Create a eglpbuffersurface and bind it to eglwindowsurface [closed] - c

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/*
This Code draws a rectangle on eglwindowsurface , however intention is to draw on pbuffersurface which would be binded to eglwindowsurface
*/
static void _subset_Rectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2,
GLfloat r, GLfloat g, GLfloat b)
{
GLfloat v[4][2], c[4][4];
int i;
v[0][0] = x1; v[0][1] = y1;
v[1][0] = x2; v[1][1] = y1;
v[2][0] = x2; v[2][1] = y2;
v[3][0] = x1; v[3][1] = y2;
for (i = 0; i < 4; i++) {
c[i][0] = r;
c[i][1] = g;
c[i][2] = b;
c[i][3] = 1.0;
}
glVertexPointer(2, GL_FLOAT, 0, v);
glColorPointer(4, GL_FLOAT, 0, v);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
}
/*
redraw call swaps the buffers and calls draw rectangle
*/
static void redraw(EGLDisplay dpy, EGLSurface surf, int rot)
{
GLfloat r, g, b;
glClearColor(rand()/(float)RAND_MAX,
rand()/(float)RAND_MAX,
rand()/(float)RAND_MAX,
1);
glClear( GL_COLOR_BUFFER_BIT );
r = rand()/(float)RAND_MAX;
g = rand()/(float)RAND_MAX;
b = rand()/(float)RAND_MAX;
glPushMatrix();
glRotatef(rot, 0, 0, 1);
glScalef(.5, .5, .5);
_subset_Rectf( -1, -1, 1, 1, r, g, b );
glPopMatrix();
eglSwapBuffers( dpy, surf );
glFinish();
}
/*main functtion*/
int main(int argc, char *argv[])
{
int maj, min;
EGLContext ctx;
EGLSurface pbuffer, screen_surf;
EGLConfig configs[10];
EGLint numConfigs, i;
EGLBoolean b;
const EGLint pbufAttribs[] = {
EGL_WIDTH, 500,
EGL_HEIGHT, 500,
EGL_NONE
};
const EGLint screenAttribs[] = {
EGL_WIDTH, 1024,
EGL_HEIGHT, 768,
EGL_NONE
};
Window window;
Display *display;
if(!(display=XOpenDisplay(NULL))) {
fprintf(stderr, "rsadhu::ERROR: Could not open display\n");
exit(1);
}
Colormap colormap;
XVisualInfo *pVisual;
EGLint count;
EGLDisplay d = eglGetDisplay(display);
assert(d);
if (!eglInitialize(d, &maj, &min)) {
printf("rsadhu:: demo: eglInitialize failed\n");
exit(1);
}
eglGetConfigs(d, configs, 10, &numConfigs);
for (i = 0; i < numConfigs; i++) {
EGLint id, red, depth;
eglGetConfigAttrib(d, configs[i], EGL_CONFIG_ID, &id);
eglGetConfigAttrib(d, configs[i], EGL_RED_SIZE, &red);
eglGetConfigAttrib(d, configs[i], EGL_DEPTH_SIZE, &depth);
printf("rsadhu:: %2d: Red Size = %d Depth Size = %d\n", id, red, depth);
}
ctx = eglCreateContext(d, configs[0], EGL_NO_CONTEXT, NULL);
if (ctx == EGL_NO_CONTEXT) {
return 0;
}
window = CreateWindow("OpenGL ES 2.0 DRI", SIZEX, SIZEY, display, d,configs[0], &colormap, &pVisual); // creates an X Window
pbuffer = eglCreatePbufferSurface(d, configs[0], pbufAttribs);
if (pbuffer == EGL_NO_SURFACE) {
printf("rsadhu:: failed to create pbuffer\n");
return 0;
}
b = eglMakeCurrent(d, pbuffer, pbuffer, ctx);
if (!b) {
printf("rsadhu::make current failed\n");
return 0;
}
b = eglMakeCurrent(d, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
screen_surf = eglCreateWindowSurface(d,configs[0],(NativeWindowType)window,NULL);;
if (screen_surf == EGL_NO_SURFACE) {
printf("rsadhu::failed to create screen surface\n");
return 0;
}
b = eglMakeCurrent(d, screen_surf, screen_surf, ctx);
if (!b) {
printf("rsadhu::make current failed\n");
return 0;
}
glViewport(0, 0, 1024, 768);
glClearColor(0, 1.0, 0, 1);
glClear( GL_COLOR_BUFFER_BIT );
glShadeModel( GL_FLAT );
while(1)
{
static int frames = 0;
static double timeLast = GetCurrentTimeInSeconds();
double timeCurrent = GetCurrentTimeInSeconds();
redraw(d, screen_surf, i*10 ); // MAIN CAL ....
frames++;
if (timeCurrent - timeLast >= 1.0) {
GLfloat seconds = timeCurrent - timeLast;
GLfloat fps = frames / seconds;
printf("rsadhu :: %d frames in %3.1f seconds = %6.3f FPS\n", frames, seconds,fps);
timeLast = timeCurrent;
frames = 0;
}
}
eglDestroySurface(d, pbuffer);
eglDestroyContext(d, ctx);
eglTerminate(d);
return 0;
}

Is there any reason why you would want to use pbuffers still ? If your objective is to render to offscreen buffer, and bind it as texture for rendering to display, Frame Buffer Object (FBO) can be used instead and is more efficient. You can refer to discussion in opengl forum here. You can refer to code for setting up FBO in a simple manner from here sgxperf code gist
By the way, your code will render to display buffer only because you have made screen_surf the latest current surface in the eglMakeCurrent call.

Related

SDL2 Camera Cutting Off Screen Edges

I'm trying to create a simple camera for my SDL2 platformer with C. However, whenever the player reaches the screen edges, it seems to be cut off by the background. Here is what the player looks like normally:
And here is what the player looks like when it reaches the screen edges:
To make the camera follow the player, I'm just creating a SDL_Rect called camera, setting it to the player x and y positions, and setting the viewport with SDL_RenderSetViewport to the camera rectangle.
Here's the code for that:
void handle_camera() {
SDL_Rect camera = {
.x = WIDTH/2 - player.x - BLOCK_SIZE/2,
.y = HEIGHT/2 - player.y - BLOCK_SIZE/2,
.w = WIDTH,
.h = HEIGHT
};
SDL_RenderSetViewport(game.renderer, &camera);
}
Therefore, I was wondering: what's wrong with my camera function and why is the player being cut off when it gets near the screen edges?
