OpenGL moving objects from corner - c

I have an openGL program thats using GLUT and I'm stuck with moving it from the top left corner to bottom right when i resize the window. I'm trying to get a ratio down and i cant figure it out.
#include <stdio.h>
#include <stdlib.h>
#include <GLUT/glut.h>
//global variables
GLsizei wh = 500, ww = 500;
double height;
double width;
double top = 500;
double bottom = 450;
int right = 50;
int left = 0;
double ratiowidth = 500/500;
double ratioheight = 500/500;
void myinit(){
glClearColor (0.0, 0.0, 0.0, 0.0);
}
void reshape(int w, int h){
if(h == 0){
h = 1;
}
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0, (GLsizei) w, 0, (GLsizei)h);
glViewport(0,0,w,h);
glMatrixMode(GL_MODELVIEW);
int difference = h - wh;
int difference2 = w - ww;
left = left + difference2;
right = right + difference2;
wh = (GLsizei)h;
ww = (GLsizei)w;
height = h;
width = w;
}
void mouse(int button, int state, int x, int y){
if(button == GLUT_LEFT_BUTTON && state == GLUT_DOWN){
top = height;
bottom = height - 50;
right = 50;
left = 0;
ratiowidth = width/height;
ratioheight = height/width;
}
if(button == GLUT_RIGHT_BUTTON && state == GLUT_DOWN){
exit(0);
}
}
void display(){
glClear (GL_COLOR_BUFFER_BIT);
glColor3i (rand(), rand(), rand());
glBegin(GL_POLYGON);
glVertex3f (left,top,0.0);
glVertex3f (right, top, 0.0);
glVertex3f (right, bottom, 0.0);
glVertex3f (left, bottom, 0.0);
glEnd();
if(bottom == 0 || bottom < 0)
bottom = 0;
else{
left = left + ratiowidth;
right = right + ratiowidth;
top = top - ratioheight;
bottom = bottom - ratioheight;
}
glutSwapBuffers();
usleep(10000);
glutPostRedisplay();
}
int main(int argc, char** argv) {
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB);
glutInitWindowSize(ww, wh);
glutInitWindowPosition(100,100);
glutCreateWindow("moving Square");
myinit();
glutReshapeFunc(reshape);
glutDisplayFunc(display);
glutMouseFunc(mouse);
glutMainLoop();
return 0;
}

glBegin(GL_POLYGON);
glVertex3f (left,top,0.0);
glVertex3f (right, top, 0.0);
glVertex3f (right, bottom, 0.0);
glVertex3f (left, bottom, 0.0);
glEnd();
Careful with your winding order. glFrontFace() defaults to GL_CCW. Perhaps you meant this:
glBegin(GL_POLYGON);
glVertex3f (left, bottom, 0.0);
glVertex3f (right, bottom, 0.0);
glVertex3f (right, top, 0.0);
glVertex3f (left,top,0.0);
glEnd();
EDIT: This is what I think you were trying to do:
#include <GL/glut.h>
struct State
{
double x; // in units
double y;
double xvel; // in units per second
double yvel;
};
State curState = { 0 };
void myinit()
{
curState.xvel = 100;
curState.yvel = 100;
}
void Integrate( State* state, double dt )
{
state->x += state->xvel * dt;
state->y += state->yvel * dt;
}
double GetSeconds()
{
return glutGet(GLUT_ELAPSED_TIME) / 1000.0f;
}
void reshape(int w, int h)
{
glViewport(0,0,w,h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0, (GLsizei)w, 0, (GLsizei)h);
}
void mouse(int button, int state, int x, int y)
{
if(button == GLUT_LEFT_BUTTON && state == GLUT_UP)
{
curState.x = 0;
curState.y = 0;
}
if(button == GLUT_RIGHT_BUTTON && state == GLUT_UP)
{
exit(0);
}
}
void display()
{
glClearColor (0.0, 0.0, 0.0, 0.0);
glClear (GL_COLOR_BUFFER_BIT);
float w = 20;
float h = 20;
float x = curState.x;
float y = curState.y;
glColor3ub(rand()%255, rand()%255, rand()%255);
glBegin(GL_QUADS);
glVertex2f( x - w/2, y - h/2 );
glVertex2f( x + w/2, y - h/2 );
glVertex2f( x + w/2, y + h/2 );
glVertex2f( x - w/2, y + h/2 );
glEnd();
static double lastTime = GetSeconds();
double curTime = GetSeconds();
Integrate( &curState, curTime - lastTime );
lastTime = curTime;
glutSwapBuffers();
}
void timer(int extra)
{
glutPostRedisplay();
glutTimerFunc(16, timer, 0);
}
int main(int argc, char** argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB);
glutInitWindowSize(500, 500);
glutInitWindowPosition(100,100);
glutCreateWindow("moving Square");
myinit();
glutReshapeFunc(reshape);
glutTimerFunc(0, timer, 0);
glutDisplayFunc(display);
glutMouseFunc(mouse);
glutMainLoop();
return 0;
}
Be aware that there are probably some C++-isms in there :)

