Opengl shapes not drawing in callback function - c

In my opengl program, I want to make the screen turn red when a user hits a certain key. In my my_keyboard function, I have the following:
void my_keyboard( unsigned char key, int x, int y ) {
int feedback_code=0;
if (key == 49) {
feedback_code=1;
}
if (feedback_code==1) {
flash_screen();
}
My flash_screen method is as follows:
void screen_flash() {
float mat[16];
glGetFloatv(GL_MODELVIEW_MATRIX,mat);
glColor3f(1.0f,0.0f,0.0f);
glBegin(GL_POLYGON);
glVertex2f(0.0f, 0.0f);
glVertex2f(0.0f, 640.0f);
glVertex2f(888.0f, 640.f);
glVertex2f(888.0f, 0.0f);
glEnd();
}
By the glGetFloatv call, I know that my transformation matrix is back at the lower left corner where it should be, at point (0,0). So the draw function should draw a red square 888x640px, the size of my window. When I run the program and hit the '1' key, however, I don't get a shape! I've used breakpoints and determined that the GlBegin-GlEnd statements DO run, they just don't seem to produce anything.
The only other shapes I have are done in my main display function, called before the main_loop starts.
What am I doing wrong?

It's a common newbie mistake. So here's the general rule: Never make OpenGL drawing calls from event handlers. Never!
When you want something on the screen happen in reaction to a input event, set some flag variables, and signal a redraw. Then in the drawing function draw according to the signal.

Related

Detect MouseClick in C using GLut [duplicate]

I am a beginner at OpenGL and I am trying to create a game in which as background I have a raw image. When the game starts I display that image and I want to be able to click on it and to display another image afterwards. I tried using the function glutMouseFunc but when I try to run the program I receive a message which says that the program stopped working.
Here are some parts of my code: I have a global variable onMouse; if I click the mouse button the variable takes the value 1 and if it has the value 1 I try to load the second image.
int onMouse;
void mouseClicks(int button, int state, int x, int y) {
if(button == GLUT_LEFT_BUTTON && state == GLUT_DOWN) {
onMouse = 1;
}
}
And this is the main function:
//load first texture
texture = LoadTextureRAW( "2 Lock screen.raw", TRUE );
glutMouseFunc(mouseClicks);
if(onMouse == 1){
//load second texture
texture = LoadTextureRAW( "in_game.raw", TRUE );
}
What am I doing wrong?
EDIT I have made some changes to the code, but the background image still doesn't change. Here is the new main function:
glutCreateWindow("Game");
texture = LoadTextureRAW( "2 Lock screen.raw", 1 );
glutDisplayFunc(display);
glutMouseFunc(mouseClicks);
glutKeyboardFunc(key);
glutMainLoop();
if(onMouse == 1){
texture = LoadTextureRAW( "in_game.raw", 2 );
glutDisplayFunc(display);
}
And this is the display function in which I map the texture to a quad:
glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
glClear( GL_COLOR_BUFFER_BIT );
// setup texture mapping
glEnable( GL_TEXTURE_2D );
glBindTexture( GL_TEXTURE_2D, texture );
glPushMatrix();
glBegin( GL_QUADS );
glTexCoord2d(1.0,0.0); glVertex3d(1.0,1.0, 1.0);
glTexCoord2d(0.0,0.0); glVertex3d(-1.0,1.0,1.0);
glTexCoord2d(0.0,1.0); glVertex3d(-1.0,-1.0, -1.0);
glTexCoord2d(1.0,1.0); glVertex3d(1.0,-1.0, 1.0);
glEnd();
glPopMatrix();
glutSwapBuffers();
// free the texture
FreeTexture( texture );
You have the order wrong.
glutMouseFunc(mouseClicks);
Here you register the function to be called when the mouse is clicked.
if(onMouse == 1) {
You immediately check if the mouse had been clicked. It's impossible for the mouse to have been clicked in the brief period between these two lines, and glutMainLoop hasn't been entered yet so your program didn't even have a chance to listen for mouse events.
As for the crash, I can't help you debug it with just the code you have provided. Please try a debugger and find which line causes the crash.
What am I doing wrong?
You're expecting glutMouseFunc to wait for a mouse click. This is not how GLUT works (GLUT is not part of OpenGL BTW). Another callback to be registered is the drawing function (usually called display in GLUT based programs).
Once you enter the GLUT main loop (glutMainLoop() call) user events are processed and if a redisplay is requested the display function is called.
So here's what you do (in simplified pseudocode)
// Define bitmasks for mouse status, we assume mice have less than 17 buttons
#define MB_LEFT 0
#define MB_MIDDLE 1
#define MB_RIGHT 2
#define LMB_PRESSED (1<<0)
#define MMB_PRESSED (1<<1)
#define RMB_PRESSED (1<<2)
#define LMB_CLICKED (1<<16)
#define MMB_CLICKED (1<<17)
#define RMB_CLICKED (1<<18)
#define MB_PRESSED(state, button) (1<<(button))
#define MB_CLICKED(state, button) (1<<((button)+16)))
#define MB_MASK_PRESSED 0x0000ffffL
#define MB_MASK_CLICKED 0xffff0000L
uint32_t mouse_status = 0;
void onMouseButton(int button, int state, int x, int y)
{
int b;
switch(button) {
case GLUT_LEFT_BUTTON: b=MB_LEFT; break;
case GLUT_MIDDLE_BUTTON: b=MB_MIDDLE; break;
case GLUT_RIGHT_BUTTON: b=MB_RIGHT; break;
}
if(mouse_status & MB_PRESSED(b) && GLUT_UP == state) {
mouse_status |= MB_CLICKED(b);
}
if( !(mouse_status & MB_PRESSED(b)) && GLUT_DOWN == state) {
mouse_status = (mouse_status & ~(0L | MB_CLICKED(b))) | MB_PRESSED(b);
}
glutPostRedisplay();
}
void display(void)
{
if(mouse_status & MB_CLICKED(MB_LEFT)) {
/* do something */
…
/* clear the click flag */
mouse_status &= ~MB_MASK_CLICKED;
}
}
int main(…)
{
…
glutCreateWindow(…);
glutDisplayFunc(display);
glutMouseFunc(onMouseButton);
glutMainLoop();
}
You can of course use any other kind of structure you like to pass the mouse button status between program parts. I prefer bitmasks for such. Other people may prefer arrays (personally I don't like arrays for tasks like this, because they're not as easy to look at in a debugger than a simple bitfield).
glutMouseFunc registers a callback: a function to be called on specific events (here mouse events). These events are collected by glutMainLoop, which has not been called yet when you test onMouse.
Another thing, though I cannot tell for sure from the small code excerpt you provide, is that you'd better load the assets from the start of the programme, rather than wait for a user event to do it. Load them first, and simply change texture to whichever id correspond to the texture you wish to display then.

