#include <iostream>
#include <GL/glut.h>
#include <math.h>
using namespace std;
#define WIDTH 400
#define HEIGHT 400
#include <math.h>
#define ColoredVertex(c, v) do{ glColor3fv(c); glVertex3fv(v); }while(0)
GLfloat angle = 0.0f;
void myDisplay(void)
{
static int list = 0;
if( list == 0 )
{
//
GLfloat
PointA[] = { 0.5f, -sqrt(6.0f)/12, -sqrt(3.0f)/6},
PointB[] = {-0.5f, -sqrt(6.0f)/12, -sqrt(3.0f)/6},
PointC[] = { 0.0f, -sqrt(6.0f)/12, sqrt(3.0f)/3},
PointD[] = { 0.0f, sqrt(6.0f)/4, 0};
GLfloat
ColorR[] = {1, 0, 0},
ColorG[] = {0, 1, 0},
ColorB[] = {0, 0, 1},
ColorY[] = {1, 1, 0};
list = glGenLists(1);
glNewList(list, GL_COMPILE);
glBegin(GL_TRIANGLES);
// ABC
ColoredVertex(ColorR, PointA);
ColoredVertex(ColorG, PointB);
ColoredVertex(ColorB, PointC);
// ACD
ColoredVertex(ColorR, PointA);
ColoredVertex(ColorB, PointC);
ColoredVertex(ColorY, PointD);
// CBD
ColoredVertex(ColorB, PointC);
ColoredVertex(ColorG, PointB);
ColoredVertex(ColorY, PointD);
// BAD
ColoredVertex(ColorG, PointB);
ColoredVertex(ColorR, PointA);
ColoredVertex(ColorY, PointD);
glEnd();
glEndList();
glEnable(GL_DEPTH_TEST);
}
//
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angle, 1, 0.5, 0);
glCallList(list);
glPopMatrix();
glutSwapBuffers();
}
void myIdle(void)
{
++angle;
if( angle >= 360.0f )
angle = 0.0f;
myDisplay();
}
int main(int argc, char* argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowPosition(200, 200);
glutInitWindowSize(WIDTH, HEIGHT);
glutCreateWindow("OpenGL window");
glutDisplayFunc(&myDisplay);
glutIdleFunc(&myIdle);
glutMainLoop();
return 0;
}
This is a quite basic example drawing a spinning tetrahedron. What I don't understand is the use of glPushMatrix() and glPopMatrix(). If I remove these codes, the program still works but the animation seems to perform way faster. I don't know what leads to that accelerration.
I've trid out another example to figure out the trick. I just change the myDisplay() function as follows.
void myDisplay(void){
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(75, 1, 1, 400000000);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0, 0, 200000000, 0, 0, 0, 0, 1, 0);
static int list = 0;
static int earthList =0;
if(list==0){
list = glGenLists(1);
glNewList(list, GL_COMPILE);
glColor3f(1.0f, 0.0f, 0.0f);
glutSolidSphere(69600000, 20, 20);
glEndList();
}
if(earthList==0){
earthList = glGenLists(1);
glNewList(earthList, GL_COMPILE);
glColor3f(0.0f, 0.0f, 1.0f);
glutSolidSphere(15945000, 20, 20);
glEndList();
}
// draw a red sun
glCallList(list);
// draw the earth
//glPushMatrix();
glRotatef(day/360.0*360.0, 0.0f, 0.0f, -1.0f);
glTranslatef(150000000, 0.0f, 0.0f);
glCallList(earthList);
//glPopMatrix();
glFlush();
glutSwapBuffers();
}
But this time, even if I remove the glPushMatrix() and glPopMatrix() functions, nothing appears to change. I don't see any difference. This really confuses me.
Can anyone explain what glPushMatrix() and glPopMatrix() do in these two examples?
In GL, unless you specifically load a new matrix (glLoadIdentity() or similar) then matrix operations accumulate with whatever matrix is currently active. glPushMatrix() and glPopMatrix() allow you to store the current matrix on a stack, and retrieve it later, allowing you to make modifications which can be thrown away.
In your first example, removing glPushMatrix() and glPopMatrix() will result in the rotation being concatenated with the previous rotation, causing the rotation to rapidly accelerate (and I'd expect it to eventually reverse and go backwards as the angle goes beyond 180 degrees).
In your second example, you are reinitialising the model-view matrix with a glLoadIdentity() so there will be no such accumulation of transform.