Here is the full code if needed (I organized in functions so I hope it's not too hard to understand):
#include <stdio.h>
#include <stdbool.h>
#include <SDL2/SDL.h>
#define WIDTH 1200
#define HEIGHT 800
#define BLOCK_SIZE 50
#define PLATFORM_AMOUNT 11 //This makes sure there are enough iterations of the loop, and also allocates enough memory for the 2D array of platforms.
#define LAVA_AMOUNT 2
#define TRAMPOLINE_AMOUNT 1
//Prototyping Functions
int initialize();
void handle_input();
void draw_player();
void player_moveX();
void player_moveY();
void checkCollisionsX();
void checkCollisionsY();
int rectCollide();
void drawLevel();
void resetPlayer();
void handle_camera();
typedef struct {
SDL_Renderer *renderer;
SDL_Window *window;
SDL_Surface *surface;
bool running;
int FPS;
bool close_requested;
int input[256];
} Game;
Game game = {
.running = true,
.FPS = 80,
.close_requested = false,
.input = {},
};
typedef struct {
int x;
int y;
double x_vel;
double y_vel;
double x_acc;
double y_acc;
int width;
int height;
double accSpeed;
int maxVel;
double gravity;
double friction;
double jumpForce;
double canJump;
} Player;
Player player = {
.y = HEIGHT-(BLOCK_SIZE*2),
.x = BLOCK_SIZE,
.x_vel = 0,
.y_vel = 0,
.x_acc = 0,
.y_acc = 0,
.width = BLOCK_SIZE,
.height = BLOCK_SIZE,
.accSpeed = 0.15,
.maxVel = 7,
.gravity = 0.5,
.friction = 0.15,
.jumpForce = 15,
.canJump = true,
};
int platforms[PLATFORM_AMOUNT][4] = {
{0, 0, BLOCK_SIZE, HEIGHT}, //WALLS
{0, HEIGHT-BLOCK_SIZE, WIDTH, BLOCK_SIZE},
{400-BLOCK_SIZE, HEIGHT-(BLOCK_SIZE*2), BLOCK_SIZE, BLOCK_SIZE}, //RAMP TO LAVA
{400-BLOCK_SIZE, HEIGHT-(BLOCK_SIZE*3), BLOCK_SIZE, BLOCK_SIZE},
{300, HEIGHT-(BLOCK_SIZE*2), BLOCK_SIZE, BLOCK_SIZE},
{800, HEIGHT-(BLOCK_SIZE*2), BLOCK_SIZE, BLOCK_SIZE},
{800, HEIGHT-(BLOCK_SIZE*3), BLOCK_SIZE, BLOCK_SIZE},
{800+BLOCK_SIZE, HEIGHT-(BLOCK_SIZE*2), BLOCK_SIZE, BLOCK_SIZE},
{WIDTH-BLOCK_SIZE*10, HEIGHT-(BLOCK_SIZE*8), BLOCK_SIZE, BLOCK_SIZE}, //Blocks above lava
{WIDTH-BLOCK_SIZE*8, HEIGHT-(BLOCK_SIZE*10), BLOCK_SIZE, BLOCK_SIZE},
{BLOCK_SIZE, BLOCK_SIZE*3, BLOCK_SIZE*9, BLOCK_SIZE}, //Top platform
};
int lava[LAVA_AMOUNT][4] = {
{400, HEIGHT-(BLOCK_SIZE*3), 400, BLOCK_SIZE*2},
{BLOCK_SIZE*4, BLOCK_SIZE*2, BLOCK_SIZE*3, BLOCK_SIZE},
};
int trampoline[TRAMPOLINE_AMOUNT][4] = {
{WIDTH/2-(BLOCK_SIZE/2), HEIGHT-(BLOCK_SIZE*5), BLOCK_SIZE, BLOCK_SIZE}
};
int main() {
initialize();
while(game.running && !game.close_requested) { //Game loop
SDL_SetRenderDrawColor(game.renderer, 181, 247, 255, 255);
SDL_RenderClear(game.renderer);
handle_input();
handle_camera();
//Collisions only work in this order: playerMoveX, checkCollisionsX, playerMoveY, checkCollisionsY. Then you can draw the platforms and the player.
player_moveX();
checkCollisionsX();
player_moveY();
checkCollisionsY();
drawLevel();
draw_player();
SDL_RenderPresent(game.renderer);
SDL_Delay(1000/game.FPS);
} //End of game loop
SDL_DestroyRenderer(game.renderer);
SDL_DestroyWindow(game.window);
SDL_Quit();
return 0;
}
int initialize() {
if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER) != 0) { //return 0 on success
printf("error initializing SDL: %s\n", SDL_GetError());
return 1;
}
game.window = SDL_CreateWindow("Sam's Platformer", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, WIDTH, HEIGHT, SDL_WINDOW_RESIZABLE); //creates window
if (!game.window) {
printf("error creating window: %s\n", SDL_GetError());
SDL_Quit();
return 1;
}
Uint32 render_flags = SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC; //creates a renderer
game.renderer = SDL_CreateRenderer(game.window, -1, render_flags);
if (!game.renderer) {
printf("error creating renderer: %s\n", SDL_GetError());
SDL_DestroyWindow(game.window);
SDL_Quit();
return 1;
}
return 0;
}
void handle_input() {
SDL_Event event;
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
game.close_requested = true;
game.running = false;
}
//printf("input: %p code: %i\n", game.input, event.key.keysym.scancode);
if (event.type == SDL_KEYDOWN) {
game.input[event.key.keysym.scancode] = true;
//printf("True");
}
if (event.type == SDL_KEYUP) {
game.input[event.key.keysym.scancode] = false;
//printf("False");
}
}
if (game.input[SDL_SCANCODE_R]) {
resetPlayer();
}
}
void draw_player() {
SDL_Rect playerRect = {
.x = player.x,
.y = player.y,
.w = player.width,
.h = player.height
};
SDL_SetRenderDrawColor(game.renderer, 0, 200, 50, 255);
SDL_RenderFillRect(game.renderer, &playerRect);
}
void resetPlayer() {
player.y = HEIGHT-(BLOCK_SIZE*2);
player.x = BLOCK_SIZE;
player.x_vel = 0;
player.y_vel = 0;
}
void player_moveX() {
if (game.input[SDL_SCANCODE_LEFT] && player.x_vel > -player.maxVel) {
