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I just want to do horizontally moving wheel. There's a code but it doesn't work - wheel just moving as a circle, leaving traces. I've tried to glTranslatef(0.0f, moveY, 0.0f); but it doesn't work too.
#include "stdafx.h"
#include <math.h>
#include <GL/freeglut.h>
#include <GL\GL.h>
#define window_width 1080
#define window_height 720
GLfloat angle; // wheel's rotator
GLfloat moveX; // wheel's mover by X
void DrawCircle(float cx, float cy, float r, int num_segments) {
glLoadIdentity();
glTranslatef(0, 0, -10); // set place where wheel starts to draw
glRotatef(angle, 0.0f, 0.0f, -0.1f); // rotate our wheel. it works correctly I think
glTranslatef(moveX, 0.0f, 0.0f); // but it makes me wonder. moving circle by X doesn't work
// part of a circle
glBegin(GL_TRIANGLE_FAN);
glColor3f(255, 255, 255);
for (int ii = 0; ii < num_segments; ii++) {
double twicePi = 2.0 * 3.142;
float theta = 2.0f * 3.1415926f * float(ii) / float(num_segments);
float x = r * cosf(theta);
float y = r * sinf(theta);
glVertex2f(x + cx, y + cy);
}
glEnd();
// second part of a circle
int i, x, y;
double radius = 1.20;
glColor3ub(0.0, 0.0, 0.0);
double twicePi = 2.0 * 3.142;
x = 0, y = 0;
glBegin(GL_TRIANGLE_FAN);
glVertex2f(x, y);
for (i = 0; i <= 20; i++) {
glVertex2f(
(x + (radius * cos(i * twicePi / 20))),
(y + (radius * sin(i * twicePi / 20)))
);
}
glEnd();
// there's an end of drawning of a circle
// this is where wheel starts to rotate and move
angle += 0.02f;
moveX += 0.00005f;
// there are spokes of a wheel
glBegin(GL_LINES);
glColor3f(255, 255, 255);
glVertex3f(0.0, 0.0, 0.0);
glVertex3f(0.0, -1.2f, 0.0);
glEnd();
glBegin(GL_LINES);
glColor3f(255, 255, 255);
glVertex3f(0.0, 0.0, 0.0);
glVertex3f(0.0, 1.2f, 0.0);
glEnd();
glBegin(GL_LINES);
glColor3f(255, 255, 255);
glVertex3f(0.0, 0.0, 0.0);
glVertex3f(1.2f, 0.0, 0.0);
glEnd();
glBegin(GL_LINES);
glColor3f(255, 255, 255);
glVertex3f(0.0, 0.0, 0.0);
glVertex3f(-1.2f, 0.0, 0.0);
glEnd();
glBegin(GL_LINES);
glColor3f(255, 255, 255);
glVertex3f(0.0, 0.0, 0.0);
glVertex3f(1.f, 1.f, 0.0);
glEnd();
glBegin(GL_LINES);
glColor3f(255, 255, 255);
glVertex3f(0.0, 0.0, 0.0);
glVertex3f(-1.f, 1.f, 0.0);
glEnd();
glBegin(GL_LINES);
glColor3f(255, 255, 255);
glVertex3f(0.0, 0.0, 0.0);
glVertex3f(1.f, -1.f, 0.0);
glEnd();
glBegin(GL_LINES);
glColor3f(255, 255, 255);
glVertex3f(0.0, 0.0, 0.0);
glVertex3f(-1.f, -1.f, 0.0);
glEnd();
glBegin(GL_LINES);
glColor3f(255, 255, 255);
glVertex3f(0.0, 0.0, 0.0);
glVertex3f(1.2f, 0.5f, 0.0);
glEnd();
glBegin(GL_LINES);
glColor3f(255, 255, 255);
glVertex3f(0.0, 0.0, 0.0);
glVertex3f(-1.2f, -0.5f, 0.0);
glEnd();
glBegin(GL_LINES);
glColor3f(255, 255, 255);
glVertex3f(0.0, 0.0, 0.0);
glVertex3f(-1.2f, -0.5f, 0.0);
glEnd();
glBegin(GL_LINES);
glColor3f(255, 255, 255);
glVertex3f(0.0, 0.0, 0.0);
glVertex3f(-1.2f, 0.5f, 0.0);
glEnd();
glBegin(GL_LINES);
glColor3f(255, 255, 255);
glVertex3f(0.0, 0.0, 0.0);
glVertex3f(1.2f, -0.5f, 0.0);
glEnd();
}
void main_loop_function() {
DrawCircle(0.0, 0.0, 1.45, 200);
glutSwapBuffers();
}
void GL_Setup(int width, int height) {
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
gluPerspective(45, (float) width / height, 0.1, 100);
glMatrixMode(GL_MODELVIEW);
}
int main(int argc, char** argv) {
glutInit(&argc, argv);
glutInitWindowSize(window_width, window_height);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
glutCreateWindow("trata");
glutIdleFunc(main_loop_function);
GL_Setup(window_width, window_height);
glutMainLoop();
}
This is just a quick fix to make your code work so you can fuhrtherly develop and debug it. I see a number of critical issues in your code:
(0) Mixing POSIX paths with Windows paths:
#include <GL/freeglut.h>
#include <GL\GL.h>
(1) including custom headers and expecting the community to guess what is it about. I commented it out.