Related
Hello so i am attempting to use a mouse function to move the perspective of gluLookAt to no luck so far i have attempted to adjust upX and upY based off of the mouse position however I want the program to be able to do an entire 360 rotation around the object based on the mouse movement and would like it to stop when the mouse movement in the window stops. Any help would be appreciated I am still learning
#include <iostream>
#include <math.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glut.h>
float posX=4, posY=6, posZ=5, targetX=0, targetY=0, targetZ=0, upX=0, upY=1, upZ=0;
void display() {
glClear(GL_COLOR_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60.0, 4.0/3.0, 1, 40);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(posX, posY, posZ, targetX, targetY, targetZ, upX, upY, upZ);
glColor3f(1.0, 1.0, 1.0);
glutWireTeapot(1.5);
glBegin(GL_LINES);
glColor3f(1, 0, 0); glVertex3f(0, 0, 0); glVertex3f(10, 0, 0);
glColor3f(0, 1, 0); glVertex3f(0, 0, 0); glVertex3f(0, 10, 0);
glColor3f(0, 0, 1); glVertex3f(0, 0, 0); glVertex3f(0, 0, 10);
glEnd();
glFlush();
}
void usage(){
std::cout<< "\n\n\
q,Q: Quit\n\n" ;
std::cout.flush();
}
void onMouseMove(int x, int y)
{
posX = x*cos(posY) + PosY*sin(PosX)*sin(yRot) - dz*cos(xRot)*sin(yRot)
glutPostRedisplay();
}
void KeyboardFunc (unsigned char key, int eyeX, int eyeY)
{
switch (key)
{
case 'q':
case 'Q':
exit(0);
break;
}
glutPostRedisplay();
}
void init()
{
glClearColor(0.0, 0.0, 0.0, 1.0);
glColor3f(1.0, 1.0, 1.0);
usage();
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
glutInitWindowPosition(300,250);
glutInitWindowSize(800, 600);
glutCreateWindow("Final");
init();
glutDisplayFunc(display);
glutPassiveMotionFunc(&onMouseMove);
glutKeyboardFunc(&KeyboardFunc);
glutMainLoop();
}
If you want to implement an arcball camera, and you want to do it with the fixed-function pipeline matrix stack, it'd actually be simpler to not use gluLookAt() but glRotate/glTranslate, like so:
glTranslatef(0f, 0f, -radius);
glRotatef(angX, 1f, 0f, 0f);
glRotatef(angY, 0f, 1f, 0f);
glTranslatef(-targetX, -targetY, -targetZ);
where radius is the distance of the "camera" to the viewed point, angX is the angle around the X axis, angY the angle around the Y axis and (targetX, targetY, targetZ) is the position of the viewed point (your targetX/Y/Z).
You don't have to compute sin/cos yourself (it is computed by glRotatef) and all you have to do is set/increase angX and angY in your motion function.
My program refuses to do depth testing. The two sphere objects are always drawn in the order they are created, not according to their position. Sphere alpha is positioned at (0, 0, 1) and Sphere beta is positioned (0, 0, -10), yet OpenGL still draws beta on top of alpha. I set depth test to enabled in my program.
Nothing appears to work. I want OpenGL to do depth test automatically on any objects drawn in the window. Any help or advise would be greatly appreciated. Here is the full code.
#include "GL/freeglut.h"
#include "GL/gl.h"
#include "GL/glu.h"
const int SPHERE_RES = 200;
double Z_INIT = -28.0;
double RADIUS = 2;
double Red[3] = {1, 0, 0};
double Blue[3] = {0, 0, 1};
using namespace std;
/*
* Method handles resize of the window
*/
void handleResize (int w, int h) {
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
double ratio = (float)w/ (float)h;
gluPerspective(45.0, ratio, 1.0, 100.0);
}
/*
* Color and depth is enabled and in this method
*/
void configureColor(void)
{
glClearColor(1.0f, 1.0f, 1.0f, 0.0f); //Set background to white
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);// Clear window.
glDepthFunc(GL_ALWAYS);
glEnable(GL_DEPTH_TEST);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
}
void display (void) {
configureColor();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
GLfloat sun_direction[] = { 0.0, 0.0, -1.0, 0.0};
glLightfv(GL_LIGHT0, GL_POSITION, sun_direction);
GLUquadric* quad = gluNewQuadric();
//first sphere is drawn
glColor3f(Red[0], Red[1], Red[2]);
glPushMatrix();
glLoadIdentity();
glTranslatef(0, 0, Z_INIT);
glTranslatef(0, 0, 1.0);
gluSphere(quad, RADIUS, SPHERE_RES, SPHERE_RES);
glPopMatrix();
//second sphere is supposed to be drawn behind it,
//but it is drawn on top.
