I want to display the solar system and draw a simple text saying " Hello world " :
This code below display the solar system and everything works:
#include <iostream>
#include <OpenGL/gl.h>
#include <GLUT/glut.h>
void OpenGLInit(void);
static void Animate(void );
static void Key_r(void );
static void Key_s(void );
static void Key_up(void );
static void Key_down(void );
static void ResizeWindow(int w, int h);
static void KeyPressFunc( unsigned char Key, int x, int y );
static void SpecialKeyFunc( int Key, int x, int y );
static GLenum spinMode = GL_TRUE;
static GLenum singleStep = GL_FALSE;
// These three variables control the animation's state and speed.
static float HourOfDay = 0.0;
static float DayOfYear = 0.0;
static float AnimateIncrement = 24.0; // Time step for animation (hours)
// glutKeyboardFunc is called below to set this function to handle
// all normal key presses.
static void KeyPressFunc( unsigned char Key, int x, int y )
{
switch ( Key ) {
case 'R':
case 'r':
Key_r();
break;
case 's':
case 'S':
Key_s();
break;
case 27: // Escape key
exit(1);
}
}
// glutSpecialFunc is called below to set this function to handle
// all special key presses. See glut.h for the names of
// special keys.
static void SpecialKeyFunc( int Key, int x, int y )
{
switch ( Key ) {
case GLUT_KEY_UP:
Key_up();
break;
case GLUT_KEY_DOWN:
Key_down();
break;
}
}
static void Key_r(void)
{
if ( singleStep ) { // If ending single step mode
singleStep = GL_FALSE;
spinMode = GL_TRUE; // Restart animation
}
else {
spinMode = !spinMode; // Toggle animation on and off.
}
}
static void Key_s(void)
{
singleStep = GL_TRUE;
spinMode = GL_TRUE;
}
static void Key_up(void)
{
AnimateIncrement *= 2.0; // Double the animation time step
}
static void Key_down(void)
{
AnimateIncrement /= 2.0; // Halve the animation time step
}
/*
* Animate() handles the animation and the redrawing of the
* graphics window contents.
*/
static void Animate(void)
{
// Clear the redering window
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if (spinMode) {
// Update the animation state
HourOfDay += AnimateIncrement;
DayOfYear += AnimateIncrement/24.0;
HourOfDay = HourOfDay - ((int)(HourOfDay/24))*24;
DayOfYear = DayOfYear - ((int)(DayOfYear/365))*365;
}
// Clear the current matrix (Modelview)
glLoadIdentity();
// Back off eight units to be able to view from the origin.
glTranslatef ( 0.0, 0.0, -8.0 );
// Rotate the plane of the elliptic
// (rotate the model's plane about the x axis by fifteen degrees)
glRotatef( 15.0, 1.0, 0.0, 0.0 );
// Draw the sun -- as a yellow, wireframe sphere
glColor3f( 1.0, 1.0, 0.0 );
glutWireSphere( 1.0, 15, 15 );
// Draw the Earth
// First position it around the sun
// Use DayOfYear to determine its position
glRotatef( 360.0*DayOfYear/365.0, 0.0, 1.0, 0.0 );
glTranslatef( 4.0, 0.0, 0.0 );
glPushMatrix(); // Save matrix state
// Second, rotate the earth on its axis.
// Use HourOfDay to determine its rotation.
glRotatef( 360.0*HourOfDay/24.0, 0.0, 1.0, 0.0 );
// Third, draw the earth as a wireframe sphere.
glColor3f( 0.2, 0.2, 1.0 );
glutWireSphere( 0.4, 10, 10);
glPopMatrix(); // Restore matrix state
// Draw the moon.
// Use DayOfYear to control its rotation around the earth
glRotatef( 360.0*12.0*DayOfYear/365.0, 0.0, 1.0, 0.0 );
glTranslatef( 0.7, 0.0, 0.0 );
glColor3f( 0.3, 0.7, 0.3 );
glutWireSphere( 0.1, 5, 5 );
// Flush the pipeline, and swap the buffers
glFlush();
glutSwapBuffers();
if ( singleStep ) {
spinMode = GL_FALSE;
}
glutPostRedisplay(); // Request a re-draw for animation purposes
}
// Initialize OpenGL's rendering modes
void OpenGLInit(void)
{
glShadeModel( GL_FLAT );
glClearColor( 0.0, 0.0, 0.0, 0.0 );
glClearDepth( 1.0 );
glEnable( GL_DEPTH_TEST );
}
// ResizeWindow is called when the window is resized
static void ResizeWindow(int w, int h)
{
float aspectRatio;
h = (h == 0) ? 1 : h;
w = (w == 0) ? 1 : w;
glViewport( 0, 0, w, h ); // View port uses whole window
aspectRatio = (float)w/(float)h;
// Set up the projection view matrix (not very well!)
