I am new to openGL and have a hard time to understand how to actually parametrize the function gluLookat. I what it does but don't know how to know which parameters I should pass to that function and what consequences it will have.
This is my current code and strangely enough I don't even see the axis I drew... I think it is due to the parameters I pass to the function gluLookAt();
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
#include <GL/glut.h>
void init(void)
{
glClearColor(0.8, 0.8, 0.8, 0.0); /* window color white */
glEnable(GL_DEPTH_TEST);
}
void drawScene(void)
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(3.0,3.0,3.0, 0.0,0.0,0.0, 0.0,1.0,0.0);
//used some random parameters...
gluLookAt(0.0, 0.0, 0.0, 5.0, 5.0, 5.0, 0, 1, 0);
//axis
//x
glColor3f(1.0,0.0,0.0);
glLineWidth(1.0);
glBegin(GL_LINES);
glVertex3d(0.0,0.0,0.0);
glVertex3d(1.0,0.0,0.0);
glEnd();
//y
glColor3f(0.0,1.0,0.0);
glLineWidth(1.0);
glBegin(GL_LINES);
glVertex3d(0.0,0.0,0.0);
glVertex3d(1.0,0.0,0.0);
glEnd();
//z
glColor3f(0.0,0.0,1.0);
glLineWidth(1.0);
glBegin(GL_LINES);
glVertex3d(0.0,0.0,0.0);
glVertex3d(1.0,0.0,0.0);
glEnd();
glFlush();
}
void herschaal(){
glViewport(0,0,500,500);
glMatrixMode(GL_PROJECTION);
glOrtho(-10, 10, 10, -10, 10, -10);
glLoadIdentity();
}
int main( int argc, char * argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH );
glutInitWindowPosition(50, 100);
glutInitWindowSize(500, 500);
glutCreateWindow("mijn test");
glutReshapeFunc(herschaal);
init();
glutDisplayFunc(drawScene);
glutMainLoop();
return 0;
}
Related
#include <stdio.h>
#include <stdlib.h>
#include <GL/glew.h>
#include <GL/glut.h>
void changeSize(int w, int h)
{
if(h == 0)
h = 1;
float ratio = w / h;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glViewport(0, 0, w, h);
gluPerspective(40,ratio,1.5,20);
glMatrixMode(GL_MODELVIEW);
}
void renderScene(void)
{
glClear(GL_COLOR_BUFFER_BIT );
glLoadIdentity();
glTranslatef(0.0,0.0,-5.0);
glDrawArrays(GL_TRIANGLES,0,3);
glutSwapBuffers();
}
void init()
{
GLfloat verts[] = {
0.0, 1.0,
-1.0, -1.0,
1.0, -1.0
};
GLuint bufferid;
glGenBuffers(1,&bufferid);
glBindBuffer(GL_ARRAY_BUFFER,bufferid);
glBufferData(GL_ARRAY_BUFFER,sizeof(verts),verts,GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0,2,GL_FLOAT,GL_FALSE,0,0);
if(glGetError()==GL_NO_ERROR)
printf("no error");
}
int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode( GLUT_DOUBLE | GLUT_RGBA);
glutInitWindowPosition(100,100);
glutInitWindowSize(500,500);
glutCreateWindow("MM 2004-05");
glewInit();
init();
glutDisplayFunc(renderScene);
glutReshapeFunc(changeSize);
if (GLEW_ARB_vertex_program && GLEW_ARB_fragment_program)
printf("Ready for GLSL\n");
else {
printf("No GLSL support\n");
//exit(1);
}
glutMainLoop();
return 0;
}
When using glGenBuffers my screen turns out black and shows no error. If i draw some other shape without using buffers they are displayed but not with buffer objects.
openGL version:3.0
operating system:ubuntu
IDE:eclipse
When using glGenBuffers you're using the OpenGL-3.0 specification. To draw anything in OpenGL-3.0+ you need to use shaders, hence why the screen is black; your triangle isn't being shaded.
You are using calls for generic vertex attributes here:
glEnableVertexAttribArray(0);
glVertexAttribPointer(0,2,GL_FLOAT,GL_FALSE,0,0);
Generic vertex attributes can only be used in combination with shaders. As long as you're using the fixed function pipeline, you also have to use fixed function vertex attributes.
The corresponding calls using fixed function attributes are:
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, 0);
I have small code drawing a square initially but when I maximize the window it changes to rectangle. I know this has do with aspect ratio and when I add glutReshapeFunc(Reshape); call it works perfectly, I mean after maximizing the window, it remains square only. ReshapFunc is called every time display is modified and before the first display as well.
