Open GL: draw rectangles with borders? - opengl

Check the image I produced, but what I want to do is producing those rectangles with borders, and set the background colour to another. How can I do that?
glRectf(top_left_x, top_left_y, bottom_right_x, bottom_right_y)?
if loop==0:
ratio = 0.10
glBegin(GL_QUADS)
while ratio <= 1.0:
width = window_width/2
height = window_height
long_length = width * ratio
short_length = height* (1.0 - ratio)
top_left_x = (width - long_length) / 2.0
top_left_y = (height - window_height * (1.0-ratio)) /2
bottom_right_x = top_left_x + long_length
bottom_right_y = top_left_y + short_length
glColor(1.0,1.0,1.0,0.5)
glVertex3f(top_left_x, top_left_y, 0.0)
glVertex3f(top_left_x + long_length, top_left_y, 0.0)
glVertex3f(bottom_right_x,bottom_right_y, 0.0)
glVertex3f(bottom_right_x-long_length,bottom_right_y, 0.0)
ratio += 0.05
glEnd()

You can draw a rectangle not filled this way:
glBegin(GL_LINES);
glVertex2d(top_left_x, top_left_y);
glVertex2d( top_right_x, top_right_y);
glVertex2d( bottom_right_x,bottom_right_y);
glVertex2d(bottom_left_x,bottom_left_y);
glVertex2d(top_left_x, top_left_y);
glEnd();
OpenGL use a state machine. So for changing the color just put :
glColor3f (R, G, B);
before your drawing primitives.
So, mixing it up, your step should be:
choose fill color
draw fill rect with glRectf
choose border color
draw unfilled rect with the code I posted
These steps repeated for each rectangle you are drawing of course.

Related

rendering two overlapped FOV using glFrustum without GLUT_STEREO

I have a program that reads a 360 mono panorama and reads an IMU, drawing the correct part of the panorama based on the head location.
I am creating two windows, one per display, and do not want to rely on GLUT_STEREO. The draw() calls for each display are therefore independent, but right now they render the same thing, which is a gluSphere to represent the panorama. To draw the correct part of the sphere, IMU data (quaternion) becomes a rotation matrix, and that matrix is multiplied with the projection.
I wish to create a little bit of overlap with the two images, as shown with the following image:
For example, the red rectangle is my left display and the blue rectangle is my right display, but there is some overlap in the middle.
I was reading some article about stereo rendering, and I thought the solution would be to replace the call from gluPerspective() to glFrustum(), and simply modify both the left and right parameter at the same time. I thought subtracting some value to left/right parameter of glFrustum() on the display and adding some value to the left/right parameter of glFrustum() would do the trick. I modified the glutReshapeFunc() callback's projection matrix to do just that:
void resize(int width, int height)
{
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
GLdouble near = 0.1;
GLdouble far = 100.0;
GLdouble aspect = (double) width / (double) height;
GLdouble top = tan(FOVY / 360 * M_PI) * near;
GLdouble bottom = -top;
GLdouble right = top * aspect;
GLdouble left = -right;
// TODO: Canned value for testing
left += 0.5;
right += 0.5;
glFrustum(left, right, bottom, top, near, far);
// gluPerspective(FOVY, aspect, near, far);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
Unfortunately, this does not do what I expect (and I am really not sure why). I would think modifying both left and right parameter of glFrustum() would keep the same horizontal FOV but move it to the left or right. It seems to either stretch the image in or out.
I have played around with glTranslatef() on the ModelView or glLookAt(), but there place are not clear to me. Why is glFrustum() not having the right behavior please, and what am I missing?
Modify the frustum and the camera.
You need need two different camera matrices to simulate the eye separation and slightly different frustums to eliminate toe-in.
3D Stereo Rendering
Using OpenGL (and GLUT):
/* Misc stuff */
ratio = camera.screenwidth / (double)camera.screenheight;
radians = DTOR * camera.aperture / 2;
wd2 = near * tan(radians);
ndfl = near / camera.focallength;
/* Derive the two eye positions */
CROSSPROD(camera.vd,camera.vu,r);
Normalise(&r);
r.x *= camera.eyesep / 2.0;
r.y *= camera.eyesep / 2.0;
r.z *= camera.eyesep / 2.0;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
left = - ratio * wd2 - 0.5 * camera.eyesep * ndfl;
right = ratio * wd2 - 0.5 * camera.eyesep * ndfl;
top = wd2;
bottom = - wd2;
glFrustum(left,right,bottom,top,near,far);
glMatrixMode(GL_MODELVIEW);
glDrawBuffer(GL_BACK_RIGHT);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
gluLookAt(camera.vp.x + r.x,camera.vp.y + r.y,camera.vp.z + r.z,
camera.vp.x + r.x + camera.vd.x,
camera.vp.y + r.y + camera.vd.y,
camera.vp.z + r.z + camera.vd.z,
camera.vu.x,camera.vu.y,camera.vu.z);
MakeLighting();
MakeGeometry();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
left = - ratio * wd2 + 0.5 * camera.eyesep * ndfl;
right = ratio * wd2 + 0.5 * camera.eyesep * ndfl;
top = wd2;
bottom = - wd2;
glFrustum(left,right,bottom,top,near,far);
glMatrixMode(GL_MODELVIEW);
glDrawBuffer(GL_BACK_LEFT);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
gluLookAt(camera.vp.x - r.x,camera.vp.y - r.y,camera.vp.z - r.z,
camera.vp.x - r.x + camera.vd.x,
camera.vp.y - r.y + camera.vd.y,
camera.vp.z - r.z + camera.vd.z,
camera.vu.x,camera.vu.y,camera.vu.z);
MakeLighting();
MakeGeometry();
glutSwapBuffers();
Replace the glDrawBuffer() calls with appropriate FBO binds.

