Zooming to mouse position using glOrtho - c++

Currently I am using glOrtho to zoom and pan around a 2D graph I am rendering.
I have setup up the viewport to the standard width and height. Then I set the glOrtho so that my frustrum makes screen coordinates match world coordinates.
glViewport(0, 0, window_width,window_height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, window_width,window_height,0 , 100, -100);
When I do my zoom function in my mouse callback, I multiply the frustrum edges by a zoom factor....
glOrtho( 0 * zoomOut,
window_width * zoomOut,
window_height * zoomOut,
0 * zoomOut,
100, -100);
My question is.... how do I zoom using mouse position as a centre?
I have tried this... (where mouseStoreX and mouseStoreY are the position stored at the first click)
glOrtho( (0 -mouseStoreX )* zoomOut + mouseStoreX,
(window_width - mouseStoreX) * zoomOut + mouseStoreX,
(window_height - mouseStoreY) * zoomOut + mouseStoreY,
(0 - mouseStoreY) * zoomOut + mouseStoreY,
100, -100);
It seems to work but the frustrum jumps around when I do a new click. I think somewhere I'm not taking into account the zoomOut factor when doing the mouse position storing.
EDIT: here is my latest code which I am still struggling with...
void ZoomOrtho(){ //ON MOUSE CLICK.....
if (zooming == false){
keyStore.LMx = keyStore.Mx; //store mouse pos for next comparison
keyStore.LMy = keyStore.My;
//get mouse pos
mouseStoreX = keyStore.Mx;//mouse pos at this moment
mouseStoreY = keyStore.My;
//get current projection matrices
glGetDoublev( GL_MODELVIEW_MATRIX, modelview );
glGetDoublev( GL_PROJECTION_MATRIX, projection );
glGetIntegerv( GL_VIEWPORT, viewport );
//flip Y for opengl reasons
winY = (float)viewport[3] - winY;
//get world mouse coordinate
gluUnProject( mouseStoreX, mouseStoreY , 0.0, modelview, projection, viewport, &posX_,&posY_, &posZ_);
// calc difference between mouse world pos and centre of 'camera'
dx = posX_ - FS.centerX;
dy = posY_ - FS.centerY;
}
//ON DRAG......
zooming = true;
//do mouse movement detection and increment zoomOut
//#################################################
int xDiff = keyStore.Mx - keyStore.LMx; //mouse drag difference in screen space just for incrementing zoom
int yDiff = keyStore.My - keyStore.LMy; //
if (xDiff > 0 && (zoomFactor >= 0.5 ) ) {
zoomFactor -= zoomInc;
if (zoomFactor < 0.5 ) {zoomFactor = 0.5;}
}
else if (xDiff < 0 && (zoomFactor <= 2.0 )) {
zoomFactor += zoomInc;
if (zoomFactor > 2.0){zoomFactor = 2.0;}
}
//#################################################
//fill structure with clipping plane values. zooms ortho projection and keeps mouse pos anchored.
FS.left = ((FS.centerX - dx - (window_width/2.0))*zoomFactor) +dx;
FS.right = ((FS.centerX -dx + (window_width/2.0))*zoomFactor)+dx ;
FS.bottom = ((FS.centerY -dy + (window_width/2.0))*zoomFactor)+dy;
FS.top = ((FS.centerY -dy - (window_width/2.0))*zoomFactor) +dy;
// store last mouse pos for next comparison.
keyStore.LMx = keyStore.Mx;
keyStore.LMy = keyStore.My;
}
void zoomRelease(){
cout << " releasing" << std::endl;
//set zoom to false so we know we are not draggin mouse anymore.
zooming = false;
keyStore.LMx = 0;
keyStore.LMy = 0;
// recenter by taking midpoint between new left and right clipping planes so dx has a reference point
FS.centreX = (FS.right-FS.left)/2.0;
}
void DrawGui(){
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(FS.left, FS.right,FS.bottom, FS.top, 1, -1);
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
//do drawing
}

Give this a shot:
// g++ main.cpp -o main -lglut -lGL && ./main
#include <GL/glut.h>
double centerX = 0, centerY = 0;
double width = 0, height = 0;
void mouse( int button, int state, int mx, int my )
{
// flip mouse y axis so up is +y
my = glutGet( GLUT_WINDOW_HEIGHT ) - my;
// convert mouse coords to (-1/2,-1/2)-(1/2, 1/2) box
double x = ( mx / (double)glutGet( GLUT_WINDOW_WIDTH ) ) - 0.5;
double y = ( my / (double)glutGet( GLUT_WINDOW_HEIGHT ) ) - 0.5;
if( GLUT_UP == state )
{
double preX = ( x * width );
double preY = ( y * height );
double zoomFactor = 1.5;
if( button == GLUT_LEFT_BUTTON )
{
// zoom in
width /= zoomFactor;
height /= zoomFactor;
}
if( button == GLUT_RIGHT_BUTTON )
{
// zoom out
width *= zoomFactor;
height *= zoomFactor;
}
double postX = ( x * width );
double postY = ( y * height );
// recenter
centerX += ( preX - postX );
centerY += ( preY - postY );
}
glutPostRedisplay();
}
void display()
{
glClear( GL_COLOR_BUFFER_BIT );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
glOrtho
(
centerX - ( width / 2.0 ),
centerX + ( width / 2.0 ),
centerY - ( height / 2.0 ),
centerY + ( height / 2.0 ),
-1,
1
);
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
glColor3ub( 255, 0, 0 );
glBegin( GL_TRIANGLES );
glVertex2i( 0, 0 );
glVertex2i( 150, 0 );
glVertex2i( 0, 150 );
glVertex2i( 0, 0 );
glVertex2i( -150, 0 );
glVertex2i( 0, -150 );
glEnd();
glutSwapBuffers();
}
int main( int argc, char **argv )
{
glutInit( &argc, argv );
glutInitDisplayMode( GLUT_RGBA | GLUT_DOUBLE );
glutInitWindowSize( 600, 600 );
glutCreateWindow( "GLUT" );
glutDisplayFunc( display );
glutMouseFunc( mouse );
width = glutGet( GLUT_WINDOW_WIDTH );
height = glutGet( GLUT_WINDOW_HEIGHT );
glutMainLoop();
return 0;
}

I'm assuming that when you do the second click you're storing its value into mouseStoreXY. If so, this is causing the jumping. You were drawing with an offset of the old mouseStoreXY and you suddenly offset to the new one.
The solution will be to store the projection matrix inputs persistently and then modify them incrementally on each frame.