player.x_acc = -player.accSpeed;
} else if (game.input[SDL_SCANCODE_RIGHT] && player.x_vel < player.maxVel) {
player.x_acc = player.accSpeed;
} else if (abs(player.x_vel) > 0.2) {
if (player.x_vel < 0) {
player.x_acc = player.friction;
} else {
player.x_acc = -player.friction;
}
} else {
player.x_vel = 0;
player.x_acc = 0;
}
player.x_vel += player.x_acc;
player.x += player.x_vel;
}
void player_moveY() {
if (game.input[SDL_SCANCODE_UP] && player.y_vel == 0 && player.y_acc == 0 && player.canJump) {
player.canJump = false;
player.y_vel = -player.jumpForce;
}
player.y_acc += player.gravity;
player.y_vel += player.y_acc;
player.y += player.y_vel;
player.y_acc = 0;
}
void checkCollisionsX() {
for (int i = 0; i < PLATFORM_AMOUNT; i++) {
if (rectCollide(player.x, player.y, BLOCK_SIZE, BLOCK_SIZE, platforms[i][0], platforms[i][1], platforms[i][2], platforms[i][3])) {
if (player.x_vel < 0) { // If the player moved left and collided with the right side of block
player.x = platforms[i][0] + platforms[i][2];
} else { // If the player moved right and collided with the left side of block
player.x = platforms[i][0] - player.width;
}
player.x_vel = 0;
}
}
/*if (player.x >= WIDTH - player.width) {
player.x = WIDTH - player.width;
player.x_vel = 0;
}*/
for (int i = 0; i < LAVA_AMOUNT; i++) {
if (rectCollide(player.x, player.y, BLOCK_SIZE, BLOCK_SIZE, lava[i][0], lava[i][1], lava[i][2], lava[i][3])) {
resetPlayer();
}
}
for (int i = 0; i < TRAMPOLINE_AMOUNT; i++) {
if (rectCollide(player.x, player.y, BLOCK_SIZE, BLOCK_SIZE, trampoline[i][0], trampoline[i][1], trampoline[i][2], trampoline[i][3])) {
if (player.x_vel < 0) { // If the player moved left and collided with the right side of block
player.x = trampoline[i][0] + trampoline[i][2];
} else { // If the player moved right and collided with the left side of block
player.x = trampoline[i][0] - player.width;
}
player.x_vel = 0;
}
}
}
void checkCollisionsY() {
for (int i = 0; i < PLATFORM_AMOUNT; i++) {
if (rectCollide(player.x, player.y, player.width, player.height, platforms[i][0], platforms[i][1], platforms[i][2], platforms[i][3])) {
if (player.y_vel < 0) { // If the player hit their head
player.y = platforms[i][1] + platforms[i][3];
player.y_vel *= -0.5; // Not -1 because collisions are not perfectly elastic
} else {
player.y = platforms[i][1] - player.height;
player.y_vel = 0;
player.y_acc = 0;
player.canJump = true;
}
}
if (player.y >= HEIGHT - player.height) {
player.y_vel = 0;
player.y = HEIGHT - player.height;
if (!game.input[SDL_SCANCODE_UP]) {
player.canJump = true;
}
}
}
for (int i = 0; i < LAVA_AMOUNT; i++) {
if (rectCollide(player.x, player.y, BLOCK_SIZE, BLOCK_SIZE, lava[i][0], lava[i][1], lava[i][2], lava[i][3])) {
resetPlayer();
}
}
for (int i = 0; i < TRAMPOLINE_AMOUNT; i++) {
if (rectCollide(player.x, player.y, BLOCK_SIZE, BLOCK_SIZE, trampoline[i][0], trampoline[i][1], trampoline[i][2], trampoline[i][3])) {
if (player.y_vel < 0) { // If the player hit their head
player.y = trampoline[i][1] + trampoline[i][3];
player.y_vel *= -0.5; // Not -1 because collisions are not perfectly elastic
} else {
player.y = trampoline[i][1] - trampoline[i][3];
player.y_vel = -player.y_vel;
}
}
}
}
int rectCollide(int x1, int y1, int w1, int h1, int x2,int y2, int w2, int h2) {
return x1 + w1 > x2 && x1 < x2 + w2 && y1 + h1 > y2 && y1 < y2 + h2;
}
void drawLevel() {
for (int i = 0; i < PLATFORM_AMOUNT; i++) {
SDL_Rect platform = {platforms[i][0], platforms[i][1], platforms[i][2], platforms[i][3]};
SDL_SetRenderDrawColor(game.renderer, 156, 104, 0, 255);
SDL_RenderFillRect(game.renderer, &platform);
}
for (int i = 0; i < LAVA_AMOUNT; i++) {
int lavaRedColor = 255;
SDL_Rect lavaBlock = {lava[i][0], lava[i][1], lava[i][2], lava[i][3]};
SDL_SetRenderDrawColor(game.renderer, lavaRedColor, 0, 0, 255);
SDL_RenderFillRect(game.renderer, &lavaBlock);
}
for (int i = 0; i < TRAMPOLINE_AMOUNT; i++) {
SDL_Rect trampolineBlock = {trampoline[i][0], trampoline[i][1], trampoline[i][2], trampoline[i][3]};
SDL_SetRenderDrawColor(game.renderer, 235, 52, 229, 255);
SDL_RenderFillRect(game.renderer, &trampolineBlock);
}
}
void handle_camera() {
SDL_Rect camera = {
.x = WIDTH/2 - player.x - BLOCK_SIZE/2,
.y = HEIGHT/2 - player.y - BLOCK_SIZE/2,
.w = WIDTH, //Screen width
.h = HEIGHT //Screen height
};
SDL_RenderSetViewport(game.renderer, &camera);
}
Thanks for any help.
https://gamedev.stackexchange.com/questions/121421/how-to-use-the-sdl-viewport-properly
See this related post. Essentially changing the SDL viewport is not the way you'd typically handle an in game camera. You need to consider drawing your in game entities (level objects etc.) relative to the camera.

