How can I stack up these two opengl shapes into a container class?
can someone please show me
I wont mind a template.
void myTriangle()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glTranslatef(-1.5f,0.0f,-6.0f);
glBegin(GL_TRIANGLES);
glColor3f(1.0f,0.0f,0.0f);
glVertex3f( 0.0f, 1.0f, 0.0f);
glColor3f(0.0f,1.0f,0.0f);
glVertex3f(-1.0f,-1.0f, 0.0f);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f( 1.0f,-1.0f, 0.0f);
glEnd();
glutSwapBuffers ( );
}
void myQuad()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glColor3f(0.5f,0.5f,1.0f);
glBegin(GL_QUADS);
glVertex3f(-1.0f, 1.0f, 0.0f);
glVertex3f( 1.0f, 1.0f, 0.0f);
glVertex3f( 1.0f,-1.0f, 0.0f);
glVertex3f(-1.0f,-1.0f, 0.0f);
glEnd();
glutSwapBuffers ( );
}
not really sure of what you want to do, but you can do:
typedef void (*ShapeFct_t)();
typedef std::vector<ShapeFct_t> ShapeArray_t;
ShapeArray_t shapes;
shapes.push_back(myTriangle);
shapes.push_back(myQuad);
You can define a Shape base class, and have Quad and Triangle inherit from that class with an overloaded draw function. Here's a simplified, incomplete example:
/* Define these; use tuples, your own class, 3rd party, whatever */
class Position;
class Color;
/* Shape class is abstract base class */
class Shape {
public:
Shape(const Position &pos) : position(pos) {}
virtual void draw() = 0;
protected:
Position position;
};
/* Triangle and Quad classes are Shapes */
class Triangle : public Shape {
public:
Triangle(const Position &pos,
const Position &p1, const Color &c1,
const Position &p2, const Color &c2,
const Position &p3, const Color &c3)
: Shape(pos),
pos1(p1), col1(c1),
pos2(p2), col2(c2),
pos3(p3), col3(c3)
{}
virtual void draw() {
glTranslatef(position.x, position.y, position.z);
glBegin(GL_TRIANGLES);
glColor3f(col1.r, col1.g, col1.b);
glVertex3f(pos1.x, pos1.y, pos1.z);
glColor3f(col2.r, col2.g, col2.b);
glVertex3f(pos2.x, pos2.y, pos2.z);
glColor3f(col3.r, col3.g, col3.b);
glVertex3f(pos3.x, pos3.y, pos3.z);
glEnd();
}
private:
Position pos1, pos2, pos3;
Color col1, col2, col3;
};
class Quad : public Shape {
/* Your implementation here */
};
void draw_all_shapes() {
std::vector<Shape*> shapes;
shapes.push_back(new Triangle(Position(-1.5f, 0f, -6f),
Position(0f, 1f, 0f), Color(1f, 0f, 0f),
Position(-1f, -1f, 0f), Color(0f, 1f, 0f),
Position(0f, 0f, 1f), Color(0f, 0f, 1f)));
shapes.push_back(new Quad(/* Arguments */));
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
for(auto it = shapes.begin(); it != shapes.end(); it++) {
(*it)->draw();
}
glutSwapBuffers();
}
Note: As I said, the example is incomplete. It's also untested and a little bit messy (memory leaks and such) but those problems are out of the scope of this question. The main point I am trying to demonstrate here is that you can convert your functions to classes, which can leverage inheritance and polymorphism to simplify your code.
Not sure if you care to edit what the shape looks like after you create it but you could put it in a display list, then store each display list in whatever container you like:
GLuint triangleList = glGenLists(1);
glNewList(triangleList, GL_COMPILE);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glTranslatef(-1.5f,0.0f,-6.0f);
glBegin(GL_TRIANGLES);
glColor3f(1.0f,0.0f,0.0f);
glVertex3f( 0.0f, 1.0f, 0.0f);
glColor3f(0.0f,1.0f,0.0f);
glVertex3f(-1.0f,-1.0f, 0.0f);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f( 1.0f,-1.0f, 0.0f);
glEnd();
glEndList();
GLuint quadList = glGenList(1);
glNewList(quadList, GL_COMPILE);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glColor3f(0.5f,0.5f,1.0f);
glBegin(GL_QUADS);
glVertex3f(-1.0f, 1.0f, 0.0f);
glVertex3f( 1.0f, 1.0f, 0.0f);
glVertex3f( 1.0f,-1.0f, 0.0f);
glVertex3f(-1.0f,-1.0f, 0.0f);
glEnd();
glEndList();
At this point you can store the quadList and triangleList in whatever container you like. You can tell OpenGL to display them by using the glCallList() function. To delete the list call glDeleteList().
Related
I tried to write an "Engine" to render shapes using OpenGL.