Give this a shot:
// g++ main.cpp -o main -lglut -lGL && ./main
#include <GL/glut.h>
#include <cmath>
void getMouseCoords( int mx, int my, double& x, double& y )
{
// flip mouse y axis so up is +y
my = glutGet( GLUT_WINDOW_HEIGHT ) - my;
// convert mouse coords to (-1/2,-1/2)-(1/2, 1/2) box
x = ( mx / (double)glutGet( GLUT_WINDOW_WIDTH ) ) - 0.5;
y = ( my / (double)glutGet( GLUT_WINDOW_HEIGHT ) ) - 0.5;
}
int btn;
double baseX, baseY;
double baseWidth, baseHeight;
double centerX = 0, centerY = 0;
double width = 0, height = 0;
void mouse( int button, int state, int mx, int my )
{
baseWidth = width;
baseHeight = height;
btn = button;
getMouseCoords( mx, my, baseX, baseY );
}
void motion( int mx, int my )
{
if( btn != GLUT_LEFT_BUTTON )
{
return;
}
double x, y;
getMouseCoords( mx, my, x, y );
double preX = ( baseX * width );
double preY = ( baseY * height );
double zoomFactor = exp( baseY - y );
width = baseWidth * zoomFactor;
height = baseHeight * zoomFactor;
double postX = ( baseX * width );
double postY = ( baseY * height );
// recenter
centerX += ( preX - postX );
centerY += ( preY - postY );
glutPostRedisplay();
}
void display()
{
glClear( GL_COLOR_BUFFER_BIT );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
glOrtho
(
centerX - ( width / 2.0 ),
centerX + ( width / 2.0 ),
centerY - ( height / 2.0 ),
centerY + ( height / 2.0 ),
-1,
1
);
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
glColor3ub( 255, 0, 0 );
glBegin( GL_TRIANGLES );
glVertex2i( 0, 0 );
glVertex2i( 150, 0 );
glVertex2i( 0, 150 );
glVertex2i( 0, 0 );
glVertex2i( -150, 0 );
glVertex2i( 0, -150 );
glEnd();
glutSwapBuffers();
}
int main( int argc, char **argv )
{
glutInit( &argc, argv );
glutInitDisplayMode( GLUT_RGBA | GLUT_DOUBLE );
glutInitWindowSize( 600, 600 );
glutCreateWindow( "GLUT" );
glutDisplayFunc( display );
glutMouseFunc( mouse );
glutMotionFunc( motion );
width = glutGet( GLUT_WINDOW_WIDTH );
height = glutGet( GLUT_WINDOW_HEIGHT );
glutMainLoop();
return 0;
}

If you wanted to go a different route and simply use glTranslate and gluPerspective, you can acheive the same effect. The mouse event for the scroll wheel (using PyOpenGL) might look something like:
def MouseWheelScroll(self, event):
"""Called when the mouse's scroll wheel is scrolled up or down. This modifies the zoomFactor
which renders the graphics closer or further away on the screen. It also translates the graphics
slightly based on the position of the mouse. This creates an effect of zooming to the location
of the mouse on the screen.
"""
scrolledUp = event.GetWheelRotation() # Returns positive for up, negative for down
self.x, self.y = event.GetPosition()
viewport = glGetIntegerv(GL_VIEWPORT)
width = viewport[2]
height = viewport[3]
centerX = width / 2.0
centerY = height / 2.0
# Make sure cursor is on the screen
if ((self.x > 0 and self.x < width) and (self.y > 0 and self.y < height)):
if (scrolledUp > 0):
self.zoomFactor -= 2.0
self.translation[0] -= (self.x - centerX)
self.translation[1] += (self.y - centerY)
else:
self.zoomFactor += 2.0
self.translation[0] += (self.x - centerX)
self.translation[1] += (self.y - centerY)
if (self.zoomFactor > 150.0):
self.zoomFactor = 150.0
elif (self.zoomFactor < 0.1):
self.zoomFactor = 0.1
self.Refresh(False)
You would then just need to translate the graphics, set up your perspective, and then render the scene.
# Translate graphics
glTranslatef(0.0, 0.0, (self.translation[1]/100.0) * (math.tan(self.cameraPosition[0]/self.cameraPosition[1])))
glTranslatef(0.0, (self.translation[0]/100.0) * (math.tan(self.cameraPosition[0]/self.cameraPosition[1])), 0.0)
# Set Perspective
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
gluPerspective(self.zoomFactor, float(width)/float(height), self.nearPlane, self.farPlane)
# Render Scene
glMatrixMode(GL_MODELVIEW)
...Draw stuff here...