Get texture coordinates of mouse position in SDL2?

I have the strict requirement to have a texture with resolution (let's say) of 512x512, always (even if the window is bigger, and SDL basically scales the texture for me, on rendering). This is because it's an emulator of a classic old computer assuming a fixed texture, I can't rewrite the code to adopt multiple texture sizes and/or texture ratios dynamically.
I use SDL_RenderSetLogicalSize() for the purpose I've described above.
Surely, when this is rendered into a window, I can get the mouse coordinates (window relative), and I can "scale" back to the texture position with getting the real window size (since the window can be resized).
However, there is a big problem here. As soon as window width:height ratio is not the same as the texture's ratio (for example in full screen mode, since the ratio of modern displays would not match of the ratio I want to use), there are "black bars" at the sides or top/bottom. Which is nice, since I want always the same texture ratio, fixed, and SDL does it for me, etc. However I cannot find a way to ask SDL where is my texture rendered exactly inside the window based on the fixed ratio I forced. Since I need the position within the texture only, and the exact texture origin is placed by SDL itself, not by me.
Surely, I can write some code to figure out how those "black bars" would change the origin of the texture, but I can hope there is a more simple and elegant way to "ask" SDL about this, since surely it has the code to position my texture somewhere, so I can re-use that information.
My very ugly (can be optimized, and floating point math can be avoided I think, but as the first try ...) solution:
static void get_mouse_texture_coords ( int x, int y )
{
int win_x_size, win_y_size;
SDL_GetWindowSize(sdl_win, &win_x_size, &win_y_size);
// I don't know if there is more sane way for this ...
// But we must figure out where is the texture within the window,
// which can be changed since the fixed ratio versus the window ratio (especially in full screen mode)
double aspect_tex = (double)SCREEN_W / (double)SCREEN_H;
double aspect_win = (double)win_x_size / (double)win_y_size;
if (aspect_win >= aspect_tex) {
// side ratio correction bars must be taken account
double zoom_factor = (double)win_y_size / (double)SCREEN_H;
int bar_size = win_x_size - (int)((double)SCREEN_W * zoom_factor);
mouse_x = (x - bar_size / 2) / zoom_factor;
mouse_y = y / zoom_factor;
} else {
// top-bottom ratio correction bars must be taken account
double zoom_factor = (double)win_x_size / (double)SCREEN_W;
int bar_size = win_y_size - (int)((double)SCREEN_H * zoom_factor);
mouse_x = x / zoom_factor;
mouse_y = (y - bar_size / 2) / zoom_factor;
}
}
Where SCREEN_W and SCREEN_H are the dimensions of the my texture, quite misleading by names, but anyway. Input parameters x and y are the window-relative mouse position (reported by SDL). mouse_x and mouse_y are the result, the texture based coordinates. This seems to work nicely. However, is there any sane solution or a better one?
The code which calls the function above is in my event handler loop (which I call regularly, of course), something like this:
void handle_sdl_events ( void ) {
SDL_Event event;
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_MOUSEMOTION:
get_mouse_texture_coords(event.motion.x, event.motion.y);
break;
[...]

