• Advertisement
  • Popular Tags

  • Popular Now

  • Advertisement
  • Similar Content

    • By Fadey Duh
      Good evening everyone!

      I was wondering if there is something equivalent of  GL_NV_blend_equation_advanced for AMD?
      Basically I'm trying to find more compatible version of it.

      Thank you!
    • By Jens Eckervogt
      Hello guys, 
       
      Please tell me! 
      How do I know? Why does wavefront not show for me?
      I already checked I have non errors yet.
      using OpenTK; using System.Collections.Generic; using System.IO; using System.Text; namespace Tutorial_08.net.sourceskyboxer { public class WaveFrontLoader { private static List<Vector3> inPositions; private static List<Vector2> inTexcoords; private static List<Vector3> inNormals; private static List<float> positions; private static List<float> texcoords; private static List<int> indices; public static RawModel LoadObjModel(string filename, Loader loader) { inPositions = new List<Vector3>(); inTexcoords = new List<Vector2>(); inNormals = new List<Vector3>(); positions = new List<float>(); texcoords = new List<float>(); indices = new List<int>(); int nextIdx = 0; using (var reader = new StreamReader(File.Open("Contents/" + filename + ".obj", FileMode.Open), Encoding.UTF8)) { string line = reader.ReadLine(); int i = reader.Read(); while (true) { string[] currentLine = line.Split(); if (currentLine[0] == "v") { Vector3 pos = new Vector3(float.Parse(currentLine[1]), float.Parse(currentLine[2]), float.Parse(currentLine[3])); inPositions.Add(pos); if (currentLine[1] == "t") { Vector2 tex = new Vector2(float.Parse(currentLine[1]), float.Parse(currentLine[2])); inTexcoords.Add(tex); } if (currentLine[1] == "n") { Vector3 nom = new Vector3(float.Parse(currentLine[1]), float.Parse(currentLine[2]), float.Parse(currentLine[3])); inNormals.Add(nom); } } if (currentLine[0] == "f") { Vector3 pos = inPositions[0]; positions.Add(pos.X); positions.Add(pos.Y); positions.Add(pos.Z); Vector2 tc = inTexcoords[0]; texcoords.Add(tc.X); texcoords.Add(tc.Y); indices.Add(nextIdx); ++nextIdx; } reader.Close(); return loader.loadToVAO(positions.ToArray(), texcoords.ToArray(), indices.ToArray()); } } } } } And It have tried other method but it can't show for me.  I am mad now. Because any OpenTK developers won't help me.
      Please help me how do I fix.

      And my download (mega.nz) should it is original but I tried no success...
      - Add blend source and png file here I have tried tried,.....  
       