Related

Generate an object on mouse click OpenGL GLUT

I have created this code where a plane follow the mouse position.
#include <GL/freeglut_std.h>
#include <GL/gl.h>
#include <GL/glut.h>
#include <stdio.h>
float objX = 100;
float objY = 100;
float objSize = 50;
void motion(int x, int y) {
objX = x;
objY = y;
}
void drawRect(float x, float y, float size) {
glPushMatrix();
glTranslatef(x, y, 0.0f);
glScalef(size, size, 1.0f);
glBegin(GL_QUADS);
glColor3ub(255, 255, 255);
glVertex2f(-1, -1);
glVertex2f(1, -1);
glVertex2f(1, 1);
glVertex2f(-1, 1);
glEnd();
glPopMatrix();
}
void drawStaticRect(float x, float y, float size) {
glPushMatrix();
glTranslatef(x, y, 0.0f);
glScalef(size, size, 1.0f);
glBegin(GL_QUADS);
glColor3ub(255, 255, 255);
glVertex2f(-1, -1);
glVertex2f(1, -1);
glVertex2f(1, 1);
glVertex2f(-1, 1);
glEnd();
glPopMatrix();
}
int c = 0;
void display() {
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
const double w = glutGet(GLUT_WINDOW_WIDTH);
const double h = glutGet(GLUT_WINDOW_HEIGHT);
glOrtho(0, w, h, 0, -1, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
drawRect(objX, objY, objSize);
glutSwapBuffers();
}
void mouseClicks(int button, int state, int x, int y) {
if(button == GLUT_LEFT_BUTTON && state == GLUT_UP) {
drawStaticRect(objX, objY, objSize);
}
glutPostRedisplay();
}
int main(int argc, char **argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE);
glutInitWindowSize(600, 600);
glutCreateWindow("GLUT");
glutDisplayFunc(display);
glutMouseFunc(mouseClicks);
glutPassiveMotionFunc(motion);
glutIdleFunc(display);
glutMainLoop();
return 0;
}
When the left mouse button is pressed i want to draw the object in the actual position, and repeat the operation as many times i want.
void drawStaticRect(float x, float y, float size) {
glPushMatrix();
glTranslatef(x, y, 0.0f);
glScalef(size, size, 1.0f);
glBegin(GL_QUADS);
glColor3ub(255, 255, 255);
glVertex2f(-1, -1);
glVertex2f(1, -1);
glVertex2f(1, 1);
glVertex2f(-1, 1);
glEnd();
glPopMatrix();
}
void mouseClicks(int button, int state, int x, int y) {
if(button == GLUT_LEFT_BUTTON && state == GLUT_UP) {
drawStaticRect(objX, objY, objSize);
}
glutPostRedisplay();
My idea is when the event trigger i just call a function that generate a quads under the actual mouse position and call glutPostRedisplay() to update the scene.