//#include "stdafx.h"
(2) Miswriting casts as functions - it should be:
float theta = 2.0f * 3.1415926f * (float)ii / (float)num_segments;
(3) No glutDisplayFunc in your code. You should register something like:
glutDisplayFunc(main_display_function);
before registering glutIdleFunc(). Then, in your code you should define it somewhat in the following way:
void main_display_function() {
DrawCircle(0.0, 0.0, 1.45, 200);
glutSwapBuffers();
}
(4) Even in that function you don't clear the "window content" before redrawing:
void DrawCircle(float cx, float cy, float r, int num_segments) {
glClearColor (0., 0., 0., 1);
glClear (GL_COLOR_BUFFER_BIT);
{… … … } //the rest of your code
}
(5) Passing color values of wrong data type:
glColor3f(255, 255, 255); //unsigned byte passed, float expected!
or
glColor3ub(0.0, 0.0, 0.0); //float passed, unsigned byte expected!
There are few more issues which directly address your question - you will easily understand and debug them yourself, once you fix the program to work correctly (the order of calling glRotatef and the second glTranslatef, correctly computing movex, drawing beams or spokes). Please, also take a look at this SO post.
PS. Your using a C++ compiler to build this program doesn't make it a C++ code. There is not a single line of C++ specific code in your program. Also, both OpenGL and GLUT are plain-C APIs.
Im very new to OpenGL and can't understand why my code doesn't work.
It is supposed to draw 3 axis: x y and z. But only x and y are displayed.
int main()
int main(int argc, char * argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA);
glutInitWindowSize(800, 600);
glutCreateWindow("OpenGL lesson");
glutReshapeFunc(reshape);
glutDisplayFunc(display);
glutMainLoop();
return 0;
}
void reshape ()
void reshape(int w, int h)
{
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-15, 15, -15, 15, -15, 15);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glClearColor(1, 1, 1, 0);
}
void display()
void display()
{
glClear(GL_COLOR_BUFFER_BIT);
glColor3f(1.0, 0.0, 0.0);
glBegin(GL_LINES);
// draw line for x axis
glColor3f(1.0, 0.0, 0.0);
glVertex3f(0.0, 0.0, 0.0);
glVertex3f(10.0, 0.0, 0.0);
// draw line for y axis
glColor3f(0.0, 1.0, 0.0);
glVertex3f(0.0, 0.0, 0.0);
glVertex3f(0.0, 10.0, 0.0);
// draw line for Z axis
glColor3f(0.0, 0.0, 1.0);
glVertex3f(0.0, 0.0, 0.0);
glVertex3f(0.0, 0.0, 10.0);
glEnd();
glutSwapBuffers();
}
Could someone help, please?
Axiz Z is drawn, but due to the camera's default position, there will be just a single pixel drawn.
The camera's default position is looking in the Z direction, perpendicular to the XY plane. You might want to look into gluLookAt to place your camera elsewhere or gluPerspective for a different viewing volume (more commonly used for 3D rendering than glOrtho).
I've a problem with my clock. In the first 10 minutes the hour hand doesn't show the correct hour and it changes when the minute hand's change but after 10 minutes it shows correctly. Could you please help me to fix it?