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
gluPerspective( 60.0, aspectRatio, 1.0, 30.0 );
// Select the Modelview matrix
glMatrixMode( GL_MODELVIEW );
}
// Main routine
// Set up OpenGL, hook up callbacks, and start the main loop
int main( int argc, char** argv )
{
// Need to double buffer for animation
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH );
// Create and position the graphics window
glutInitWindowPosition( 0, 0 );
glutInitWindowSize( 600, 360 );
glutCreateWindow( "Solar System Demo" );
// Initialize OpenGL.
OpenGLInit();
// Set up callback functions for key presses
glutKeyboardFunc( KeyPressFunc );
glutSpecialFunc( SpecialKeyFunc );
// Set up the callback function for resizing windows
glutReshapeFunc( ResizeWindow );
// Callback for graphics image redrawing
glutDisplayFunc( Animate );
// Start the main loop. glutMainLoop never returns.
glutMainLoop( );
return(0); // Compiler requires this to be here. (Never reached)
}
The code below draw text " Hello world " and works too:
#include <iostream>
#include <OpenGL/gl.h>
#include <GLUT/glut.h>
void drawBitmapText(char *string,float x,float y,float z)
{
char *c;
glRasterPos3f(x, y,z);
for (c=string; *c != '\0'; c++)
{
glutBitmapCharacter(GLUT_BITMAP_TIMES_ROMAN_10, *c);
}
}
void drawStrokeText(char*string,int x,int y,int z)
{
char *c;
glPushMatrix();
glTranslatef(x, y+8,z);
// glScalef(0.09f,-0.08f,z);
for (c=string; *c != '\0'; c++)
{
glutStrokeCharacter(GLUT_STROKE_ROMAN , *c);
}
glPopMatrix();
}
void reshape(int w,int h)
{
glViewport(0,0,w,h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0,w,h,0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void render(void)
{
glClear(GL_COLOR_BUFFER_BIT);
glLoadIdentity();
glColor3f(0,1,0);
drawBitmapText("Hello world",200,200,0);
glutSwapBuffers();
}
// Main routine
// Set up OpenGL, hook up callbacks, and start the main loop
int main( int argc, char** argv )
{
// Need to double buffer for animation
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH );
// Create and position the graphics window
glutInitWindowPosition( 0, 0 );
glutInitWindowSize( 600, 360 );
glutCreateWindow( "Solar System Demo" );
glutDisplayFunc(render);
glutIdleFunc(render);
glutReshapeFunc(reshape);
// Start the main loop. glutMainLoop never returns.
glutMainLoop( );
return(0); // Compiler requires this to be here. (Never reached)
}
i'm trying to use both of them together to display the solar system and draw the text, but
i'm getting a blank, black screen:
#include <iostream>
#include <OpenGL/gl.h>
#include <GLUT/glut.h>
void OpenGLInit(void);
static void Animate(void );
static void Key_r(void );
static void Key_s(void );
static void Key_up(void );
static void Key_down(void );
static void ResizeWindow(int w, int h);
static void KeyPressFunc( unsigned char Key, int x, int y );
static void SpecialKeyFunc( int Key, int x, int y );
static GLenum spinMode = GL_TRUE;
static GLenum singleStep = GL_FALSE;
// These three variables control the animation's state and speed.
static float HourOfDay = 0.0;
static float DayOfYear = 0.0;
static float AnimateIncrement = 24.0; // Time step for animation (hours)
// glutKeyboardFunc is called below to set this function to handle
// all normal key presses.
