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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 );
.....
}
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;
}
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;
}
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;
}
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();
}