The following code doesn't show the circle on the screen, why doesn't work?
I can't see any error.
void display(void){
glClear(GL_COLOR_BUFFER_BIT);
int circle_points=100;
int i;
double theta,cx=200, cy=300,r=100;
int MyCircle(){
glBegin(GL_LINE_LOOP);
glColor3f(1.0,1.0,1.0); //preto
for(i=0;i<circle_points;i++){
theta=(2*pi*i)/circle_points;
glVertex2f(cx+r*cos(theta),cy+r*sin(theta));
}
glEnd();
}
glFlush();
}
No idea why you are trying to declare a function inside a function. I'm not quite sure how that compiled, much less ran.
The logic is sound though:
#include <GL/glut.h>
#include <math.h>
void MyCircle( void )
{
const int circle_points=100;
const float cx=0, cy=0, r=100;
const float pi = 3.14159f;
int i = 0;
glBegin(GL_LINE_LOOP);
glColor3f(1.0,1.0,1.0); //preto
for(i=0;i<circle_points;i++)
{
const float theta=(2*pi*i)/circle_points;
glVertex2f(cx+r*cos(theta),cy+r*sin(theta));
}
glEnd();
}
void display( void )
{
const double w = glutGet( GLUT_WINDOW_WIDTH );
const double h = glutGet( GLUT_WINDOW_HEIGHT );
const double ar = w / h;
glClear( GL_COLOR_BUFFER_BIT );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
glOrtho( -150 * ar, 150 * ar, -150, 150, -1, 1 );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
MyCircle();
glutSwapBuffers();
}
int main( int argc, char **argv )
{
glutInit( &argc, argv );
glutInitDisplayMode( GLUT_RGBA | GLUT_DOUBLE );
glutInitWindowSize( 640, 480 );
glutCreateWindow( "GLUT" );
glutDisplayFunc( display );
glutMainLoop();
return 0;
}
Related
I want to rotate a simple cube in OpenGL using GLUT in C. The rotation will occur when I press a key.
If I use glRotatef(angle, 0.0f, 1.0f, 0.0f) the cube will rotate instantly without an animation. I would like to rotate it slowly so it takes about 2 seconds to complete the rotation.
Create a keyboard callback that toggles a bool and a timer callback that updates an angle:
#include <GL/glut.h>
char spin = 0;
void keyboard( unsigned char key, int x, int y )
{
if( key == ' ' )
{
spin = !spin;
}
}
float angle = 0;
void timer( int value )
{
if( spin )
{
angle += 3;
}
glutTimerFunc( 16, timer, 0 );
glutPostRedisplay();
}
void display()
{
double w = glutGet( GLUT_WINDOW_WIDTH );
double h = glutGet( GLUT_WINDOW_HEIGHT );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
gluPerspective( 45, w / h, 0.1, 10 );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
gluLookAt( 2, 2, 2, 0, 0, 0, 0, 0, 1 );
glColor3ub( 255, 0, 0 );
glRotatef( angle, 0, 0, 1 );
glutWireCube( 1 );
glutSwapBuffers();
}
int main( int argc, char **argv )
{
glutInit( &argc, argv );
glutInitDisplayMode( GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE );
glutInitWindowSize( 640, 480 );
glutCreateWindow( "GLUT" );
glutDisplayFunc( display );
glutKeyboardFunc( keyboard );
glutTimerFunc( 0, timer, 0 );
glutMainLoop();
return 0;
}
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;
}
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;
}
When I try to resize my glut window, the screen goes blank.
This is the code for the reshape callback funciton:
void Resize(int width, int height)
{
CurrentWidth = width;
CurrentHeight = height;
glViewport(0, 0, (GLsizei)CurrentWidth, (GLsizei)CurrentHeight);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, CurrentWidth, CurrentHeight, 0, NearPlane, FarPlane);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glutPostRedisplay();
}
I am pretty new to the opengl world but from what I have learned this is supposed to work.