The idea is that you can write "renderers" which are just functions that render shapes and add them to a list for the Engine class to display.
So I added a cube and a pyramid (the code for which I just copied from the internet) - and I made them rotate.
As you can see in the images at the bottom of the question - the shapes acted weird - you could see the back of the shape from the front, etc.
Now, I understand that OpenGL just renders stuff in the order I tell it to render them - causing things that are written first to be rendered first - but I used the glDepthFunc which should make it such that stuff renders by "depth" and not order of writing.
#include <GL/glut.h>
#include <iostream>
#include <list>
namespace Graphics
{
class Engine
{
public:
static void Init();
static void Display();
static void Reshape(GLsizei width, GLsizei height);
static void Timer(int value);
static bool Run(int argc, char** argv);
// A renderer is just a method that does stuff and return a boolean
using renderer_t = bool(*)();
static void AddRenderer(renderer_t renderer);
private:
static std::list<renderer_t> renderers;
};
}
namespace Graphics
{
std::list<Engine::renderer_t> Engine::renderers;
void Engine::Init()
{
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set background color to black and opaque
glClearDepth(1.0f); // Set background depth to farthest
glEnable(GL_DEPTH_TEST); // Enable depth testing for z-culling
glDepthFunc(GL_LEQUAL); // Set the type of depth-test
glShadeModel(GL_SMOOTH); // Enable smooth shading
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Nice perspective corrections
}
void Engine::Display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear color and depth buffers
glMatrixMode(GL_MODELVIEW); // To operate on model-view matrix
for (auto renderer : Engine::renderers)
{
if (!renderer())
{
std::cout << "A renderer has failed rendering something... :(" << std::endl;
}
}
glutSwapBuffers(); // Swap the front and back frame buffers (double buffering)
}
void Engine::Reshape(GLsizei width, GLsizei height)
{ // GLsizei for non-negative integer
// 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 volume to match the viewport
glMatrixMode(GL_PROJECTION); // To operate on the Projection matrix
glLoadIdentity(); // Reset
// Enable perspective projection with fovy, aspect, zNear and zFar
gluPerspective(45.0f, aspect, 0.1f, 100.0f);
}
void Engine::Timer(int value)
{
glutPostRedisplay(); // Post re-paint request to activate display()
glutTimerFunc(15, Engine::Timer, 0); // next timer call milliseconds later
}
bool Engine::Run(int argc, char** argv)
{
glutInit(&argc, argv); // Initialize GLUT
glutInitDisplayMode(GLUT_DOUBLE); // Enable double buffered mode
glutInitWindowSize(640, 480); // Set the window's initial width & height
glutInitWindowPosition(50, 50); // Position the window's initial top-left corner
glutCreateWindow("FML"); // Create window with the given title
glutDisplayFunc(Engine::Display); // Register callback handler for window re-paint event
glutReshapeFunc(Engine::Reshape); // Register callback handler for window re-size event
Engine::Init(); // Our own OpenGL initialization
glutTimerFunc(0, Engine::Timer, 0); // Call the next display immediately
glutMainLoop(); // Enter the infinite event-processing loop
return true;
}
void Engine::AddRenderer(renderer_t renderer)
{
Engine::renderers.push_back(renderer);
}
}
using namespace Graphics;
static bool RenderCube()
{
static auto angleCube = 0.0f;
// Render a color-cube consisting of 6 quads with different colors
glLoadIdentity(); // Reset the model-view matrix
glTranslatef(1.5f, 0.0f, -7.0f); // Move right and into the screen
glRotatef(angleCube, 1.0f, 1.0f, 1.0f);
glBegin(GL_QUADS); // Begin drawing the color cube with 6 quads
// Top face (y = 1.0f)
// Define vertices in counter-clockwise (CCW) order with normal pointing out
glColor3f(0.0f, 1.0f, 0.0f); // Green
glVertex3f( 1.0f, 1.0f, -1.0f);
glVertex3f(-1.0f, 1.0f, -1.0f);
glVertex3f(-1.0f, 1.0f, 1.0f);
glVertex3f( 1.0f, 1.0f, 1.0f);
// Bottom face (y = -1.0f)