Opengl hide parts of the screen

(code snippet. I know it's ugly but i wanted to make it work before making it better so please don't pay too much attention to the structure)
I modified slightly the glfw example present in the documentation to have a triangle that rotates when pressing the right arrow key and draws a circle described by the position of one of his vertices (the blue one in this case).
I clear the GL_COLOR_BUFFER_BIT only when initializing the window to avoid having to store all the coordinates that will be needed to draw the line (they would be hundreds of thousands in the final program), that means that on the screen every time i press the right arrow a "copy" of the triangle is draws rotated by 12 degrees and a line is drawn that connects the old blue angle position to the new one.
The problem now is that i would want to be able to press the escape key GLFW_KEY_ESCAPE and "delete" the triangles while keeping the lines drawn.
I tried using a z-buffer to hide the triangles behind a black rectangle but only the last line drawn is visualized (i think this is because opengl doesn't know the z of the previous lines since i don't store them).
Is there a way to do what i want without having to store all the point coordinates and then clearing the whole screen and redrawing only the lines? If this is the case, what would be the best way to store them?
Here is part of the code i have so far.
bool check = 0;
Vertex blue = {0.f, 0.6f, 0.5f};
Vertex green = {0.6f,-0.4f, 0.5f};
Vertex red = {-0.6f, -0.4f, 0.5f};
Vertex line = {0.f, 0.6f, 0.f};
Vertex line2 = {0.f, 0.6f, 0.f};
static void
key_callback(GLFWwindow *window, int key, int scancode, int action, int mods) {
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
check = !check;
if (key == GLFW_KEY_RIGHT && action == GLFW_PRESS) {
line.x = line2.x;
line.y = line2.y;
rotation -= 12;
rad = DegToRad(-12);
double x = line.x*cos(rad) - line.y * sin(rad);
double y = line.y * cos(rad) + line.x * sin(rad);
line2.x = x;
line2.y = y;
}
int main(void) {
GLFWwindow *window;
glfwSetErrorCallback(error_callback);
if (!glfwInit())
exit(EXIT_FAILURE);
window = glfwCreateWindow(1280, 720, "Example", NULL, NULL);
if (!window) {
glfwTerminate();
exit(EXIT_FAILURE);
}
glfwMakeContextCurrent(window);
glfwSetKeyCallback(window, key_callback);
glClear(GL_COLOR_BUFFER_BIT);
while (!glfwWindowShouldClose(window)) {
glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
float ratio;
int width, height;
glfwGetFramebufferSize(window, &width, &height);
ratio = width / (float) height;
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-ratio, ratio, -1.f, 1.f, 1.f, -1.f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glRotatef(rotation, 0.f, 0.f, 1.f);
glBegin(GL_TRIANGLES);
glColor3f(1.f, 0.f, 0.f);
glVertex3f(red.x, red.y, red.z);
glColor3f(0.f, 1.f, 0.f);
glVertex3f(green.x, green.y, green.z);
glColor3f(0.f, 0.f, 1.f);
glVertex3f(blue.x, blue.y, blue.z);
glEnd();
glLoadIdentity();
glLineWidth(1.0);
glColor3f(1.0, 0.0, 0.0);
glBegin(GL_LINES);
glVertex3f(line.x, line.y, line.z);
glVertex3f(line2.x, line2.y, line2.z);
glEnd();
if (check){
//hide the triangles but not the lines
}
glEnd();
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwDestroyWindow(window);
glfwTerminate();
exit(EXIT_SUCCESS);
}
I clear the GL_COLOR_BUFFER_BIT only when initializing the window
That's your problem right there. It's idiomatic in OpenGL to always start with a clear operation of the main framebuffer color bits. That is, because you don't know the state of your window main framebuffer when the operating system is asking for a redraw. For all you know it could have been all replaced with cat pictures in the background without your program knowing it. Seriously: If you have a cat video running and the OS felt the need to rearrange your window's main framebuffer memory this is what you might end up with.
Is there a way to do what i want without having to store all the point coordinates and then clearing the whole screen and redrawing only the lines?
For all intents and purposes: No. In theory one could come up with a contraption made out of a convoluted series of stencil buffer operations to implement that, but this would be barking up a very wrong tree.
Here's something for you to try out: Draw a bunch of triangles like you do, then resize your window down so there nothing remains, then resize it back to its original size… you see where the problem? There's a way to address this particular problem, but that's not what you should do here.
The correct thing is to redraw everything. If you feel that that's to slow you have to optimize your drawing process. On current generation hardware it's possible to churn out on the order of 100 million triangles per second.

