I am using ray picking to find the boundaries for a character. It's not optimal, but it's the best I can do and will have to do; I need to have (close to) pixelperfect collisions and also I have lots and lots of objects.
I do not however get the raypicking to work correctly. It collides, but not at the right places. I tried adjust the size of the ray, and more to no avail.
Excuse me for the messy code, I just threw it together.
private void renderCollision(Vector3f dir){
//
// Render the models
//
glPushMatrix();
glPushAttrib(GL_ALL_ATTRIB_BITS);
float size = 10.0f;
Picker.startPicking2D(10, 10, 20, 20, -1.0f, size);
//Picker.startPicking2D(10, 10, 20, 20, 0.1f, 20.0f);
glClear (GL_COLOR_BUFFER_BIT);
glDisable(GL_BLEND);
glDisable(GL_ALPHA);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glDepthMask(true);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClearDepth(100.0f);
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDisable(GL_TEXTURE_2D);
glLoadIdentity ();
//box.drawMoving(camera);
player.move(dir);
glTranslatef(-player.position.x, -player.position.y + size / 2.0f, -player.position.z);
glRotatef(90.0f, 0.0f, 1.0f, 0.0f);
box.drawAll();
glDisable(GL_DEPTH_TEST);
boolean hit = Picker.getHit();
if (hit) {
player.move(new Vector3f(-dir.x, -dir.y, -dir.z));
}
Picker.stopPicking();
glPopAttrib();
glPopMatrix();
}
public class Picker {
private static IntBuffer selBuffer;
private static int hits;
private static int xSelected;
private static int ySelected;
/**
* Makes the game available for picking (when in 3D mode)
*
* #param xMouse The x coordinate of the mouse on the screen
* #param yMouse The y coordinate of the mouse on the screen
*/
public static void startPicking3D(int xMouse, int yMouse, int screenWidth, int screenHeight, float near, float far) {
startPickingGeneric(xMouse, yMouse);
GLU.gluPerspective(SCREEN_FOV, SCREEN_RAT,
near, far);
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glLoadIdentity();
}
/**
* Makes the game available for picking (when in 2D mode)
*
* #param xMouse The x coordinate of the mouse on the screen
* #param yMouse The y coordinate of the mouse on the screen
*/
public static void startPicking2D(int xMouse, int yMouse, int screenWidth, int screenHeight, float near, float far) {
startPickingGeneric(xMouse, yMouse);
GL11.glOrtho(0, screenWidth, 0, screenHeight, near, far);
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glLoadIdentity();
}
/**
* Makes the game available for picking (generic)
*
* #param xMouse The x coordinate of the mouse on the screen
* #param yMouse The y coordinate of the mouse on the screen
*/
private static void startPickingGeneric(int xMouse, int yMouse){
// The selection buffer
selBuffer = ByteBuffer.allocateDirect(1024).order(ByteOrder.nativeOrder()).
asIntBuffer();
IntBuffer vpBuffer = ByteBuffer.allocateDirect(64).
order(ByteOrder.nativeOrder()).asIntBuffer();
// Size of the viewport. [0] Is <x>, [1] Is <y>, [2] Is <width>, [3] Is <height>
int[] viewport = new int[4];
// Get the viewport info
GL11.glGetInteger(GL11.GL_VIEWPORT, vpBuffer);
vpBuffer.get(viewport);
// Set the buffer that OpenGL uses for selection to our buffer
GL11.glSelectBuffer(selBuffer);
// Change to selection mode
GL11.glRenderMode(GL11.GL_SELECT);
// Initialize the name stack (used for identifying which object was selected)
GL11.glInitNames();
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glPushMatrix();
GL11.glLoadIdentity();
// Create 5x5 pixel picking region near cursor location
GLU.gluPickMatrix((float) xMouse, (float) yMouse,
5.0f, 5.0f, IntBuffer.wrap(viewport));
}
/**
* Stops the picking mode
*/
public static void stopPicking(){
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glPopMatrix();
GL11.glMatrixMode(GL11.GL_MODELVIEW);
hits = 0;
hits = GL11.glRenderMode(GL11.GL_RENDER);
}
/**
* Gets the tile the mouse points to
*
* #return TileCoords object with the coordinates of the selected tile
*/
public static boolean getHit(){
int[] buffer = new int[256];
xSelected = -1000;
ySelected = -1000;
selBuffer.get(buffer);
if (hits > 0) {
// If there were more than 0 hits
xSelected = buffer[3]; // Make our selection the first object
ySelected = buffer[4];
int depth = buffer[1]; // Store how far away it is
for (int i = 1; i < hits; i++) {
// Loop through all the detected hits
// If this object is closer to us than the one we have selected
if (buffer[i * 4 + 1] < (int) depth) {
xSelected = buffer[i * 4 + 3]; // Select the closest object
ySelected = buffer[i * 4 + 4];
depth = buffer[i * 4 + 1]; // Store how far away it is
}
}
return true;
}
return false;
}
}
I should rotate around x-axis instead of y-axis and then translate.