I think there is a problem in these lines but I am not sure:
static void TimeEvent(int te)
{
rx = 30 * cos( angle );
ry = 30 * sin( angle );
rz = 30 * cos( angle );
angle += 0.01;
if (angle > M_TWOPI) angle = 0;
glutPostRedisplay();
glutTimerFunc( 100, TimeEvent, 1);
}
Here is my whole code:
#include <GL/glut.h>
#include <gl/gl.h>
#include <string.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <time.h>
GLUquadricObj *Cylinder;
struct tm *newtime;
time_t l_time;
int M_TWOPI=0;
GLfloat rx, ry, rz, angle;
GLfloat LightAmbient[]= { 0.5f, 0.5f, 0.5f, 1.0f };
GLfloat LightDiffuse[]= { 0.5f, 0.5f, 0.5f, 1.0f };
GLfloat LightPosition[]= { 5.0f, 25.0f, 15.0f, 1.0f };
GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
static int view_state = 1; // Ortho view = 1, Perspective = 0
void newLine(float Start, float End, float angle){
float c = cos(angle), s = sin(angle);
glVertex2f( -8.0f*Start*c, -8.0f*Start*s);
glVertex2f( -8.0f*End*c, -8.0f*End*s);
}
void Sprint( float x, float y, char *st)
{
int l,i;
l=strlen( st );
glRasterPos3f( x, y, -1);
for( i=0; i < l; i++)
{
glutBitmapCharacter(GLUT_BITMAP_TIMES_ROMAN_24, st[i]);
}
}
static void TimeEvent(int te)
{
rx = 30 * cos( angle );
ry = 30 * sin( angle );
rz = 30 * cos( angle );
angle += 0.01;
if (angle > M_TWOPI) angle = 0;
glutPostRedisplay();
glutTimerFunc( 100, TimeEvent, 1);
}
void Draw_clock( GLfloat cx, GLfloat cy, GLfloat cz )
{
int hour_ticks , sec_ticks;
glPushMatrix();
glTranslatef(cx,cy,cz);
glRotatef(180, 1.0, 0.0, 0.0);
glPushMatrix();
glColor3f(1.0, 0.5, 0.0);
glTranslatef( 0, 0, 0.0);
glRotatef((360/12) * newtime->tm_hour + (360/60) * (60 / (newtime->tm_min+1)), 0.0, 0.0, 1.0);
glPushMatrix();
glTranslatef(0.0, 0.0, 2.0);
glPopMatrix();
glRotatef(90, 1.0, 0.0, 0.0);
gluCylinder(Cylinder, 0.75, 0, 4, 16, 16);
glPopMatrix();
glPushMatrix();
glColor3f(1.0, 0.0, 1.0);
glTranslatef( 0, 0, 0.0);
glRotatef( (360/60) * newtime->tm_min, 0.0, 0.0, 1.0);
glPushMatrix();
glTranslatef(0.0, 0.0, 3.0);
glScalef(0.5, 0.5, 1.0);
glPopMatrix();
glRotatef( 90, 1.0, 0.0, 0.0);
glutSolidCone (0.5, 6, 6, 16);
glPopMatrix();
glPushMatrix();
glColor3f(1.0, 0.0, 0.0);
glTranslatef( 0, 0, -0.0);
glRotatef( (360/60) * newtime->tm_sec, 0.0, 0.0, 1.0);
glPushMatrix();
glTranslatef(0.0, 0.0, 4.0);
glScalef(0.25, 0.25, 1.0);
glPopMatrix();
glRotatef( 90, 1.0, 0.0, 0.0);
gluCylinder(Cylinder, 0.25, 0, 6, 16, 16);
glPopMatrix();
for(hour_ticks = 0; hour_ticks < 12; hour_ticks++)
{
glPushMatrix();// Draw next arm axis.
glColor3f(0.0, 1.0, 1.0); // give it a color
glTranslatef(0.0, 0.0, 0.0);
glRotatef( (360/12) * hour_ticks, 0.0, 0.0, 1.0);
glTranslatef( 6.0, 0.0, 0.0);
glEnable(GL_LINE_SMOOTH);
glBegin(GL_LINES);
newLine(0.08f, 0.2f, 0.0f);
glEnd();
glPopMatrix();
}
for(sec_ticks = 0; sec_ticks < 60; sec_ticks++)
{
glPushMatrix();
glTranslatef(0.0, 0.0, 0.0);
glRotatef( (360/60) * sec_ticks, 0.0, 0.0, 1.0);
glTranslatef(6.0, 0.0, 0.0);
glutSolidCone(1.0, 2.0, 3, 4);
glPopMatrix();
}
glPopMatrix();
}
void num()
{
glColor3f( 0.0, 0.0, 1.0);
Sprint(-6.2,-0.2,"9"); //counting from center
Sprint(-0.2,-6.2,"6");
Sprint(2.8,-5.5,"5");
Sprint(5.0,-3.2,"4");
Sprint(5.0,+2.8,"2");
Sprint(2.8,+5.0,"1");
Sprint(-3.33,+4.95,"11");
Sprint(-0.2,-6.2,"6");
Sprint(-3.2,-5.45,"7");
Sprint(-0.4,5.7,"12");
Sprint(-5.35,-3.25,"8");
Sprint(-5.55,+2.8,"10");
Sprint(5.8,-0.2,"3");
}
void display_clock()
{
time(&l_time); // Get time
newtime = localtime(&l_time); // Convert to local time
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// easy way to put text on the screen.