Resizing window skewes display (OpenGL)

I am making a program that bounces balls of the edge of its window, but I'm having issues with the bounds getting skewed.
If I set the initial resolution to a square window,
int windowWidth = 600;
int windowHeight = 600;
it works fine. As soon as I reshape the window, the bounds on the window get skewed.
When it's square, it looks like this:
When I stretch it by its width, it looks like this:
When I stretch it by its height, it looks like this:
Basically I'm not able to resize the window without skewing the bounds of the window.
This is the code for my reshape function:
void reshape(GLsizei weight, GLsizei height)
{
if (height == 0) height = 1; // To prevent divide by 0
GLfloat aspect = (GLfloat)weight / height; // Get aspect ratio
// Set the viewport to cover the entire window
glViewport(0, 0, weight, height);
// Adjust the aspect ratio of clipping area to match the viewport
glMatrixMode(GL_PROJECTION); // Select the Projection matrix
glLoadIdentity(); // Reset
for (int i = 0; i < numOfBalls; i++)
{
if (weight <= height)
{
balls[i].xLeft = -1.0;
balls[i].xRight = 1.0;
balls[i].yBottom = -1.0 / aspect;
balls[i].yTop = 1.0 / aspect;
}
else
{
balls[i].xLeft = -1.0 * aspect;
balls[i].xRight = 1.0 * aspect;
balls[i]. yBottom = -1.0;
balls[i]. yTop = 1.0;
}
gluOrtho2D(balls[i].xLeft, balls[i].xRight, balls[i].yBottom, balls[i].yTop);
balls[i].xPosMin = balls[i].xLeft + balls[i].ballRadius;
balls[i].xPosMax = balls[i].xRight - balls[i].ballRadius;
balls[i].yPosMin = balls[i].yBottom + balls[i].ballRadius;
balls[i].yPosMax = balls[i].yTop - balls[i].ballRadius;
}
glMatrixMode(GL_MODELVIEW); // Select the model-view matrix
glLoadIdentity(); // Reset
}
*Note: I can post more code if needed...
Try cut this from your loop:
gluOrtho2D(balls[i].xLeft, balls[i].xRight, balls[i].yBottom, balls[i].yTop);
and define your orthographic matrix once.
I think whenever your loop execute, you multiply a new matrix with previously inserted matrix in GL.
The produced orthographic matrix by GL is this:
Now when you set width: 800 and height: 600 your aspect ratio will be 1.33 and matrix for first loop will be:
Now by each loop, GL will multiply new matrix with previous matrix and coordinates will get closer by multiply each by 0.75.
(Also i am not sure)