      PS: Why is our community not active? I wait very longer. Stop to lie me!
      Thanks !
    • By codelyoko373
      I wasn't sure if this would be the right place for a topic like this so sorry if it isn't.
      I'm currently working on a project for Uni using FreeGLUT to make a simple solar system simulation. I've got to the point where I've implemented all the planets and have used a Scene Graph to link them all together. The issue I'm having with now though is basically the planets and moons orbit correctly at their own orbit speeds.
      I'm not really experienced with using matrices for stuff like this so It's likely why I can't figure out how exactly to get it working. This is where I'm applying the transformation matrices, as well as pushing and popping them. This is within the Render function that every planet including the sun and moons will have and run.
      if (tag != "Sun") { glRotatef(orbitAngle, orbitRotation.X, orbitRotation.Y, orbitRotation.Z); } glPushMatrix(); glTranslatef(position.X, position.Y, position.Z); glRotatef(rotationAngle, rotation.X, rotation.Y, rotation.Z); glScalef(scale.X, scale.Y, scale.Z); glDrawElements(GL_TRIANGLES, mesh->indiceCount, GL_UNSIGNED_SHORT, mesh->indices); if (tag != "Sun") { glPopMatrix(); } The "If(tag != "Sun")" parts are my attempts are getting the planets to orbit correctly though it likely isn't the way I'm meant to be doing it. So I was wondering if someone would be able to help me? As I really don't have an idea on what I would do to get it working. Using the if statement is truthfully the closest I've got to it working but there are still weird effects like the planets orbiting faster then they should depending on the number of planets actually be updated/rendered.
    • By Jens Eckervogt
      Hello everyone, 
      I have problem with texture
      using System; using OpenTK; using OpenTK.Input; using OpenTK.Graphics; using OpenTK.Graphics.OpenGL4; using System.Drawing; using System.Reflection; namespace Tutorial_05 { class Game : GameWindow { private static int WIDTH = 1200; private static int HEIGHT = 720; private static KeyboardState keyState; private int vaoID; private int vboID; private int iboID; private Vector3[] vertices = { new Vector3(-0.5f, 0.5f, 0.0f), // V0 new Vector3(-0.5f, -0.5f, 0.0f), // V1 new Vector3(0.5f, -0.5f, 0.0f), // V2 new Vector3(0.5f, 0.5f, 0.0f) // V3 }; private Vector2[] texcoords = { new Vector2(0, 0), new Vector2(0, 1), new Vector2(1, 1), new Vector2(1, 0) }; private int[] indices = { 0, 1, 3, 3, 1, 2 }; private string vertsrc = @"#version 450 core in vec3 position; in vec2 textureCoords; out vec2 pass_textureCoords; void main(void) { gl_Position = vec4(position, 1.0); pass_textureCoords = textureCoords; }"; private string fragsrc = @"#version 450 core in vec2 pass_textureCoords; out vec4 out_color; uniform sampler2D textureSampler; void main(void) { out_color = texture(textureSampler, pass_textureCoords); }"; private int programID; private int vertexShaderID; private int fragmentShaderID; private int textureID; private Bitmap texsrc; public Game() : base(WIDTH, HEIGHT, GraphicsMode.Default, "Tutorial 05 - Texturing", GameWindowFlags.Default, DisplayDevice.Default, 4, 5, GraphicsContextFlags.Default) { } protected override void OnLoad(EventArgs e) { base.OnLoad(e); CursorVisible = true; GL.GenVertexArrays(1, out vaoID); GL.BindVertexArray(vaoID); GL.GenBuffers(1, out vboID); GL.BindBuffer(BufferTarget.ArrayBuffer, vboID); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(vertices.Length * Vector3.SizeInBytes), vertices, BufferUsageHint.StaticDraw); GL.GenBuffers(1, out iboID); GL.BindBuffer(BufferTarget.ElementArrayBuffer, iboID); GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(indices.Length * sizeof(int)), indices, BufferUsageHint.StaticDraw); vertexShaderID = GL.CreateShader(ShaderType.VertexShader); GL.ShaderSource(vertexShaderID, vertsrc); GL.CompileShader(vertexShaderID); fragmentShaderID = GL.CreateShader(ShaderType.FragmentShader); GL.ShaderSource(fragmentShaderID, fragsrc); GL.CompileShader(fragmentShaderID); programID = GL.CreateProgram(); GL.AttachShader(programID, vertexShaderID); GL.AttachShader(programID, fragmentShaderID); GL.LinkProgram(programID); // Loading texture from embedded resource texsrc = new Bitmap(Assembly.GetEntryAssembly().GetManifestResourceStream("Tutorial_05.example.png")); textureID = GL.GenTexture(); GL.BindTexture(TextureTarget.Texture2D, textureID); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)All.Linear); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)All.Linear); GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, texsrc.Width, texsrc.Height, 0, PixelFormat.Bgra, PixelType.UnsignedByte, IntPtr.Zero); System.Drawing.Imaging.BitmapData bitmap_data = texsrc.LockBits(new Rectangle(0, 0, texsrc.Width, texsrc.Height), System.Drawing.Imaging.ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppRgb); GL.TexSubImage2D(TextureTarget.Texture2D, 0, 0, 0, texsrc.Width, texsrc.Height, PixelFormat.Bgra, PixelType.UnsignedByte, bitmap_data.Scan0); texsrc.UnlockBits(bitmap_data); GL.Enable(EnableCap.Texture2D); GL.BufferData(BufferTarget.TextureBuffer, (IntPtr)(texcoords.Length * Vector2.SizeInBytes), texcoords, BufferUsageHint.StaticDraw); GL.BindAttribLocation(programID, 0, "position"); GL.BindAttribLocation(programID, 1, "textureCoords"); } protected override void OnResize(EventArgs e) { base.OnResize(e); GL.Viewport(0, 0, ClientRectangle.Width, ClientRectangle.Height); } protected override void OnUpdateFrame(FrameEventArgs e) { base.OnUpdateFrame(e); keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Key.Escape)) { Exit(); } } protected override void OnRenderFrame(FrameEventArgs e) { base.OnRenderFrame(e); // Prepare for background GL.Clear(ClearBufferMask.ColorBufferBit); GL.ClearColor(Color4.Red); // Draw traingles GL.EnableVertexAttribArray(0); GL.EnableVertexAttribArray(1); GL.BindVertexArray(vaoID); GL.UseProgram(programID); GL.BindBuffer(BufferTarget.ArrayBuffer, vboID); GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, 0, IntPtr.Zero); GL.ActiveTexture(TextureUnit.Texture0); GL.BindTexture(TextureTarget.Texture3D, textureID); GL.BindBuffer(BufferTarget.ElementArrayBuffer, iboID); GL.DrawElements(BeginMode.Triangles, indices.Length, DrawElementsType.UnsignedInt, 0); GL.DisableVertexAttribArray(0); GL.DisableVertexAttribArray(1); SwapBuffers(); } protected override void OnClosed(EventArgs e) { base.OnClosed(e); GL.DeleteVertexArray(vaoID); GL.DeleteBuffer(vboID); } } } I can not remember where do I add GL.Uniform2();
    • By Jens Eckervogt
      Hello everyone
      For @80bserver8 nice job - I have found Google search. How did you port from Javascript WebGL to C# OpenTK.?
      I have been searched Google but it shows f***ing Unity 3D. I really want know how do I understand I want start with OpenTK But I want know where is porting of Javascript and C#?
       