Related

Objects become stretched in full screen

The problem I am having is that my objects become stretched when I use full screen. I want it to fit the full screen coordinates, so it looks exactly the same as Image A. I know that glViewport determines the portion of the window to which OpenGL is drawing to, and it can help set my objects to the entire window. However, I haven't used glViewport, instead I am used gluOrtho2D.
Click here to see the full code
Image A (screen size: 700, 600)
Image B (full screen size)
gluOrtho2D code
// this is the initialisation function, called once only
void init() {
glClearColor(0.0, 0.0, 0.0, 0.0); // set what colour you want the background to be
glMatrixMode(GL_PROJECTION); // set the matrix mode
gluOrtho2D(0.0, winWidth, 0.0, winHeight); // set the projection window size in x and y.
}
I am originally using gluOrtho2D and it is used to set up a two-dimensional orthographic viewing region.
glViewport defines the region of the (default) framebuffer which is rendered to.
If you don't want to render to the full screen, thn you can shrink the area which is rendered to, by glViewport. You can let some black stripes on the borders.
The aspect ratio for your application is winWidth : winHeight
With glutGet, using the parameters GLUT_WINDOW_WIDTH respectively GLUT_WINDOW_HEIGHT the size of the current window can be get and the current aspect ratio can be calculated:
int currWidth = glutGet( GLUT_WINDOW_WIDTH );
int currHeight = glutGet( GLUT_WINDOW_HEIGHT );
float window_aspcet = (float)currWidth / (float)currHeight;
With this information the view can be perfectly centered to the viewport:
void display() {
float app_aspcet = (float)winWidth / (float)winHeight;
int currWidth = glutGet( GLUT_WINDOW_WIDTH );
int currHeight = glutGet( GLUT_WINDOW_HEIGHT );
float window_aspcet = (float)currWidth / (float)currHeight;
if ( window_aspcet > app_aspcet )
{
int width = (int)((float)currWidth * app_aspcet / window_aspcet + 0.5f);
glViewport((currWidth - width) / 2, 0, width, currHeight);
}
else
{
int height = (int)((float)currHeight * window_aspcet / app_aspcet + 0.5f);
glViewport(0, (currHeight - height) / 2, currWidth, height);
}
// [...]
}
Or you can adept the aspect ration and the center of the orthographic projection
void display() {
float app_aspcet = (float)winWidth / (float)winHeight;
int currWidth = glutGet( GLUT_WINDOW_WIDTH );
int currHeight = glutGet( GLUT_WINDOW_HEIGHT );
float window_aspcet = (float)currWidth / (float)currHeight;
glViewport(0, 0, currWidth, currHeight);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if ( window_aspcet > app_aspcet )
{
float delta_width = (float)currWidth * (float)winHeight / (float)currHeight - (float)winWidth;
gluOrtho2D(-delta_width/2.0f, (float)winWidth + delta_width/2.0f, 0.0, (float)winHeight);
}
else
{
float delta_height = (float)currHeight * (float)winWidth / (float)currWidth - (float)winHeight;
gluOrtho2D(0.0, (float)winWidth, -delta_height/2.0f, (float)winHeight + delta_height/2.0f);
}

'swizzle' is not a member of 'glm'

I am using the following code to implement the "zoom to mouse point" functionality in opengl in c++. Most of the code is from
OpenGL Google maps style 2D camera / zoom to mouse cursor but I had to change some include statements because of changes in the GLM (http://glm.g-truc.net/0.9.5/index.html) codebase.
#include <GL/freeglut.h>
#include <iostream>
using namespace std;
#define GLM_SWIZZLE_XYZW
#define GLM_FORCE_RADIANS
#include "glm/glm.hpp"
#include "glm/detail/setup.hpp"
#include "glm/detail/_swizzle.hpp"
#include "glm/detail/_swizzle_func.hpp"
#include "glm/gtc/matrix_transform.hpp"
#include "glm/gtc/type_ptr.hpp"
glm::dvec3 Unproject( const glm::dvec3& win )
{
glm::ivec4 view;
glm::dmat4 proj, model;
glGetDoublev( GL_MODELVIEW_MATRIX, glm::value_ptr( model ) );
glGetDoublev( GL_PROJECTION_MATRIX, glm::value_ptr( proj ) );
glGetIntegerv( GL_VIEWPORT, glm::value_ptr( view ) );
glm::dvec3 world = glm::unProject( win, model, proj, view );
return world;
}
// unprojects the given window point
// and finds the ray intersection with the Z=0 plane
glm::dvec2 PlaneUnproject( const glm::dvec2& win )
{
glm::dvec3 world1 = Unproject( glm::dvec3( win, 0.01 ) );
glm::dvec3 world2 = Unproject( glm::dvec3( win, 0.99 ) );
// u is a value such that:
// 0 = world1.z + u * ( world2.z - world1.z )
double u = -world1.z / ( world2.z - world1.z );
// clamp u to reasonable values
if( u < 0 ) u = 0;
if( u > 1 ) u = 1;
return glm::swizzle< glm::X, glm::Y >( world1 + u * ( world2 - world1 ) );
}
// pixels per unit
const double ppu = 80.0;
glm::dvec2 center( 0 );
double scale = 1.0;
void ApplyCamera()
{
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
const double w = glutGet( GLUT_WINDOW_WIDTH ) / ppu;
const double h = glutGet( GLUT_WINDOW_HEIGHT ) / ppu;
glOrtho( -w/2, w/2, -h/2, h/2, -1, 1 );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
glScaled( scale, scale, 1.0 );
glTranslated( -center[0], -center[1], 0 );
}
glm::dvec2 centerStart( 0 );
int btn = -1;
void mouse( int button, int state, int x, int y )
{
ApplyCamera();
y = glutGet( GLUT_WINDOW_HEIGHT ) - y;
btn = button;
if( GLUT_LEFT_BUTTON == btn && GLUT_DOWN == state )
{
centerStart = PlaneUnproject( glm::dvec2( x, y ) );
}
if( GLUT_LEFT_BUTTON == btn && GLUT_UP == state )
{
btn = -1;
}
glutPostRedisplay();
}
void motion( int x, int y )
{
y = glutGet( GLUT_WINDOW_HEIGHT ) - y;
if( GLUT_LEFT_BUTTON == btn )
{
ApplyCamera();
glm::dvec2 cur = PlaneUnproject( glm::dvec2( x, y ) );
center += ( centerStart - cur );
}
glutPostRedisplay();
}
void wheel( int wheel, int direction, int x, int y )
{
y = glutGet( GLUT_WINDOW_HEIGHT ) - y;
ApplyCamera();
glm::dvec2 beforeZoom = PlaneUnproject( glm::dvec2( x, y ) );
const double scaleFactor = 0.90;
if( direction == -1 ) scale *= scaleFactor;
if( direction == 1 ) scale /= scaleFactor;
ApplyCamera();
glm::dvec2 afterZoom = PlaneUnproject( glm::dvec2( x, y ) );
center += ( beforeZoom - afterZoom );
glutPostRedisplay();
}
void display()
{
glClearColor( 0, 0, 0, 1 );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
ApplyCamera();
glBegin( GL_QUADS );
glVertex2i( -1, -1 );
glVertex2i( 1, -1 );
glVertex2i( 1, 1 );
glVertex2i( -1, 1 );
glEnd();
glutSwapBuffers();
}
int main( int argc, char **argv )
{
glutInit( &argc, argv );
glutInitDisplayMode( GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE );
glutInitWindowSize( 600, 600 );
glutCreateWindow( "GLUT" );
glutMouseFunc( mouse );
glutMotionFunc( motion );
glutMouseWheelFunc( wheel );
glutDisplayFunc( display );
glutMainLoop();
return 0;
}
The errors
error: 'swizzle' is not a member of 'glm'
error: 'X' is not a member of 'glm'
error: 'Y' is not a member of 'glm'
are in line
return glm::swizzle< glm::X, glm::Y >( world1 + u * ( world2 - world1 ) );
I know that glm::swizzle is obviously wrong but glm::detail::_swizzle requires 8 parameters compared to 2 earlier by glm::swizzle. What would be the new parameters be? Also, I don't know how to correct glm::X and glm::Y. Can someone please help?
Actually you don't need swizzling at all in this case since there's a dvec2 constructor that can slice off the z coordinate for you.
Change the last line of PlaneUnproject() from this:
return glm::swizzle< glm::X, glm::Y >( world1 + u * ( world2 - world1 ) );
to this:
return glm::dvec2( world1 + u * ( world2 - world1 ) );
I updated the complete code in my original answer.
Though if you really want to swizzle:
Pare down your #includes:
#define GLM_SWIZZLE
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
And change the last line of PlaneUnproject() from this:
return glm::swizzle< glm::X, glm::Y >( world1 + u * ( world2 - world1 ) );
to this:
return ( world1 + u * ( world2 - world1 ) ).xy();
In newer version of glm if you want swizzle operator you need to define GLM_FORCE_SWIZZLE before including glm. GLM_SWIZZLE is deprecated.
#define GLM_FORCE_SWIZZLE
#include "glm/glm.hpp"
Then you can use it like this:
return world1.yx();
And on some compiler you can also do it like this:
return world1.yx;
Warning: Just be aware that there is a huge performance impact if you enable it.
On Visual Studio 2013 I measure around x150 speed difference in runtime matrix multiplication.
With swizzle operations: 450 000 multiplications per second.
Without swizzle operations: 65 000 000 multiplications per second.
I believe it's pretty straightforward. Under the glm namespace there's no member known as 'swizzle'. Please check these two points :-
Just check if there is a nested namespace and refer it accordingly like glm::detail::swizzle
Else please check if the member name is swizzle or _swizzle.
Thanks!