And this is all of the code put together:
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <GL/glew.h>
#include <GL/freeglut.h>
#include <gl/glut.h>
#include "Utils.h"
int LEFT = 0;
int RIGHT = 0;
int UP = 0;
int DOWN = 0;
int CurrentWidth = 800,
CurrentHeight = 800,
WindowHandle = 0;
float NearPlane = 1.0f,
FarPlane = 100.0f;
float lightX,
lightY;
void Initialize(int, char*[]);
void InitWindow(int, char*[]);
void Idle(void);
void Resize(int, int);
void KeyPressed(unsigned char, int, int);
void SpecialPressed(int, int, int);
void SpecialReleased(int, int, int);
void Update(void);
void Render(void);
void FillZBuffer(void);
void ClearAlpha(void);
void RenderLightAlpha(float);
void GeometryPass(void);
void Draw(void);
int main (int argc, char* argv[])
{
Initialize(argc, argv);
glutMainLoop();
exit(EXIT_SUCCESS);
}
void Initialize(int argc, char* argv[])
{
InitWindow(argc, argv);
fprintf(
stdout,
"INFO: OpenGL Version: %s\n",
glGetString(GL_VERSION)
);
lightX = 300.0f;
lightY = 300.0f;
}
void InitWindow(int argc, char* argv[])
{
glutInit(&argc, argv);
glutInitContextVersion(3, 3);
glutInitContextProfile(GLUT_COMPATIBILITY_PROFILE);
glutSetOption(
GLUT_ACTION_ON_WINDOW_CLOSE,
GLUT_ACTION_GLUTMAINLOOP_RETURNS
);
glutInitWindowSize (CurrentWidth, CurrentHeight);
glutInitWindowPosition (100, 100);
glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGBA | GLUT_ALPHA);
WindowHandle = glutCreateWindow ("Shadows");
if(WindowHandle < 1) {
fprintf(
stderr,
"ERROR: Could not create a new rendering window.\n"
);
exit(EXIT_FAILURE);
}
glutDisplayFunc(Render);
glutReshapeFunc(Resize);
glutIdleFunc(Idle);
glutKeyboardFunc(KeyPressed);
glutSpecialFunc(SpecialPressed);
glutSpecialUpFunc(SpecialReleased);
}
void Update()
{
int speed = 10;
if (LEFT)
{
lightX -= speed;
}
if (RIGHT)
{
lightX += speed;
}
if (UP)
{
lightY -= speed;
}
if (DOWN)
{
lightY += speed;
}
}
void Draw()
{
float x = 200;
float y = 200;
float w = 100;
float h = 100;
float depth = 0.0f;
// floor
glColor4f(0.5f, 0.5f, 0.5f, 1.0f);
depth = -10.0f;
glBegin(GL_QUADS);
{
glVertex3f(0, 0, depth);
glVertex3f((float)CurrentWidth, 0, depth);
glVertex3f((float)CurrentWidth, (float)CurrentHeight, depth);
glVertex3f(0, (float)CurrentHeight, depth);
}
glEnd();
// square
glColor4f(1.0f, 0.0f, 0.0f, 1.0f);
depth = -5.0;
glBegin(GL_QUADS);
{
glVertex3f( x, y, depth);
glVertex3f( x + w, y, depth);
glVertex3f(x + w, y + h, depth);
glVertex3f(x, y + h, depth);
}
glEnd();
}
void Render()
{
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDisable(GL_CULL_FACE);
Update();
FillZBuffer();
ClearAlpha();
RenderLightAlpha(1.0f);
GeometryPass();
glutSwapBuffers();
glutPostRedisplay();
}
void FillZBuffer()
{
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glDepthMask(GL_TRUE);
Draw();
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthMask(GL_FALSE);
}
void ClearAlpha()
{
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
glColor4f(0.0f, 0.0f, 0.0f, 0.0f);
glBegin (GL_QUADS);
{
glVertex2f(0, 0);
glVertex2f((float)CurrentWidth, 0);
glVertex2f((float)CurrentWidth, (float)CurrentHeight);
glVertex2f(0, (float)CurrentHeight);
}
glEnd ();
}
void RenderLightAlpha(float intensity)
{
float depth = -1.0f;
float radius = 300.0f;
float angle;
int numSubdivisions = 32;
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glBegin(GL_TRIANGLE_FAN);
{
glColor4f(0.0f, 0.0f, 0.0f, intensity);
glVertex3f(lightX, lightY, depth);