glColor3f(Blue[0], Blue[1], Blue[2]);
glPushMatrix();
glLoadIdentity();
glTranslatef(0, 0, Z_INIT);
glTranslatef(0, 0, -10.0);
gluSphere(quad, RADIUS, SPHERE_RES, SPHERE_RES);
glPopMatrix();
free(quad);
glFlush();
}
int main(int argc, char** argv)
{
glutInit(&argc, argv); //initializes the GLUT
glutInitDisplayMode(GLUT_SINGLE);
glutInitWindowSize(600,600);
glutInitWindowPosition(100,100);
glutCreateWindow("OpenGL - First window demo");
glutReshapeFunc(handleResize);
glutDisplayFunc(display);
glutMainLoop();
return 0;
}
I am using Ubuntu 14.04 operating system.
glDepthFunc(GL_ALWAYS);
This is the reason you see the spheres in the order they are drawn. Setting the depth function to GL_ALWAYS simply means all depth tests always pass, for any fragment, be it closer or farther.
You need GL_LESS for the result you want. A fragment having depth lesser than the one in the frame buffer wins; the closer (lesser z) one wins over the farther (greater z) one.
You can either call glDepthFunc(GL_LESS) or comment out glDepthFunc(GL_ALWAYS) since GL_LESS is the default.
Here's the vertex buffer information of the quad I'm drawing:
static const GLfloat pv_quad[] = {
-1.0f, -1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
-1.0f, 1.0f, 0.0f,
1.0f, 1.0f, 0.0f,
};
This quad is used to draw 2D frames on the screen as part of the graphical user interface. The class I use to do this is Mage::Interface::Frame. I'll spare you the header definition and instead give you the class's implementation, as it's small. There's some test code in here, so ignore the fact the shader is part of the class. I know it shouldn't be there.
#include <Mage/Root.h>
#include <Mage/Interface/Frame.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtx/transform.hpp>
using Mage::Interface::Frame;
Frame::Frame()
: width(300), height(200), position(0, 0), color(1.0, 1.0, 1.0), model(1.0), rotation(0) {
prog.compileFile("Data/Shaders/FrameVertex.glsl", Mage::ShaderType::VERTEX);
prog.compileFile("Data/Shaders/FrameFragment.glsl", Mage::ShaderType::FRAGMENT);
prog.link();
this->calcTransform();
}
void Frame::setSize(int w, int h) {
this->width = w;
this->height = h;
this->calcTransform();
}
void Frame::setColor(int r, int g, int b) {
this->color = glm::vec3(float(r) / 256, float(g) / 256, float(b) / 256);
}
void Frame::setRotation(float degrees) {
this->rotation = glm::radians(degrees);
this->calcTransform();
}
void Frame::calcTransform() {
this->model = glm::mat4(1.0f); // reset model to origin.
// 1280 and 720 are the viewport's size. This is only hard coded for tests.
this->model = glm::scale(this->model, glm::vec3(float(width) / 1280, float(height) / 720, 1.0f));
this->model = glm::rotate(this->model, this->rotation, glm::vec3(0.0f, 0.0f, 1.0f));
this->model = glm::translate(this->model, glm::vec3(position.x, position.y, 0.0f));
}
void Frame::draw() {
Mage::VertexObject obj = ROOT.getRenderWindow()->getVertexBufferObject()->getObject("PrimitiveQuad");
prog.use();
prog.setUniform("mvp", this->model);
prog.setUniform("fColor", this->color);
glEnableVertexAttribArray(0);
ROOT.getRenderWindow()->getVertexBufferObject()->bind();
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)obj.begin);
glDrawArrays(GL_TRIANGLE_STRIP, 0, obj.size);
glDisableVertexAttribArray(0);
}
Here's the drawing function that's called every frame:
void RenderWindow::render() {
Mage::Interface::Frame F;
F.setSize(400, 200);
F.setRotation(0);
while (glfwWindowShouldClose(this->win) == 0) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
F.draw();
glfwSwapBuffers(this->win);
glfwPollEvents();
}
}
When I have setRotation(0), the resulting quad is indeed, 400 pixels wide and 200 pixels high, right in the centre of my screen as you would expect.
However, if I set the rotation to (90), well, this happens:
As you can see, that's not at all close to a 90 degrees turn. It should be 400px high and 200px wide.
Anyone care to explain what's going on here?
EDIT: Some playing around has shown me that the problem is with the scale, not the rotation. When I comment out the scale, the rotation appears to be correct.