glMatrixMode (GL_PROJECTION);
glLoadIdentity();
glOrtho(-8.0, 8.0, -8.0, 8.0, 1.0, 60.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glDisable(GL_LIGHTING);
glDisable(GL_COLOR_MATERIAL);
glColor3f( 1.0, 1.0, 1.0);
Sprint(-2, 3, " Clock");
Draw_clock( 0.0, 0.0, -14.0);
num();
glutSwapBuffers();
}
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT);
display_clock();
glFlush();
}
void reshape (int w, int h)
{
glViewport (0, 0, (GLsizei) w, (GLsizei) h);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGB);
glutInitWindowSize (500, 500);
glutInitWindowPosition (50, 50);
glutCreateWindow (argv[0]);
glutSetWindowTitle("Clock");
Cylinder = gluNewQuadric();
glutAttachMenu(GLUT_RIGHT_BUTTON);
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutTimerFunc( 10, TimeEvent, 1);
glutMainLoop();
return 0;
}
You are doing integer arithmetic:
glRotatef((360/12) * newtime->tm_hour + (360/60) * (60 / (newtime->tm_min+1)), 0.0, 0.0, 1.0);
should be:
glRotatef(30.0 * newtime->tm_hour + 6.0) * (60.0 / (newtime->tm_min+1)), 0.0, 0.0, 1.0);
and so on.
Though, as 360/12 and 360/60 are constants you might as well replace them with the calculated values.
I believe your problem is here:
glRotatef((360/12) * newtime->tm_hour + (360/60) * (60 / (newtime->tm_min+1)), 0.0, 0.0, 1.0);
It must be:
glRotatef((360/12) * newtime->tm_hour + (360.0/12 / 60 ) * (newtime->tm_min+1), 0.0, 0.0, 1.0);
The problem is, 'Objects on the table is covered with table board, so can't see it.'
( I using openGL 3.7 beta. Files that I installed is : http://ihoo1836.dothome.co.kr/opengl_vs2010+glutdlls37beta.zip )
All Codes are following.
#include<glut.h>
#include<stdio.h>
#include<stdlib.h>
#include<time.h>
float TableX = 5.0; //Table's X size
float TableY = 8.0; //Table's Y size
float TableHeight = 2.0;//Table's Height
int width=400, height=400; //Window Size
int ViewX = width/2; //for Change Viewpoint by Mouse position
int ViewY = height/2;
int ViewZ = 9;
GLUquadricObj* cyl;
void InitLight( ){
glEnable(GL_DEPTH_TEST); //for opaque
glEnable(GL_NORMALIZE); //normalize
glEnable(GL_SMOOTH); //for smooth color
glEnable(GL_LIGHTING); //light setting
glDepthMask(GL_TRUE);
GLfloat ambientLight[] = {0.3f, 0.3f, 0.3f, 1.0f};
GLfloat diffuseLight[] = {0.7f, 0.7f, 0.7f, 1.0f};
GLfloat specular[] = {1.0f, 1.0f, 1.0f, 1.0f};
GLfloat specref[] = {1.0f, 1.0f, 1.0f, 1.0f};
GLfloat position[]={400.0, 300.0, -700.0, 1.0};
glLightfv(GL_LIGHT0, GL_AMBIENT, ambientLight);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseLight);
glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
glLightfv(GL_LIGHT0, GL_POSITION, position);
glEnable(GL_LIGHT0);
glEnable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
glMateriali(GL_FRONT, GL_SHININESS, 128);
}
//Get Mouse Position to Change ViewPoint
void MyMouseMove(int button, int state, GLint X, GLint Y)
{
//Get Mouse Position X, Y
ViewX = X;
ViewY = Y;
glutPostRedisplay();
}
//Get Mouse Position to Change ViewPoint
void MyMotion(GLint X, GLint Y)
{
//Get Mouse Position X, Y
ViewX = X;
ViewY = Y;
glutPostRedisplay();
}
//Draw Table
void DrawTable(){