// Set edge colour for rest of shape
glColor4f(0.0f, 0.0f, 0.0f, 0.0f);
for (angle = 0; angle <= (float)PI * 2; angle += (((float)PI * 2) / numSubdivisions))
{
glVertex3f( radius*(float)cos(angle) + lightX, radius*(float)sin(angle) + lightY, depth);
}
glVertex3f(lightX + radius, lightY, depth);
}
glEnd();
}
void GeometryPass()
{
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glEnable(GL_BLEND);
glBlendFunc(GL_DST_ALPHA, GL_ONE);
Draw();
}
void Idle()
{
glutPostRedisplay();
}
void Resize(int width, int height)
{
CurrentWidth = width;
CurrentHeight = height;
glViewport(0, 0, (GLsizei)CurrentWidth, (GLsizei)CurrentHeight);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, CurrentWidth, CurrentHeight, 0, NearPlane, FarPlane);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glutPostRedisplay();
}
void KeyPressed(unsigned char key, int x, int y)
{
UNREFERENCED_PARAMETER(x);
UNREFERENCED_PARAMETER(y);
// escape key
if (key == 27)
{
exit(0);
}
}
void SpecialPressed(int keyCode, int x, int y)
{
UNREFERENCED_PARAMETER(x);
UNREFERENCED_PARAMETER(y);
if (keyCode == GLUT_KEY_LEFT)
{
LEFT = 1;
}
else if (keyCode == GLUT_KEY_RIGHT)
{
RIGHT = 1;
}
else if (keyCode == GLUT_KEY_UP)
{
UP = 1;
}
else if (keyCode == GLUT_KEY_DOWN)
{
DOWN = 1;
}
}
void SpecialReleased(int keyCode, int x, int y)
{
UNREFERENCED_PARAMETER(x);
UNREFERENCED_PARAMETER(y);
if (keyCode == GLUT_KEY_LEFT)
{
LEFT = 0;
}
else if (keyCode == GLUT_KEY_RIGHT)
{
RIGHT = 0;
}
else if (keyCode == GLUT_KEY_UP)
{
UP = 0;
}
else if (keyCode == GLUT_KEY_DOWN)
{
DOWN = 0;
}
}
Let me know if you need anymore information.
In the FillZBuffer function the depth mask is disabled at the end and only re-enabled at the beginning of the same function. So when Render is called again, the call to clear the depth buffer bit does nothing because the depth mask is disabled.
To fix this the depth mask must be re-enabled before the call to clear the depth buffer bit.
So this is what Render should look like.
void Render()
{
glDepthMask(GL_TRUE); // insert this line
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDisable(GL_CULL_FACE);
Update();
FillZBuffer();
ClearAlpha();
RenderLightAlpha(1.0f);
GeometryPass();
glutSwapBuffers();
glutPostRedisplay();
}
I have the following code and I can't resize the window. Any suggestions?
GLsizei width = 600;
GLsizei height = 600;
GLfloat AspectRatio;
int max = 500;
double xmax = 2.0;
double xmin = -2.0;
double ymax = 2.0;
double ymin = -2.0;
using namespace std;
void display()
{
gluOrtho2D(-2, width, -2, height);
AspectRatio=1.0*width/height;
mandelbrot();
glutSwapBuffers();
}
void reshize(GLsizei w, GLsizei h) {
GLsizei vsize;
if(w<h) vsize=w; else vsize=h;
glViewport(0,0,AspectRatio*vsize,vsize);
}
void mandelbrot()
{
...
}
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitWindowSize(600, 600);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB);
glutCreateWindow("mandelbrot Set");
glutDisplayFunc(display);
glutReshapeFunc(reshize);
glutMainLoop();
return 0;
}
EDITED
I changed to following and now it's OK.
void display()
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(-2, width, -2, height);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glClear(GL_COLOR_BUFFER_BIT| GL_DEPTH_BUFFER_BIT );
mandelbrot();
glutSwapBuffers();
}
void reshize(GLsizei w, GLsizei h) {
width=w; height=h;
glViewport(0,0,width,height);
glutPostRedisplay();
}