Related
I tried to scroll text horizontally in a OpenGL app. The text comes perfect and smooth part by part at the screen when starting from the right side. When the first letter then touches the side of the window at the left side, the whole text disappears. I want that the text goes over the border, so that it vanished smoothly and start again from the right side. It's a sort of banner i try to make. Someone who knows how to solve this problem?
#include <stdio.h>
#include <string.h>
#include <math.h>
#include <iostream>
#ifdef WIN32
#include <windows.h>
#endif
#include <GL/gl.h>
#include <GL/glut.h>
using namespace std;
//static int font_index = 0;
int state = 1;
float xsize = 800;
float ysize = 300;
void print_bitmap_string(/*void* font,*/ const char* s)
{
while (*s) {
glutBitmapCharacter(GLUT_BITMAP_TIMES_ROMAN_24, *s);
s++;
}
}
void reshape(int w, int h)
{
GLdouble size;
GLdouble aspect;
/* Use the whole window. */
glViewport(0, 0, w, h);
/* We are going to do some 2-D orthographic drawing. */
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
size = (GLdouble)((w >= h) ? w : h) / 2.0;
if (w <= h) {
aspect = (GLdouble)h / (GLdouble)w;
glOrtho(-size, size, -size * aspect, size * aspect, -100000.0, 100000.0);
}
else {
aspect = (GLdouble)w / (GLdouble)h;
glOrtho(-size * aspect, size * aspect, -size, size, -100000.0, 100000.0);
}
/* Make the world and window coordinates coincide so that 1.0 in */
/* model space equals one pixel in window space. */
glScaled(aspect, aspect, 1.0);
/* Now determine where to draw things. */
//glMatrixMode(GL_MODELVIEW);
//glLoadIdentity();
}
float yild;
float ystep;
float x_pos = xsize/2;
float y_pos = 70;
void draw()
{
const char* bitmap_font_names[7] = { "Testing train application for windows!!##" };
glPushMatrix();
/* Draw the strings, according to the current mode and font. */
glTranslatef(0.5, -100, 0);
//set the text color
glColor4f(0.0f, 173.0f, 115.0f, 1.0f);
//ystep = 100.0;
//yild = 20.0;
glRasterPos2f(x_pos, y_pos /* + 1.25 * yild*/);
print_bitmap_string(bitmap_font_names[0]);
glPopMatrix();
}
void display(void)
{
//change background color
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
draw();
glColor3f(0.0, 255.0, 0.0);
/*glBegin(GL_TRIANGLES);
glVertex2f(20 + x_pos, 0 + y_pos);
glVertex2f(50 + x_pos, 10 + y_pos);
glVertex2f(20 + x_pos, 20 + y_pos);
glEnd();*/
glutSwapBuffers();
}
void timer(int) {
glutPostRedisplay();
glutTimerFunc(1000 / 90, timer, 0);
switch (state) {
case 1:
if (x_pos > (-xsize / 2) - 200) {
x_pos -= 1;
}
else {
state = -1;
}
break;
case -1:
x_pos = (xsize / 2);
state = 1;
break;
}
cout << x_pos << endl;
}
int main(int argc, char** argv)
{
glutInitWindowSize(xsize, ysize);
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
glutCreateWindow("Train Display");
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutTimerFunc(1000, timer, 0);
glutMainLoop();
return 0;
}
It looks like OpenGL may not allow you to explicitly draw bitmaps outside of the viewport.
From the documentation on glRasterPos,
To set a valid raster position outside the viewport, first set a valid raster position, then call glBitmap with NULL as the bitmap parameter.