static void KeyPressFunc( unsigned char Key, int x, int y )
{
switch ( Key ) {
case 'R':
case 'r':
Key_r();
break;
case 's':
case 'S':
Key_s();
break;
case 27: // Escape key
exit(1);
}
}
// glutSpecialFunc is called below to set this function to handle
// all special key presses. See glut.h for the names of
// special keys.
static void SpecialKeyFunc( int Key, int x, int y )
{
switch ( Key ) {
case GLUT_KEY_UP:
Key_up();
break;
case GLUT_KEY_DOWN:
Key_down();
break;
}
}
static void Key_r(void)
{
if ( singleStep ) { // If ending single step mode
singleStep = GL_FALSE;
spinMode = GL_TRUE; // Restart animation
}
else {
spinMode = !spinMode; // Toggle animation on and off.
}
}
static void Key_s(void)
{
singleStep = GL_TRUE;
spinMode = GL_TRUE;
}
static void Key_up(void)
{
AnimateIncrement *= 2.0; // Double the animation time step
}
static void Key_down(void)
{
AnimateIncrement /= 2.0; // Halve the animation time step
}
/*
* Animate() handles the animation and the redrawing of the
* graphics window contents.
*/
static void Animate(void)
{
// Clear the redering window
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if (spinMode) {
// Update the animation state
HourOfDay += AnimateIncrement;
DayOfYear += AnimateIncrement/24.0;
HourOfDay = HourOfDay - ((int)(HourOfDay/24))*24;
DayOfYear = DayOfYear - ((int)(DayOfYear/365))*365;
}
// Clear the current matrix (Modelview)
glLoadIdentity();
// Back off eight units to be able to view from the origin.
glTranslatef ( 0.0, 0.0, -8.0 );
// Rotate the plane of the elliptic
// (rotate the model's plane about the x axis by fifteen degrees)
glRotatef( 15.0, 1.0, 0.0, 0.0 );
// Draw the sun -- as a yellow, wireframe sphere
glColor3f( 1.0, 1.0, 0.0 );
glutWireSphere( 1.0, 15, 15 );
// Draw the Earth
// First position it around the sun
// Use DayOfYear to determine its position
glRotatef( 360.0*DayOfYear/365.0, 0.0, 1.0, 0.0 );
glTranslatef( 4.0, 0.0, 0.0 );
glPushMatrix(); // Save matrix state
// Second, rotate the earth on its axis.
// Use HourOfDay to determine its rotation.
glRotatef( 360.0*HourOfDay/24.0, 0.0, 1.0, 0.0 );
// Third, draw the earth as a wireframe sphere.
glColor3f( 0.2, 0.2, 1.0 );
glutWireSphere( 0.4, 10, 10);
glPopMatrix(); // Restore matrix state
// Draw the moon.
// Use DayOfYear to control its rotation around the earth
glRotatef( 360.0*12.0*DayOfYear/365.0, 0.0, 1.0, 0.0 );
glTranslatef( 0.7, 0.0, 0.0 );
glColor3f( 0.3, 0.7, 0.3 );
glutWireSphere( 0.1, 5, 5 );
// Flush the pipeline, and swap the buffers
glFlush();
glutSwapBuffers();
if ( singleStep ) {
spinMode = GL_FALSE;
}
glutPostRedisplay(); // Request a re-draw for animation purposes
}
// Initialize OpenGL's rendering modes
void OpenGLInit(void)
{
glShadeModel( GL_FLAT );
glClearColor( 0.0, 0.0, 0.0, 0.0 );
glClearDepth( 1.0 );
glEnable( GL_DEPTH_TEST );
}
// ResizeWindow is called when the window is resized
static void ResizeWindow(int w, int h)
{
float aspectRatio;
h = (h == 0) ? 1 : h;
w = (w == 0) ? 1 : w;
glViewport( 0, 0, w, h ); // View port uses whole window
aspectRatio = (float)w/(float)h;
// Set up the projection view matrix (not very well!)