glColor3f(1.0f, 0.5f, 0.0f); // Orange
glVertex3f( 1.0f, -1.0f, 1.0f);
glVertex3f(-1.0f, -1.0f, 1.0f);
glVertex3f(-1.0f, -1.0f, -1.0f);
glVertex3f( 1.0f, -1.0f, -1.0f);
// Front face (z = 1.0f)
glColor3f(1.0f, 0.0f, 0.0f); // Red
glVertex3f( 1.0f, 1.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, 1.0f);
glVertex3f(-1.0f, -1.0f, 1.0f);
glVertex3f( 1.0f, -1.0f, 1.0f);
// Back face (z = -1.0f)
glColor3f(1.0f, 1.0f, 0.0f); // Yellow
glVertex3f( 1.0f, -1.0f, -1.0f);
glVertex3f(-1.0f, -1.0f, -1.0f);
glVertex3f(-1.0f, 1.0f, -1.0f);
glVertex3f( 1.0f, 1.0f, -1.0f);
// Left face (x = -1.0f)
glColor3f(0.0f, 0.0f, 1.0f); // Blue
glVertex3f(-1.0f, 1.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, -1.0f);
glVertex3f(-1.0f, -1.0f, -1.0f);
glVertex3f(-1.0f, -1.0f, 1.0f);
// Right face (x = 1.0f)
glColor3f(1.0f, 0.0f, 1.0f); // Magenta
glVertex3f(1.0f, 1.0f, -1.0f);
glVertex3f(1.0f, 1.0f, 1.0f);
glVertex3f(1.0f, -1.0f, 1.0f);
glVertex3f(1.0f, -1.0f, -1.0f);
glEnd();
angleCube += 0.2f;
return true;
}
static bool RenderPyramid()
{
static auto anglePyramid = 0.0f;
// Render a pyramid consists of 4 triangles
glLoadIdentity(); // Reset the model-view matrix
glTranslatef(-1.5f, 0.0f, -6.0f); // Move left and into the screen
glRotatef(anglePyramid, 1.0f, 1.0f, 1.0f);
glBegin(GL_TRIANGLES); // Begin drawing the pyramid with 4 triangles
// Front
glColor3f(1.0f, 0.0f, 0.0f); // Red
glVertex3f( 0.0f, 1.0f, 0.0f);
glColor3f(0.0f, 1.0f, 0.0f); // Green
glVertex3f(-1.0f, -1.0f, 1.0f);
glColor3f(0.0f, 0.0f, 1.0f); // Blue
glVertex3f(1.0f, -1.0f, 1.0f);
// Right
glColor3f(1.0f, 0.0f, 0.0f); // Red
glVertex3f(0.0f, 1.0f, 0.0f);
glColor3f(0.0f, 0.0f, 1.0f); // Blue
glVertex3f(1.0f, -1.0f, 1.0f);
glColor3f(0.0f, 1.0f, 0.0f); // Green
glVertex3f(1.0f, -1.0f, -1.0f);
// Back
glColor3f(1.0f, 0.0f, 0.0f); // Red
glVertex3f(0.0f, 1.0f, 0.0f);
glColor3f(0.0f, 1.0f, 0.0f); // Green
glVertex3f(1.0f, -1.0f, -1.0f);
glColor3f(0.0f, 0.0f, 1.0f); // Blue
glVertex3f(-1.0f, -1.0f, -1.0f);
// Left
glColor3f(1.0f,0.0f,0.0f); // Red
glVertex3f( 0.0f, 1.0f, 0.0f);
glColor3f(0.0f,0.0f,1.0f); // Blue
glVertex3f(-1.0f,-1.0f,-1.0f);
glColor3f(0.0f,1.0f,0.0f); // Green
glVertex3f(-1.0f,-1.0f, 1.0f);
glEnd(); // Done drawing the pyramid
anglePyramid += 0.25f;
return true;
}
int main(int argc, char** argv)
{
Engine::AddRenderer(RenderCube);
Engine::AddRenderer(RenderPyramid);
return Engine::Run(argc, argv);
}
Images of the resulting shapes rotating
As you can see the shapes are acting weird - you can see the back of them even though I used the glDepthFunc.
The OS/driver is under no obligation to give you any depth buffer bits unless you specifically request them; zero bits, no depth buffering.
As #BDL pointed out, for GLUT that means ORing in GLUT_DEPTH to your glutInitDisplayMode() parameter.
I am currently developing a Maya c++ plugin, and want to display an OpenGL window using Qt (QGLWidget) with 2 simple shapes. However the display is strange:
The code is the following:
#include <stdio.h>
#include <QGLWidget>
class GLWidget :public QGLWidget
{
public:
GLWidget(QWidget *parent = 0);
virtual ~GLWidget(){};
protected:
virtual void initializeGL();
virtual void resizeGL( int width, int height );
virtual void paintGL();
};
GLWidget::GLWidget(QWidget *parent) : QGLWidget(parent)
{
}
void GLWidget::initializeGL() {
glShadeModel(GL_SMOOTH);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClearDepth(1.0f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
}
void GLWidget::resizeGL(int w, int h)
{
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
updateGL();
}
void GLWidget::paintGL()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glTranslatef(-1.5f, 0.0f, -6.0f);
glBegin(GL_TRIANGLES);
glVertex3f(0.0f, 1.0f, 0.0f);
glVertex3f(-1.0f, -1.0f, 0.0f);
glVertex3f(1.0f, -1.0f, 0.0f);
glEnd();
glTranslatef(3.0f, 0.0f, -6.0f);
glBegin(GL_QUADS);
glVertex3f(-1.0f, 1.0f, 0.0f);
glVertex3f(-1.0f, -1.0f, 0.0f);
glVertex3f(1.0f, -1.0f, 0.0f);
glVertex3d(1.0f, 1.0f, 0.0f);
glEnd();
}
Anything I need to do to have a proper display ?