OpenGL ortho projection is broken

So I just added ortho projection to my rendering and everything stopped rendering... If I remove it, it works again. This is my matrix code:
#include <stdlib.h>
#include <stdlib.h>
#include <math.h>
matrix4x4 init_matrix4x4() {
matrix4x4 m = calloc(16, sizeof(float));
m[0] = 1; m[1] = 0; m[2] = 0; m[3] = 0;
m[4] = 0; m[5] = 1; m[6] = 0; m[7] = 0;
m[8] = 0; m[9] = 0; m[10] = 1; m[11] = 0;
m[12] = 0; m[13] = 0; m[14] = 0; m[15] = 1;
return m;
}
void translate_matrix4x4(matrix4x4* matrix, float x, float y, float z) {
matrix4x4 m = (*matrix);
m[12] = m[0] * x + m[4] * y + m[8] * z + m[12];
m[13] = m[1] * x + m[5] * y + m[9] * z + m[13];
m[14] = m[2] * x + m[6] * y + m[10] * z + m[14];
m[15] = m[3] * x + m[7] * y + m[11] * z + m[15];
}
void ortho_matrix4x4(matrix4x4* matrix, float left, float right, float bottom, float top, float near, float far) {
matrix4x4 m = (*matrix);
m[0] = 2 / (right-left);
m[1] = 0;
m[2] = 0;
m[3] = 0;
m[4] = 0;
m[5] = 2 / (top - bottom);
m[6] = 0;
m[7] = 0;
m[8] = 0;
m[9] = 0;
m[10] = 1 / (far - near);
m[11] = 0;
m[12] = (left + right) / (left - right);
m[13] = (top + bottom) / (bottom - top);
m[14] = near / (near - far);
m[15] = 1;
}
void mat4_identity(matrix4x4* matrix) {
matrix4x4 out = (*matrix);
out[0] = 1;
out[1] = 0;
out[2] = 0;
out[3] = 0;
out[4] = 0;
out[5] = 1;
out[6] = 0;
out[7] = 0;
out[8] = 0;
out[9] = 0;
out[10] = 1;
out[11] = 0;
out[12] = 0;
out[13] = 0;
out[14] = 0;
out[15] = 1;
}
void mat4_lookAtf(matrix4x4* matrix, float eye[3], float center[3], float up[3]) {
matrix4x4 out = (*matrix);
float x0, x1, x2, y0, y1, y2, z0, z1, z2, len,
eyex = eye[0],
eyey = eye[1],
eyez = eye[2],
upx = up[0],
upy = up[1],
upz = up[2],
centerx = center[0],
centery = center[1],
centerz = center[2];
if (fabs(eyex - centerx) < 0.000001 &&
fabs(eyey - centery) < 0.000001 &&
fabs(eyez - centerz) < 0.000001) {
mat4_identity(&out);
return;
}
z0 = eyex - centerx;
z1 = eyey - centery;
z2 = eyez - centerz;
len = 1 / sqrt/*f*/(z0 * z0 + z1 * z1 + z2 * z2);
z0 *= len;
z1 *= len;
z2 *= len;
x0 = upy * z2 - upz * z1;
x1 = upz * z0 - upx * z2;
x2 = upx * z1 - upy * z0;
len = sqrt(x0 * x0 + x1 * x1 + x2 * x2);
if (!len) {
x0 = 0;
x1 = 0;
x2 = 0;
} else {
len = 1 / len;
x0 *= len;
x1 *= len;
x2 *= len;
}
y0 = z1 * x2 - z2 * x1;
y1 = z2 * x0 - z0 * x2;
y2 = z0 * x1 - z1 * x0;
len = sqrt(y0 * y0 + y1 * y1 + y2 * y2);
if (!len) {
y0 = 0;
y1 = 0;
y2 = 0;
} else {
len = 1 / len;
y0 *= len;
y1 *= len;
y2 *= len;
}
out[0] = x0;
out[1] = y0;
out[2] = z0;
out[3] = 0;
out[4] = x1;
out[5] = y1;
out[6] = z1;
out[7] = 0;
out[8] = x2;
out[9] = y2;
out[10] = z2;
out[11] = 0;
out[12] = -(x0 * eyex + x1 * eyey + x2 * eyez);
out[13] = -(y0 * eyex + y1 * eyey + y2 * eyez);
out[14] = -(z0 * eyex + z1 * eyey + z2 * eyez);
out[15] = 1;
};
And here is the main.c , where I render things:
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <stdio.h>
#include <stdlib.h>
#include "include/matrix.h"
#include "include/io.h"
const int WIDTH = 640;
const int HEIGHT = 480;
// called when user resizes window
void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
glViewport(0, 0, width, height);
}
// called when we receive input
void processInput(GLFWwindow *window) {
if(glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, 1);
}
GLuint get_checker_texture() {
unsigned char texDat[64];
for (int i = 0; i < 64; ++i)
texDat[i] = ((i + (i / 8)) % 2) * 128 + 127;
//upload to GPU texture
GLuint tex;
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, 8, 8, 0, GL_RED, GL_UNSIGNED_BYTE, texDat);
glGenerateMipmap(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
return tex;
}
//void render_box(renderable* this, unsigned int vbo, unsigned int vao, unsigned int ebo) {
// draw_texture(this->texture, this->x, this->y, this->z, vbo, vao, ebo);
//}
int main(int argc, char* argv[]) {
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // only on MACOS
#endif
// creating the window
GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "OpenGL App", NULL, NULL);
if (window == NULL) {
printf("Failed to create GLFW window");
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
// hook on window resize
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
printf("Failed to initialize GLAD");
return -1;
}
printf("OpenGL %d.%d\n", GLVersion.major, GLVersion.minor);
glEnable(GL_DEPTH_TEST);
glViewport(0, 0, WIDTH, HEIGHT);
unsigned int tex = get_checker_texture();
const char* vertex_shader_src = read_file("res/shaders/textured_and_positioned.vs.glsl");
unsigned int vertex_shader;
vertex_shader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex_shader, 1, &vertex_shader_src, NULL);
glCompileShader(vertex_shader);
int success;
char infoLog[512];
glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(vertex_shader, 512, NULL, infoLog);
printf("%s\n", infoLog);
}
const char* fragment_shader_src = read_file("res/shaders/textured_and_positioned.fs.glsl");