I am not getting just by adding reshapefunc, how it maintains aspect ratio. Please help me understanding this. I am copying my code here:
void display()
{
glClear(GL_COLOR_BUFFER_BIT);
glColor3f(0.5, 0.5, 1.0);
glBegin(GL_POLYGON);
glVertex2f(-0.5, -0.5);
glVertex2f(0.5, -0.5);
glVertex2f(0.5, 0.5);
glVertex2f(-0.5, 0.5);
glEnd();
glutSwapBuffers();
glFlush();
}
void Reshape(int w, int h) {
glutPostRedisplay();
}
void init()
{
glClearColor(1.0, 0.0, 1.0, 0.0);
glColor3f(1.0, 1.0, 1.0);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(-1.0, 1.0, -1.0, 1.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE);
glutInitWindowSize(500, 500);
glutInitWindowPosition(200, 200);
glutCreateWindow("basics");
glutDisplayFunc(display);
// If I comment this, it will become rectangle.
glutReshapeFunc(Reshape);
init();
glutMainLoop();
}
Your problem is related to the use of gluOrtho2D (...). If you want to preserve aspect ratio, your projection matrix needs to be defined based on the dimensions of your window.
I suggest you do this in your reshape function:
GLdouble aspect = (GLdouble)w / (GLdouble)h;
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
gluOrtho2D (-1.0 * aspect, 1.0 * aspect, -1.0, 1.0);
glMatrixMode (GL_MODELVIEW);
glViewport (0, 0, w, h);
Hey guys I'm having a problem with my coding at the moment.
The Problem is that my #Include <glut.h> File is being skipped when looking for Precompiled Header Use and cannot find a way to solve it.
Here is my code:
#include <D:/GL/glut.h>
#include <stdafx.h>
#include <stdlib.h>
#include <malloc.h>
#include <math.h>
using namespace System;
void drawScene(void)
{
int i, j;
glClear(GL_COLOR_BUFFER_BIT);
glColor3f(0.0, 0.0, 0.0);
glLoadIdentity();
glTranslatef(0.0, 0.0, -25.0);
glutWireCube(5.0); // Box.
glColor3f(1.0, 0.0, 0.0);
for(i=5; i<5; i++)
{
for (j = -5; j < 5; j++)
{
glPushMatrix();
glTranslatef(i*5, j*5, -35.0);
glColor3f(1.0, 1.0, 0);
glutSolidCube(5.0);
glColor3f(0.0, 0.0, 1.0);
glutWireCube(5.0);
glPopMatrix();
}
}
glFlush();
}
void setup(void)
{
glClearColor(1.0, 1.0, 1.0, 0.0);
}
void resize (int w, int h)
{
glViewport(0, 0, (GLsizei)w, (GLsizei)h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-10.0, 10.0, -10.0, 10.0, 10.0, 100.0);
glMatrixMode(GL_MODELVIEW);
}
void KeyInput(unsigned char key, int x, int y)
{
switch(key)
{
case 27:
exit(0);
break;
default:
break;
}
}
int main(int argc, char **argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB);
glutInitWindowSize(500,500); /* Size of the Program Window */
glutInitWindowPosition(100,100);
glutCreateWindow("Voxel Assignment");
setup();
glutDisplayFunc(drawScene);
glutReshapeFunc(resize);
glutKeyboardFunc(KeyInput);
glutMainLoop();
return 0;
}
It's probably because of the very strange absolute path usage, with drive specifier.
Don't do that, include paths are not supposed to include stuff at that level.
Just say #include <GL/glut.h> and adjust your compiler's settings to add the required directory to the include path.
Here is a simple opengl program by me. I'm trying to clear the screen before I draw a triangle. I've called glClear() in my init() function, however, it seemed that it failed to clear the screen.
#include <stdio.h>
#include <stdlib.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glut.h>
void myIdleFunc()
{
glBegin(GL_TRIANGLES);
{
glColor3f(1.0f, 1.0f, 1.0f);
glVertex2f(0.0f, 1.0f);
glVertex2f(-1.0f, -1.0f);
glVertex2f(1.0f, -1.0f);
}
glEnd();
glFlush();
usleep(1000000);
}
void init()
{
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glFlush();
}
int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE);
glutCreateWindow("Hello, World!");
init();
glutIdleFunc(myIdleFunc);
glutMainLoop();
return 1;
}
Here is a screen-shot, the text is from the gnome terminal in the back ground.
Where's your display callback? You shouldn't use the idle function for drawing.
All drawing needs to take place in the appropriate callbacks, the GL context might not be active until glutMainLoop starts running, and with no active context, your commands simply get ignored (without a context, there might not even be a place to store errors for retrieval with glGetError).
NOTE: Usually you want to clear the buffer at the beginning of every frame. You might get away with clearing just once with single-buffering, but double-buffering is better and requires you to somehow render the entire area between each swap.