The issue was linked to the fact that a QGLWidget cannot be added to a QGraphicsScene. I had to go via a QGridLayout
I'm writing a program that draws a rotating cube (with texture) in the middle of the screen followed by a small yellow sphere that orbits around the cube. The idea is to make the sphere as a spot light source that illuminates the cube.
Here is the problem: as you can see in the images below, I'm failing to achieve the spot light effect. It seems that the entire cube gets lighted:
I'm setting GL_SPOT_DIRECTION to be the cube position. I didn't set surface normals because I'm struggling to understand how to compute them for the cube, and I'm not sure a simple graphic application like this really requires it.
I'm sharing the code below:
main.cpp:
#include <QApplication>
#include "glwidget.h"
int main(int argc, char* argv[])
{
QApplication app(argc, argv);
GLWidget gl_widget;
gl_widget.show();
return app.exec();
}
GLWidget.h:
#pragma once
#include <QGLWidget>
#include <QImage>
class GLWidget : public QGLWidget
{
Q_OBJECT
public:
explicit GLWidget(QWidget* parent = 0);
virtual ~GLWidget();
void _draw_texture_cube(int w, int h);
void _draw_light();
/* OpenGL initialization, viewport resizing, and painting */
void initializeGL();
void paintGL();
void resizeGL( int width, int height);
/* enable the user to interact directly with the scene using the keyboard */
void keyPressEvent(QKeyEvent *e);
private:
int _width;
int _height;
QImage* _img;
GLuint _texture;
float xrot;
float yrot;
float zrot;
bool _light_on;
bool _must_rotate;
bool _pause_light;
GLfloat _light_pos[3];
GLfloat _cube_pos[3];
GLUquadricObj* _quadratic;
protected slots:
void _tick();
};
GLWidget.cpp:
#include "GLWidget.h"
#include <iostream>
#include <QKeyEvent>
#include <QTimer>
#include <cmath>
#define LIGHT_MOVEMENT_SPEED 20.0f // Degrees per second
#define pi 3.141592654f
GLWidget::GLWidget(QWidget *parent)
: QGLWidget(parent), _img(NULL), _light_on(true), _must_rotate(true),
_pause_light(false), _quadratic(NULL)
{
_width = 0;
_height = 0;
_texture = 0;
xrot = 0.f;
yrot = 0.f;
zrot = 0.f;
// Set central cube position
_cube_pos[0] = 0.0f;
_cube_pos[1] = 0.0f;
_cube_pos[2] = -7.0f;
// Set light position
_light_pos[0] = 0.5f;
_light_pos[1] = 0.5f;
_light_pos[2] = -7.0f;
}
GLWidget::~GLWidget()
{
if (_img)
delete _img;
glDeleteTextures(1, &_texture);
}
void GLWidget::_tick()
{
update(); // triggers paintGL()
QTimer::singleShot(33, this, SLOT(_tick()));
}
void GLWidget::initializeGL()
{
std::cout << "GLWidget::initializeGL" << std::endl;
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Black Background
glEnable(GL_CULL_FACE);
/* Load bitmap */
glEnable(GL_TEXTURE_RECTANGLE_ARB);
glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
if (!_img)
{
std::cout << "GLWidget::paintGL: loading image" << std::endl;
QImage tmp(":/crate.jpg");
if (tmp.isNull())
{
std::cout << "GLWidget::paintGL: !!! Failed QImage #1" << std::endl;
return;
}
_img = new QImage(QGLWidget::convertToGLFormat(tmp));
}
/* Convert bitmap into texture */
// Create The Texture
glGenTextures(1, &_texture);
// Typical Texture Generation Using Data From The Bitmap
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, _texture);
// Generate The Texture
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0,
GL_RGBA, _img->width(), _img->height(), 0,
GL_RGBA, GL_UNSIGNED_BYTE, _img->bits());
if (glGetError() != GL_NO_ERROR)
{
std::cout << "GLWidget::paintGL: !!! Failed glTexImage2D" << std::endl;
return;
}
/* Setup lighting */
glShadeModel(GL_SMOOTH); //Smooth color shading
// Light properties
GLfloat AmbientLight[4] = {0.2, 0.2, 0.2, 1.0};
GLfloat DiffuseLight[4] = {0.8, 0.8, 0.8, 1.0}; // color
GLfloat SpecularLight[4] = {1.0, 1.0, 1.0, 1.0}; // bright
GLfloat SpecRef[] = {0.7f, 0.7f, 0.7f, 1.0f};
GLubyte Shine = 60.0;
//glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER, AmbientLight);
glLightfv(GL_LIGHT0, GL_AMBIENT, AmbientLight);
glLightfv(GL_LIGHT0, GL_DIFFUSE, DiffuseLight);
glLightfv(GL_LIGHT0, GL_SPECULAR, SpecularLight);
glLightfv(GL_LIGHT0, GL_POSITION, _light_pos);
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
glMaterialfv(GL_FRONT, GL_SPECULAR, SpecRef); // refletância do material
glMaterialf(GL_FRONT, GL_SHININESS, Shine); // concentração do brilho
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 0);
//glColorMaterial(GL_FRONT,GL_DIFFUSE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST);
// Sphere
_quadratic = gluNewQuadric(); // Create A Pointer To The Quadric Object
gluQuadricNormals(_quadratic, GLU_SMOOTH); // Create Smooth Normals