glPushMatrix();
glTranslatef(0.0,0.0,1.0);
glColor3f(0.5, 0.25, 0.0);
cyl = gluNewQuadric();
glRotatef(-90,1.0,0.0,0.0);
gluCylinder(cyl, 0.2, 0.2, TableHeight, 10, 20); //Leg of Table 1
glPushMatrix();
cyl = gluNewQuadric();
glTranslatef(TableX,0.0,0.0);
gluCylinder(cyl, 0.2, 0.2, TableHeight, 10, 20); //Leg of Table 2
glPushMatrix();
cyl = gluNewQuadric();
glTranslatef(0.0, TableY, 0.0);
gluCylinder(cyl, 0.2, 0.2, TableHeight, 10, 20); //Leg of Table 3
glPushMatrix();
cyl = gluNewQuadric();
glTranslatef(-TableX,0.0,0.0);
gluCylinder(cyl, 0.2, 0.2, TableHeight, 10, 20); //Leg of Table 4
glPushMatrix();
glTranslatef(TableX/2.0, -TableY/2, TableHeight);
glScalef(TableX+0.5, TableY+0.5, 0.5);
glutSolidCube(1); //Board of Table
glPopMatrix();
glPushMatrix(); //triangular1 (Beside of Net)
glTranslatef(0, -TableY/2, TableHeight);
glBegin(GL_TRIANGLES);
glVertex3f(TableY/16.0, 0, TableY/8.0);//1
glVertex3f(0, TableY/8.0, 0);
glVertex3f(0, -TableY/8.0, 0);
glVertex3f(TableY/16.0, 0, TableY/8.0);//2
glVertex3f(0, -TableY/8.0, 0);
glVertex3f(TableY/16.0, -TableY/8.0, 0);
glVertex3f(TableY/16.0, 0, TableY/8.0);//3
glVertex3f(TableY/16.0, -TableY/8.0, 0);
glVertex3f(TableY/16.0, TableY/8.0, 0);
glVertex3f(TableY/16.0, 0, TableY/8.0);//4
glVertex3f(TableY/16.0, TableY/8.0, 0);
glVertex3f(0, TableY/8.0, 0);
glEnd();
glPushMatrix(); //triangular2 (Beside of Net)
glTranslatef(TableX - TableY/8.0, 0 , 0);
glBegin(GL_TRIANGLES);
glColor3f(1.0, 0.0, 0.0);
glVertex3f(TableY/16.0, 0, TableY/8.0);//1
glColor3f(0.0, 1.0, 0.0);
glVertex3f(TableY/16.0, TableY/8.0, 0);
glColor3f(0.0, 0.0, 1.0);
glVertex3f(TableY/16.0, -TableY/8.0, 0);
glColor3f(1.0, 0.0, 0.0);
glVertex3f(TableY/16.0, 0, TableY/8.0);//2
glColor3f(0.0, 1.0, 0.0);
glVertex3f(TableY/16.0, -TableY/8.0, 0);
glColor3f(0.0, 0.0, 1.0);
glVertex3f(TableY/8.0, -TableY/8.0, 0);
glColor3f(1.0, 0.0, 0.0);
glVertex3f(TableY/16.0, 0, TableY/8.0);//3
glColor3f(0.0, 1.0, 0.0);
glVertex3f(TableY/8.0, -TableY/8.0, 0);
glColor3f(0.0, 0.0, 1.0);
glVertex3f(TableY/8.0, TableY/8.0, 0);
glColor3f(1.0, 0.0, 0.0);
glVertex3f(TableY/16.0, 0, TableY/8.0);//4
glColor3f(0.0, 1.0, 0.0);
glVertex3f(TableY/8.0, TableY/8.0, 0);
glColor3f(0.0, 0.0, 1.0);
glVertex3f(TableY/16.0, TableY/8.0, 0);
glEnd();
glPopMatrix();
glPushMatrix(); //Net
glBegin(GL_POLYGON);
glColor3f(1.0, 1.0, 1.0);
glVertex3f(TableY/16.0, 0.0, TableY/8.0);
glVertex3f((TableX - TableY/16.0), 0, TableY/8.0);
glVertex3f((TableX - TableY/16.0), 0, 0);
glVertex3f(TableY/16.0, 0.0, 0.0);
glEnd();
glPopMatrix();
glPopMatrix();
glPopMatrix();
glPopMatrix();
glPopMatrix();
glPopMatrix();
}
//Display Callback Function
void MyDisplay( ){
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity( );
gluPerspective(60.0, (GLfloat)width/height, 0.0, 10.0);
//Change Viewpoint by Mouse Position
gluLookAt((float)(ViewX - width/2)/width*20 + 2.5, (float)(height/2 - ViewY)/height*20 + 2.5, ViewZ, TableX/2, TableY/2, TableHeight, 0.0, 1.0, 0.0);
printf("eyex = %f , eyey = %f , eyez = %f \n",(float)(ViewX - width/2.0)/width*10, (float)(height/2 - ViewY)/height*10, (float)ViewZ);
DrawTable(); //Draw Table
