Redisplay the new data in OpenGL without re-running the program - c++

For example, in my "test.txt" file
2 3
2 4
2 5
When I show in my OpenGL/C++ ( I'm using graph to represent it )
so when I go to my "test.txt" file and change some value and want to see
the new graph with new data without stop and recompile back.
isn't any way to refresh it?
NOTE: glutPostRedisplay() not working.
Thanks
void drawScene(void)
{
readFile(inFile);
glClear(GL_COLOR_BUFFER_BIT);
glColor3f(0.0,0.0,0.0);
histogram();
linestrip();
piechart2012();
piechart2013();
glFlush();
//readFile(inFile);
}
int main( int argc, char **argv )
{
glutInit (&argc, argv); /* Initialise OpenGL */
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGBA);
glutInitWindowSize(800,600);
glutInitWindowPosition(100,100);
printInteraction();
glutCreateWindow ( "square.cpp" ); /* Create the window */
glutDisplayFunc (drawScene); /* Register the "display" function */
glutReshapeFunc(resize);
glutKeyboardFunc(keyInput);
setup();
glutMainLoop(); /* Enter the OpenGL main loop */
return 0;
}

Related

How realize two different windows (no contemporary) in OpenGL

I want to create in OpenGL two differents windows but they should appears not together.
I mean: when I execute my code I visualize both of windows contemporarily.
My aim instead is to visualize at the beginning the first window, then the first window should be closed and the second will appear. My pseudocode is the following (this realeses only the two windows together ntemporarily):
int main(int argc, char** argv)
{
glutInit(&argc, argv);
initRendering();
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(500, 500);
//window1=
glutCreateWindow("First window");
glutDisplayFunc(drawScene1);
glutKeyboardFunc(handleKeypress);
glutReshapeFunc(handleResize);
cout << "Before inserting 'choice' I want to visualize the first window\n
After the insert of 'choice' I want to visualize the second window
and close the first one !";
cin >> choice;
//create the second window
//window2 =
glutCreateWindow("Second Window");
//define a window position for second window
glutPositionWindow(540, 40);
// register callbacks for second window, which is now current
glutReshapeFunc(handleResize);
glutDisplayFunc(drawScene2);
glutKeyboardFunc(handleKeypress);
glutMainLoop();
return 0;
}

GLEW/GLUT: After calling init and creating a window, deinitialize and re-init?

Essentially, I am attempting to discover the controls of the GLEW-GLUT setup. The first objective here is the "hello-world" case where a window is initialized:
int argc = 0;
char ** argv = (char **) calloc(1,sizeof(char **));
argv[0] = (char *) calloc(1,sizeof(char *));
argv[0][0] = '\0';
glutInit(&argc, argv);
glutInitWindowSize( 500, 500);
glutInitWindowPosition(100, 100);
glutCreateWindow("foo");
std::this_thread::sleep_for(std::chrono::seconds(1));
glutDestroyWindow(glutGetWindow());
free(argv[0]);
free(argv);
From a "controls" perspective, it seems as if I cannot achieve a runtime state that existed prior to calling glutInit in the sense that I cannot "re-initialize" glut without getting a segmentation fault.
So, once glut is initialized, it appears as if glut is always initialized. This seems strange.
How does one tear everything down after GLUT is initialized, so that it can be re-initialized? Every method and setting I have tries leaves a window that will not close until the code exits.
There must be some sort of "GLEW/GLUT Teardown and Exit Everything" function...?
Or is every GLEW/GLUT window a one way ticket?
Firstly, freeglut cannot cause a segmentation fault on re-initialization. It will simply notify you of this attempt and terminate the program, but this is not a segmentation fault.
Secondly, yes, it is possible to deinitialize and reinitialize freeglut. The fgDeinitialize() function should do this.
Something like this:
void fgDeinitialize( void ); // put it above main function
int main (int argc, char** argv, char** env)
{
int Window, i = 0;
glutInit(&i, NULL); // i don't want send arguments
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_ALPHA);
Window = glutCreateWindow("frog"); // init window
glutDestroyWindow(Window); // destroy window
printf("reinitialize freeglut\n");
fgDeinitialize(); // destroy glut
glutInit(&i, NULL); // initialize it again
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_ALPHA);
glutInitWindowSize(1024, 768);
glutInitWindowPosition(100, 100);
Window = glutCreateWindow("Second Window!");
if (!Window) exit(-1); // if no window returned - error
... some other code ...