gluQuadricTexture(_quadratic, GL_TRUE); // Create Texture Coords
/* Start the timer */
_tick();
}
/* Draw the central cube with texture
*/
void GLWidget::_draw_texture_cube(int w, int h)
{
glPushMatrix();
glTranslatef(_cube_pos[0], _cube_pos[1], _cube_pos[2]);
glRotatef ( xrot, 1.0, 0.0, 0.0 );
glRotatef ( yrot, 0.0, 1.0, 0.0 );
glRotatef ( zrot, 0.0, 0.0, 1.0 );
glColor3f(1.0f, 1.0f, 1.0f);
glBegin(GL_QUADS); // Draw A Cube
// Front Face
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(w, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
glTexCoord2f(w, h); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, h); glVertex3f(-1.0f, 1.0f, 1.0f);
// Back Face
glTexCoord2f(w, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(w, h); glVertex3f(-1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, h); glVertex3f( 1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
// Top Face
glTexCoord2f(0.0f, h); glVertex3f(-1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f(w, 0.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f(w, h); glVertex3f( 1.0f, 1.0f, -1.0f);
// Bottom Face
glTexCoord2f(w, h); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, h); glVertex3f( 1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
glTexCoord2f(w, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
// Right face
glTexCoord2f(w, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
glTexCoord2f(w, h); glVertex3f( 1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, _img->height()); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
// Left Face
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(w, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(w, h); glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, h); glVertex3f(-1.0f, 1.0f, -1.0f);
glEnd();
glPopMatrix();
if (_must_rotate)
{
xrot += 0.6f;
yrot += 0.4f;
zrot += 0.8f;
}
}
/* Draw light source and light model (sphere)
*/
void GLWidget::_draw_light()
{
if (_light_on)
{
glEnable(GL_LIGHT0); // enable lights that we use
}
else
{
glDisable(GL_LIGHT0);
}
static float light_angle = 25.0f;
if (!_pause_light) // stop moving the light source
{
light_angle += LIGHT_MOVEMENT_SPEED * 0.1;
if (light_angle > 360.0f)
light_angle -= 360.0f;
}
/* Set light source position */
_light_pos[0] = 4.0f * (float) cos(light_angle * pi / 180.0f);
_light_pos[1] = 4.0f * (float) sin(light_angle * pi / 180.0f);
_light_pos[2] = -7;
glLightfv(GL_LIGHT0, GL_POSITION, _light_pos);
GLfloat SpotDir[] = {_cube_pos[0], _cube_pos[1], _cube_pos[2], 0.0 };
glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, SpotDir);
glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 150.0);
glLightf(GL_LIGHT0, GL_SPOT_EXPONENT, 15.0);
/* Set the light model position to be the same as the light source */
glPushMatrix();
glTranslatef(_light_pos[0], _light_pos[1], _light_pos[2]);
glColor3ub(255, 255, 0); // yellow
gluSphere(_quadratic, 0.2f, 32, 32); // draw sphere
glPopMatrix();
}
void GLWidget::paintGL()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
glMatrixMode ( GL_MODELVIEW ); // Select The Model View Matrix
glLoadIdentity(); // Reset The Current Modelview Matrix
/* Draw central cube */
glEnable(GL_TEXTURE_RECTANGLE_ARB);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, _texture); // Select Our Texture
_draw_texture_cube(_img->width(), _img->height());
glDisable(GL_TEXTURE_RECTANGLE_ARB);
/* Draw light source and light model*/
_draw_light();
}
void GLWidget::resizeGL( int w, int h)
{
_width = w;
_height = h;
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
glLoadIdentity(); // Reset The Projection Matrix
if (h == 0) // Calculate The Aspect Ratio Of The Window
gluPerspective ( 60, ( float ) w, 0.4, 500.0 );
else
gluPerspective ( 60, ( float ) w / ( float ) h, 0.4, 500.0 );
glMatrixMode ( GL_MODELVIEW ); // Select The Model View Matrix
glLoadIdentity ( ); // Reset The Model View Matrix
gluLookAt(0.0, 0.0, 2.0, // eye
0.0, 0.0, 0.0, // center
0.0, 1.0, 0.0); // up
}
void GLWidget::keyPressEvent(QKeyEvent *e)
{
switch (e->key())
{
case Qt::Key_L:
if (_light_on)
_light_on = false;
else
_light_on = true;
break;
case Qt::Key_P:
if (_pause_light)
_pause_light = false;
else
_pause_light = true;
break;
case Qt::Key_R:
if (_must_rotate)
_must_rotate = false;
else
_must_rotate = true;
break;
default:
break;
}
}
Lighting.pro:
QT += core gui opengl
SOURCES += \
GLWidget.cpp \
main.cpp
HEADERS += \
GLWidget.h
RESOURCES += \
resource.qrc
What needs to be changed in this application in order to achieve the desired effect?