      Thanks!
  • Advertisement
  • Advertisement
Sign in to follow this  

OpenGL Moving a single object around in 2D

This topic is 1670 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi everyone,

I know this question has been asked a few times before, but I still can't get my program to work.

 

I'm working on an Asteroids clone in OpenGL, and I'm starting off by simply getting my spaceship to move around.  I also have 4 quads set up in each respective corner so I know if the movement is working or not.

 

However, it seems like I'm moving the quads around, and not my spaceship.  Here's the code:

void renderScene()
{
	glClear(GL_COLOR_BUFFER_BIT);
	
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();

	glPushMatrix();

	gSpaceship.render();

	glPopMatrix();

	glPushMatrix();
	//move to bottom right corner
	glTranslatef(SPACE_WIDTH / 2.f, SPACE_HEIGHT / 2.f, 0.f);

	glBegin(GL_QUADS);
		glColor3f(0.f, 1.f, 0.f);
		glVertex2f(0.f, 0.f);
		glVertex2f(50.f, 0.f);
		glVertex2f(50.f, 50.f);
		glVertex2f(0.f, 50.f);
	glEnd();

	//move to bottom left corner
	glTranslatef(-SPACE_WIDTH, 0.f, 0.f);

	glBegin(GL_QUADS);
		glColor3f(0.f, 0.f, 1.f);
		glVertex2f(0.f, 0.f);
		glVertex2f(50.f, 0.f);
		glVertex2f(50.f, 50.f);
		glVertex2f(0.f, 50.f);
	glEnd();

	//move to top left corner
	glTranslatef(0.f, -SPACE_HEIGHT, 0.f);

	glBegin(GL_QUADS);
		glColor3f(1.f, 1.f, 1.f);
		glVertex2f(0.f, 0.f);
		glVertex2f(50.f, 0.f);
		glVertex2f(50.f, 50.f);
		glVertex2f(0.f, 50.f);
	glEnd();