The documentation on glBitmap elaborates on this aspect:
To set a valid raster position outside the viewport, first set a valid raster position inside the viewport, then call glBitmap with NULL as the bitmap parameter and with xmove and ymove set to the offsets of the new raster position. This technique is useful when panning an image around the viewport.
I am trying to scroll a text as a banner. I used openGL with glut to make this work. The whole code works if I use a figure like a square. The square scrolls over the screen.
Now I want to do this with text. Every time this program started. The text came at its starting position, but when the timer starts, it vanished. This is probably because the screen was cleared every clocktick, but the screen doesn't build up again.
Someone who can help me with this translation animation and text?
#include <stdio.h>
#include <string.h>
#include <math.h>
#include <iostream>
#ifdef WIN32
#include <windows.h>
#endif
#include <GL/gl.h>
#include <GL/glut.h>
using namespace std;
static int font_index = 0;
int state = 1;
void print_bitmap_string(/*void* font,*/ const char* s)
{
while (*s) {
glutBitmapCharacter(GLUT_BITMAP_TIMES_ROMAN_24, *s);
s++;
}
}
void my_reshape(int w, int h)
{
GLdouble size;
GLdouble aspect;
/* Use the whole window. */
glViewport(0, 0, w, h);
/* We are going to do some 2-D orthographic drawing. */
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
size = (GLdouble)((w >= h) ? w : h) / 2.0;
if (w <= h) {
aspect = (GLdouble)h / (GLdouble)w;
glOrtho(-size, size, -size * aspect, size * aspect, -100000.0, 100000.0);
}
else {
aspect = (GLdouble)w / (GLdouble)h;
glOrtho(-size * aspect, size * aspect, -size, size, -100000.0, 100000.0);
}
/* Make the world and window coordinates coincide so that 1.0 in */
/* model space equals one pixel in window space. */
glScaled(aspect, aspect, 1.0);
/* Now determine where to draw things. */
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
float yild;
float ystep;
float x_pos = -200;
float y_pos = 70;
void draw()
{
const char* bitmap_font_names[7] = { "Hello train" };
/* Draw the strings, according to the current mode and font. */
glTranslatef(0.5, -100, 0);
//set the text color
glColor4f(0.0f, 255.0f, 140.0f, 1.0f);
ystep = 100.0;
yild = 20.0;
glRasterPos2f(x_pos, y_pos + 1.25 * yild);
print_bitmap_string(bitmap_font_names[0]);
}
void display(void)
{
//change background color
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
draw();
glColor3f(0.0, 1.0, 0.0);
glBegin(GL_POLYGON);
glVertex2f(x_pos + 0.5f, 0.0f);
glVertex2f(x_pos+1.0f, 0.5f);
glVertex2f(x_pos+0.5f, 0.5f);
glEnd();
glutSwapBuffers();
}
void timer(int) {
glutPostRedisplay();
glutTimerFunc(1000 , timer, 0);
switch (state) {
case 1:
if (x_pos > -295) {
x_pos -= 1;
}
else {
state = -1;
}
break;
case -1:
x_pos = 180;
state = 1;
break;
}
cout << x_pos << endl;
}
int main(int argc, char** argv)
{
glutInitWindowSize(500, 150);
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
glutCreateWindow("Train Display");
glutDisplayFunc(display);
glutReshapeFunc(my_reshape);
glutTimerFunc(1000, timer, 0);
glutMainLoop();
return 0;
}
glTranslate does not just set a translation matrix, but multiply the current matrix by a translation matrix. You need to load the identity matrix with glLoadIdentity before glTranslatef or save and restore the current matrix with glPushMatrix/glPopMatrix:
void draw()
{
const char* bitmap_font_names[7] = { "Hello train" };
glPushMatrix();
/* Draw the strings, according to the current mode and font. */
glTranslatef(0.5, -100, 0);
//set the text color
glColor4f(0.0f, 255.0f, 140.0f, 1.0f);
ystep = 100.0;
yild = 20.0;
glRasterPos2f(x_pos, y_pos + 1.25 * yild);
print_bitmap_string(bitmap_font_names[0]);
glPopMatrix();
}
I'm making a level editor for my game with OpenGL in C++. I'm trying to make Editor Camera just like in Unity Engine 2D Scene Camera, but I have an issue when I try to implement mouse movement for the camera (Camera Panning). I'm converting mouse position from screen to world space.