glutSwapBuffers(); //for 'Double Buffering'
}
//for Reshape Window
void MyReshape (int w, int h){
width = w;
height = h;
printf("width = %d, height = %d \n", width, height);
glViewport (0, 0, (GLsizei) w, (GLsizei) h);
glMatrixMode (GL_PROJECTION);
glLoadIdentity( );
glOrtho (-1.0, 1.0, -1.0, 1.0, -1.0, 1.0);
}
//Main Function
int main(int argc, char** argv){
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE);
glutInitWindowSize(width, height);
glutInitWindowPosition(200, 200);
glutCreateWindow("OpenGL Sample Drawing");
glClearColor(0.4, 0.4, 0.4, 1.0);
InitLight(); //set Light Setting
glutDisplayFunc(MyDisplay);
glutMouseFunc(MyMouseMove); //get Mouse Position, to Change Viewpoint
glutMotionFunc(MyMotion); //get Mouse Position, to Change Viewpoint
glutReshapeFunc(MyReshape);
glutMainLoop( );
}
The third argument to gluPerspective() should be non-zero, positive, and less than the forth argument:
#include <GL/glut.h>
#include <stdio.h>
float TableX = 5.0; //Table's X size
float TableY = 8.0; //Table's Y size
float TableHeight = 2.0;//Table's Height
int ViewX = 400/2; //for Change Viewpoint by Mouse position
int ViewY = 400/2;
int ViewZ = 9;
GLUquadricObj* cyl;
void InitLight( ){
glEnable(GL_DEPTH_TEST); //for opaque
glEnable(GL_NORMALIZE); //normalize
glEnable(GL_SMOOTH); //for smooth color
glEnable(GL_LIGHTING); //light setting
glDepthMask(GL_TRUE);
GLfloat ambientLight[] = {0.3f, 0.3f, 0.3f, 1.0f};
GLfloat diffuseLight[] = {0.7f, 0.7f, 0.7f, 1.0f};
GLfloat specular[] = {1.0f, 1.0f, 1.0f, 1.0f};
GLfloat specref[] = {1.0f, 1.0f, 1.0f, 1.0f};
GLfloat position[]={400.0, 300.0, -700.0, 1.0};
glLightfv(GL_LIGHT0, GL_AMBIENT, ambientLight);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseLight);
glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
glLightfv(GL_LIGHT0, GL_POSITION, position);
glEnable(GL_LIGHT0);
glEnable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
glMateriali(GL_FRONT, GL_SHININESS, 128);
}
//Get Mouse Position to Change ViewPoint
void MyMouseMove(int button, int state, GLint X, GLint Y)
{
//Get Mouse Position X, Y
ViewX = X;
ViewY = Y;
glutPostRedisplay();
}
//Get Mouse Position to Change ViewPoint
void MyMotion(GLint X, GLint Y)
{
//Get Mouse Position X, Y
ViewX = X;
ViewY = Y;
glutPostRedisplay();
}
//Draw Table
void DrawTable(){
glPushMatrix();
glTranslatef(0.0,0.0,1.0);
glColor3f(0.5, 0.25, 0.0);
cyl = gluNewQuadric();
glRotatef(-90,1.0,0.0,0.0);
gluCylinder(cyl, 0.2, 0.2, TableHeight, 10, 20); //Leg of Table 1
glPushMatrix();
cyl = gluNewQuadric();
glTranslatef(TableX,0.0,0.0);
gluCylinder(cyl, 0.2, 0.2, TableHeight, 10, 20); //Leg of Table 2
glPushMatrix();
cyl = gluNewQuadric();
glTranslatef(0.0, TableY, 0.0);
gluCylinder(cyl, 0.2, 0.2, TableHeight, 10, 20); //Leg of Table 3
glPushMatrix();
cyl = gluNewQuadric();
glTranslatef(-TableX,0.0,0.0);
gluCylinder(cyl, 0.2, 0.2, TableHeight, 10, 20); //Leg of Table 4
glPushMatrix();
glTranslatef(TableX/2.0, -TableY/2, TableHeight);
glScalef(TableX+0.5, TableY+0.5, 0.5);
glutSolidCube(1); //Board of Table
glPopMatrix();
glPushMatrix(); //triangular1 (Beside of Net)
