Storing glut color in variable - c

Is there any way to store a glut color in a variable, like instead of doing this:
glColor3f(1.0, 1.0, 1.0);
being able to do this:
glColor white = glColor(1.0, 1.0, 1.0);
glColor3f(white);
which in turn creates much more readable code

I suggest to store the color in an array and set the color with glColor3fv:
float white[3] = {1.0f, 1.0f, 1.0f};
glColor3fv(white);

Related

'linmath.h': Rotation after translation problem

Using 'linmath.h', I'm trying to rotate an image after a translation. However, after the translation, the image doesn't move at all.
In the vextex shader, I have
gl_Position = transform * vec4(aPos, 1.0);
and in the program, I have
mat4x4 transform;
mat4x4_identity(transform);
mat4x4_rotate(transform, transform, 0.0f, 0.0f, 1.0f, (float) glfwGetTime());
mat4x4_translate(transform, 0.5f, -0.5f, 0.0f);
I want to point out that translating an image after a rotation (i.e., swapping the last two lines) works fine, so I don't know what could be wrong.
If you take a peek at the source for mat4x4_translate, you can see it resets the matrix to identity first.
You might be looking for the next function, mat4x4_translate_in_place.

Moving the camera to the left and right based on mouse movement

I know this has been asked before, but I have yet to find an answer that works in my case.
Basically, I want the camera to move left and right based on the mouse cursor position. The more the mouse is to the left, the more the camera turns to the left. So it should be possible to turn around and move in the reverse direction. How do I do this?
This is my camera position:
GLfloat cameraPosition[] = { 0.0, 0.0, 3.5 };
GLfloat lx = 0.0; GLfloat ly = 0.0;
This is my projection matrix:
// set to projection mode
glMatrixMode(GL_PROJECTION);
// clear any previous transformations
glLoadIdentity();
// set the perspective
gluPerspective(45, (float)windowWidth / (float)windowHeight, 0.1, 20);
In the myDisplay function, this how I set the camera position:
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// set the camera position
gluLookAt(cameraPosition[0], cameraPosition[1], cameraPosition[2],
lx, ly, cameraPosition[2] - 100,
0, 1, 0);
What should I do in the glutPassiveMotionFunc function?
Most probably you need to do something like this
glRotatef(-yAngle, 0.0f, 1.0, 0.0f);
glRotatef(-xAngle, 1.0f, 0.0f, 0.0f);
glTranslatef(cameraPosition[0], cameraPosition[1], cameraPosition[2])
instead of gluLookAt(). Try it out, maybe it will solve your problem.

Simple primitive rotation Opengl c

Im trying to do a simple rotation in opengl of my primitive object in the projection plane. I want to rotate the object like a propeller but i cant seem to get it going right. When i run the code my object looks like it shrinks into itself (i know its not that, but its rotating funny)
void rotateStuff()
{
spin = spin - .5; // inc for spin
if(spin < 360)
{
spin = spin + 360;
}
glPushMatrix();
glTranslatef(150, 95, 0.0);
glRotatef(spin, 1.0, 0.0, 0.0);
glTranslatef(-150, -95, 0);
displayStuff();
glPopMatrix();
drawButton();
glutSwapBuffers();
}
Heres a snippet of my object
glBegin(GL_POLYGON);
glVertex2i(50, 0);
glVertex2i(50, 75);
glVertex2i(150, 75);
glVertex2i(150, 0);
glEnd(); // end current shape
I think something is wrong with the setting of my origin but what exaclty? am i translating to a wrong origin?
This is a rotation around the x-axis: glRotatef(spin, 1.0, 0.0, 0.0).
Presumably you want things in the x-y plane to stay in the x-y plane,
so you want rotation around the z-axis: glRotatef(spin, 0.0, 0.0, 1.0).