ScreenToWorldSpace Method:
Vector3 Application::ScreenToWorldSpace(int mousex, int mousey)
{
double x = 2.0 * mousex / viewportWidth - 1;
double y = 2.0 * mousey / viewportHeight - 1;
Vector4 screenPos = Vector4(x, -y, -1.0f, 1.0f);
Matrix4 ProjectionViewMatrix = camera1->GetProjectionMatrix() * camera1->GetViewMatrix();
Matrix4 InverseProjectionViewMatrix = glm::inverse(ProjectionViewMatrix);
Vector4 worldPos = InverseProjectionViewMatrix * screenPos;
return Vector3(worldPos);
}
The above method works correctly.
But I'm using ScreenToWorldSpace coordinates to update camera position.
Render Method:
void Application::Render(float deltaTime)
{
Vector3 pos = ScreenToWorldSpace(mousePosition.x, mousePosition.y);
// This is the position of a tile not the camera
position = Vector3(0, 0, 0);
Vector3 rotation = Vector3(0, 0, 0);
Vector3 scale = Vector3(1);
Matrix4 translationMatrix = glm::translate(Matrix4(1.0f), position);
Matrix4 rotationMatrix = glm::eulerAngleYXZ(rotation.y, rotation.x, rotation.z);
Matrix4 scaleMatrix = glm::scale(Matrix4(1.0f), scale);
modelMatrix = translationMatrix * rotationMatrix * scaleMatrix;
if (mouseButtonDown)
{
Console << pos.x << ", " << pos.y << Endl;
camera1->position = Vector3(pos.x, pos.y, -10);
}
{
glScissor(0, 0, 900, 600);
glEnable(GL_SCISSOR_TEST);
glClearColor(236 / 255.0f, 64 / 255.0f, 122 / 255.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glViewport(0, 0, 900, 600);
basicShader->Use();
dirt_grass_tex->Use();
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
camera1->SetZoom(zoomFactor);
camera1->Update();
Matrix4 mvp = camera1->GetProjectionMatrix() * camera1->GetViewMatrix() * modelMatrix;
basicShader->SetUniformMat4("MVP", mvp);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glDisable(GL_SCISSOR_TEST);
}
}
Camera Class:
#include "camera.h"
Camera::Camera(int width, int height)
{
swidth = width;
sheight = height;
position = Vector3(0, 0, -10);
rotation = Vector3(0, 0, 0);
m_direction = Vector3(0, 0, -5);
m_up = Vector3(0, 1, 0);
m_right = Vector3(1, 0, 0);
m_offset = Vector3(-swidth / 2 * m_zoom, -sheight / 2 * m_zoom, 0);
m_projection = glm::ortho(0.0f * m_zoom, (float)swidth * m_zoom, 0.0f * m_zoom, (float)sheight * m_zoom, -1000.0f, 0.0f);
}
Camera::~Camera()
{
}
void Camera::Update()
{
Vector3 finalPos = position + m_offset;
m_up = glm::cross(m_right, m_direction);
m_viewMatrix = glm::lookAt(finalPos, finalPos + m_direction, m_up);
m_viewMatrix = glm::scale(m_viewMatrix, Vector3(100));
}
void Camera::SetZoom(float zoom)
{
m_zoom = zoom;
m_offset = Vector3(-swidth / 2 * m_zoom, -sheight / 2 * m_zoom, 0);
m_projection = glm::ortho(0.0f * m_zoom, (float)swidth * m_zoom, 0.0f * m_zoom, (float)sheight * m_zoom, -1000.0f, 0.0f);
}
The following is the output I get when I try to move camera with mouse position converted from Screen to World Space:
if (mouseButtonDown)
{
Console << pos.x << ", " << pos.y << Endl;
position = Vector3(pos.x, pos.y, 0);
}
But if I use mouse position converted from Screen to World space using ScreenToWorldSpace Method the object moves perfectly. Have a look at the following gif:
Following is what I'm trying to achieve:
So I'm Trying to make Game Engine Editor, in that I want to implement Editor Scene Camera like unity / unreal engine scene camera. Following is the editor I'm currently working on:
I tried looking into different resources, but i'm clueless. Help me understand how to move the camera with mouse.