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
gluPerspective( 60.0, aspectRatio, 1.0, 30.0 );
// Select the Modelview matrix
glMatrixMode( GL_MODELVIEW );
}
void drawBitmapText(char *string,float x,float y,float z)
{
char *c;
glRasterPos3f(x, y,z);
for (c=string; *c != '\0'; c++)
{
glutBitmapCharacter(GLUT_BITMAP_TIMES_ROMAN_10, *c);
}
}
void drawStrokeText(char*string,int x,int y,int z)
{
char *c;
glPushMatrix();
glTranslatef(x, y+8,z);
// glScalef(0.09f,-0.08f,z);
for (c=string; *c != '\0'; c++)
{
glutStrokeCharacter(GLUT_STROKE_ROMAN , *c);
}
glPopMatrix();
}
void reshape(int w,int h)
{
glViewport(0,0,w,h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0,w,h,0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void render(void)
{
glClear(GL_COLOR_BUFFER_BIT);
glLoadIdentity();
glColor3f(0,1,0);
drawBitmapText("Hello world",200,200,0);
glutSwapBuffers();
}
// Main routine
// Set up OpenGL, hook up callbacks, and start the main loop
int main( int argc, char** argv )
{
// Need to double buffer for animation
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH );
// Create and position the graphics window
glutInitWindowPosition( 0, 0 );
glutInitWindowSize( 600, 360 );
glutCreateWindow( "Solar System Demo" );
// Initialize OpenGL.
OpenGLInit();
// Set up callback functions for key presses
glutKeyboardFunc( KeyPressFunc );
glutSpecialFunc( SpecialKeyFunc );
// Set up the callback function for resizing windows
glutReshapeFunc( ResizeWindow );
// Callback for graphics image redrawing
glutDisplayFunc( Animate );
glutDisplayFunc(render);
glutIdleFunc(render);
glutReshapeFunc(reshape);
// Start the main loop. glutMainLoop never returns.
glutMainLoop( );
return(0); // Compiler requires this to be here. (Never reached)
}
These lines in main() cause the problem:
glutKeyboardFunc( KeyPressFunc );
glutSpecialFunc( SpecialKeyFunc );
glutReshapeFunc( ResizeWindow );
glutDisplayFunc( Animate );
glutDisplayFunc(render);
glutIdleFunc(render);
The glutDisplayFunc() overwrites the internal function pointer inside the GLUT. So only the render() function gets called, not the Animate().
The second problem here: Idle function is also the render(), so it gets called twice. The same with Reshape function.
You need to combine the ResizeWindow() and reshape() functions, then render() and Animate() function and then remove the glutIdleFunc call since iteverything is done in the render() already.
Related
I want to use OpenGL to implement an animation that can be started and paused with mouse clicks. Since I am currently using the GLFW, the functions in GLUT are no longer applicable.
In GLUT, the implementation can be like this:
void windowMouse(int button, int state, int x, int y) {
if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN) {
// start
glutIdleFunc(idleFunction);
}
else if (button == GLUT_RIGHT_BUTTON && state == GLUT_DOWN) {
// pause
glutIdleFunc(NULL);
}
}
However, glutIdleFunc() does not work in GLFW. I just wrote a coding frame to perform my goal but got stuck in finding the proper function to replace glutIdleFunc().
void mouse_button_callback(GLFWwindow* window, int button, int action, int mode)
{
if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_PRESS)
{
// start
}
else if (button == GLFW_MOUSE_BUTTON_RIGHT && action == GLFW_PRESS)
{
// pause
}
}
Is there any function in GLFW that can replace the previous one? Or is there any way to perform continuous animation with GLFW?