OpenGL Lighting Failing when Scaling

I have to read a 3D object from an ASE file. This object turns to be too big for the world I have to create, therefore, I must scale it down.
With its original size, it is properly lighted up.
However, once I scale it down, it becomes oversaturated.
The world is centered around (0, 0, 0) and it is 100 meters long (y axis) and 50 meters wide (x axis), my upVector is (0, 0, 1). There are two lights, light0 in (20, 35, 750) and light1 in (-20, -35, 750).
Relevant parts of the code:
void init(void){
glClearColor(0.827, 0.925, 0.949, 0.0);
glEnable(GL_DEPTH_TEST);
glEnable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT, GL_DIFFUSE);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHT1);
glEnable(GL_LIGHTING);
glShadeModel(GL_SMOOTH);
GLfloat difusa[] = { 1.0f, 1.0f, 1.0f, 1.0f}; // white light
glLightfv(GL_LIGHT0, GL_DIFFUSE, difusa);
glLightfv(GL_LIGHT1, GL_DIFFUSE, difusa);
loadObjectFromFile("objeto.ASE");
}
void display ( void ) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(eyeX, eyeY, eyeZ, atX, atY, atZ, 0.0, 0.0, 1.0);
GLfloat posicion0[] = { 20.0f, 35.0f, 750.0f, 1.0f};
glLightfv(GL_LIGHT0, GL_POSITION, posicion0);
GLfloat posicion1[] = { -20.0f, -35.0f, 750.0f, 1.0f};
glLightfv(GL_LIGHT1, GL_POSITION, posicion1);
glColor3f(0.749, 0.918, 0.278);
glPushMatrix();
glTranslatef(0.0, 0.0, 1.5);
//Here comes the problem
glScalef(0.08, 0.08, 0.08);
glBegin(GL_TRIANGLES);
for(int i = 0; i < numFaces; i++){
glNormal3d(faces3D[i].n.nx, faces3D[i].n.ny, faces3D[i].n.nz);
glVertex3d(vertex[faces3D[i].s.A].x, vertex[faces3D[i].s.A].y, vertex[faces3D[i].s.A].z);
glVertex3d(vertex[faces3D[i].s.B].x, vertex[faces3D[i].s.B].y, vertex[faces3D[i].s.B].z);
glVertex3d(vertex[faces3D[i].s.C].x, vertex[faces3D[i].s.C].y, vertex[faces3D[i].s.C].z);
}
glEnd();
glPopMatrix();
glutSwapBuffers();
}
Why does lighting fail when the object is scaled down?
The problem you're running into is, that scaling the modelview matrix also influences the "normal matrix" normals are transformed with. The "normal matrix" is actually the transpose of the inverse of the modelview matrix. So by scaling down the modelview matrix, you're scaling up the normal matrix (because of the modelview inversion step used to obtain it).
Because of that the transformed normals must be rescaled, or normalized if the scale of the modelview matrix is not unitary. In fixed function OpenGL there are two methods to do this: Normal normalization (sounds funny, I know) and normal rescaling. You can enable either with
glEnable(GL_NORMALIZE);
glEnable(GL_RESCALE_NORMALS);
In a shader you'd simply normalize the transformed normal
#version ...
uniform mat3 mat_normal;
in vec3 vertex_normal;
void main()
{
...
vec3 view_normal = normalize( mat_normal * vertex_normal );
...
}
Depending on the setting of GL_NORMALIZE and GL_RESCALE_NORMALS, your normals can be transformed by the OpenGL-Pipeline.
Start with glEnable(GL_NORMALIZE) and see if that solves your problem