OpenGL screen layout

I have some questions about the screen set up. Originally when I would draw a triangle the x vector 1 would be all the way to the right and -1 would be all the way to the left. Now I have adjusted it to account for the different aspect ratio of the window. My new question how do I make the numbers which are used to render a 2d tri go along with the pixel values. If my window is 480 pixels wide and 320 tall I want to have to enter this to span the screen with a tri
glBegin(GL_TRIANGLES);
glVertex2f(240, 320);
glVertex2f(480, 0);
glVertex2f(0, 0);
glEnd();
but instead it currently looks like this
glBegin(GL_TRIANGLES);
glVertex2f(0, 1);
glVertex2f(1, -1);
glVertex2f(-1, -1);
glEnd();
Any ideas?
You need to use functions glViewport and glOrtho with correct values. Basically glViewport sets the part of your window capable of rendering 3D-Graphics using OpenGL. glOrtho establishes coordinate system within that part of a window using OpenGL's coordinates.
So for your task you need to know exact width and height of your window. If you are saying they are 480 and 320 respectively then you need to call
glViewport(0, 0, 480, 320)
// or: glViewport ( 0,0,w,h)
somewhere, maybe in your SizeChanging-handler(if you are using WINAPI it is WM_SIZE message)
Next, when establishing OpenGL's scene you need to specify OpenGL's coordinates. For orthographic projection they will be the same as dimensions of a window so
glOrtho(-240, 240, -160, 160, -100, 100)
// or: glOrtho ( -w/2, w/2, -h/2, h/2, -100, 100 );
is siutable for your purppose. Not that here I'm using depth of 200 (z goes from -100 to 100).
Next on your rendering routine you may draw your triangle
Since the second piece of code is working for you, I assume your transformation matrices are all identity or you have a shader that bypasses them. Also your viewport is spanning the whole window.
In general if your viewport starts at (x0,y0) and has WxH size, the normalized coordinates (x,y) you feed to glVertex2f will be transformed to (vx,vy) as follows:
vx = x0 + (x * .5f + .5f) * W
vy = y0 + (y * .5f + .5f) * H
If you want to use pixel coordinates you can use the function
void vertex2(int x, int y)
{
float vx = (float(x) + .5f) / 480.f;
float vy = (float(y) + .5f) / 320.f;
glVertex3f(vx, vy, -1.f);
}
The -1 z value is the closest depth to the viewer. It's negative because the z is assumed to be reflected after the transformation (which is identity in your case).
The addition of .5f is because the rasterizer considers a pixel as a 1x1 quad and evaluates the coverage of your triangle in the middle of this quad.

How to draw a lightened border(outer glow effect)?