Get creative with glfwPostEmptyEvent() and glfwWaitEventsTimeout():
// g++ main.cpp `pkg-config --cflags --libs glfw3 gl`
#include <GLFW/glfw3.h>
void (*idleFunc)(GLFWwindow*) = nullptr;
void idle( GLFWwindow* aWindow )
{
static float angle = 0.0f;
static double prvTime = glfwGetTime();
const double curTime = glfwGetTime();
const double dt = (curTime - prvTime);
prvTime = curTime;
angle += 60.0 * dt;
int w, h;
glfwGetFramebufferSize( aWindow, &w, &h );
glViewport( 0, 0, w, h );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
glPushMatrix();
glRotatef( angle, 0, 0, 1 );
glBegin(GL_TRIANGLES);
glColor3ub( 0, 255, 0 );
glVertex2f( -0.5, -0.5 );
glVertex2f( 0.5, -0.5 );
glVertex2f( 0.0, 0.5 );
glEnd();
glPopMatrix();
glfwSwapBuffers( aWindow );
}
void display( GLFWwindow* aWindow )
{
int w, h;
glfwGetFramebufferSize( aWindow, &w, &h );
glViewport( 0, 0, w, h );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
glBegin(GL_TRIANGLES);
glColor3ub( 255, 0, 0 );
glVertex2f( -0.5, -0.5 );
glVertex2f( 0.5, -0.5 );
glVertex2f( 0.0, 0.5 );
glEnd();
glfwSwapBuffers( aWindow );
}
void button( GLFWwindow* window, int button, int action, int mode )
{
if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_PRESS)
{
idleFunc = idle;
glfwPostEmptyEvent();
}
else if (button == GLFW_MOUSE_BUTTON_RIGHT && action == GLFW_PRESS)
{
idleFunc = nullptr;
glfwPostEmptyEvent();
}
}
int main( int, char** )
{
glfwInit();
GLFWwindow* window = glfwCreateWindow( 640, 480, "GLFW", NULL, NULL );
glfwMakeContextCurrent( window );
glfwSetMouseButtonCallback( window, button );
while( !glfwWindowShouldClose( window ) )
{
if(idleFunc)
{
idleFunc(window);
glfwWaitEventsTimeout(0.016);
}
else
{
display(window);
glfwWaitEvents();
}
}
glfwTerminate();
}
The glfwPostEmptyEvent() along with the structure of the glfwWindowShouldClose() loop in main() lets you simulate the behavior of glutPostRedisplay() and the glfwWaitEventsTimeout() lets the idleFunc() (if any) run every 16 milliseconds or so.
I am not able to plot the vertex glVertex2f( 10.0, 0.0 ) in the window, but when I use points like 0.8 it shows up.
Height = 640
Width = 480
So, I might be able to plot points in this range I guess. Can anyone point out the mistake and correct it?
Code:
#ifdef __APPLE__
#include <GLUT/glut.h>
#else
#include <GL/glut.h>
#endif
#include <cstdlib>
//defining constants
#define MAX_WIDTH 640
#define MAX_HEIGHT 480
//display callback function
void display(){
glClear( GL_COLOR_BUFFER_BIT );
glPointSize( 5 );
glLoadIdentity();
gluLookAt( 0.0, 0.0, 0.0, 0.0, 0.0, 5.0, 0.0, 1.0, 0.0 );
glBegin( GL_POINTS );
//setting the pointer color
glColor3f( 1.0, 1.0, 1.0 );
glVertex2f( 0.0, 0.0 );
glVertex2f( 10.0, 0.0 );
glEnd();
glFlush();
}
//catching keyboard events
void keyboardEvent( unsigned char c, int x, int y ){
if( c == 27 ){
exit(0);
}
}
//catching mouse click events
void mouseEvent( int button, int state, int x, int y ){
//checking if the mouse button is clicked or not using state para.
if( state == GLUT_DOWN ){
if( button == GLUT_LEFT_BUTTON ){
}
else if( button == GLUT_RIGHT_BUTTON ){
}
}
}
//adjusting window when it is moved or resized
void reshape( int w, int h ){
glViewport( 0, 0, w, h );
}
//initialising the window at startup
void initialise(){
glClearColor( 0.0, 0.0, 0.0, 1.0 );
gluOrtho2D( 0, MAX_WIDTH, 0, MAX_HEIGHT );
}
int main( int argc, char **argv ){
//initialising the glut library
glutInit( &argc, argv );
glutInitDisplayMode( GLUT_SINGLE | GLUT_RGB );
glutInitWindowSize( MAX_WIDTH, MAX_HEIGHT );
glutInitWindowPosition( 100, 100 );
glutCreateWindow("DDA Assignment");
//calling normal functions
initialise();
//registering callback functions
glutDisplayFunc( display );
glutKeyboardFunc( keyboardEvent );
glutMouseFunc( mouseEvent );
glutReshapeFunc( reshape );
glutMainLoop();
return 0;
}
The glLoadIdentity() in display() is wiping out the matrix set by gluOrtho2D() in initialise().
I'm trying to draw a selection box over an image drawn using glDrawPixels, but I cannot get it to show. In order to represent the coordinates of the box, I have 4 global integers that I update on mouse actions (the first 2 on click, the others when the mouse is dragged), which I then use in the drawing function. I'm sure that the drawing function is called when the mouse gets dragged, and that the four values at least get updated, since I tried printing them every time the drawing function gets called.