Generating N x N grid to display in center of window using OpenGL/C

I need to create an NxN gameboard that's determined by the user input (ie if they enter 6, it'll be a 6x6 gameboard, etc), and create a tic-tac toe like game. I'm just starting and was trying to build the board, but I can only get it to create a 5 x 5 board in the upper right hand corner and I'd like to make it the full window screen. Here's some of the code so far:
#include <stdio.h> //for text output
#include <stdlib.h> //for atof() function
#include <GL/glut.h> //GL Utility Toolkit
//to hold for size and tokens for gameboard
float grid, tokens;
void init(void);
/*Function to build the board*/
void buildGrid(float size) {
glBegin(GL_LINES);
for(int i = 0; i < size; i++) {
glVertex2f(0.0, i/5.0f);
glVertex2f(1.0, i/5.0f);
glVertex2f(i/5.0f, 0.0);
glVertex2f(i/5.0f, 1.0);
}
glEnd();
}
/*Callback function for display */
void ourDisplay(void) {
glClear(GL_COLOR_BUFFER_BIT);
buildGrid(grid);
glFlush();
}
int main(int argc, char* argv[]) {
/*User arguments*/
if (argc != 3) {
printf("You are missing parts of the argument!");
printf("\n Need game size and how many in a row to win by\n");
exit(1);
}
/*Take arguments and convert to floats*/
grid = atof(argv[1]);
tokens = atof(argv[2]);
/* Settupp OpenGl and Window */
glutInit(&argc, argv);
/* Set up display */
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
glutInitWindowSize(800, 800); // obvious
glutInitWindowPosition(0, 0); // obvious
glutCreateWindow("Tic Tac Oh"); // window title
/* Call the display callback handler */
glutDisplayFunc(ourDisplay);
init();
/* Start the main loop that waits for events to happen and
then to process them */
glutMainLoop();
}
I'm thinking it has to do with the x,y coordinates of glVertex2f, I've tried using different coordinates (negatives) and it would just move the box into a different quarter of the window. I'm also thinking that the coordinates of the window (800 x 800) needs to be manipulated somehow, but I'm just not sure.
You're using the old-school fixed-function pipeline, but you're not setting up your model-view-projection matrixes. This means that your OpenGL window uses "clip space" coordinates, which go from -1 to +1. So, the lower-left corner of your screen is (-1, -1), and the upper right is (+1, +1).
At the bare minimum, you will probably want to call glOrtho() to set your projection matrix, then glTranslatef() and glScalef() to set up your modelview matrix. (Or you can just continue to supply coordinates in clip space, but there's no real advantage to doing that, so you might as well choose your own coordinate system to make things easier for you.)
This will be covered in any OpenGL 1.x tutorial, perhaps you just haven't read that far yet. Look for phrases "matrix stack", "projection matrix", "modelview matrix".