Object movement in OpenGL

Here the coordinate plane and the cube are drawn, it is necessary to ensure the movement of the cube. But in this situation, both the cube and the coordinate plane move. What do I need to add to ensure that only the cube moves. As I understand it, I need to zero the matrix, but how can I implement this?
#include <glut.h>
void Reshape(int w, int h);
void Display();
void ProcessNormalKeys(unsigned char key, int x, int y);
void ProcessSpecialKeys(int key, int x, int y);
int main(int argc, char* argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA);
glutInitWindowSize(800, 600);
glutReshapeFunc(Reshape);
glutDisplayFunc(Display);
glutKeyboardFunc(ProcessNormalKeys);
glutSpecialFunc(ProcessSpecialKeys);
glutMainLoop();
return 0;
}
void Reshape(int w, int h)
{
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(-1000, 1000, -1000, 1000);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void Display()
{
glClearColor(1, 1, 1, 0);
glClear(GL_COLOR_BUFFER_BIT);
glBegin(GL_QUADS);
glColor3f(1.0, 1.0, 1.0);
glVertex2i(350, 550);
glColor3f(0.0, 0.0, 1.0);
glVertex2i(350, 150);
glColor3f(0.0, 1.0, 0.0);
glVertex2i(650, 150);
glColor3f(1.0, 0.0, 0.0);
glVertex2i(650, 550);
glEnd();
glBegin(GL_LINES);
glColor3f(0, 0, 0);
glVertex2i(-10000, 0);
glVertex2i(10000, 0);
glVertex2i(0, -10000);
glVertex2i(0, 10000);
glEnd();
glutSwapBuffers();
}
void ProcessNormalKeys(unsigned char key, int x, int y)
{
if (key == 27)
{
exit(0);
}
if (key == 65)
{
glMatrixMode(GL_MODELVIEW);
glTranslated(80, 80, 0);
Display();
}
}
void ProcessSpecialKeys(int key, int x, int y)
{
switch (key)
{
case GLUT_KEY_UP:
glMatrixMode(GL_MODELVIEW);
glTranslated(0, 80, 0);
Display();
break;
case GLUT_KEY_DOWN:
glMatrixMode(GL_MODELVIEW);
glTranslated(0, -80, 0);
Display();
break;
case GLUT_KEY_LEFT:
glMatrixMode(GL_MODELVIEW);
glTranslated(-80, 0, 0);
Display();
break;
case GLUT_KEY_RIGHT:
glMatrixMode(GL_MODELVIEW);
glTranslated(80, 0, 0);
Display();
break;
}
}
Store off the cube position in a global/per-window variable and use glPushMatrix()/glPopMatrix() around the glTranslated() + cube draw to ensure the transform doesn't effect later geometry:
// gcc main.c -lglut -lGL -lGLU
#include <GL/glut.h>
float cubePos[3] = {0, 0, 0};
void ProcessNormalKeys(unsigned char key, int x, int y)
{
if (key == 27)
{
exit(0);
}
if (key == 65)
{
cubePos[0] = 80;
cubePos[1] = 80;
cubePos[2] = 0;
glutPostRedisplay();
}
}
void ProcessSpecialKeys(int key, int x, int y)
{
switch (key)
{
case GLUT_KEY_UP:
cubePos[0] += 0;
cubePos[1] += 80;
cubePos[2] += 0;
glutPostRedisplay();
break;
case GLUT_KEY_DOWN:
cubePos[0] += 0;
cubePos[1] += -80;
cubePos[2] += 0;
glutPostRedisplay();
break;
case GLUT_KEY_LEFT:
cubePos[0] += -80;
cubePos[1] += 0;
cubePos[2] += 0;
glutPostRedisplay();
break;
case GLUT_KEY_RIGHT:
cubePos[0] += 80;
cubePos[1] += 0;
cubePos[2] += 0;
glutPostRedisplay();
break;
}
}
void Display()
{
glClearColor(1, 1, 1, 0);
glClear(GL_COLOR_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(-1000, 1000, -1000, 1000);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glPushMatrix();
glTranslated(cubePos[0], cubePos[1], cubePos[2]);
glBegin(GL_QUADS);
glColor3f(1.0, 1.0, 1.0);
glVertex2i(350, 550);
glColor3f(0.0, 0.0, 1.0);
glVertex2i(350, 150);
glColor3f(0.0, 1.0, 0.0);
glVertex2i(650, 150);
glColor3f(1.0, 0.0, 0.0);
glVertex2i(650, 550);
glEnd();
glPopMatrix();
glBegin(GL_LINES);
glColor3f(0, 0, 0);
glVertex2i(-10000, 0);
glVertex2i(10000, 0);
glVertex2i(0, -10000);
glVertex2i(0, 10000);
glEnd();
glutSwapBuffers();
}
int main(int argc, char* argv[])
{
glutInit(&argc, argv);
glutInitWindowSize(800, 600);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA);
glutCreateWindow("GLUT");
glutDisplayFunc(Display);
glutKeyboardFunc(ProcessNormalKeys);
glutSpecialFunc(ProcessSpecialKeys);
glutMainLoop();
return 0;
}