	//move to top right corner
	glTranslatef(SPACE_WIDTH, 0.f, 0.f);

	glBegin(GL_QUADS);
		glColor3f(1.f, 0.f, 1.f);
		glVertex2f(0.f, 0.f);
		glVertex2f(50.f, 0.f);
		glVertex2f(50.f, 50.f);
		glVertex2f(0.f, 50.f);
	glEnd();
	glPopMatrix();

	glFlush();
	
	glutSwapBuffers();
}

and heres' gSpaceship.render(), and consequently, JTexture.render():

void Spaceship::render()
{
       //mGraphics is a JTexture
       //m_xPos and m_yPos start out in the center of the 4 quads
	mGraphics.render(m_xPos, m_yPos);
}

void JTexture::render(GLfloat x, GLfloat y)
{
	if (mTextureID != 0)
	{
		glTranslatef(x, y, 0.f);

		glBindTexture(GL_TEXTURE_2D, mTextureID);

		glBegin(GL_QUADS);
			glTexCoord2f(0.f, 0.f); glVertex2f(0.f, 0.f );
            glTexCoord2f(1.f, 0.f); glVertex2f(mTextureWidth, 0.f );
            glTexCoord2f(1.f, 1.f); glVertex2f(mTextureWidth, mTextureHeight);
            glTexCoord2f(0.f, 1.f); glVertex2f(0.f, mTextureHeight);
        glEnd();
	}
}

also, I'd like to eventually be able to rotate the texture and move in the direction its facing; I know how to rotate a texture, but I know I will be very lost when it comes to moving in a direction thats not axis-aligned.  How does one go about this?

 

Thanks a lot!

Edited by johnmarinelli

Share this post


Link to post
Share on other sites
Advertisement

An easy way to deal with position and rotation and everything else related to transforms is to use a matrix to represent an object's transformations.

 

So you can have a class with your object's data (in the case, a single Quad + Texture) in it's original state, and when you're about to draw it, you use glLoadMatrix(matrix) and all it's transformations will be done.

 

Also, a suggestion, do some research about VBOs, what you're doing is called "Immediate Mode" and is pretty outdated and usually bad on performance.

Share this post


Link to post
Share on other sites

Here is a basic bare bones multiple triangle animation using modern OpenGL 3.x with inline vertex and fragment shaders.

compile it using :     g++ -o 005_tri_mo_mu_f8_ver3_simple 005_tri_mo_mu_f8_ver3_simple.cpp  -lGL -lGLEW -lglut -lGLU
 

//		g++ -o opengl_tri_multi_move opengl_tri_multi_move.cpp -lGL -lGLU -lGLEW -lglut
//		optirun ./opengl_tri_multi_move


#include <GL/glew.h>
#include <GL/freeglut.h>
#include <vector>
#include <iostream>

#include <string.h>		//	strlen
#include <cstdio>	// printf, sprintf  in cpp c++

// ---------


#include <iomanip>	// std::setprecision
//#include <locale>	// to insert commas into large numbers


#include <sstream>



#define WINDOW_TITLE_PREFIX "move multiple triangles"
int CurrentWidth = 1100, CurrentHeight = 1000, WindowHandle = 0;
unsigned FrameCount = 0;

#define YES 1
#define NO  0

//#define DEBUG YES
#define DEBUG NO

int did_load_program = NO;
int x1_reached_edge = NO;
int y1_reached_edge = NO;

GLfloat x_max = 0.9, y_max = 0.9;
GLfloat x_min = -0.9, y_min = -0.9;
GLfloat min_incr = -0.3, max_incr = 0.3;
// GLfloat size_triangle_side = 0.007;
GLfloat size_triangle_side = 0.2;


struct struct_program {

    static GLuint Load( const char * vert, const char * geom, const char * frag ) {

        GLuint prog = glCreateProgram();
        if( vert ) AttachShader( prog, GL_VERTEX_SHADER, vert );
        if( geom ) AttachShader( prog, GL_GEOMETRY_SHADER, geom );
        if( frag ) AttachShader( prog, GL_FRAGMENT_SHADER, frag );
        glLinkProgram( prog );
        CheckStatus( prog );
        return prog;
    }