OpenGL Google maps style 2D camera / zoom to mouse cursor

I am trying to implement a 2D camera in OpenGL that behaves like the Google maps camera. Specifically the "zoom to mouse point" functionality.
So far I have been able to implement pan and zoom OK - but only if the zoom is locked to the center of the window/widget. If I try to zoom on the mouse location the view seems to "jump" and after the zoom level increases the item I zoomed in on is no longer under the mouse cursor.
My camera class is below - quite a lot of code but I couldn't make it any smaller sorry!
I call Apply() on the start of each frame, and I call SetX/YPos when the scene is panned, finally I call SetScale with the previous scale +/- 0.1f with the mouse position when the mouse wheel is scrolled.
camera.h
class Camera
{
public:
Camera();
void Apply();
void SetXPos(float xpos);
void SetYPos(float ypos);
void SetScale(float scaleFactor, float mx, float my);
float XPos() const { return m_XPos; }
float YPos() const { return m_YPos; }
float Scale() const { return m_ScaleFactor; }
void SetWindowSize(int w, int h);
void DrawTestItems();
private:
void init_matrix();
float m_XPos;
float m_YPos;
float m_ScaleFactor;
float m_Width;
float m_Height;
float m_ZoomX;
float m_ZoomY;
};
camera.cpp
Camera::Camera()
: m_XPos(0.0f),
m_YPos(0.0f),
m_ScaleFactor(1.0f),
m_ZoomX(0.0f),
m_ZoomY(0.0f),
m_Width(0.0f),
m_Height(0.0f)
{
}
// Called when window is created and when window is resized
void Camera::SetWindowSize(int w, int h)
{
m_Width = (float)w;
m_Height = (float)h;
}
void Camera::init_matrix()
{
glViewport(0, 0, m_Width, m_Height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
float new_W = m_Width * m_ScaleFactor;
float new_H = m_Height * m_ScaleFactor;
// Point to zoom on
float new_x = m_ZoomX;
float new_y = m_ZoomY;
glOrtho( -new_W/2+new_x,
new_W/2+new_x,
new_H/2+new_y,
-new_H/2+new_y,
-1,1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void Camera::Apply()
{
// Zoom
init_matrix();
// Pan
glTranslatef( m_XPos, m_YPos, 1.0f );
DrawTestItems();
}
void Camera::SetXPos(float xpos)
{
m_XPos = xpos;
}
void Camera::SetYPos(float ypos)
{
m_YPos = ypos;
}
// mx,my = window coords of mouse pos when wheel was scrolled
// scale factor goes up or down by 0.1f
void Camera::SetScale(float scaleFactor, float mx, float my)
{
m_ZoomX = (float)mx;
m_ZoomY = (float)my;
m_ScaleFactor = scaleFactor;
}
void Camera::DrawTestItems()
{
}
Update: I seem to have noticed 2 issues:
The mouse position in SetScale is incorrect - I don't know why.
No matter what I try glOrtho causes the centre of the screen to be the zoom point,I confirmed this setting the zoom point manually/hard coding it. In Google maps the screen won't "stick" to the centre like this.
Update again:
I'm also using Qt if this makes any difference, I just have a basic QGLWidget and I am using the mouse wheel event to perform the zoom. I take the delta of the wheel event and then either add or subtract 0.1f to the scale passing in the mouse position from the wheel event.
Get the world-space coordinates of the mouse cursor using the current zoom factor and model/proj/view matrices.
Adjust zoom factor
Get the world-space mouse coordinates again using the new zoom factor
Shift the camera position by the difference in world-space mouse coordinates
Redraw scene using new camera position and zoom factor
Something like this (in the wheel() callback):
#include <GL/freeglut.h>
#include <iostream>
using namespace std;
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
glm::dvec3 Unproject( const glm::dvec3& win )
{
glm::ivec4 view;
glm::dmat4 proj, model;
glGetDoublev( GL_MODELVIEW_MATRIX, &model[0][0] );
glGetDoublev( GL_PROJECTION_MATRIX, &proj[0][0] );
glGetIntegerv( GL_VIEWPORT, &view[0] );
glm::dvec3 world = glm::unProject( win, model, proj, view );
return world;
}
// unprojects the given window point
// and finds the ray intersection with the Z=0 plane
glm::dvec2 PlaneUnproject( const glm::dvec2& win )
{
glm::dvec3 world1 = Unproject( glm::dvec3( win, 0.01 ) );
glm::dvec3 world2 = Unproject( glm::dvec3( win, 0.99 ) );
// u is a value such that:
// 0 = world1.z + u * ( world2.z - world1.z )
double u = -world1.z / ( world2.z - world1.z );
// clamp u to reasonable values
if( u < 0 ) u = 0;
if( u > 1 ) u = 1;
return glm::dvec2( world1 + u * ( world2 - world1 ) );
}
// pixels per unit
const double ppu = 1.0;
glm::dvec2 center( 0 );
double scale = 1.0;
void ApplyCamera()
{
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