glTranslatef(0, -TableY/2, TableHeight);
glBegin(GL_TRIANGLES);
glVertex3f(TableY/16.0, 0, TableY/8.0);//1
glVertex3f(0, TableY/8.0, 0);
glVertex3f(0, -TableY/8.0, 0);
glVertex3f(TableY/16.0, 0, TableY/8.0);//2
glVertex3f(0, -TableY/8.0, 0);
glVertex3f(TableY/16.0, -TableY/8.0, 0);
glVertex3f(TableY/16.0, 0, TableY/8.0);//3
glVertex3f(TableY/16.0, -TableY/8.0, 0);
glVertex3f(TableY/16.0, TableY/8.0, 0);
glVertex3f(TableY/16.0, 0, TableY/8.0);//4
glVertex3f(TableY/16.0, TableY/8.0, 0);
glVertex3f(0, TableY/8.0, 0);
glEnd();
glPushMatrix(); //triangular2 (Beside of Net)
glTranslatef(TableX - TableY/8.0, 0 , 0);
glBegin(GL_TRIANGLES);
glColor3f(1.0, 0.0, 0.0);
glVertex3f(TableY/16.0, 0, TableY/8.0);//1
glColor3f(0.0, 1.0, 0.0);
glVertex3f(TableY/16.0, TableY/8.0, 0);
glColor3f(0.0, 0.0, 1.0);
glVertex3f(TableY/16.0, -TableY/8.0, 0);
glColor3f(1.0, 0.0, 0.0);
glVertex3f(TableY/16.0, 0, TableY/8.0);//2
glColor3f(0.0, 1.0, 0.0);
glVertex3f(TableY/16.0, -TableY/8.0, 0);
glColor3f(0.0, 0.0, 1.0);
glVertex3f(TableY/8.0, -TableY/8.0, 0);
glColor3f(1.0, 0.0, 0.0);
glVertex3f(TableY/16.0, 0, TableY/8.0);//3
glColor3f(0.0, 1.0, 0.0);
glVertex3f(TableY/8.0, -TableY/8.0, 0);
glColor3f(0.0, 0.0, 1.0);
glVertex3f(TableY/8.0, TableY/8.0, 0);
glColor3f(1.0, 0.0, 0.0);
glVertex3f(TableY/16.0, 0, TableY/8.0);//4
glColor3f(0.0, 1.0, 0.0);
glVertex3f(TableY/8.0, TableY/8.0, 0);
glColor3f(0.0, 0.0, 1.0);
glVertex3f(TableY/16.0, TableY/8.0, 0);
glEnd();
glPopMatrix();
glPushMatrix(); //Net
glBegin(GL_POLYGON);
glColor3f(1.0, 1.0, 1.0);
glVertex3f(TableY/16.0, 0.0, TableY/8.0);
glVertex3f((TableX - TableY/16.0), 0, TableY/8.0);
glVertex3f((TableX - TableY/16.0), 0, 0);
glVertex3f(TableY/16.0, 0.0, 0.0);
glEnd();
glPopMatrix();
glPopMatrix();
glPopMatrix();
glPopMatrix();
glPopMatrix();
glPopMatrix();
}
//Display Callback Function
void MyDisplay( ){
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode (GL_PROJECTION);
glLoadIdentity( );
double width = glutGet( GLUT_WINDOW_WIDTH );
double height = glutGet( GLUT_WINDOW_HEIGHT );
gluPerspective(60.0, (GLfloat)width/height, 0.01, 100.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity( );
//Change Viewpoint by Mouse Position
gluLookAt((float)(ViewX - width/2)/width*20 + 2.5, (float)(height/2 - ViewY)/height*20 + 2.5, ViewZ, TableX/2, TableY/2, TableHeight, 0.0, 1.0, 0.0);
printf("eyex = %f , eyey = %f , eyez = %f \n",(float)(ViewX - width/2.0)/width*10, (float)(height/2 - ViewY)/height*10, (float)ViewZ);
DrawTable(); //Draw Table
glutSwapBuffers(); //for 'Double Buffering'
}
//Main Function
int main(int argc, char** argv){
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE);
glutInitWindowSize(400, 400);
glutInitWindowPosition(200, 200);
glutCreateWindow("OpenGL Sample Drawing");
glClearColor(0.4, 0.4, 0.4, 1.0);
InitLight(); //set Light Setting
glEnable( GL_DEPTH_TEST );
glutDisplayFunc(MyDisplay);
glutMouseFunc(MyMouseMove); //get Mouse Position, to Change Viewpoint
glutMotionFunc(MyMotion); //get Mouse Position, to Change Viewpoint
glutMainLoop( );
}
void init (void)
{
glClearColor (1.0, 1.0, 1.0, 0.0);