unsigned int fragment_shader;
fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment_shader, 1, &fragment_shader_src, NULL);
glCompileShader(fragment_shader);
int success0;
char infoLog0[512];
glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &success0);
if (!success0) {
glGetShaderInfoLog(fragment_shader, 512, NULL, infoLog0);
printf("%s\n", infoLog0);
}
unsigned int shaderProgram;
shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertex_shader);
glAttachShader(shaderProgram, fragment_shader);
glLinkProgram(shaderProgram);
unsigned uniform_sampler_ourTexture = glGetUniformLocation(shaderProgram, "ourTexture");
unsigned uniform_mat4_model = glGetUniformLocation(shaderProgram, "model");
unsigned uniform_mat4_view = glGetUniformLocation(shaderProgram, "view");
unsigned uniform_mat4_perspective = glGetUniformLocation(shaderProgram, "perspective");
int success1;
char infoLog1[512];
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success1);
if(!success1) {
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog1);
printf("%s\n", infoLog1);
}
float vertices[] = {
// positions // colors // texture coords
0.1f, 0.1f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top right
0.1f, -0.1f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom right
-0.1f, -0.1f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom left
-0.1f, 0.1f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0 // top left
};
unsigned elements[] = {
0, 1, 2, // triangle
2, 3, 0 // triangle
};
unsigned int vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
matrix4x4 model = init_matrix4x4();
matrix4x4 view = init_matrix4x4();
translate_matrix4x4(&view, 0.0f, 0.0f, 0.0f);
float x = 0.0f;
float y = 0.0f;
float z = 0.0f;
matrix4x4 perspective = calloc(16, sizeof(float));
ortho_matrix4x4(&perspective, 0.0f, 640.0f, 0.0f, 480.0f, 0.1f, 100.0f);
unsigned int vbo;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// positions
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(0 * sizeof(float)));
glEnableVertexAttribArray(0);
// colors
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
// texture coords
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
glEnableVertexAttribArray(2);
unsigned int ebo;
glGenBuffers(1, &ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(elements), elements, GL_STATIC_DRAW);
glUseProgram(shaderProgram);
glUniformMatrix4fv(uniform_mat4_view, 1, GL_FALSE, view);
glUniformMatrix4fv(uniform_mat4_perspective, 1, GL_FALSE, perspective);
// render loop
while(!glfwWindowShouldClose(window)) {
processInput(window);
// render here
glClearColor(
0, 0, 0, 0
);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex);
glUniform1i(uniform_sampler_ourTexture, 0);
translate_matrix4x4(&model, x, y, z);
glUniformMatrix4fv(uniform_mat4_model, 1, GL_FALSE, model);
//x += 0.0001f;
//y += 0.0001f;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwTerminate();
return 0;
}
Here is the vertex shader:
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;
layout (location = 2) in vec2 aTexCoord;
uniform mat4 model;
uniform mat4 view;
uniform mat4 perspective;
out vec3 ourColor;
out vec2 TexCoord;
void main()
{
gl_Position = perspective * view * model * vec4(aPos, 1.0);
ourColor = aColor;
TexCoord = aTexCoord;
}
Here is the fragment shader:
#version 330 core
out vec4 FragColor;
in vec3 ourColor;
in vec2 TexCoord;
uniform sampler2D ourTexture;
void main()
{
FragColor = vec4(vec3(texture(ourTexture, TexCoord).r), 1.);
}
Now, if I remove the perspective value from the shader, which is the ortho matrix, the checkered texture is rendered as it should.
What is wrong here?
Is it my shader or is it the matrix ortho function?
Your matrices are stored in row-major, submit them to the uniforms without transposing and do calculations left-associative in the shader.
You can either
store in column major order
or
transpose upon loading into the uniform
or
switch to left-associative multiplication in the shader
Each to the same effect.

How to make opengl text visible/change color?

I am doing a mini project on constructive solid geometry using openGL.I am trying to create two windows ,the first one shows my name,college name and other details and the second one will show the solid geometry window.My second screen is working perfectly fine,and i am able to print text on my first screen,but as the background is black in color and text should come in different colors but it's coming in black color only so it's not visible.Below is the code,can anyone check my code and tell me where's the error.
#include<GL/glut.h>
#include<stdlib.h>
#include<stdio.h>
#include<string.h>
#include<math.h>
#include<GL/gl.h>
int isMainScreen=1;
enum {
CSG_A, CSG_B, CSG_A_OR_B, CSG_A_AND_B, CSG_A_SUB_B, CSG_B_SUB_A
};
/* just draw single object */
void one(void (*a) (void))
{
glEnable(GL_DEPTH_TEST);
a();
glDisable(GL_DEPTH_TEST);
}
/* "or" is easy; simply draw both objects with depth buffering on */