const double w = glutGet( GLUT_WINDOW_WIDTH ) / ppu;
const double h = glutGet( GLUT_WINDOW_HEIGHT ) / ppu;
glOrtho( -w/2, w/2, -h/2, h/2, -1, 1 );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
glScaled( scale, scale, 1.0 );
glTranslated( -center[0], -center[1], 0 );
}
glm::dvec2 mPos;
glm::dvec2 centerStart( 0 );
int btn = -1;
void mouse( int button, int state, int x, int y )
{
ApplyCamera();
y = glutGet( GLUT_WINDOW_HEIGHT ) - y;
mPos = glm::ivec2( x, y );
btn = button;
if( GLUT_LEFT_BUTTON == btn && GLUT_DOWN == state )
{
centerStart = PlaneUnproject( glm::dvec2( x, y ) );
}
if( GLUT_LEFT_BUTTON == btn && GLUT_UP == state )
{
btn = -1;
}
glutPostRedisplay();
}
void motion( int x, int y )
{
y = glutGet( GLUT_WINDOW_HEIGHT ) - y;
mPos = glm::ivec2( x, y );
if( GLUT_LEFT_BUTTON == btn )
{
ApplyCamera();
glm::dvec2 cur = PlaneUnproject( glm::dvec2( x, y ) );
center += ( centerStart - cur );
}
glutPostRedisplay();
}
void passiveMotion( int x, int y )
{
y = glutGet( GLUT_WINDOW_HEIGHT ) - y;
mPos = glm::ivec2( x, y );
glutPostRedisplay();
}
void wheel( int wheel, int direction, int x, int y )
{
y = glutGet( GLUT_WINDOW_HEIGHT ) - y;
mPos = glm::ivec2( x, y );
ApplyCamera();
glm::dvec2 beforeZoom = PlaneUnproject( glm::dvec2( x, y ) );
const double scaleFactor = 0.90;
if( direction == -1 ) scale *= scaleFactor;
if( direction == 1 ) scale /= scaleFactor;
ApplyCamera();
glm::dvec2 afterZoom = PlaneUnproject( glm::dvec2( x, y ) );
center += ( beforeZoom - afterZoom );
glutPostRedisplay();
}
void display()
{
glClearColor( 0, 0, 0, 1 );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
ApplyCamera();
glm::dvec2 cur = PlaneUnproject( mPos );
cout << cur.x << " " << cur.y << " " << scale << endl;
glPushMatrix();
glScalef( 50, 50, 1 );
glBegin( GL_QUADS );
glColor3ub( 255, 255, 255 );
glVertex2i( -1, -1 );
glVertex2i( 1, -1 );
glVertex2i( 1, 1 );
glVertex2i( -1, 1 );
glEnd();
glPopMatrix();
glutSwapBuffers();
}
int main( int argc, char **argv )
{
glutInit( &argc, argv );
glutInitDisplayMode( GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE );
glutInitWindowSize( 600, 600 );
glutCreateWindow( "GLUT" );
glutMouseFunc( mouse );
glutMotionFunc( motion );
glutMouseWheelFunc( wheel );
glutDisplayFunc( display );
glutPassiveMotionFunc( passiveMotion );
glutMainLoop();
return 0;
}

opengl and c++ drawing shape using circle algorthim

how can drawing small circle in side big circle using algorthim of circle
each circle consist of 9 or 8 point and link each 4point to gather and link this with 4 under and so on
.................................................
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You need to generate the inner and outer points in one loop.
Give this a shot:
#include <GL/glut.h>
#include <cmath>
void Torus2d( float inner, float outer, unsigned int pts )
{
glBegin( GL_QUAD_STRIP );
for( unsigned int i = 0; i <= pts; ++i )
{
float angle = ( i / (float)pts ) * 3.14159f * 2.0f;
glVertex2f( inner * cos( angle ), inner * sin( angle ) );
glVertex2f( outer * cos( angle ), outer * sin( angle ) );
}
glEnd();
}
void display()
{
glClear( GL_COLOR_BUFFER_BIT );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
double w = glutGet( GLUT_WINDOW_WIDTH );
double h = glutGet( GLUT_WINDOW_HEIGHT );
double ar = w / h;
glOrtho( -4 * ar, 4 * ar, -4, 4, -1, 1);
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
glColor3ub( 255, 0, 0 );
Torus2d( 2, 3, 20 );
glutSwapBuffers();
}
int main( int argc, char **argv )
{
glutInit( &argc, argv );
glutInitDisplayMode( GLUT_RGBA | GLUT_DOUBLE );
glutInitWindowSize( 640, 480 );
glutCreateWindow( "GLUT" );
glutDisplayFunc( display );
glutMainLoop();
return 0;
}
Find below a faster (less trigono) solution in Go (can be easily translated to c++) which was inspired by Sieglord's Abode article
func Torus(cx, cy, inner, outer float64, num_segments int) {
theta := 2 * math.Pi / float64(num_segments)
c := math.Cos(theta) //precalculate the sine and cosine
s := math.Sin(theta)
t_in := 0.0
t_out := 0.0
x_in := inner //we start at angle = 0
x_out := outer //we start at angle = 0
y_in := 0.0
y_out := 0.0
gl.Begin(gl.QUAD_STRIP)
for ii := 0; ii <= num_segments; ii++ {
gl.Vertex2f(float32(x_in+cx), float32(y_in+cy)) //output vertex inner
gl.Vertex2f(float32(x_out+cx), float32(y_out+cy)) //output vertex outer
//apply the rotation matrix
t_in = x_in
t_out = x_out
x_in = c*x_in - s*y_in
x_out = c*x_out - s*y_out
y_in = s*t_in + c*y_in
y_out = s*t_out + c*y_out
}
gl.End()
}