What I think is happening:
Since I'm converting mouse position from screen to world space using camera's projectionView matrix and using those world coordinates to move camera position is causing the problem, because when ever camera moves, projectionView is updated which in turn changes mouse position relative to viewMatrix recursively.
I would Appreciate some help.
Ordinarily, you wouldn't want to write the mouse position directly into the camera location (because that will be of limited use in practice - whenever you click on the screen, the camera would jump).
What you probably want to do something along these lines:
Vector3 g_lastPosition;
void onMousePressed(int x, int y) {
// record starting position!
g_lastPosition = ScreenToWorldSpace(x, y);
}
void onMouseMove(int x, int y) {
// find the difference between new position, and last, in world space
Vector3 new_pos = ScreenToWorldSpace(x, y);
Vector3 offset = new_pos - g_lastPosition;
g_lastPosition = new_pos;
// now move camera by offset
camera->position += offset
}
If you are in an orthographic view, then really you don't need to worry about the projection matrix at all.
int g_lastX;
int g_lastY;
void onMousePressed(int x, int y) {
// store mouse pos
g_lastX = x;
g_lastY = y;
}
void onMouseMove(int x, int y) {
// find the difference between new position, and last, in pixels
int offsetX = x - g_lastX;
int offsetY = y - g_lastY;
// update mouse pos
g_lastX = x;
g_lastY = y;
// get as ratio +/- 1
float dx = ((float) offsetX) / swidth;
float dy = ((float) offsetY) / sheight;
// now move camera by offset (might need to multiply by 2 here?)
camera->position.x += camera->m_offset.x * dx;
camera->position.y += camera->m_offset.y * dy;
}
But in general, for any mouse based movement, you always want to be thinking in terms of adding an offset, rather than setting an exact position.
I'm trying to run the "Cacti in the Desert" Billboard example from Chapter 15 of the OpenGL Game Programming book (Book source code available here). I'm having difficulty getting the desert terrain to be visible on my screen. I'm using GLFW for my window and the example code created it's own window, could this be the issue?
Or, could the issue be with the DisplayScene() function below. In this function, do I have to somehow set the following matrices from my camera class?
ViewMatrix = camera[currentCamera]->GetViewMatrix();
ProjectionMatrix = camera[currentCamera]->GetViewProjectionMatrix();
Here's the DisplayScene() function from the Cacti demo:
BOOL DisplayScene()
{
// used to track the orientation of the viewer
static GLfloat s_eye[] = { MAP_X * MAP_SCALE * 0.5, 8.0, -MAP_Z * MAP_SCALE * 0.5};
static GLfloat s_at[] = { 0.0, 0.0, 0.0 };
static GLfloat s_angle = -90.0;
float speed = 0.3f;
// check for rotation
if (g_keys[VK_LEFT])
{
s_angle -= 2.0;
}
if (g_keys[VK_RIGHT])
{
s_angle += 2.0;
}
// run if the shift key is pressed
if (KEY_DOWN(VK_SHIFT))
speed = speed * 2;
float rad = float(PI*s_angle/180.0f);
// check for forward and backward motion
if (g_keys[VK_UP])
{
s_eye[2] += (float)sin(rad) * speed;
s_eye[0] += (float)cos(rad) * speed;
}
if (g_keys[VK_DOWN])
{
s_eye[2] -= (float)sin(rad) * speed;
s_eye[0] -= (float)cos(rad) * speed;
}
// do bound's checking to make sure they don't leave the map
if (s_eye[0] < MAP_SCALE)
s_eye[0] = MAP_SCALE;
if (s_eye[0] > (MAP_X - 2) * MAP_SCALE)
s_eye[0] = (MAP_X - 2) * MAP_SCALE;
if (s_eye[2] < -(MAP_Z - 2) * MAP_SCALE)
s_eye[2] = -(MAP_Z - 2) * MAP_SCALE;
if (s_eye[2] > - MAP_SCALE)
s_eye[2] = -MAP_SCALE;
// set the eye position in relation to the ground
s_eye[1] = GetHeight(s_eye[0], s_eye[2]) + 2.0f;
//set the look at point to be at eye level in the direction the viewer is headed
s_at[0] = float(s_eye[0] + 100*cos(rad));
s_at[2] = float(s_eye[2] + 100*sin(rad));
s_at[1] = s_eye[1];
// set up the modelview matrix according to this viewer orientation
glLoadIdentity();
gluLookAt(s_eye[0], s_eye[1], s_eye[2],
s_at[0], s_at[1], s_at[2],
0.0, 1.0, 0.0
);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
DrawSand();
DrawCacti();
return TRUE;
} // end DisplayScene()
Here is the DrawSand() function to draw the terrain:
void DrawSand()
{
// select the sand texture
glBindTexture(GL_TEXTURE_2D, g_sand);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
// loop through all the triangle strips
for (int z = 0; z < MAP_Z-1; z++)
{
// draw the triangles in this strip
glDrawElements(GL_TRIANGLE_STRIP, MAP_X * 2, GL_UNSIGNED_INT, &g_indexArray[z * MAP_X * 2]);
}
} // end DrawSand()
I'm very new to OpenGL. I have a simple program that allows me to have once bouncing ball. Do you know how I can tweek the code to have two or more balls bounce (using multithreads)? I'm also supposed to have the balls bounce off each other should a collision occur. Here is the code I have for one bouncing ball.