Draw cubes with random colors using OpenGL

I want every cube to have a random color but with this code the colors keep changing all the time
int espacioX = -500;
int espacioY = -500;
for(int i=1; i<=100; i++){
for(int j=1; j<=100; j++){
randomR = (double)rand() / (RAND_MAX);
randomG = (double)rand() / (RAND_MAX);
randomB = (double)rand() / (RAND_MAX);
glColor3f(randomR,randomG,randomB);
glTranslatef(espacioX,espacioY,0);
glutSolidCube(9);
glTranslatef(-espacioX,-espacioY,0);
espacioX+=10;
}
glTranslatef(-1000,0,0);
espacioY+=10;
}
How do I make them stay in the same color while the program is running?
Edit:
This is the comple code:
#include <windows.h>
/***** OpenGL library imports. *****/
#include<gl\glut.h> //basic header file for OpenGL
//#include <gl\glaux.h> // Header File For The Glaux Library
/***** C library imports. *****/
#include <stdlib.h>
#include <stdio.h>
#include <math.h>
int ScreenWidth = 0;
int ScreenHeight = 0;
int last_x = 0, last_y = 0,left = 1,middle = 0,right = 0;
int zoom_y = 0;
int anglex=0, angley=0, anglez=0;
int lookfrom=450;
int ang=0;
void myGlutKeyboard(unsigned char Key, int x, int y)
{
printf("%5d\n",Key);
glutPostRedisplay();
}
void init_GL_params()
{
static GLfloat light_ambient[] = { .250, .250, .250, .250 };
static GLfloat light_diffuse[] = { .250, .250, .25, .250 };
static GLfloat light_specular[] = { .250, .250, .250, .250 };
static GLfloat light1_diffuse[] = { .250, .250, .250, .0 };
static GLfloat light1_specular[] = { .250, .250, .250, .0 };
glEnable (GL_LIGHTING);
glEnable (GL_LIGHT0);
glEnable (GL_LIGHT1);
glDisable (GL_TEXTURE_2D);
glDisable (GL_TEXTURE_GEN_S);
glDisable (GL_TEXTURE_GEN_T);
glShadeModel (GL_FLAT);
glEnable (GL_DEPTH_TEST);
glDepthFunc (GL_LESS);
glEnable (GL_CULL_FACE);
glCullFace (GL_BACK);
glFrontFace (GL_CCW);
glMatrixMode (GL_PROJECTION);
glLoadIdentity();
glLightfv (GL_LIGHT0, GL_AMBIENT, light_ambient);
glLightfv (GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightfv (GL_LIGHT0, GL_SPECULAR, light_specular);
glLightfv(GL_LIGHT1, GL_DIFFUSE, light1_diffuse);
glLightfv(GL_LIGHT1, GL_SPECULAR, light1_specular);
glLightfv (GL_LIGHT1, GL_AMBIENT, light_ambient);
glColor3f (1.0, 1.0, 1.0);
}
void setLightPosition()
{
static GLfloat light_position[] = { 100, 200.0, 10, 1.0 };
static GLfloat light1_position[] = { -0.0, 300.0, 0.0, 1.0 };
// set the light position (for some reason we have to do this in model view.
glLightfv (GL_LIGHT0, GL_POSITION, light_position);
glLightfv(GL_LIGHT1, GL_POSITION, light1_position);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glEnable(GL_COLOR_MATERIAL);
}
void myGlutDisplay(void)
{
init_GL_params();
// clear the window
glClearColor (0,0,0,0); //Color de fondo R G B
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode (GL_MODELVIEW);
glLoadIdentity();
setLightPosition(); //Posici{on de la fuente de luz
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
gluPerspective(60.0f, 1.0, 1.0f, 10000.0f);
gluLookAt( //punto de vista
0 ,100 ,lookfrom , // desde donde veo xyz
0, 0, 0, // hacia donde veo xyz
0,1,0 );
glRotatef(anglex, 1.0, 0.0, 0.0);
glRotatef(angley, 0.0, 1.0, 0.0);
glRotatef(anglez, 0.0, 0.0, 1.0);
//Empieza a dibujar
int espacioX = 500;
int espacioY = 500;
double randomR, randomG, randomB;
for(int i=1; i<=100; i++){
for(int j=1; j<=100; j++){
randomR = (double)rand() / (RAND_MAX);
randomG = (double)rand() / (RAND_MAX);
randomB = (double)rand() / (RAND_MAX);
glColor3f(randomR,randomG,randomB);
glTranslatef(espacioX,espacioY,0);
glutSolidCube(9);
glTranslatef(-espacioX,-espacioY,0);
espacioX-=10;
}
glTranslatef(1000,0,0);
espacioY-=10;
}
glFlush(); // Flush The GL Pipeline
glutSwapBuffers();
}
void myGlutReshape2(int mWidth, int mHeight)
{
ScreenWidth = mWidth;
ScreenHeight = mHeight;
glViewport(0, 0, (GLsizei) ScreenWidth, (GLsizei) ScreenHeight);
glutPostRedisplay();
}
/****************************************************************/
void myGlutIdle(void)
{
glutPostRedisplay();
}
/***************************************************************/