opengl animations slow down when window size is increased

In many OpenGL tutorials, e.g. swiftless tutorials and many others, whenever there is an animation in the scene and the window is resized, the speed of the animation changes.
Description of strange behaviour
when the window is small, the animation speeds upwhen the window is large the animation slows downIs there an explanation for this?
#include <GL/glew.h> // Include the GLEW header file
#include <GL/glut.h> // Include the GLUT header file
bool* keyStates = new bool[256]; // Create an array of boolean values of length 256 (0-255)
bool movingUp = false; // Whether or not we are moving up or down
float yLocation = 0.0f; // Keep track of our position on the y axis.
float yRotationAngle = 0.0f; // The angle of rotation for our object
void keyOperations (void) {
if (keyStates[GLUT_KEY_LEFT]) { // If the left arrow key has been pressed
// Perform left arrow key operations
}
}
void display (void) {
keyOperations();
glClearColor(1.0f, 0.0f, 0.0f, 1.0f); // Clear the background of our <a title="window" href="http://www.swiftless.com/tutorials/opengl/window.html">window</a> to red
glClear(GL_COLOR_BUFFER_BIT); //Clear the colour buffer (more buffers later on)
glLoadIdentity(); // Load the Identity Matrix to reset our drawing locations
glTranslatef(0.0f, 0.0f, -5.0f); // Push eveything 5 units back into the scene, otherwise we won't see the primitive
glTranslatef(0.0f, yLocation, 0.0f); // Translate our object along the y axis
glRotatef(yRotationAngle, 0.0f, 1.0f, 0.0f); // Rotate our object around the y axis
glutWireCube(2.0f); // Render the primitive
glFlush(); // Flush the OpenGL buffers to the window
if (movingUp) // If we are moving up
yLocation -= 0.005f; // Move up along our yLocation
else // Otherwise
yLocation += 0.005f; // Move down along our yLocation
if (yLocation < -3.0f) // If we have gone up too far
movingUp = false; // Reverse our direction so we are moving down
else if (yLocation > 3.0f) // Else if we have gone down too far
movingUp = true; // Reverse our direction so we are moving up
yRotationAngle += 0.005f; // Increment our rotation value
if (yRotationAngle > 360.0f) // If we have rotated beyond 360 degrees (a full rotation)
yRotationAngle -= 360.0f; // Subtract 360 degrees off of our rotation
}
void reshape (int width, int height) {
glViewport(0, 0, (GLsizei)width, (GLsizei)height); // Set our viewport to the size of our window
glMatrixMode(GL_PROJECTION); // Switch to the projection matrix so that we can manipulate how our scene is viewed
glLoadIdentity(); // Reset the projection matrix to the identity matrix so that we don't get any artifacts (cleaning up)
gluPerspective(60, (GLfloat)width / (GLfloat)height, 1.0, 100.0); // Set the Field of view angle (in degrees), the aspect ratio of our window, and the new and far planes
glMatrixMode(GL_MODELVIEW); // Switch back to the model view matrix, so that we can start drawing shapes correctly
}
void keyPressed (unsigned char key, int x, int y) {
keyStates[key] = true; // Set the state of the current key to pressed
}
void keyUp (unsigned char key, int x, int y) {
keyStates[key] = false; // Set the state of the current key to not pressed
}
int main (int argc, char **argv) {
glutInit(&argc, argv); // Initialize GLUT
glutInitDisplayMode (GLUT_SINGLE); // Set up a basic display buffer (only single buffered for now)
glutInitWindowSize (500, 500); // Set the width and height of the window
glutInitWindowPosition (100, 100); // Set the position of the window
glutCreateWindow ("You’re first OpenGL Window"); // Set the title for the window
glutDisplayFunc(display); // Tell GLUT to use the method "display" for rendering
glutIdleFunc(display); // Tell GLUT to use the method "display" as our idle method as well
glutReshapeFunc(reshape); // Tell GLUT to use the method "reshape" for reshaping
glutKeyboardFunc(keyPressed); // Tell GLUT to use the method "keyPressed" for key presses
glutKeyboardUpFunc(keyUp); // Tell GLUT to use the method "keyUp" for key up events
glutMainLoop(); // Enter GLUT's main loop
}
The way this is written it uses an "as fast as possible" rendering approach. This, together with V-Sync disabled will make the animation speed depend on the time it takes to calculate the pixels of one frame. The larger the window, the more pixels there are to fill (look up the keyword fillrate).
The solution is, to measure the time between rendering frames and advance the animation by this.

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