OpenGL - Rotate a 'Curve' About the Y-Axis

As per my question on Math Stackexchange:
I am working on a project for my 3D Graphics class. The project is built with C++ and OpenGL / Glut. Basically, I create a horizontal rectangle window, subdivided into two squares. On the left, I have a two dimensional coordinate plane, which allows the users to point and click and define a profile 'curve'. I then need to wrap this curve around the Y-axis n number of times.
So, would anyone be able to guide me as to how I would use Trigonometry to calculate the X and Z values of the successive points? If for example, a user clicks and creates the point:
(1, 1, 0)
And their sweep resolution (n) is set to, say, 10, then I need to redraw that point every 36 (360/10) degrees around the Y-axis.
Am I correct in assuming that Trigonometry will help me here? If so, can someone please enlighten me a bit as to how to calculate the location of a translated point in 3D space? It's been a while since I took Trig, and I don't believe we ever left 2D space.
EDIT: I attempted to use:
x'=xcos(theta)-zsin(theta)
y'=y
z'=xsin(theta)+zcos(theta)
, as per my understanding of AMPerrine's answer, and I don't think it worked as I'd hoped:
// this is in a loop
// setup the new angle
double angle = i>0 ? (360/sweepResolutionMod)*i : 0;
angle = angle * (M_PI/180);
// for each point...
for( int i=0; i<clickedPoints.size(); i++ )
{
// initial point, normalized
GLfloat tempX = (clickedPoints[i].x-250)/250;
GLfloat tempY = (clickedPoints[i].y-250)/250;
GLfloat tempZ = 0.0;
// log the initial point
cout << "(" << tempX << ", " << tempY << ", 0.0) by " << angle << " radians = ";
// generate the new point
GLfloat newX = (tempX * cos(angle)) - (tempZ * sin(angle));
GLfloat newY = tempY;
GLfloat newZ = (tempX * sin(angle)) - (tempZ * cos(angle));
// log the new point
cout << "(" << newX << ", " << newY << ", " << newZ << ")\n";
// render the new point
glVertex3d(newX, newY, newZ);
}
This produces no screen output, but console output of:
(0.048, -0.296, 0.0) by 0 radians = (0.048, -0.296, 0)
(0.376, -0.508, 0.0) by 0 radians = (0.376, -0.508, 0)
(0.72, -0.204, 0.0) by 0 radians = (0.72, -0.204, 0)
(0.652, 0.176, 0.0) by 0 radians = (0.652, 0.176, 0)
(0.368, 0.504, 0.0) by 0 radians = (0.368, 0.504, 0)
(0.048, -0.296, 0.0) by 0.628319 radians = (0.0388328, -0.296, 0.0282137)
(0.376, -0.508, 0.0) by 0.628319 radians = (0.30419, -0.508, 0.221007)
(0.72, -0.204, 0.0) by 0.628319 radians = (0.582492, -0.204, 0.423205)
(0.652, 0.176, 0.0) by 0.628319 radians = (0.527479, 0.176, 0.383236)
(0.368, 0.504, 0.0) by 0.628319 radians = (0.297718, 0.504, 0.216305)
(0.048, -0.296, 0.0) by 1.25664 radians = (0.0148328, -0.296, 0.0456507)
(0.376, -0.508, 0.0) by 1.25664 radians = (0.11619, -0.508, 0.357597)
(0.72, -0.204, 0.0) by 1.25664 radians = (0.222492, -0.204, 0.684761)
(0.652, 0.176, 0.0) by 1.25664 radians = (0.201479, 0.176, 0.620089)
(0.368, 0.504, 0.0) by 1.25664 radians = (0.113718, 0.504, 0.349989)
...
(0.048, -0.296, 0.0) by 6.28319 radians = (0.048, -0.296, -1.17566e-17)
(0.376, -0.508, 0.0) by 6.28319 radians = (0.376, -0.508, -9.20934e-17)
(0.72, -0.204, 0.0) by 6.28319 radians = (0.72, -0.204, -1.76349e-16)
(0.652, 0.176, 0.0) by 6.28319 radians = (0.652, 0.176, -1.59694e-16)
(0.368, 0.504, 0.0) by 6.28319 radians = (0.368, 0.504, -9.0134e-17)
I'm not sure what exactly is going on here, but I'm having a terrible time trying to figure it out, so please don't think I'm trying to get double reputation or anything, I'm just really stuck.
EDIT 2: Here is my whole display routine for my perspective subview:
void displayPersp(void)
{
glClear(GL_COLOR_BUFFER_BIT);
glMatrixMode (GL_MODELVIEW);
glLoadIdentity ();
gluLookAt (-2.0, 1.0, 1.0, 0.0, 0.0, 0.0, 0.0, -1.0, 0.0);
// draw the axis
glBegin(GL_LINES);
// x
glVertex3f(500.0, 0.0, 0.0);
glVertex3f(-500.0, 0.0, 0.0);
// y
glVertex3f(0.0, -500.0, 0.0);
glVertex3f(0.0, 500.0, 0.0);
// z
glVertex3f(0.0, 0.0, -500.0);
glVertex3f(0.0, 0.0, 500.0);
glEnd();
cout << endl;
// loop as many number of times as we are going to draw the points around the Y-Axis
for( int i=0; i<=sweepResolutionMod; i++ )
{
cout << endl;
// setup the new angle
double angle = i>0 ? (360/sweepResolutionMod)*i : 0;
angle = angle * (M_PI/180);
// for each point...
for( int i=0; i<clickedPoints.size(); i++ )
{
GLfloat tempX = (clickedPoints[i].x-250)/250;
GLfloat tempY = (clickedPoints[i].y-250)/250;
GLfloat tempZ = 0.0;
cout << "(" << tempX << ", " << tempY << ", 0.0) by " << angle << " degrees = ";
GLfloat newX = (tempX * cos(angle)) - (tempZ * sin(angle));
GLfloat newY = tempY;
GLfloat newZ = (tempX * sin(angle)) - (tempZ * cos(angle));
cout << "(" << newX << ", " << newY << ", " << newZ << ")\n";