//glMatrixMode(GL_MODELVIEW);
//gluLookAt(x0, y0, z0, xref, yref, zref, Vx, Vy, Vz);
glMatrixMode(GL_PROJECTION);
gluPerspective(45, 2, -1, 1);
//glFrustum(xwMin, xwMax, ywMin, ywMax, dnear, dfar);
//gluPerspective(45.0, 45, -1, 1);
}
void displayFcn (void)
{
glClear(GL_COLOR_BUFFER_BIT);
glColor3f(0.0, 1.0, 0.0);
glPolygonMode(GL_FRONT, GL_FILL);
glPolygonMode(GL_BACK, GL_LINE);
glBegin(GL_TRIANGLES);
glVertex3f(0.0, 0.0, 0.0);
glVertex3f(0.1, 0.0, 0.0);
glVertex3f(0.50, 0.866025, 0.0);
glEnd();
glFlush();
}
void reshapeFcn(GLint newWidth, GLint newHeight)
{
glViewport(0,0,newWidth, newHeight);
winWidth = newWidth;
winHeight = newHeight;
}
void main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB);
glutInitWindowPosition(400,200);
glutInitWindowSize(winWidth, winHeight);
glutCreateWindow("Test");
init();
glutDisplayFunc(displayFcn);
glutReshapeFunc(reshapeFcn);
glutMainLoop();
}
Could someone explain a little bit and give suggestions how to make that triangle visible.
I don't think that you're allowed to set 'zNear' negative. That will do weird things to the depth buffer and mean that you see things behind the eye. Docs say it's always positive. You're also liable to get somewhat strange results if you fix the aspect ratio to 2, regardless of the aspect ratio of the window.
You also need to set the current matrix back to MODEL_VIEW as datenwolf has shown. You don't need to use gluLookAt, but you need to do something to move the triangle away from the origin where the eye is located. You could do that by setting the z component to some negative value, or by applying a translation before the vertices:
glPushMatrix();
glTranslated(0,0,-5);
glBegin(GL_TRIANGLES);
glVertex3f(0.0, 0.0, 0.0);
glVertex3f(0.1, 0.0, 0.0);
glVertex3f(0.50, 0.866025, 0.0);
glEnd();
glPopMatrix();
gluPrespective and gluLookAt multiply on top of the current matrix on the selected stack. You need to load an identity first to make sense. Also you need to set a viewport before rendering. Best practice is to set all matrices and the viewport in the display function, and nowhere else. Sticking to that rule will make your life a lot easier. Also in OpenGL one usually doesn't have a dedicated initializtion phase. Resources are loaded on demand.
void displayFcn (void)
{
glViewport(0,0,winWidth, winHeight);
glClearColor (1.0, 1.0, 1.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45, 2, 1, 10);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(x0, y0, z0, xref, yref, zref, Vx, Vy, Vz);
glColor3f(0.0, 1.0, 0.0);
glPolygonMode(GL_FRONT, GL_FILL);
glPolygonMode(GL_BACK, GL_LINE);
glBegin(GL_TRIANGLES);
glVertex3f(0.0, 0.0, 0.0);
glVertex3f(0.1, 0.0, 0.0);
glVertex3f(0.50, 0.866025, 0.0);
glEnd();
glFinish();
}
void reshapeFcn(GLint newWidth, GLint newHeight)
{
winWidth = newWidth;
winHeight = newHeight;
glutPostRedisplay();
}
void main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB);
glutInitWindowPosition(400,200);
glutInitWindowSize(winWidth, winHeight);
glutCreateWindow("Test");
glutDisplayFunc(displayFcn);
glutReshapeFunc(reshapeFcn);
glutMainLoop();
}