The OpenGL calls I have in the main are:
glutInit(&argc, argv);
glutInitWindowSize(WINDOW_DIM, WINDOW_DIM);
glutInitWindowPosition(0, 0);
glutInitDisplayMode(GLUT_RGB|GLUT_DOUBLE);
glutCreateWindow("Window");
glutDisplayFunc(display);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glClearColor(0.0, 0.0, 0.0, 1.0);
glDisable(GL_DEPTH_TEST);
glutMainLoop();
and my display function:
void display()
{
printf("calling display\n");
for(unsigned int i=0; i<WINDOW_DIM*WINDOW_DIM; ++i)
{
pixels[i]=colors[img[i]];
}
glClear(GL_COLOR_BUFFER_BIT);
glDrawPixels(WINDOW_DIM, WINDOW_DIM, GL_RGB, GL_FLOAT, (float*)pixels);
glutSwapBuffers();
if(upd_xmin!=0 || upd_ymin!=0 || upd_xmax!=0 || upd_ymax!=0)
{
glDrawBuffer(GL_FRONT);
glLogicOp(GL_XOR);
glEnable(GL_COLOR_LOGIC_OP);
printf("drawing selection\n");
printf("coords %d %d %d %d\n", upd_xmin, upd_ymin, upd_xmax, upd_ymax);
glColor3f(1.0, 1.0, 1.0);
glLineWidth(3.0);
glBegin(GL_LINE_LOOP);
glVertex2i(upd_xmin, upd_ymin);
glVertex2i(upd_xmin, upd_ymax);
glVertex2i(upd_xmax, upd_ymax);
glVertex2i(upd_xmax, upd_ymin);
glEnd();
glDisable(GL_COLOR_LOGIC_OP);
glDrawBuffer(GL_BACK);
}
}
As I said, I don't think the problem is with the mouse and motion function, seeing how the coordinates of the box (the upd_x and upd_y variables in the code above) get updated when there's a mouse event, but if needed I can post those as well.
Don't swap the buffers in the middle. Just draw the selection box on the back-buffer like everything else:
#include <GL/glut.h>
int StartX = -1;
int StartY = -1;
int EndX = -1;
int EndY = -1;
void mouse( int button, int state, int x, int y )
{
if( button == GLUT_LEFT && state == GLUT_DOWN )
{
StartX = x;
StartY = y;
}
if( button == GLUT_LEFT && state == GLUT_UP )
{
StartX = -1;
StartY = -1;
EndX = -1;
EndY = -1;
}
}
void motion( int x, int y )
{
EndX = x;
EndY = y;
glutPostRedisplay();
}
void display()
{
double w = glutGet( GLUT_WINDOW_WIDTH );
double h = glutGet( GLUT_WINDOW_HEIGHT );
glClear( GL_COLOR_BUFFER_BIT );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
double ar = w / h;
glOrtho( -2 * ar, 2 * ar, -2, 2, -1, 1 );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
glBegin( GL_TRIANGLES );
glColor3ub( 255, 0, 0 );
glVertex2i( -1, -1 );
glColor3ub( 0, 255, 0 );
glVertex2i( 1, -1 );
glColor3ub( 0, 0, 255 );
glVertex2i( 0, 1 );
glEnd();
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
glOrtho( 0, w, h, 0, -1, 1 );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
if( StartX > 0 && StartY > 0 && EndX > 0 && EndY > 0 )
{
glLogicOp(GL_XOR);
glEnable(GL_COLOR_LOGIC_OP);
glColor3f(1.0, 1.0, 1.0);
glLineWidth(3.0);
glBegin(GL_LINE_LOOP);
glVertex2i(StartX, StartY);
glVertex2i(EndX, StartY);
glVertex2i(EndX, EndY);
glVertex2i(StartX, EndY);
glEnd();
glDisable(GL_COLOR_LOGIC_OP);
}
glutSwapBuffers();
}
int main( int argc, char **argv )
{
glutInit( &argc, argv );
glutInitDisplayMode( GLUT_RGBA | GLUT_DOUBLE );
glutInitWindowSize( 640, 480 );
glutCreateWindow( "GLUT" );
glutDisplayFunc( display );
glutMouseFunc( mouse );
glutMotionFunc( motion );
glutMainLoop();
return 0;
}
Since you weren't specifying them I added projection and modelview matrices.