glVertex3d(newX, newY, newZ);
}
// the following was my old solution, using OpenGL's rotate(), but that
// didn't allow me to get back the new point's coordinates.
/*
glRotatef(angle, 0.0, 1.0, 0.0);
// draw a line?
if( clickedPoints.size() > 1 )
{
glBegin(GL_LINE_STRIP);
for(int i=0; i<clickedPoints.size(); i++ )
{
glVertex3f((clickedPoints[i].x-250)/250, (clickedPoints[i].y-250)/250, 0.0);
}
glEnd();
}
// everyone gets points
glBegin(GL_POINTS);
for(int i=0; i<clickedPoints.size(); i++ )
{
glVertex3f((clickedPoints[i].x-250)/250, (clickedPoints[i].y-250)/250, 0.0);
}
glEnd();
*/
}
glutSwapBuffers();
}
EDIT 3: Here is a terrible illustration that illustrates what I need to do. I know the perspective seems off, but what I'm attempting to acquire is the green 'horizontals' in the right subview (this is using the commented out glRotatef() code above):
FINAL EDIT (for future generations!):
Here is what I finally got working, after discussing some linear algebra with a teacher at college:
void displayPersp(void)
{
glClear(GL_COLOR_BUFFER_BIT);
gluLookAt (-2.0, 1.0, 1.0, 0.0, 0.0, 0.0, 0.0, -1.0, 0.0);
glMatrixMode (GL_MODELVIEW);
glLoadIdentity ();
// draw the axis
glBegin(GL_LINES);
// x
glVertex3f(500.0, 0.0, 0.0);
glVertex3f(-500.0, 0.0, 0.0);
// y
glVertex3f(0.0, -500.0, 0.0);
glVertex3f(0.0, 500.0, 0.0);
// z
glVertex3f(0.0, 0.0, -500.0);
glVertex3f(0.0, 0.0, 500.0);
glEnd();
cout << endl;
double previousTheta = 0.0;
for( int i=0; i<=sweepResolutionMod; i++ )
{
double theta = i>0 ? (360/sweepResolutionMod)*i : 0;
theta = theta * (M_PI/180);
if( clickedPoints.size() > 1 )
{
// the 'vertical' piece
glBegin(GL_LINE_STRIP);
for(int i=0; i<clickedPoints.size(); i++ )
{
// normalize
GLfloat tempX = (clickedPoints[i].x-250)/250;
GLfloat tempY = (clickedPoints[i].y-250)/250;
GLfloat tempZ = 0.0;
// new points
GLfloat newX = ( tempX * cos(theta) ) + ( tempZ * sin(theta) );
GLfloat newY = tempY;
GLfloat newZ = ( tempZ * cos(theta) ) - ( tempX * sin(theta) );
glVertex3f(newX, newY, newZ);
}
glEnd();
// the 'horizontal' piece
if( previousTheta != theta )
{
glBegin(GL_LINES);
for(int i=0; i<clickedPoints.size(); i++ )
{
// normalize
GLfloat tempX = (clickedPoints[i].x-250)/250;
GLfloat tempY = (clickedPoints[i].y-250)/250;
GLfloat tempZ = 0.0;
// new points
GLfloat newX = ( tempX * cos(theta) ) + ( tempZ * sin(theta) );
GLfloat newY = tempY;
GLfloat newZ = ( tempZ * cos(theta) ) - ( tempX * sin(theta) );
// previous points
GLfloat previousX = ( tempX * cos(previousTheta) ) + ( tempZ * sin(previousTheta) );
GLfloat previousY = tempY;
GLfloat previousZ = ( tempZ * cos(previousTheta) ) - ( tempX * sin(previousTheta) );
// horizontal component
glVertex3f(newX, newY, newZ);
glVertex3f(previousX, previousY, previousZ);
}
glEnd();
}
}
previousTheta = theta;
}
glutSwapBuffers();
}
Edit 2: Okay, I see the problem you're running into -- it's a limitation I'd forgotten about (so the code I'd posted previously was dead wrong and wouldn't work at all). The problem is that you're not allowed to call glRotate between a glBegin/glEnd pair -- if you do, it'll set an error flag, and no more drawing will be done.
That does mean you pretty much have to handle the rotation yourself. Fortunately, that's a bit simpler than you've tried to make it:
static const double pi = 3.1416;
for (int point=0; point<NUM_POINTS; point++) {
glBegin(GL_LINE_STRIP);
for (double theta = 0.0; theta < 2.0 * pi; theta += pi/6.0) {
double x = cos(theta);
double z = sin(theta);
glVertex3d(points[point][0]*x, points[point][1], -1.0-points[point][0]*z);
}
glEnd();
}
As-is, this code uses -1.0 along the Z axis as the center of rotation. You can obviously move that where you wish, though anything outside your clipping frustum obviously won't display.
Also note that to get a wireframe, you'll have to draw both your "vertical", and your "horizontal" lines separately, so the code will look something like this:
for (int point=0; point<NUM_POINTS; point++) {
glBegin(GL_LINE_STRIP);
for (double theta = 0.0; theta < 2.0 * pi; theta += pi/6.0) {
double x = cos(theta);
double z = sin(theta);
glVertex3d(points[point][0]*x, points[point][1], -1.0 - points[point][0]*z);
}
glEnd();
}
for (double theta = 0.0; theta < 2.0 * pi; theta += pi/6.0) {
glBegin(GL_LINE_STRIP);
for (int point=0; point<NUM_POINTS; point++) {
double x = cos(theta);
double z = sin(theta);
glVertex3d(points[point][0]*x, points[point][1], -1.0 - points[point][0]*z);
}
glEnd();
}
The trig functions take angles in radians, not degrees.
I also suspect that your viewport isn't setup properly, which explains why you can't see anything on the screen. Typically when I think stuff isn't rendering, it usually is, however, I haven't configured the camera, lighting and other stuff correctly.