/*
* GL07BouncingBall.cpp: A ball bouncing inside the window
*/
#include <string>
#include <iostream>
#include <thread>
using namespace std;
#include <windows.h> // for MS Windows
#include <GL/glut.h> // GLUT, includes glu.h and gl.h
#include <Math.h> // Needed for sin, cos
#define PI 3.14159265f
// Global variables
char title[] = "Bouncing Ball (2D)"; // Windowed mode's title
int windowWidth = 640; // Windowed mode's width
int windowHeight = 480; // Windowed mode's height
int windowPosX = 50; // Windowed mode's top-left corner x
int windowPosY = 50; // Windowed mode's top-left corner y
GLfloat ballRadius = 0.2f; // Radius of the bouncing ball
GLfloat ballX = 0.0f; // Ball's center (x, y) position
GLfloat ballY = 0.0f;
GLfloat ballXMax, ballXMin, ballYMax, ballYMin; // Ball's center (x, y) bounds
GLfloat xSpeed = 0.02f; // Ball's speed in x and y directions
GLfloat ySpeed = 0.007f;
int refreshMillis = 30; // Refresh period in milliseconds
// Projection clipping area
GLdouble clipAreaXLeft, clipAreaXRight, clipAreaYBottom, clipAreaYTop;
/* Initialize OpenGL Graphics */
void initGL() {
glClearColor(0.0, 0.0, 0.0, 1.0); // Set background (clear) color to black
}
/* Callback handler for window re-paint event */
void display() {
glClear(GL_COLOR_BUFFER_BIT); // Clear the color buffer
glMatrixMode(GL_MODELVIEW); // To operate on the model-view matrix
glLoadIdentity(); // Reset model-view matrix
glTranslatef(ballX, ballY, 0.0f); // Translate to (xPos, yPos)
// Use triangular segments to form a circle
glBegin(GL_TRIANGLE_FAN);
glColor3f(0.0f, 0.0f, 1.0f); // Blue
glVertex2f(0.0f, 0.0f); // Center of circle
int numSegments = 100;
GLfloat angle;
for (int i = 0; i <= numSegments; i++) { // Last vertex same as first vertex
angle = i * 2.0f * PI / numSegments; // 360 deg for all segments
glVertex2f(cos(angle) * ballRadius, sin(angle) * ballRadius);
}
glEnd();
glutSwapBuffers(); // Swap front and back buffers (of double buffered mode)
// Animation Control - compute the location for the next refresh
ballX += xSpeed;
ballY += ySpeed;
// Check if the ball exceeds the edges
if (ballX > ballXMax) {
ballX = ballXMax;
xSpeed = -xSpeed;
} else if (ballX < ballXMin) {
ballX = ballXMin;
xSpeed = -xSpeed;
}
if (ballY > ballYMax) {
ballY = ballYMax;
ySpeed = -ySpeed;
} else if (ballY < ballYMin) {
ballY = ballYMin;
ySpeed = -ySpeed;
}
}
/* Call back when the windows is re-sized */
void reshape(GLsizei width, GLsizei height) {
// 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 area to match the viewport
glMatrixMode(GL_PROJECTION); // To operate on the Projection matrix
glLoadIdentity(); // Reset the projection matrix
if (width >= height) {
clipAreaXLeft = -1.0 * aspect;
clipAreaXRight = 1.0 * aspect;
clipAreaYBottom = -1.0;
clipAreaYTop = 1.0;
} else {
clipAreaXLeft = -1.0;
clipAreaXRight = 1.0;
clipAreaYBottom = -1.0 / aspect;
clipAreaYTop = 1.0 / aspect;
}
gluOrtho2D(clipAreaXLeft, clipAreaXRight, clipAreaYBottom, clipAreaYTop);