void or(void (*a) (void), void (*b) (void))
{
glEnable(GL_DEPTH_TEST);
a();
b();
glDisable(GL_DEPTH_TEST);
}
/* Set stencil buffer to show the part of a (front or back face) that's inside b's volume. Requirements: GL_CULL_FACE enabled, depth func GL_LESS Side effects: depth test, stencil func, stencil op */
void
firstInsideSecond(void (*a) (void), void (*b) (void), GLenum face, GLenum test)
{
glEnable(GL_DEPTH_TEST);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glCullFace(face); /* controls which face of a to use */
a(); /* draw a face of a into depth buffer */
/* use stencil plane to find parts of a in b */
glDepthMask(GL_FALSE);
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_ALWAYS, 0, 0);
glStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
glCullFace(GL_BACK);
b(); /* increment the stencil where the front face of b is drawn */
glStencilOp(GL_KEEP, GL_KEEP, GL_DECR);
glCullFace(GL_FRONT);
b(); /* decrement the stencil buffer where the back face of b is drawn */
glDepthMask(GL_TRUE);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glStencilFunc(test, 0, 1);
glDisable(GL_DEPTH_TEST);
glCullFace(face);
a(); /* draw the part of a that's in b */
}
void
fixDepth(void (*a) (void))
{
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glEnable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
glDepthFunc(GL_ALWAYS);
a(); /* draw the front face of a, fixing the depth buffer */
glDepthFunc(GL_LESS);
}
/* "and" two objects together */
void
and(void (*a) (void), void (*b) (void))
{
firstInsideSecond(a, b, GL_BACK, GL_NOTEQUAL);
fixDepth(b);
firstInsideSecond(b, a, GL_BACK, GL_NOTEQUAL);
glDisable(GL_STENCIL_TEST); /* reset things */
}
/* subtract b from a */
void
sub(void (*a) (void), void (*b) (void))
{
firstInsideSecond(a, b, GL_FRONT, GL_NOTEQUAL);
fixDepth(b);
firstInsideSecond(b, a, GL_BACK, GL_EQUAL);
glDisable(GL_STENCIL_TEST); /* reset things */
}
enum {
SPHERE = 1, CONE
};
/* Draw a cone */
GLfloat coneX = 0.f, coneY = 0.f, coneZ = 0.f;
void
cone(void)
{
glPushMatrix();
glTranslatef(coneX, coneY, coneZ);
glTranslatef(0.f, 0.f, -30.f);
glCallList(CONE);
glPopMatrix();
}
/* Draw a sphere */
GLfloat sphereX = 0.f, sphereY = 0.f, sphereZ = 0.f;
void
sphere(void)
{
glPushMatrix();
glTranslatef(sphereX, sphereY, sphereZ);
glCallList(SPHERE);
glPopMatrix();
}
int csg_op = CSG_A;
/* add menu callback */
void
menu(int csgop)
{
csg_op = csgop;
glutPostRedisplay();
}
GLfloat viewangle;
void redraw(void)
{
/* clear stencil each time */
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
glPushMatrix();
glRotatef(viewangle, 0.f, 1.f, 0.f);
switch (csg_op) {
case CSG_A: one(cone);
break;
case CSG_B: one(sphere);
break;
case CSG_A_OR_B: or(cone, sphere);
break;
case CSG_A_AND_B: and(cone, sphere);
break;
case CSG_A_SUB_B: sub(cone, sphere);
break;
case CSG_B_SUB_A: sub(sphere, cone);
break;
}
glPopMatrix();
glutSwapBuffers();
}
/* animate scene by rotating */
enum {
ANIM_LEFT, ANIM_RIGHT
};
int animDirection = ANIM_LEFT;
void
anim(void)
{
if (animDirection == ANIM_LEFT)
viewangle -= 3.f;
else
viewangle += 3.f;
glutPostRedisplay();
}
/* ARGSUSED1 */
/* special keys, like array and F keys */
void
special(int key, int x, int y)
{
switch (key) {
case GLUT_KEY_LEFT: glutIdleFunc(anim);
animDirection = ANIM_LEFT;
break;
case GLUT_KEY_RIGHT: glutIdleFunc(anim);
animDirection = ANIM_RIGHT;
break;
case GLUT_KEY_UP:
case GLUT_KEY_DOWN:
glutIdleFunc(0);
break;
}
}
/* ARGSUSED1 */
void
key(unsigned char key, int x, int y)
{
switch (key) {
case 'a': viewangle -= 10.f;
glutPostRedisplay();
break;
case 's':
viewangle += 10.f;
glutPostRedisplay();
break;
case '\13':
isMainScreen=1;
break;
mydisplay();
case '\033':
exit(0);
}
}
int picked_object;
int xpos = 0, ypos = 0;
int newxpos, newypos;
int startx, starty;
void
mouse(int button, int state, int x, int y)
{
if (state == GLUT_UP) {
picked_object = button;
xpos += newxpos;
ypos += newypos;
newxpos = 0;
newypos = 0;
} else { /* GLUT_DOWN */
startx = x;
starty = y;
}
}
#define DEGTORAD (2 * 3.1415 / 360)
void
motion(int x, int y)
{
GLfloat r, objx, objy, objz;
newxpos = x - startx;
newypos = starty - y;
r = (newxpos + xpos) * 50.f / 512.f;
objx = r * cos(viewangle * DEGTORAD);
objy = (newypos + ypos) * 50.f / 512.f;
objz = r * sin(viewangle * DEGTORAD);
switch (picked_object) {
case CSG_A:
coneX = objx;
coneY = objy;
coneZ = objz;
break;
case CSG_B:
sphereX = objx;
sphereY = objy;
sphereZ = objz;
break;
}
glutPostRedisplay();
}
void drawString1(float x, float y, float z, char * string) {
char * c;
glRasterPos3f(x, y, z);
for (c = string; * c != '\0'; c++) {
glutBitmapCharacter(GLUT_BITMAP_9_BY_15, * c);
}
}
double vp_width = 512.0; // update by reshape
double vp_height = 512.0; // update by reshape
void frontscreen(void)
{
glDisable(GL_LIGHTING);
glMatrixMode( GL_PROJECTION );
glPushMatrix();
glLoadIdentity();
glOrtho( 0, vp_width, vp_height, 0.0, -1.0, 1.0 );
glMatrixMode( GL_MODELVIEW );