The angle argument to glm::rotate() is in radians, not degrees:
m: Input matrix multiplied by this rotation matrix.
angle: Rotation angle expressed in radians.
axis: Rotation axis, recommanded [sic] to be normalized.
Use this:
void Frame::setRotation(float degrees) {
this->rotation = glm::radians( degrees );
this->calcTransform();
}
I am assuming that this game is supposed to be a 3D game with a 2D GUI, although this was not specified in the question, though not entirely necessary, as my answer will be the same.
When rendering with a 3D matrix, using a perspective view (Field of View taken into account), as opposed to using an orthographic view, the shapes will bend to their position depending on the fov.
So with that, I propose that you use a simple solution, and initialize a 2D viewing matrix (or orthographic matrix) for your 2D interface. If you are just looking for a simple way to render a 2D quad onto the screen freeGLUT(free Graphics Library Utility Toolkit) is there for you. There are plenty of docs out there to help install freeglut, so once you finish that, initialize a 2D rendering matrix, then render the quad using glVertex2i/f or glVertex3i/f, like so:
void setView2d()
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0, *SCREEN_WIDTH, *SCREEN_HEIGHT, 0);
glMatrixMode( GL_MODELVIEW );
glDisable(GL_DEPTH_TEST);
glLoadIdentity();
}
void setView3d()
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(70, (GL_FLOAT)*SCREEN_WIDTH / *SCREEN_HEIGHT, 0.1, 100);
glEnable(GL_DEPTH_TEST);
glLoadIdentity();
}
void render()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_TEST);
setView2d(); //Render 2D objects
glPushMatrix();
{
//glTranslatef() and glRotatef() still work for 2D
//if using rotate, rotate on z axis, like so:
glRotatef(90, 0, 0, 1);
glBegin(GL_TRIANGLES);
{
glVertex2i(0, 0);
glVertex2i(100, 0);
glVertex2i(0, 100);
/*
glVertex2i is replacable with glVertex2f, glVertex3i, and glVertex3f
if using a glVertex3, set the z value to 0
*/
}
glEnd();
}
glPopMatrix();
setView3d(); //Render 3D objects
glPushMatrix();
{
//render 3D stuff
}
glPopMatrix();
glutSwapBuffers();
}
I should also mention that when using the gluOrtho2D, coordinates used in vertex x,y are based on pixels, instead of the 3D blocks.
Hope this helped,
-Nick
In OpenGL's fixed pipeline, by default, specifying vertex coordinates using glVertex3f is equivalent to specifying a location between -1.0 and +1.0 in screen space. Therefore, given a set of 4 perfectly adjacent screen-space vertices using GL_TRIANGLE_STRIP (or even GL_QUADS), and unless your window is already perfectly square, you will always render a rectangle instead of a perfect square...
Knowing the width, height and aspect ratio of a window, is there some way to correct this?
I have tried multiplying the vertex coordinates by the aspect ratio, which unfortunately seemed to achieve the same visual effect.
Here's the full source code I'm currently using:
#include "main.h"
#pragma comment(lib, "glut32.lib")
int g_width = 800;
int g_height = 600;
int g_aspectRatio = double(g_width) / double(g_height);
bool g_bInitialized = false;
int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);
glutInitWindowPosition(0, 0);
glutInitWindowSize(g_width, g_height);
glutCreateWindow("OpenGL Test App");
glutDisplayFunc(onRender);
glutReshapeFunc(onSize);
glutIdleFunc(onRender);
glutMainLoop();
return 0;
}
void onInit()
{
glFrontFace(GL_CW);
}
void onRender()
{
if(!g_bInitialized)
onInit();
static float angle = 0.0f;
const float p = 0.5f * g_aspectRatio;
glLoadIdentity();
gluLookAt(
0.0f, 0.0f, 10.0f,
0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f
);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glScalef(1, -1, 1); // Flip the Y-axis
glRotatef(angle, 0.0f, 1.0f, 0.0f);
glBegin(GL_TRIANGLE_STRIP);
{
glColor4f(1.0, 0.0, 0.0, 1.0); // Red
glVertex3f(-p, -p, 0.0); // Top-Left
glColor4f(0.0, 1.0, 0.0, 1.0); // Green
glVertex3f(p, -p, 0.0); // Top-Right
glColor4f(0.0, 0.0, 1.0, 1.0); // Blue
glVertex3f(-p, p, 0.0); // Bottom-Left
glColor4f(1.0, 1.0, 0.0, 1.0); // Yellow
glVertex3f(p, p, 0.0); // Bottom-Left
}
glEnd();
angle += 0.6f;
glutSwapBuffers();
}
void onSize(int w, int h)
{
g_width = max(w, 1);
g_height = max(h, 1);
g_aspectRatio = double(g_width) / double(g_height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glViewport(0, 0, w, h);
gluPerspective(45, g_aspectRatio, 1, 1000);
glMatrixMode(GL_MODELVIEW);
}
EDIT:
This has been solved... In the above code, I had defined g_aspectRatio as an int instead of a floating-point value. Therefore, it's value was always 1...