void myGlutMouse(int button, int button_state, int x, int y){
if ( (button == GLUT_LEFT_BUTTON) && (button_state == GLUT_DOWN) )
{
last_x = x;
last_y = y;
left = 1;
middle = 0;
right = 0;
}
else if ((button == GLUT_RIGHT_BUTTON) && (button_state == GLUT_DOWN) )
{
zoom_y = y;
right = 1;
left = 0;
middle = 0;
}
}
void myGlutMotion(int x, int y){
if (left){
anglex+= (float) (y - last_y);
angley+= (float) (x - last_x);
last_x = x;
last_y = y;
}
if (right)
{
lookfrom += (y - zoom_y);
zoom_y = y;
}
}
void GlutInit(int argc, char** argv)
{
ScreenWidth = 700;
ScreenHeight = 700;
/****************************************/
/* Initialize GLUT and create window */
/****************************************/
glutInit(&argc, argv);
glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_STENCIL ); //set up the display as a double buffer using RGB values
glutInitWindowPosition(90, 50); //set the position of where you want the window to open
glutInitWindowSize(ScreenWidth, ScreenHeight); //set how big you want the initial window to be
glutCreateWindow("Testing Virtual Environment" ); //what do you want the window to be called (titlebar text)
//register callbacks
glutDisplayFunc(myGlutDisplay); //Register the display callback
glutReshapeFunc(myGlutReshape2); // -- Resize handler
glutKeyboardFunc(myGlutKeyboard); // -- Keyboard handler
glutMouseFunc(myGlutMouse); // -- Mouse Click handler
glutMotionFunc(myGlutMotion); // -- Mous motion handler
glutIdleFunc(myGlutIdle); // -- Idle handler
glFlush();
}
int main( int argc, char **argv )
{
GlutInit(argc, argv);
glutMainLoop();
return 0;
}
It was a sample code so I just posted the part that I edited, sorry. When I did a cube or a sphere with an specific color it always stayed the same so i didn't realiza that this refresh the image all the time. I don't really understand the whole thing so I don't know where it's refreshing the image.
Why not set SEED to some constant value at start of myGlutDisplay(void). That will give you the same random values each frame without any big change in your code for example like this:
void myGlutDisplay(void)
{
init_GL_params();
// clear the window
glClearColor (0,0,0,0); //Color de fondo R G B
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode (GL_MODELVIEW);
glLoadIdentity();
setLightPosition(); //Posici{on de la fuente de luz
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
gluPerspective(60.0f, 1.0, 1.0f, 10000.0f);
gluLookAt( //punto de vista
0 ,100 ,lookfrom , // desde donde veo xyz
0, 0, 0, // hacia donde veo xyz
0,1,0 );
glRotatef(anglex, 1.0, 0.0, 0.0);
glRotatef(angley, 0.0, 1.0, 0.0);
glRotatef(anglez, 0.0, 0.0, 1.0);
//Empieza a dibujar
int espacioX = 500;
int espacioY = 500;
double randomR, randomG, randomB;
srand(0x98765432); // this is the SEED
for(int i=1; i<=100; i++){
for(int j=1; j<=100; j++){
randomR = (double)rand() / (RAND_MAX);
randomG = (double)rand() / (RAND_MAX);
randomB = (double)rand() / (RAND_MAX);
glColor3f(randomR,randomG,randomB);
glTranslatef(espacioX,espacioY,0);
glutSolidCube(9);
glTranslatef(-espacioX,-espacioY,0);
espacioX-=10;
}
glTranslatef(1000,0,0);
espacioY-=10;
}
glFlush(); // Flush The GL Pipeline
glutSwapBuffers();
}
The value of the SEED will give you the pattern. So changing the constant will change the colors. Beware wrong constant (like 0) can corrupt the randomness of the rand() function.
It seems like you are running this code inside another loop which means you are calculating your random variables every time the scene is redrawn, this would cause the colors to change and the obvious solution would be to poulate your list of cubes once and then iterate through the list drawing the cubes on each scene refresh.
However, without seeing the rest of your code it is unclear. Please include more information so we can give you a better answer.

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 );
.....
}

Glut Reshape Function Not Working

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();
}

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