You do not specify any normals for your cube faces. As OpenGL is a state machine, it will use the default surface normal for all vertices, hence all of your faces. As the normal vector is crucial for the lighting, all of your faces will be lit almost identical (vertex postions still are different, but the effect is weak).
You should also be aware that the fixed function lighting of OpenGL is done per vertex. If you really want to see a good spotlight on the cuve, you would either need to tessalate it so more vertices are used where the lighting equation is actually evaluated, or use shaders for per-fragment lighting.
I use SFML to create the window.
In this screenshot the cube should be behind the pyramid but it just doesn't work.
Here is the minimal code I used:
#include <OpenGL/gl.h>
#include <OpenGL/glu.h>
#include <SFML/Graphics.hpp>
#include "ResourcePath.hpp"
void resize();
void drawScene();
void initGL();
float rtri = 0;
float rquad = 0;
float z = -10.0f;
int main (int argc, const char * argv[])
{
// Create the main window
sf::RenderWindow *window = new sf::RenderWindow();
window->Create( sf::VideoMode( 800, 600, 32 ), "Collision Detection", sf::Style::Close );
sf::Event event;
bool run = true;
initGL();
resize();
while( run ) {
window->PollEvent( event );
if( event.Type == sf::Event::Closed ) {
run = false;
}
drawScene();
window->Display();
// z+= 0.001f;
}
return EXIT_SUCCESS;
}
void resize() {
glViewport(0,0, 800,600);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// Calculate The Aspect Ratio Of The Window
gluPerspective(45.0f,800/600,0.1f,100.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void drawScene() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
glLoadIdentity(); // Reset The Current Modelview Matrix
glTranslatef(0.0f,0.0f,-6.0f); // Move Left 1.5 Units And Into The Screen 6.0
glRotatef(rtri,0.0f,1.0f,0.0f); // Rotate The Triangle On The Y axis ( NEW )
glBegin(GL_TRIANGLES);
glColor3f(1.0f,0.0f,0.0f);
glVertex3f( 0.0f, 1.0f, 0.0f);
glColor3f(0.0f,1.0f,0.0f);
glVertex3f(-1.0f,-1.0f, 1.0f);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f( 1.0f,-1.0f, 1.0f);
glColor3f(1.0f,0.0f,0.0f);
glVertex3f( 0.0f, 1.0f, 0.0f);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f( 1.0f,-1.0f, 1.0f);
glColor3f(0.0f,1.0f,0.0f);
glVertex3f( 1.0f,-1.0f, -1.0f);
glColor3f(1.0f,0.0f,0.0f);
glVertex3f( 0.0f, 1.0f, 0.0f);
glColor3f(0.0f,1.0f,0.0f);
glVertex3f( 1.0f,-1.0f, -1.0f);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f(-1.0f,-1.0f, -1.0f);
glColor3f(1.0f,0.0f,0.0f);
glVertex3f( 0.0f, 1.0f, 0.0f);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f(-1.0f,-1.0f,-1.0f);
glColor3f(0.0f,1.0f,0.0f);
glVertex3f(-1.0f,-1.0f, 1.0f);
glEnd();
glLoadIdentity(); // Reset The Current Modelview Matrix
glTranslatef(0.0f,0.0f,z); // Move Right 1.5 Units And Into The Screen 7.0
glRotatef(rquad,1.0f,1.0f,z); // Rotate The Quad On The X axis ( NEW )
glBegin(GL_QUADS);
glColor3f(0.0f,1.0f,0.0f);
glVertex3f( 1.0f, 1.0f,-1.0f);
glVertex3f(-1.0f, 1.0f,-1.0f);
glVertex3f(-1.0f, 1.0f, 1.0f);
glVertex3f( 1.0f, 1.0f, 1.0f);
glColor3f(1.0f,0.5f,0.0f);
glVertex3f( 1.0f,-1.0f, 1.0f);
glVertex3f(-1.0f,-1.0f, 1.0f);
glVertex3f(-1.0f,-1.0f,-1.0f);
glVertex3f( 1.0f,-1.0f,-1.0f);
glColor3f(1.0f,0.0f,0.0f);
glVertex3f( 1.0f, 1.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, 1.0f);
glVertex3f(-1.0f,-1.0f, 1.0f);
glVertex3f( 1.0f,-1.0f, 1.0f);
glColor3f(1.0f,1.0f,0.0f);
glVertex3f( 1.0f,-1.0f,-1.0f);
glVertex3f(-1.0f,-1.0f,-1.0f);
glVertex3f(-1.0f, 1.0f,-1.0f);
glVertex3f( 1.0f, 1.0f,-1.0f);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f(-1.0f, 1.0f, 1.0f);
glVertex3f(-1.0f, 1.0f,-1.0f);
glVertex3f(-1.0f,-1.0f,-1.0f);