I believe the problem lies here:
glClear(GL_COLOR_BUFFER_BIT);
glDrawPixels(WINDOW_DIM, WINDOW_DIM, GL_RGB, GL_FLOAT, (float*)pixels);
glutSwapBuffers();
rest of drawing
Your render call should look like:
clear
render
swap buffers
Where render is all of your draw calls (including glDrawPixels).
Also, glDrawPixels was removed in OpenGL 3.2. Unless you absolutely need to use that particular method, why not use an orthographic projection to draw GUI elements (which the selection box can be though of as)?
Edit: Also, be aware that if you make draw calls after glDrawPixels, those may overwrite what you drew with glDrawPixels.
I am trying to draw spheres at the mouse locations everytime I click the screen.
I wrote a function to get the 3D mouse coordinates, everytime the mouse is clicked. It works like a charm.
Now how can I create spheres at those locations.
void display()
{
...
...
glColor3f(1,0,0)
glutWireSphere(3,100,100);
glTranslatef(X,Y,Z);
}
void MouseFunc()//where the 3D mouse coordinates are recieved
{
double X,Y,Z// where I store the coordinates.
.....
.....
glutDisplayFunc(display);//Because thats where I create the spheres
}
In MouseFunc store the position of the click into a array/list/vector visible to the drawing function, i.e. not in locally scoped variable. Then you call glutPostRedisplay to make GLUT call the display func you registered once in the initialization code using glutDisplayFunc.
In the display function itself you iterate over the array/list/vector and draw a sphere for each element according to the element's data.
Code sample due to request in comment
clicksphere.cc
#include <GL/glut.h>
#include <GL/gl.h>
#include <list>
typedef union v2f_t {
struct {
float x;
float y;
};
float v[2];
} v2f_t;
typedef std::list<v2f_t> v2flist_t;
v2flist_t sphere_centers;
void display(void)
{
int const window_width = glutGet(GLUT_WINDOW_WIDTH);
int const window_height = glutGet(GLUT_WINDOW_HEIGHT);
float const window_aspect = (float)window_width / (float)window_height;
glClearColor(0.5, 0.5, 1.0, 1.0);
glClearDepth(1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glViewport(0, 0, window_width, window_height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if(window_aspect > 1.) {
glOrtho(-window_aspect, window_aspect, -1, 1, -1, 1);
}
else {
glOrtho(-1, 1, -1/window_aspect, 1/window_aspect, -1, 1);
}
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
GLfloat const light_pos[4] = {-1.00, 1.00, 1.00, 0.};
GLfloat const light_color[4] = { 0.85, 0.90, 0.70, 1.};
GLfloat const light_ambient[4] = { 0.10, 0.10, 0.30, 1.};
glLightfv(GL_LIGHT0, GL_POSITION, light_pos),
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_color);
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST);
for( v2flist_t::iterator sc = sphere_centers.begin();
sc != sphere_centers.end();
sc++ ) {
glPushMatrix();
glTranslatef(sc->x, sc->y, 0);
glutSolidSphere(0.1, 31, 10);
glPopMatrix();
}
glutSwapBuffers();
}
void mouseclick(
int button,
int state,
int mouse_x,
int mouse_y )
{
int const window_width = glutGet(GLUT_WINDOW_WIDTH);
int const window_height = glutGet(GLUT_WINDOW_HEIGHT);
float const window_aspect = (float)window_width / (float)window_height;
v2f_t const sc = {
(window_aspect > 1.0 ? window_aspect : 1.) *
( ((float)mouse_x / (float)window_width )*2. - 1.),
(window_aspect < 1.0 ? 1./window_aspect : 1.) *
( -((float)mouse_y / (float)window_height)*2. + 1.)