Looks like you're trying to construct a surface of revolution/solid of revolution/"lathe object".
A working example:
#include <GL/glut.h>
#include <glm/glm.hpp>
#include <vector>
#include <cmath>
using namespace std;
using namespace glm;
struct Vertex
{
Vertex( const vec3& position, const vec3& normal )
: position( position )
, normal( normal )
{}
vec3 position;
vec3 normal;
};
// spin the pts array around the Z axis.
// pts.x will become the radius, and pts.y will become the height
// pts should be sorted by y-coordinate
vector< Vertex > Lathe( const vector< vec2 >& pts, unsigned int segments = 32 )
{
// precalculate circle points
vector< vec2 > circlePts;
for( unsigned int i = 0; i <= segments; ++i )
{
float angle = ( i / (float)segments ) * 3.14159f * 2.0f;
circlePts.push_back( vec2( cos( angle ), sin( angle ) ) );
}
// fill each layer
typedef vector< vec3 > Layer;
typedef vector< Layer > Layers;
Layers layers( pts.size(), Layer( circlePts.size() ) );
for( size_t i = 0; i < pts.size(); ++i )
{
for( unsigned int j = 0; j < circlePts.size(); ++j )
{
layers[i][j] = vec3( circlePts[j] * pts[i].x, pts[i].y );
}
}
// move through layers generating triangles
vector< Vertex > verts;
for( size_t i = 1; i < layers.size(); ++i )
{
const Layer& prvLayer = layers[ i-1 ];
const Layer& curLayer = layers[ i-0 ];
for( size_t j = 1; j < circlePts.size(); ++j )
{
// upper = cur layer
// UL -- UR
// left | 0 / | right
// = j-1 | / 1 | = j-0
// LL -- LR
// lower = prv layer
const vec3& LL = prvLayer[ j-1 ]; // lower-left
const vec3& LR = prvLayer[ j-0 ]; // lower-right
const vec3& UL = curLayer[ j-1 ]; // upper-left
const vec3& UR = curLayer[ j-0 ]; // upper-right
// triangle0: LL -> UR -> UL
const vec3 normal0 = normalize( cross( UR - LL, UL - LL ) );
verts.push_back( Vertex( LL, normal0 ) );
verts.push_back( Vertex( UR, normal0 ) );
verts.push_back( Vertex( UL, normal0 ) );
// triangle1: LL -> LR -> UR
const vec3 normal1 = normalize( cross( LR - LL, UL - LL ) );
verts.push_back( Vertex( LL, normal1 ) );
verts.push_back( Vertex( LR, normal1 ) );
verts.push_back( Vertex( UR, normal1 ) );
}
}
return verts;
}
// mouse state
int btn;
ivec2 startMouse;
ivec2 startRot, curRot;
void mouse(int button, int state, int x, int y )
{
if( button == GLUT_LEFT_BUTTON && state == GLUT_DOWN )
{
btn = button;
startMouse = ivec2( x, glutGet( GLUT_WINDOW_HEIGHT ) - y );
startRot = curRot;
}
}
void motion( int x, int y )
{
ivec2 curMouse( x, glutGet( GLUT_WINDOW_HEIGHT ) - y );
if( btn == GLUT_LEFT_BUTTON )
{
curRot = startRot + ( curMouse - startMouse );
}
glutPostRedisplay();
}
vector< Vertex > model;
void display()
{
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
double w = glutGet( GLUT_WINDOW_WIDTH );
double h = glutGet( GLUT_WINDOW_HEIGHT );
double ar = w / h;
gluPerspective( 60, ar, 0.1, 40 );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
glTranslatef( 0, 0, -10 );
glPushMatrix();
glRotatef( curRot.x % 360, 0, 1, 0 );
glRotatef( -curRot.y % 360, 1, 0, 0 );
// draw model
if( !model.empty() )
{
glColor3ub( 255, 0, 0 );
glEnableClientState( GL_VERTEX_ARRAY );
glEnableClientState( GL_NORMAL_ARRAY );
glVertexPointer( 3, GL_FLOAT, sizeof(Vertex), &model[0].position );
glNormalPointer( GL_FLOAT, sizeof(Vertex), &model[0].normal );
glDrawArrays( GL_TRIANGLES, 0, model.size() );
glDisableClientState( GL_VERTEX_ARRAY );
glDisableClientState( GL_NORMAL_ARRAY );
}
// draw bounding cube
glDisable( GL_LIGHTING );
glColor3ub( 255, 255, 255 );
glutWireCube( 7 );
glEnable( GL_LIGHTING );
glPopMatrix();
glutSwapBuffers();
}
int main( int argc, char **argv )
{
vector< vec2 > pts;
pts.push_back( vec2( 0.1, -3 ) );
pts.push_back( vec2( 2, -2 ) );
pts.push_back( vec2( 3, -1 ) );
pts.push_back( vec2( 1, 0 ) );
pts.push_back( vec2( 3, 1 ) );
pts.push_back( vec2( 4, 2 ) );
pts.push_back( vec2( 4, 3 ) );
model = Lathe( pts );
glutInit( &argc, argv );
glutInitDisplayMode( GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE );
glutInitWindowSize( 640, 480 );
glutCreateWindow( "GLUT" );
glutDisplayFunc( display );
glutMouseFunc( mouse );
glutMotionFunc( motion );
glEnable( GL_DEPTH_TEST );
// set up lighting
glShadeModel( GL_SMOOTH );
glEnable( GL_COLOR_MATERIAL );
glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE ) ;
glLightModeli( GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE );
glEnable( GL_LIGHTING );
// set up "headlamp"-like light
glEnable( GL_LIGHT0 );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
GLfloat position[] = { 0, 0, 1, 0 };
glLightfv( GL_LIGHT0, GL_POSITION, position );
glPolygonMode( GL_FRONT, GL_FILL );
glPolygonMode( GL_BACK, GL_LINE );
glutMainLoop();
return 0;
}