glPushMatrix();
glLoadIdentity();
glColor3f(0.7,0.0,1.0);
drawString1(200.0,50.0,0.0,"MVJ College of Engineering");
glColor3f(0.7,0.0,1.0);
drawString1(165.0,90.0,0.0,"DEPARTMENT OF COMPUTER SCIENCE AND ENGINEERING");
glColor3f(1.0,0.5,0.6);
drawString1(185.0,130.0,0.0,"A MINI PROJECT ON:COMPUTER GRAPHICS");
glColor3f(1,0,0);
drawString1(175.0,170.0,0.0,"PROJECT TITLE:CONSTRUCTIVE SOLID GEOMETRY");
glColor3f(1,0.5,0);
drawString1(20,380,0.0,"BY:");
glColor3f(0.5,0,0.5);
drawString1(10,410,0.0,"NAME: ANSHU");
glColor3f(0.5,0,0.5);
drawString1(10,425,0.0,"USN:1MJ15CS016");
glColor3f(0.5,0,0.5);
drawString1(10,440,0.0,"SEC:A");
glColor3f(0.5,0,0.5);
drawString1(10,455,0.0,"SEMESTER:VI");
glColor3f(1,0.5,0);
drawString1(420,380,0.0,"GUIDE:");
glColor3f(0.5,0,0.5);
drawString1(390,400,0.0,"NAME:Ms. Devisivashankari p");
glColor3f(1,0.1,1);
drawString1(200,480,0.0,"PRESS ENTER TO START");
glMatrixMode( GL_PROJECTION );
glPopMatrix();
glMatrixMode( GL_MODELVIEW );
glPopMatrix();
glutSwapBuffers(); // <----- glutSwapBuffers insted of glFlush
glutPostRedisplay();
}
void mydisplay() {
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
if (isMainScreen) {
frontscreen();
} else {
redraw();
}
}
int main(int argc, char **argv)
{
static GLfloat lightpos[] =
{25.f, 50.f, -50.f, 1.f};
static GLfloat sphere_mat[] =
{1.f, .5f, 0.f, 1.f};
static GLfloat cone_mat[] =
{0.f, .5f, 1.f, 1.f};
GLUquadricObj *sphere, *cone, *base;
glutInit(&argc, argv);
glutInitWindowSize(1024,720);
glutInitDisplayMode(GLUT_STENCIL | GLUT_DEPTH | GLUT_DOUBLE);
(void) glutCreateWindow("csg");
glutDisplayFunc(frontscreen);
glutKeyboardFunc(key);
glutSpecialFunc(special);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutCreateMenu(menu);
glutAddMenuEntry("A only", CSG_A);
glutAddMenuEntry("B only", CSG_B);
glutAddMenuEntry("A or B", CSG_A_OR_B);
glutAddMenuEntry("A and B", CSG_A_AND_B);
glutAddMenuEntry("A sub B", CSG_A_SUB_B);
glutAddMenuEntry("B sub A", CSG_B_SUB_A);
glutAttachMenu(GLUT_RIGHT_BUTTON);
glEnable(GL_CULL_FACE);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glLightfv(GL_LIGHT0, GL_POSITION, lightpos);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
/* make display lists for sphere and cone; for efficiency */
glNewList(SPHERE, GL_COMPILE);
sphere = gluNewQuadric();
glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,sphere_mat);
gluSphere(sphere, 20.f, 64, 64);
gluDeleteQuadric(sphere);
glEndList();
glNewList(CONE, GL_COMPILE);
cone = gluNewQuadric();
base = gluNewQuadric();
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, cone_mat);
gluQuadricOrientation(base, GLU_INSIDE);
gluDisk(base, 0., 15., 64, 1);
gluCylinder(cone, 15., 0., 60., 64, 64);
gluDeleteQuadric(cone);
gluDeleteQuadric(base);
glEndList();
glMatrixMode(GL_PROJECTION);
glOrtho(-50., 50., -50., 50., -50., 50.);
glMatrixMode(GL_MODELVIEW);
glutMainLoop();
return 0; /* ANSI C requires main to return int. */
}
frontscreen method is the first screen which should come.
i am able to print text on my first screen,but as the background is black in color and text should come in different colors but it's coming in black color only so it's not visible
When lighting (GL_LIGHTING) is enabled, then the color is taken from the material parameters (glMaterial).
If you still want to use the current color, the you have to enable GL_COLOR_MATERIAL
and to set the color material paramters (glColorMaterial):
glEnable( GL_COLOR_MATERIAL );
glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE );
See also Basic OpenGL Lighting.
I recommend to disable lighting when you draw the text:
void frontscreen(void)
{
glDisable( GL_LIGHTING );
.....
}
But to enable lighting when you draw the scene:
void redraw(void)
{
glEnable( GL_LIGHTING );
.....
}

how to convert OpenGL code using vertex arrays into code using vertex buffer objects?

this is my draw() function written in C, using vertex arrays:
void draw(float x1, float x2, float y1, float y2)
{
glPushMatrix();
glScalef(1.0 / (x2 - x1), 1.0 / (y2 - y1), 1.0);
glTranslatef(-x1, -y1, 0.0);
glColor3f(1.0, 1.0, 1.0);
if( pts.size > 0 )
{
glEnableClientState( GL_VERTEX_ARRAY );
glVertexPointer( 2, GL_FLOAT, 0, (float*)pts.data );
glDrawArrays( GL_LINE_STRIP, 0, pts.size / 2 );
glDisableClientState( GL_VERTEX_ARRAY );
}
glPopMatrix();
};
before calling draw(), pts get's updated inside the update() function:
void update(double (* func)(double x), float x1, float x2, int N)
{
double x, dx = (double)1.0/(double)N;
vector_cleanup( &pts );
m = 0;
for(x = x1; x < x2; x += dx)
{
vector_resize( &pts, pts.size + 2 );
*(float*)vector_get( &pts, pts.size-2 ) = (float)x;
*(float*)vector_get( &pts, pts.size-1 ) = (float)func3(x);
m++;
}
}
I hope that by converting this code to use VBO, my graphics performance will increase.
EDIT: func3() can be anything, e.g. sin(x) or just some linear mapping. All I'm currently trying to do is, to find out how quickly I can plot a bunch of points.