glVertex3f(-1.0f,-1.0f, 1.0f);
glColor3f(1.0f,0.0f,1.0f);
glVertex3f( 1.0f, 1.0f,-1.0f);
glVertex3f( 1.0f, 1.0f, 1.0f);
glVertex3f( 1.0f,-1.0f, 1.0f);
glVertex3f( 1.0f,-1.0f,-1.0f);
glEnd(); // Done Drawing The Quad
rtri+=0.2f; // Increase The Rotation Variable For The Triangle ( NEW )
rquad-=0.15f;
z-=0.01;
}
void initGL() {
glShadeModel(GL_SMOOTH); // Enable Smooth Shading
glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background
glClearDepth(1.0f); // Depth Buffer Setup
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glEnable( GL_CULL_FACE );
/* Position the camera */
glTranslatef(0, 0, -5);
}
I've tried different depth functions, GL_LESS, GL_EQUAL, I've tried them all. Also enabling and disabling depth testing on different places, nothing seems to work.
I'm running Mac OS X 10.7 ( Lion ), not sure if that is important, though I didn't seem to have any trouble with these kind of things before upgrading.
Your code looks okay. I suspect that your window simply does not have a depth buffer. You're using sf::RenderWindow, whose documentation says (emphasis mine):
Simple wrapper for sf::Window that allows easy 2D rendering.
I don't know SFML, but this tutorial suggests to create your window like this:
sf::WindowSettings Settings;
Settings.DepthBits = 24; // Request a 24 bits depth buffer
Settings.StencilBits = 8; // Request a 8 bits stencil buffer
Settings.AntialiasingLevel = 2; // Request 2 levels of antialiasing
sf::Window App(sf::VideoMode(800, 600, 32), "SFML OpenGL", sf::Style::Close, Settings);
You could set StencilBits and AntialiasingLevel to 0 since this example doesn't need them.
In latest version of SFML WindowSettings replaced by ContextSettings. Depth settings can be configured as.
//Configuring SFML window
sf::ContextSettings window_settings;
window_settings.depthBits = 24; // Request a 24-bit depth buffer
window_settings.stencilBits = 8; // Request a 8 bits stencil buffer
window_settings.antialiasingLevel = 2; // Request 2 levels of antialiasing
// Opening SFML window
sf::Window window(sf::VideoMode(800, 600), "Title", sf::Style::Resize | sf::Style::Close, window_settings);
glewExperimental = GL_TRUE;
// Initializing glew and openGL
glewInit();
glViewport(0, 0, 800, 600);
// Enabling Depth
glEnable(GL_DEPTH_TEST);
I want to render outline font near playing area, but these two parts are in conflict. If I render only outline font, it's ok. When I render also playing area, textures of cubes have defect and light is changed also. When I render only playing area, it's ok. Here are some pictures:
http://img.obrazok.com/Untitled.usdh.png
Outline font part:
//Display-lists
GLuint fontBase;
GLYPHMETRICSFLOAT gmf[256];
//********************************
//3D Font
//********************************
GLvoid BuildFont(GLvoid) // Build Our Bitmap Font
{
HFONT font; // Windows Font ID
fontBase = glGenLists(256); // Storage For 256 Characters
font = CreateFont( -12, // Height Of Font
0, // Width Of Font
0, // Angle Of Escapement
0, // Orientation Angle
FW_BOLD, // Font Weight
FALSE, // Italic
FALSE, // Underline
FALSE, // Strikeout
ANSI_CHARSET, // Character Set Identifier
OUT_TT_PRECIS, // Output Precision
CLIP_DEFAULT_PRECIS, // Clipping Precision
ANTIALIASED_QUALITY, // Output Quality
FF_DONTCARE|DEFAULT_PITCH, // Family And Pitch
"Comic Sans MS"); // Font Name
HDC hDC = GetDC(GetActiveWindow());
SelectObject(hDC, font); // Selects The Font We Created
wglUseFontOutlines( hDC, // Select The Current DC
0, // Starting Character
255, // Number Of Display Lists To Build
fontBase, // Starting Display Lists
0.0f, // Deviation From The True Outlines
0.2f, // Font Thickness In The Z Direction
WGL_FONT_POLYGONS, // Use Polygons, Not Lines