ballXMin = clipAreaXLeft + ballRadius;
ballXMax = clipAreaXRight - ballRadius;
ballYMin = clipAreaYBottom + ballRadius;
ballYMax = clipAreaYTop - ballRadius;
}
/* Called back when the timer expired */
void Timer(int value) {
glutPostRedisplay(); // Post a paint request to activate display()
glutTimerFunc(refreshMillis, Timer, 0); // subsequent timer call at milliseconds
}
/* Main function: GLUT runs as a console application starting at main() */
int main(int argc, char** argv) {
glutInit(&argc, argv); // Initialize GLUT
glutInitDisplayMode(GLUT_DOUBLE); // Enable double buffered mode
glutInitWindowSize(windowWidth, windowHeight); // Initial window width and height
glutInitWindowPosition(windowPosX, windowPosY); // Initial window top-left corner (x, y)
glutCreateWindow(title); // Create window with given title
glutDisplayFunc(display); // Register callback handler for window re-paint
glutReshapeFunc(reshape); // Register callback handler for window re-shape
glutTimerFunc(0, Timer, 0); // First timer call immediately
initGL(); // Our own OpenGL initialization
glutMainLoop(); // Enter event-processing loop
return 0;
}
**Edit:
I've added improvements to my code. I've now created two balls, each with its own speed, color, and center. Although, the two balls remain static. The function in which I create the balls is defined by:
void create(double s, GLfloat ballRadius, GLfloat ballX, GLfloat ballY, GLfloat xSpeed, GLfloat ySpeed)//, double r, double t)
{
//ballRadius = f;
//xSpeed = r;
//ySpeed = t;
glTranslatef(ballX, ballY, 0.0f); // Translate to (xPos, yPos)
glBegin(GL_TRIANGLE_FAN);
glColor3f(s, 0.0f, 1.0f); // Blue
glVertex2f(0.0, 0.0f); // Center of circle
int numSegments = 100;
GLfloat angle;
for (int i = 0; i <= numSegments; i++) { // Last vertex same as first vertex
angle = i * 2.0f * PI / numSegments; // 360 deg for all segments
glVertex2f(cos(angle) * ballRadius, sin(angle) * ballRadius);
}
glEnd();
// Animation Control - compute the location for the next refresh
ballX += xSpeed;
ballY += ySpeed;
// Check if the ball exceeds the edges
if (ballX > ballXMax) {
ballX = ballXMax;
xSpeed = -xSpeed;
} else if (ballX < ballXMin) {
ballX = ballXMin;
xSpeed = -xSpeed;
}
if (ballY > ballYMax) {
ballY = ballYMax;
ySpeed = -ySpeed;
} else if (ballY < ballYMin) {
ballY = ballYMin;
ySpeed = -ySpeed;
}
}
And I call this function by:
create(1.0, 0.2f, 0.0f, 0.0f, 0.02f, 0.007f);
create(0.0, 0.1f, 0.0f, 0.0f, 0.04f, 0.014f);
for two separate balls
This code "creates" a circle
// Use triangular segments to form a circle
glBegin(GL_TRIANGLE_FAN);
glColor3f(0.0f, 0.0f, 1.0f); // Blue
glVertex2f(0.0f, 0.0f); // Center of circle
int numSegments = 100;
GLfloat angle;
for (int i = 0; i <= numSegments; i++) { // Last vertex same as first vertex
angle = i * 2.0f * PI / numSegments; // 360 deg for all segments
glVertex2f(cos(angle) * ballRadius, sin(angle) * ballRadius);
}
glEnd();