Using GLEW for extension wrangling:
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <GL/glew.h>
#include <GL/glut.h>
typedef struct vector /*dynamic vector of void* pointers. This one is used only by the deflate compressor*/
{
void* data;
size_t size; /*in groups of bytes depending on type*/
size_t allocsize; /*in bytes*/
unsigned typesize; /*sizeof the type you store in data*/
} vector;
static unsigned vector_resize(vector* p, size_t size) /*returns 1 if success, 0 if failure ==> nothing done*/
{
if(size * p->typesize > p->allocsize)
{
size_t newsize = size * p->typesize * 2;
void* data = realloc(p->data, newsize);
if(data)
{
p->allocsize = newsize;
p->data = data;
p->size = size;
}
else return 0;
}
else p->size = size;
return 1;
}
static void vector_cleanup(void* p)
{
((vector*)p)->size = ((vector*)p)->allocsize = 0;
free(((vector*)p)->data);
((vector*)p)->data = NULL;
}
static void vector_init(vector* p, unsigned typesize)
{
p->data = NULL;
p->size = p->allocsize = 0;
p->typesize = typesize;
}
static void* vector_get(vector* p, size_t index)
{
return &((char*)p->data)[index * p->typesize];
}
/* function to calculate each data point */
float func(float x)
{
return (float)sin(x);
}
GLuint vbo = 0;
GLsizei vertcount = 0;
void update(float (* func)(float x), float x1, float x2, int N)
{
float x, dx = 1.0f/N;
vector pts;
vector_init( &pts, sizeof( float ) );
for(x = x1; x < x2; x += dx)
{
vector_resize( &pts, pts.size + 2 );
*(float*)vector_get( &pts, pts.size-2 ) = x;
*(float*)vector_get( &pts, pts.size-1 ) = func(x);
}
vertcount = (GLsizei)( pts.size / 2 );
glBindBuffer( GL_ARRAY_BUFFER, vbo );
glBufferData( GL_ARRAY_BUFFER, pts.size * pts.typesize, pts.data, GL_DYNAMIC_DRAW );
glBindBuffer( GL_ARRAY_BUFFER, 0 );
vector_cleanup( &pts );
}
/* plotting function - very slow */
void draw(float x1, float x2, float y1, float y2)
{
glPushMatrix();
glScalef( 1.0f / (x2 - x1), 1.0f / (y2 - y1), 1.0f );
glTranslatef( -x1, -y1, 0.0f );
glColor3f( 1.0f, 1.0f, 1.0f );
glBindBuffer( GL_ARRAY_BUFFER, vbo );
glEnableClientState( GL_VERTEX_ARRAY );
glVertexPointer( 2, GL_FLOAT, 0, 0 );
glDrawArrays( GL_LINE_STRIP, 0, vertcount );
glDisableClientState( GL_VERTEX_ARRAY );
glBindBuffer( GL_ARRAY_BUFFER, 0 );
glPopMatrix();
};
/* Redrawing func */
float xmin = -10, xmax = 10, ymin = -5, ymax = 5;
void redraw(void)
{
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// -x, +x, -y, +y, number points
draw(xmin, xmax, ymin, ymax);
glutSwapBuffers();
};
/* Idle proc. Redisplays, if called. */
int nPoints = 3000;
void idle(void)
{
// shift 'xmin' & 'xmax' by one.
xmin++;
xmax++;
update(func, xmin, xmax, nPoints);
glutPostRedisplay();
};
/* Key press processing */
void key(unsigned char c, int x, int y)
{
if(c == 27) exit(0);
};
/* Window reashape */
void reshape(int w, int h)
{
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, 1, 0, 1, -1, 1);
glMatrixMode(GL_MODELVIEW);
};
/* Main function */
int main(int argc, char **argv)
{
GLenum err;
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
glutCreateWindow("Graph plotter");
glutReshapeWindow(1024, 800);
// init GLEW and output some GL info
err = glewInit();
printf("GL_VERSION : %s\n", glGetString(GL_VERSION) );
printf("GL_VENDOR : %s\n", glGetString(GL_VENDOR) );
printf("GL_RENDERER : %s\n", glGetString(GL_RENDERER) );
if( GLEW_OK != err )
{
printf("glewInit failed: %s", glewGetErrorString(err));
return EXIT_FAILURE;
}
if( !glewIsSupported("GL_VERSION_1_5") )
{
printf("OpenGL version 1.5 or greater required.\n");
return EXIT_FAILURE;
}
glGenBuffers( 1, &vbo );
/* Register GLUT callbacks. */
glutDisplayFunc(redraw);
glutKeyboardFunc(key);
glutReshapeFunc(reshape);
glutIdleFunc(idle);
/* Init the GL state */
glLineWidth(2.0);
/* Main loop */
glutMainLoop();
return 0;
}

OpenGL array of points animation

I am trying to animate random point that i have created so they move across the screen and re-appear this is what i have done so far but does not work.the code is not the completed version of what i have i have only posted what i thought would be enough for this question could anyone help me animated the points
void TimerFunc(int value)
{
xpos[0]=xpos[0]+0.25;
glutPostRedisplay();
glutTimerFunc(25, TimerFunc, 1);
}
struct Point
{
float rship;
};
std::vector< Point > points;
void display(void)
{
glClear (GL_COLOR_BUFFER_BIT); /* clear window */
glColor3f(1.0, 1.0, 1.0); /* white drawing objects */
/* define object to be drawn as a square polygon */
//Draw points
glEnableClientState( GL_VERTEX_ARRAY );
glVertexPointer( 2, GL_FLOAT, sizeof(Point), &points[0].x );
glPointSize( 1 ); //1 pixel dot
glDrawArrays( GL_POINTS, 0, points.size() );
glDisableClientState( GL_VERTEX_ARRAY );
//glEnable( GL_POINT_SMOOTH );/*round smooth points*/
glFlush(); /* execute drawing commands in buffer */
}
int main(int argc, char** argv)
for( int i = 0; i <250; ++i )
{
Point pt;
pt.x = -100 + (rand() % 200);
pt.y = -100 + (rand() % 200);
points.push_back(pt);
xpos[i] = pt.x;
ypos[i] = pt.y;
}
Quick 'n dirty:
#include <GL/glut.h>
#include <vector>
#include <cstdlib>
struct Point
{
float x, y;
unsigned char r, g, b, a;
};
std::vector< Point > points;
void timer( int value )
{
// move all points left each frame
for( size_t i = 0; i < points.size(); ++i )
{
points[i].x -= 1;
// wrap point around if it's moved off
// the edge of our 100x100 area
if( points[i].x < -50 )
{
points[i].x = 100 + points[i].x;
}
}
glutPostRedisplay();
glutTimerFunc(30, timer, 1);
}
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-50, 50, -50, 50, -1, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// draw
glColor3ub( 255, 255, 255 );
glEnableClientState( GL_VERTEX_ARRAY );
glEnableClientState( GL_COLOR_ARRAY );
glVertexPointer( 2, GL_FLOAT, sizeof(Point), &points[0].x );
glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(Point), &points[0].r );
glPointSize( 3.0 );
glDrawArrays( GL_POINTS, 0, points.size() );
glDisableClientState( GL_VERTEX_ARRAY );
glDisableClientState( GL_COLOR_ARRAY );
glFlush();
glutSwapBuffers();
}
void reshape(int w, int h)
{
glViewport(0, 0, w, h);
}
int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE);
glutInitWindowSize(640,480);
glutCreateWindow("Scrolling Points");
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutTimerFunc(30, timer, 1);
// populate points
for( size_t i = 0; i < 1000; ++i )
{
Point pt;
pt.x = -50 + (rand() % 100);
pt.y = -50 + (rand() % 100);
pt.r = rand() % 255;
pt.g = rand() % 255;
pt.b = rand() % 255;
pt.a = 255;
points.push_back(pt);
}
glutMainLoop();
return 0;
}

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