gmf); // Address Of Buffer To Recieve Data
}
GLvoid KillFont(GLvoid) // Delete The Font
{
glDeleteLists(fontBase, 256); // Delete All 256 Characters
}
void printString(const char *string, float x, float y, float z) // Custom GL "Print" Routine
{
float length=0; // Used To Find The Length Of The Text
for (unsigned int loop=0;loop<(strlen(string));loop++) // Loop To Find Text Length
{
length+=gmf[string[loop]].gmfCellIncX; // Increase Length By Each Characters Width
}
glPushMatrix();
glRotatef(90,0.0,0.0,1.0);
glRotatef(90,1.0,0.0,0.0);
glTranslatef(x,y,z);
glPushAttrib(GL_LIST_BIT); // Pushes The Display List Bits
glListBase(fontBase); // Sets The Base Character to 0
glCallLists(strlen(string), GL_UNSIGNED_BYTE, string); // Draws The Display List Text
glPopAttrib(); // Pops The Display List Bits
glPopMatrix();
}
Render playing area:
//Display-lists
GLuint ls_mapWalls;
void renderWalls() {
for (int x = 0; x < mapSize; x++) {
for (int y = 0; y < mapSize; y++) {
glPushMatrix();
glTranslatef(x*2.0f,y*2.0f,0.0f);
if (map[x][y] == 'X') {
renderWall();
}
glPopMatrix();
}
}
}
void renderWall() {
glPushMatrix();
renderTexturedCube(1); //1 or 2
glPopMatrix();
}
void renderTexturedCube(int color) {
glEnable(GL_TEXTURE_2D);
switch (color) {
case 1 :
//normal wall
setMaterialColor(1.0f, 1.0f, 1.0f, 0.2f);
break;
case 2 :
//red wall
setMaterialColor(1.0f, 0.0f, 0.0f, 1.0f);
break;
}
glBindTexture(GL_TEXTURE_2D, texid[0]);
glBegin(GL_QUADS);
// Front Face
glNormal3f(0.0,0.0,1.0);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
// Back Face
glNormal3f(0.0,0.0,-1.0);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
// Top Face
glNormal3f(0.0,1.0,0.0);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
// Bottom Face
glNormal3f(0.0,-1.0,0.0);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
// Right face
glNormal3f(1.0,0.0,0.0);
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
// Left Face
glNormal3f(-1.0,0.0,0.0);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glEnd();
setMaterialColor(1.0f, 1.0f, 1.0f, 1.0f);
glDisable(GL_TEXTURE_2D);
}
Render part:
void render(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
GLdouble ex = vzd*cos(fi)*cos(xi);
GLdouble ey = vzd*sin(fi)*cos(xi);
GLdouble ez = vzd*sin(xi);
gluLookAt( ex, ey, ez, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f );
printString("Dyna Blaster Beta", 10, 10, 10, 1.0, 0.0, 0.0);
glCallList(ls_mapWalls);
glutSwapBuffers();
}
Init part:
bool init(void)
{
//setup OpenGL
glShadeModel(GL_SMOOTH);
glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
glClearDepth(1.0f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glClearColor (0.0, 0.0, 0.0, 0.0);
glEnable(GL_CULL_FACE);
//files load
loadMap();
loadTextures();
//next init
ls_mapWalls = glGenLists(1);
glNewList(ls_mapWalls, GL_COMPILE);
renderWalls();
glEndList();
glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 2.0);
GLfloat light_ambient[] = { 0.1, 0.1, 0.1, 1.0 };
GLfloat light_diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat light_specular[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat light_position[] = { 10.0, 10.0, 10.0, 0.0 };
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHTING);
BuildFont();
fi = 0.385f; xi = 0.515f; vzd = 69.2f;
return true;
}
If you have some question or want see another part of code, just ask. Thank you.
The documentation for wglUseFontOutlines at MSDN says this:
With WGL_FONT_POLYGONS, the created display lists call glFrontFace( GL_CW )
or glFrontFace( GL_CCW ); thus the current front-face value might be altered.
OpenGL defults to GL_CCW; so chances are, if you set it back with
glFrontFace( GL_CCW );
after drawing the text, your playing area will render correctly.