C++ update OpenGL/Glut window

I've tried some OpenGL C++ training.
But I have a logic problem, how can I update my OpenGL Windows window.
It should draw text one, then delay 1-2sec, then draw text 2, but now it draws same time. Can anyone help or give a hint.
void text () {
wait(1);
Sleep(1000);
std::string text_one;
text_one = "Text 1";
glColor3f(1,01, 0);
drawText(text_one.data(), text_one.size(), 050, 150);
glutPostRedisplay();
wait (1)
std::string text_two;
text_two = "Text 2";
glColor3f(1,0, 0);
drawText(text_two.data(), text_two.size(), 250, 150);
}
and here the main
int main(int argc, char **argv) {
// init GLUT and create Window
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);
glutInitWindowPosition(100,100);
glutInitWindowSize(640,640);
glutCreateWindow("Test 001");
// register callbacks
glutDisplayFunc(renderScene);
glutIdleFunc(text);
// enter GLUT event processing cycle
glutMainLoop();
return 1;
}
You should render in renderScene callback. It will be called automatically in you screen refresh rate. If you want some delay you need to implement it inside this callback (functions called from this callback).
So basically you need to re-render everything every 1/60 second.
If you want to implement easy delay you can do something like this:
void renderScene() {
time += deltaTime;
RenderText1();
if (time > delayTime)
RenderText2();
glutSwapBuffers();
}

using a complex display function prevents glutKeyboardFunc from working

Using glutKeyboardFunc in a very simple exemple, i could get it to work very easily :
void special(int key, int x, int y) {
printf("key %d\n", key);
}
void keyboard(unsigned char key, int x, int y) {
printf("key %d\n", key);
}
void display() {}
int main(int argc, char** argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(640, 480);
glutCreateWindow("GLUT Program");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
glutSpecialFunc(special);
glutMainLoop();
return EXIT_SUCCESS;
}
but using it with a very complex display function, the keyboard routine is never called, I am not sure about the part that prevents this call from working so i am just asking here for ideas about what could be the cause, i can't really post the code because that would be the entire project... i am using freeglut with an opengl context and glm for math computation.
Nevertheless here is the new call :
static void loop_function() {
glutSetWindow(win);
Scene::unique_scene->mainloop();
}
I am a bit lost about what to do to find the error, if someone could enlighten me i would be grateful.
Having an infinite loop in the glutDisplayFunc is not the way to go, it is called automatically at the end of the glutKeyboardFunc if you added the call
glutPostRedisplay();

Win7 GLUT window doesn't receive events

I have created a simple Visual Studio Express 2010 C++ project using GLUT and OpenGL,
it compiles and runs ok, except that the window it creates receives no events..
the close/minimize buttons don't do anything (not even mouseover) no context menu on the task bar on right click, and the window doesn't come to the foreground when clicked if partially covered.
The project is set up as a console application, I can close the program by closing the console.
I have this in main:
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitWindowSize(window_width, window_height);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
glutCreateWindow("MyApp");
glutIdleFunc(main_loop_function);
GLenum err = glewInit();
if (GLEW_OK != err)
{
/* Problem: glewInit failed, something is seriously wrong. */
fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
}
if (GLEW_VERSION_1_3)
{
fprintf(stdout, "OpenGL 1.3 is supported \n");
}
fprintf(stdout, "Status: Using GLEW %s\n", glewGetString(GLEW_VERSION));
GL_Setup(window_width, window_height);
glutMainLoop();
}
You miss a display callback. Could you try:
void display();
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitWindowSize(window_width, window_height);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
glutCreateWindow("MyApp");
/// glutIdleFunc(main_loop_function);
glutDisplayFunc(display);
// ...
glutMainLoop();
}
void display(){
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glutSwapBuffers();
}
Also, your idle function seems bad, if you effectively loop inside that function. Glut is callback oriented. You don't need to create a loop, but rather rely on idle, mouse, keyboard, display and resize callbacks. If you don't do so, you are going to miss window manager events.
EDIT:
If you want to create an animation, you could use:
glutIdleFunc(idleFunc);
void idleFunc(){
glutPostRedisplay();
}