};
sphere_centers.push_back(sc);
glutPostRedisplay();
}
int main(
int argc,
char *argv[] )
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
glutCreateWindow("Click to place spheres");
glutDisplayFunc(display);
glutMouseFunc(mouseclick);
glutMainLoop();
return 0;
};
You need to first create the transformation matrix, then draw. In other words:
glTranslatef(X,Y,Z); /* everything from here below would be translated */
glutWireSphere(3,100,100); /* draw with the current transformation matrix */
this is my cube. Once created, it has a random x position on either -2, -1, 0, 1, or 2.
void cube(void)
{
srand (time(0));
int cube_posX;
int lowv = -2;
int highv = 2;
cube_posX = rand() % (highv - lowv + 1) + lowv;
glTranslatef(cube_posX, 0.0, cube_angle);
glRotatef(cube_angle, 90.0, 0.0, 1.0);
glutSolidCube(0.25);
}
and this is how I move the cube slowly forward
void MOVE_CUBE(int value)
{
cube_posZ = cube_posZ - 0.01;
glutPostRedisplay();
glutTimerFunc(25, MOVE_CUBE, 0);
}
and finally putting them in display:
void init(void)
{
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
}
float cam_eyeX = 0.0, cam_eyeY = 1.5, cam_eyeZ = 5.0;
float cam_centerX = 0.0, cam_centerY = 0.0, cam_centerZ = 0.0;
void display(void)
{
glClearColor(1.0,1.0,1.0,1.0); //to add background color (white)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
gluLookAt(cam_eyeX, cam_eyeY, cam_eyeZ, cam_centerX, cam_centerY, cam_centerZ, 0.0, 1.0, 0.0); //camera! (cam position X, cam position Y, cam position Z, cam target X, cam target Y, cam target Z, up position X, up position Y, up position Z)
cube();
glutSwapBuffers();
angle += 0.05; //to affect the glRotate function
glFlush();
}
void reshape(int w, int h)
{
glViewport (0, 0, (GLsizei)w, (GLsizei)h);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
gluPerspective (60, (GLfloat)w / (GLfloat)h, 1.0, 100.0);
glMatrixMode (GL_MODELVIEW);
}
int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH); // Set up display buffer
glutInitWindowSize(750, 500); //window's size
glutInitWindowPosition(100, 100); //window's position
glutCreateWindow("Hendra Ganteng!"); //window's title
init();
glutDisplayFunc(display);
glutIdleFunc (display);
glutReshapeFunc(reshape);
glutKeyboardFunc(keyboard_Handler);
MOVE_CUBE(0);
glutMainLoop();
return 0;
}
But when I see it in action, the cube moves forward flawlessly, but keeps changing x position onto those 5 possibilities (-2,-1,0,1,2) every 0.5 to 1 second. If I disable the srand(time(0)), the cube changes its x position rapidly. I just want to make it stay in 1 x position so then I can call more cubes in different x position. Could someone please kindly what's wrong in my code?
How is that behaviour not expected? You are generating a random X position every time you display your cube. If you re-seed the random number generator using the time, then it will be start a different sequence whenever the time changes (once per second).
Instead, you should pre-generate your cube(s). How about this:
// Global cube data
struct Cube {
int x;
double angle;
};
vector<Cube> cubes;
const int num_cubes = 1;
// Example initialisation...
void InitCubes()
{
cubes.reserve(num_cubes);
for( int i = 0; i < num_cubes; i++ )
{
Cube cube;
cube.x = rand() % (highv - lowv + 1) + lowv;
cube.angle = 0.0;
cubes.push_back(cube);
}
}
Now the update/display cycles simply need to modify the angle, but not the x-position.
void UpdateCube( Cube & cube )
{
cube.angle += 0.05;
}
void DisplayCube( Cube & cube )
{
glTranslatef((double)cube.x, 0.0, cube.angle);
glRotatef(cube.angle, 90.0, 0.0, 1.0);
glutSolidCube(0.25);
}
In your main function, call InitCubes() during startup.
In your display function, do this:
void display(void)
{
glClearColor(1.0,1.0,1.0,1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
gluLookAt(cam_eyeX, cam_eyeY, cam_eyeZ, cam_centerX, cam_centerY, cam_centerZ, 0.0, 1.0, 0.0);
// Display cubes
for( int i = 0; i < cubes.size(); i++ ) DisplayCube( cubes[i] );
glutSwapBuffers();
glFlush();
// Update cubes for next render cycle.
for( int i = 0; i < cubes.size(); i++ ) UpdateCube( cubes[i] );
}