top-Left of left face
glVertex3f(1.0f, -1.0f, -1.0f); // Bottom-Left of left face
glVertex3f(1.0f, -1.0f, 1.0f); // Bottom-Right of left face
glEnd();
glPopMatrix();
glTranslatef(-1.5f, -3.0f, 0.0f); // Back to center and lower screen
glPushMatrix();
glColor3f(1.0f, 1.0f, 0.0f); // Yellow
glutSolidSphere(1.0f, 16, 16); // Use GLUT to draw a solid sphere
glScalef(1.01f, 1.01f, 1.01f);
glColor3f(1.0f, 0.0f, 0.0f); // Red
glutWireSphere(1.0f, 16, 16); // Use GLUT to draw a wireframe sphere
glPopMatrix();
}
void initGlut(int argc, char* argv[]) {
std::cout << "Initialise OpenGL..." << std::endl;
glutInit(&argc, argv);
int iScreenWidth = glutGet(GLUT_SCREEN_WIDTH);
int iScreenHeight = glutGet(GLUT_SCREEN_HEIGHT);
glutInitDisplayMode(GLUT_RGBA | GLUT_ALPHA | GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowPosition(120, 120);
glutInitWindowSize(600, 600);
glutCreateWindow("OpenGL");
// Register GLUT callbacks
glutDisplayFunc(render);
// Setup initial GL State
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
glClearDepth(1.0f);
glShadeModel(GL_SMOOTH);
glutMainLoop();
std::cout << "Initialise OpenGL: Success!" << std::endl;
}
int _tmain(int argc, char* argv[])
{
initGlut(argc, argv);
return 0;
}
Hopefully someone with more experience will let me know what obvious thing I'm missing.
Here's how I go about debugging the problem "OpenGL isn't drawing anything":
Add this code to the start of my render() function: glClearColor (1, 1, 0, 1); glClear (GL_COLOR_BUFFER_BIT); If the output turns yellow, it's calling your render() function and clearing the output properly. You can then remove that code or comment it out. If the output doesn't turn yellow, then either your render() function isn't getting called or it is, but your OpenGL state is set up not to draw to the screen. (Perhaps the wrong context is current at the time, or the color attachment for the current FBO isn't what you think it is.)
Attempt to draw a single white triangle, with no textures or shaders, centered at the origin. If it shows up, then the other geometry you're trying to draw could be wrong. If it doesn't show up, the problem could be your matrix calculations (projection or modelview matrix). (Are you pointing the "camera" where you think you are? Are your objects being drawn where you think?) It could also be lighting, blending, or depth testing. I turn all of those off for this sort of test just to be sure. (See glEnable()/glDisable() for how to turn them on and off.)
If that stuff works, I start turning on the things that I turned off above: texturing, shaders, lighting, blending, depth testing. I turn them on one at a time until something goes wrong.
If nothing goes wrong, then probably the geometry for my objects is wrong.
Aha! It seems my problem was that my zNear value given to gluPerspective had to be greater than 0, and I had to enable the depth buffer to get it working. Ive updated the code below to be working.
I've tried to do this a lot, and always thought I was defining my quad vertices in the wrong order, but now, I know its something else.
I've tried enabling Culling, changing frontFace to clockwise, disabling Blending, adding normals, but I always get a cube that looks like this;
Hopefully, you won't even have to look at my code to know what the problem is, as it wasn't too hard to get it like this.
If you don't immediately know what the problem is, here's the code used to set up and draw the cube.
// FIXED CODE.
// reshape, called on init, and window resize
void reshape(int w, int h) {
scrw=w;
scrh=h;
glClearColor(0.8,0.8,0.8,1.0);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(cfov,(float) scrw/ (float) scrh,1,1000); // this is also a part of the fix.
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glEnable(GL_BLEND);
glEnable(GL_DEPTH_TEST); // this is a part of the fix
glEnable(GL_CULL_FACE);
glCullFace(GL_FRONT);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
glViewport(0,0,scrw,scrh);
}
// drawQuadCube(), called every frame.
void drawQuadCube() {
glPushMatrix();
glTranslated(0.5,0.5,0.5);
glRotated(xangle,0,1,0);
glRotated(yangle,1,0,0);
glRotated(zangle,0,0,1);
glTranslated(-0.5,-0.5,-0.5);
glBegin(GL_QUADS);
// bottom
glColor4ub(30,30,255,255);
glVertex3f(0.0f, 0.0f, 1.0f);
glVertex3f(1.0f, 0.0f, 1.0f);
glVertex3f(1.0f, 0.0f, 0.0f);
glVertex3f(0.0f, 0.0f, 0.0f);
// top
glColor4ub(40,40,255,255);
glVertex3f(0.0f, 1.0f, 1.0f);
glVertex3f(1.0f, 1.0f, 1.0f);
glVertex3f(1.0f, 1.0f, 0.0f);
glVertex3f(0.0f, 1.0f, 0.0f);
// left
glColor4ub(60,60,255,255);
glVertex3f(0.0f, 0.0f, 1.0f);
glVertex3f(0.0f, 0.0f, 0.0f);
glVertex3f(0.0f, 1.0f, 0.0f);
glVertex3f(0.0f, 1.0f, 1.0f);
// right
glColor4ub(60,60,200,255);
glVertex3f(1.0f, 0.0f, 1.0f);
glVertex3f(1.0f, 0.0f, 0.0f);
glVertex3f(1.0f, 1.0f, 0.0f);
glVertex3f(1.0f, 1.0f, 1.0f);
// near
glColor4ub(70,70,100,255);
glVertex3f(0.0f, 0.0f, 0.0f);
glVertex3f(1.0f, 0.0f, 0.0f);
glVertex3f(1.0f, 1.0f, 0.0f);
glVertex3f(0.0f, 1.0f, 0.0f);
// far
glColor4ub(20,20,90,255);
glVertex3f(0.0f, 0.0f, 1.0f);
glVertex3f(1.0f, 0.0f, 1.0f);
glVertex3f(1.0f, 1.0f, 1.0f);
glVertex3f(0.0f, 1.0f, 1.0f);
glNormal3f(0,0,0);
glNormal3f(0,0,1);
glNormal3f(0,1,0);
glNormal3f(1,0,0);
glNormal3f(1,0,1);
glNormal3f(1,1,0);
glNormal3f(1,1,1);
glNormal3f(0,1,1);
glEnd();
glPopMatrix();
}
// if that isn't enough, this is the function used to set up the view.
void setView(void) {
glLoadIdentity();
gluLookAt(0.5,0.5,-5,0.5,0.5,0.5,0,1,0);
}
Your winding mode is incorrect.
glFrontFace defaults to GL_CCW, but your "front-facing quad", in this example the "near" one, is wound clockwise (from the frame of reference of your camera position; note that it's at negative Z, and looking along positive Z). glCullFace defaults to GL_BACK, so it's getting culled. Set it correctly with:
glFrontFace(GL_CW);
See also http://www.opengl.org/sdk/docs/man/xhtml/glFrontFace.xml
Once you've got that setup, then you'll want to enable depth-buffering, so your quads overpaint correctly without relying on paint ordering. See: http://www.opengl.org/archives/resources/faq/technical/depthbuffer.htm
Try:
glCullFace(GL_FRONT);
See http://www.opengl.org/sdk/docs/man/xhtml/glCullFace.xml
or:
glEnable(GL_CULL_FACE);
See http://www.opengl.org/sdk/docs/man/xhtml/glEnable.xml
You didn't specify what windowing mechanism you were using but incase you are using glut, don't forget to set the GLUT_DEPTH flag while creating the window. Thats a simple common error frequently overlooked.