Your problem is, that you do clear the screen in your initialization code. But you need to clear it every frame, so right at the start of your display (or in your case idle) function.
I don't use GLUT but a really simple way to display something like this is:
while( !done ) { /* Loop until done. Do drawing. */
glClear( GL_COLOR_BUFFER_BIT);
glLoadIdentity();
glBegin(GL_TRIANGLES);
{
glColor3f(1.0f, 1.0f, 1.0f);
glVertex2f(0.0f, 1.0f);
glVertex2f(-1.0f, -1.0f);
glVertex2f(1.0f, -1.0f);
}
glEnd();
glFlush();
SwapBuffers( );
etc... event handling....
}
Run this code and probably you will get the solution.
#include<GL/gl.h>
#include<GL/glut.h>
#include<stdio.h>
double x_0 = -100;
double y_0 = -25;
double x_1 = 100;
double y_1 = -25;
double x_2 = 100;
double y_2 = 25;
double x_3 = -100;
double y_3 = 25;
void
init(void)
{
/*initialize the x-y co-ordinate*/
glClearColor(0,0,0,0);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(-320, 319,-240, 239);
glClear(GL_COLOR_BUFFER_BIT);
glFlush();
}
void
drawRectangle()
{
glBegin(GL_LINES);
glVertex2d(x_0, y_0);
glVertex2d(x_1, y_1);
glVertex2d(x_1, y_1);
glVertex2d(x_2, y_2);
glVertex2d(x_2, y_2);
glVertex2d(x_3, y_3);
glVertex2d(x_3, y_3);
glVertex2d(x_0, y_0);
glEnd();
glFlush();
}
int
main(int argc, char *argv[])
{
double x_0, y_0, x_1, y_1;
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
glutInitWindowSize(640, 480);
glutInitWindowPosition(400, 400);
glutCreateWindow("Clear Screen");
init();
drawRectangle();
/* clear the screen. You can uncomment following three lines to view the effect of clearing */
// glClearColor(0, 0, 0, 0);
// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// /* don't forget to flush */
// glFlush();
/***/
glutMainLoop();
}
Compile and run -
gcc file.c -lglut -lGLU -lGL
./a.out
I'm having trouble getting a texture loaded with SOIL to show up properly on this quad. In case it's not clear, I'm just writing up a little 2D sprite engine, and this is the rendering portion (needs a bit of optimization without a doubt). I haven't done any OpenGL in a couple months, and I'm admittedly quite rusty.
#include <OpenGL/OpenGL.h>
#include <GLUT/GLUT.h>
#include "SOIL.h"
#include <stdio.h>
GLuint linktex;
void drawSprite(GLint left, GLint right, GLint bottom, GLint top, GLuint texture){
//Draw clockwise
glColor3f(1.0, 1.0, 1.0);
glBindTexture(GL_TEXTURE_2D, texture);
glBegin(GL_QUADS);
glTexCoord2i(1,1); glVertex2i(right , top);
glTexCoord2i(1,0); glVertex2i(right , bottom);
glTexCoord2i(0,0); glVertex2i(left , bottom);
glTexCoord2i(0,1); glVertex2i(left , top);
glEnd();
}
void display(void){
glClearColor(0.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
glLoadIdentity();
glOrtho(0.0, 240.0, 0.0, 160.0, -1.0, 1.0);
drawSprite(50, 82, 50, 82, linktex);
glFlush();
}
void reshape(int w, int h){
glViewport(0, 0, (GLsizei)w, (GLsizei)h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
}
void init(){
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glFrontFace(GL_CW);
GLuint linktex = SOIL_load_OGL_texture(
"link.png",
SOIL_LOAD_AUTO,
SOIL_CREATE_NEW_ID,
SOIL_FLAG_INVERT_Y
);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_LINEAR);
if( 0 == linktex )
{
printf( "SOIL loading error: '%s'\n", SOIL_last_result());
}
}
int main (int argc, char **argv) {
glutInit (&argc, argv);
glutInitDisplayMode (GLUT_SINGLE);
glutInitWindowSize (240, 160);
glutInitWindowPosition (100, 100);
glutCreateWindow ("Test");
glutDisplayFunc (display);
glutReshapeFunc (reshape);
glutMainLoop();
init();
return 0;
}
It looks like when you are loading the texture, you are assigning the id to a local variable linktex instead of the global you declared at the beginning of the file.
When you reference linktex in the void display(void); method, the texture is un-initialized.
Try changing your call to load the texture to :
// comment out the type declaration, to assign to the global instead of a local
/*GLuint*/ linktex = SOIL_load_OGL_texture(
"link.png",
SOIL_LOAD_AUTO,
SOIL_CREATE_NEW_ID,
SOIL_FLAG_INVERT_Y
);