In my (old) experience, that's just why you have an aspect ratio argument to gluPerspective().
The manual page says:
In general, the aspect ratio in gluPerspective should match
the aspect ratio of the associated viewport. For example, aspect = 2.0
means the viewer's angle of view is twice as wide in x as it is in y.
If the viewport is twice as wide as it is tall, it displays the image
without distortion.
Check your g_aspectRatio value.
by default, specifying vertex coordinates using glVertex3f is equivalent to specifying a location between -1.0 and +1.0 in screen space
Wrong. Coordinates passed to OpenGL through glVertex or a glVertexPointer vertex array are in model space. The transformation to screen space happens by transforming into view space by the modelview matrix and from view space to clip space by the projection matrix. Then clipping is applied and the perspective divide applied to reach normalized coordinate space.
Hence the value range for glVertex can be whatever you like it to be. By applying the right projection matrix you get your view space to be in [-aspect; aspect]×[-1, 1] if you like that.
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-aspect, aspect, -1, 1, -1, 1);
I am in the process of building a simple 3D game engine that is built on top of OpenGL, and for windowing and I/O, GLUT. I have run into a problem with the OpenGL accumulation buffer when trying to build a motion-blur option into the engine. Essentially, here is the small block of code that is supposed to do this for me:
glAccum(GL_MULT, 0.99f);
glAccum(GL_ACCUM, 1.0f - 0.99f);
glAccum(GL_RETURN, 1.0f);
I first tried this block of code by planting it in my Render() method, but it showed a corrupt-looking view where only a select few pixels were visible. So, I then tried it with the rest of the source from the website from which I found the code. I still got the same issue. Below is an image of the issue:
Then, I just took out the accumulation buffer portion (the three lines that are supposed to achieve the motion blur), and here is what I got:
Of course, there would be no motion blur since I removed the glAccum() lines, but that at least told me there is either a problem with my graphics card (it doesn't like accumulation buffers?) or those lines of code don't work.
I don't know if it matters, but I am running the code through NetBeans 7.2 (C++) on a MacBook Pro from 2011. Also, I did request an accumulation buffer in the following line:
glutInitDisplayMode(GLUT_DEPTH | GLUT_ACCUM | GLUT_DOUBLE | GLUT_RGBA);
Here is a sample piece of code I just threw together. I'm not sure if something is wrong in the code, and I know I probably didn't use best practices either, but it gets the point across. I still experienced the error with this code:
#include <iostream>
#include <GLUT/GLUT.h>
using namespace std;
float Rotation = 0.0f;
void Reshape(int width, int height)
{
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-1, 1, -1.0f * ((float)height / (float)width), 1.0f * ((float)height / (float)width), 0.1f, 200.0f);
glMatrixMode(GL_MODELVIEW);
}
void Update(int value)
{
Rotation++;
glutPostRedisplay();
glutTimerFunc(17, Update, 0);
}
void InitGL()
{
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glEnable(GL_COLOR_MATERIAL);
glClearDepth(100.0f);
}
void Render(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
gluLookAt(0, 0, 5.0f, 0, 0, 0, 0, 1, 0);
glPushMatrix();
{
glRotatef(Rotation, 0.0, 1.0, 0.0);
/* Render Icosahedron */
glColor3f(0.5f, 0.5f, 0.5f);
glutSolidIcosahedron();
/* Render wireframe */
glColor4f(1.0, 1.0, 1.0, 1.0);
glLineWidth(2.0);
glutWireIcosahedron();
}
glPopMatrix();
/* Blur */
glAccum(GL_MULT, 0.99);
glAccum(GL_ACCUM, 0.01);
glAccum(GL_RETURN, 1.0);
glFlush();
glutSwapBuffers();
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA | GLUT_ACCUM);
glutInitWindowSize(400, 400);
glutCreateWindow("Test");
glutDisplayFunc(Render);
glutReshapeFunc(Reshape);
InitGL();
Reshape(400, 400);
glutTimerFunc(17, Update, 0);
glutMainLoop();
return 0;
}