How can i draw a lightened border like this with gdi/gdi+:
Anyone can give me a train of thought?Thanks.
Using GDI+, I would recommend you use a PathGradientBrush. It allows you to fill a region with series of colors around the edge that all blend toward a center color. You probably only need 1 edge color in this case. Create a GraphicsPath for a rounded rectangle and use FillPath() to fill it with a PathGradientBrush:
GraphicsPath graphicsPath;
//rect - for a bounding rect
//radius - for how 'rounded' the glow will look
int diameter = radius * 2;
graphicsPath.AddArc(Rect(rect.X, rect.Y, diameter, diameter) 180.0f, 90.0f);
graphicsPath.AddArc(Rect(rect.X + rect.Width - diameter, rect.Y, diameter, diameter), 270.0f, 90.0f);
graphicsPath.AddArc(Rect(rect.X + rect.Width - diameter, rect.Y + rect.Height - diameter, diameter, diameter), 0.0f, 90.0f);
graphicsPath.AddArc(Rect(rect.X, rect.Y + rect.Height - diameter, diameter, diameter), 90.0f, 90.0f);
graphicsPath.CloseFigure();
PathGradientBrush brush(&graphicsPath);
brush.SetCenterColor(centerColor); //would be some shade of blue, following your example
int colCount = 1;
brush.SetSurroundColors(surroundColor, &colCount); //same as your center color, but with the alpha channel set to 0
//play with these numbers to get the glow effect you want
REAL blendFactors[] = {0.0, 0.1, 0.3, 1.0};
REAL blendPos[] = {0.0, 0.4, 0.6, 1.0};
//sets how transition toward the center is shaped
brush.SetBlend(blendFactors, blendPos, 4);
//sets the scaling on the center. you may want to have it elongated in the x-direction
brush.SetFocusScales(0.2f, 0.2f);
graphics.FillPath(&brush, &graphicsPath);
Draw the border into an image slightly larger than the border itself.
Blur it.
Erase the inside of the border.
Draw the border over the blurred image.
Draw that image to the destination.

Transforming verticies with center point and scale factor?

My application is a vector drawing application. It works with OpenGL. I will be modifying it to instead use the Cairo 2D graphics library. The issue is with zooming. With openGL camera and scale factor sort of work like this:
float scalediv = Current_Scene().camera.ScaleFactor / 2.0f;
float cameraX = GetCameraX();
float cameraY = GetCameraY();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
float left = cameraX - ((float)controls.MainGlFrame.Dimensions.x) * scalediv;
float right = cameraX + ((float)controls.MainGlFrame.Dimensions.x) * scalediv;
float bottom = cameraY - ((float)controls.MainGlFrame.Dimensions.y) * scalediv;
float top = cameraY + ((float)controls.MainGlFrame.Dimensions.y) * scalediv;
glOrtho(left,
right,
bottom,
top,
-0.01f,0.01f);
// Set the model matrix as the current matrix
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
hdc = BeginPaint(controls.MainGlContext.mhWnd,&ps);
Mouse position is obtained like this:
POINT _mouse = controls.MainGlFrame.GetMousePos();
vector2f mouse = functions.ScreenToWorld(_mouse.x,_mouse.y,GetCameraX(),GetCameraY(),
Current_Scene().camera.ScaleFactor,
controls.MainGlFrame.Dimensions.x,
controls.MainGlFrame.Dimensions.y );
vector2f CGlEngineFunctions::ScreenToWorld(int x, int y, float camx, float camy, float scale, int width, int height)
{
// Move the given point to the origin, multiply by the zoom factor and
// add the model coordinates of the center point (camera position)
vector2f p;
p.x = (float)(x - width / 2.0f) * scale +
camx;
p.y = -(float)(y - height / 2.0f) * scale +
camy;
return p;
}
From there I draw the VBO's of triangles. This allows me to pan and zoom in. Given that Cairo only can draw based on coordinates, how can I make it so that a vertex is properly scaled and panned without using transformations. Basically GlOrtho sets the viewport usually but I dont think I could do this with Cairo.
Well GlOrtho is able to change the viewport matrix instead of modifying the verticies but how could I instead modify the verticies to get the same result?
Thanks
*Given vertex P, which was obtained from ScreenToWorld, how could I modify it so that it is scaled and panned accordng to the camera and scale factor? Because usually OpenGL would essentially do this
I think Cairo can do what you want ... see http://cairographics.org/matrix_transform/ . Does that solve your problem, and if not, why ?