3D pyramid appears scattered, with mixed up sides

First of all I defined a structure to express the coordinated of a pyramid:
typedef struct
{
GLfloat xUp;
GLfloat yUp;
GLfloat zUp;
GLfloat base;
GLfloat height;
}pyramid;
Pretty self-explanatory here : I store the coordinates of the uppest point, the base and the height.
The I wrote a function to draw a pyramid:
void drawPyramid(pyramid pyr)
{
GLfloat p1[]= {pyr.xUp+pyr.base/2.0, pyr.yUp-pyr.height, pyr.zUp-pyr.base/2.0};
GLfloat p2[]= {pyr.xUp+pyr.base/2.0, pyr.yUp-pyr.height, pyr.zUp+pyr.base/2.0};
GLfloat p3[]= {pyr.xUp-pyr.base/2.0, pyr.yUp-pyr.height, pyr.zUp+pyr.base/2.0};
GLfloat p4[]= {pyr.xUp-pyr.base/2.0, pyr.yUp-pyr.height, pyr.zUp-pyr.base/2.0};
GLfloat up[]= {pyr.xUp, pyr.yUp, pyr.zUp};
glBegin(GL_TRIANGLES);
glColor4f(1.0, 0.0, 0.0, 0.0);
glVertex3fv(up);
glVertex3fv(p1);
glVertex3fv(p2);
glColor4f(0.0, 1.0, 0.0, 0.0);
glVertex3fv(up);
glVertex3fv(p2);
glVertex3fv(p3);
glColor4f(0.0, 0.0, 1.0, 0.0);
glVertex3fv(up);
glVertex3fv(p3);
glVertex3fv(p4);
glColor4f(1.0, 1.0, 0.0, 0.0);
glVertex3fv(up);
glVertex3fv(p4);
glVertex3fv(p1);
glEnd();
glColor4f(0.0, 1.0, 1.0, 0.0);
glBegin(GL_QUADS);
glVertex3fv(p1);
glVertex3fv(p2);
glVertex3fv(p3);
glVertex3fv(p4);
glEnd();
}
I struggled to draw all the vertices in anti-clockwise order, but probably I messed up something.
This is how I display the pyramid in my rendering function:
void display()
{
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glTranslatef(0.0, -25.0, 50.0);
glRotatef(-angle, 0.0, 1.0, 0.0);
glTranslatef(0.0, 25.0, -50.0);
pyramid pyr;
pyr.xUp=0.0;
pyr.yUp=10.0;
pyr.zUp=50.0;
pyr.base=10.0;
pyr.height=18.0;
glColor4f(1.0, 0.0, 0.0, 0.0);
drawPyramid(pyr);
glutSwapBuffers();
}
I also use an init method called before the glut main loop:
void init()
{
glEnable(GL_DEPTH);
glViewport(-1.0, 1.0, -1.0, 1.0);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(35.0, 1.0, 1.0, 100.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0.0,1.0,0.0, 0.0,1.0,30.0, 0.0,1.0,0.0);
}
angle is just a double that I use to rotate the pyramid, changeable by pressing 'r', but this is not relevant.It appears that the real problem is how I draw the vertices.
The problem is that the faces of the pyramid appear scattered, messed up.I would better describe this situation with an image:
There's a face that is too small, that is displayed and I don't know why.
If I rotate the pyramid it appears messed up, I even recored a video to describe this.
Later I could upload it if the problem is not totally clear.
PS: Many people have noticed that I am using outdated techniques.But unfortunately this is what my university offers.
EDIT
I forgot to say about the main function:
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitWindowPosition(100, 100);
glutInitWindowSize(500, 500);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("Sierpinsky Pyramid");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
init();
glutMainLoop();
return 0;
}
It looks like depth buffer isn't initialzied.
Calling glEnable(GL_DEPTH_TEST) is not enough. You must correctly initialize glut and specify that you want depth buffer support, otherwise you won't get a depth buffer. If I remember correctly, this is done using glutInitDisplayMode(GLUT_DEPTH|...). See documentation here and introduction here. Additional info can be found using google.
--EDIT--
You're passing invalid parameter to glEnable. call glEnable(GL_DEPTH_TEST) instead of glEnable(GL_DEPTH).
Also:
Matrix code in display function isn't protected by glPushMatrix/glPopMatrix. Which means that every time you rotate pyramid, rotation is applied to previous transform. I.e. calling display function will rotate the pyramid.
glViewport is called with invalid parameters. glViewport takes 4 integer arguments, but you're trying to pass floats. Also, what's "width of -1.0" supposed to mean?
You have not checked any error codes (glGetError). If you tried to call glGetError after glEnable call, then you'd see that it returns GL_INVALID_ENUM.
OpenGL has documentation. Documentation is available on opengl.org. Use it and read it. Also, I'd recommend reading "OpenGL red book".

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