private:

    static void CheckStatus( GLuint obj ) {

        GLint status = GL_FALSE, len = 10;
        if( glIsShader(obj) )   glGetShaderiv ( obj, GL_COMPILE_STATUS, & status );
        if( glIsProgram(obj) )  glGetProgramiv( obj, GL_LINK_STATUS, & status );
        if( status == GL_TRUE ) return;
        if( glIsShader(obj) )   glGetShaderiv ( obj, GL_INFO_LOG_LENGTH, & len );
        if( glIsProgram(obj) )  glGetProgramiv( obj, GL_INFO_LOG_LENGTH, & len );
        std::vector< char > log( len, 'X' );
        if( glIsShader(obj) )   glGetShaderInfoLog ( obj, len, NULL, &log[0] );
        if( glIsProgram(obj) )  glGetProgramInfoLog( obj, len, NULL, &log[0] );
        std::cerr << & log[0] << std::endl;
        exit( -1 );
    }

    static void AttachShader( GLuint program, GLenum type, const char * src ) {

        GLuint shader = glCreateShader( type );
        glShaderSource( shader, 1, & src, NULL );
        glCompileShader( shader );
        CheckStatus( shader );
        glAttachShader( program, shader );
        glDeleteShader( shader );
    }
};

#define GLSL(version, shader) "#version " #version "\n" #shader

const char* vert = GLSL (
    400 core,
    layout( location = 0 ) in vec4 vPosition;
    void main()
    {
        gl_Position = vPosition;
    }
);

const char* frag = GLSL (
    400 core,
    out vec4 fColor;
    void main()
    {
        fColor = vec4( 0.0, 0.0, 1.0, 1.0 );
    }
);

//#define total_num_triangles  1500
//#define total_num_triangles  3
//#define total_num_triangles  10000000
// #define total_num_triangles  100000
#define total_num_triangles  10

#define index_ArrayBuffer 0
#define NumBuffers 1

//num_vertex_arrays

GLuint vPosition = 0;

//GLuint VAOs[total_num_triangles];
GLuint vertex_array_object;

GLuint Buffers[NumBuffers];

const GLuint  NumVertices = 3;

#define X 0
#define Y 1
//GLfloat tri_location[total_num_triangles][2];
GLfloat vertex_locations[ 3 * total_num_triangles][2];	//	3 vertex per triangle, X&Y per vertex
//GLfloat incr[total_num_triangles][2];

GLfloat triangle_incr[total_num_triangles][2];

// ------------------------

bool get_direction(GLfloat curr_location, GLfloat min_location, GLfloat max_location) {

	bool answer = false;
	if (curr_location < min_location || curr_location > max_location) {

		answer = true;
	}
	return answer;
}

void setup_opengl() {

    glGenVertexArrays(NumBuffers, & vertex_array_object);



    glBindVertexArray(vertex_array_object);

    glGenBuffers(NumBuffers, Buffers);
    glBindBuffer(GL_ARRAY_BUFFER, Buffers[index_ArrayBuffer]);

    // ----------


    glVertexAttribPointer(vPosition, 2, GL_FLOAT, GL_FALSE, 0, (void*)(0) );
    glEnableVertexAttribArray(vPosition);
    glBindVertexArray(vertex_array_object);
}

void display(void) {

	++FrameCount;

    glClear(GL_COLOR_BUFFER_BIT);

//    glGenVertexArrays(total_num_triangles, & vertex_array_object);
//    glGenVertexArrays(NumBuffers, & vertex_array_object);

//	std::cout << "----- top of display ------ " << std::endl;

    // ----------------

    int curr_vertex = 0;
    int curr_triangle = 0;
    for (; curr_triangle < total_num_triangles; curr_triangle++) {

    	if (get_direction(vertex_locations[curr_vertex    ][X], x_min, x_max) ||
    		get_direction(vertex_locations[curr_vertex + 1][X], x_min, x_max) ||
    		get_direction(vertex_locations[curr_vertex + 2][X], x_min, x_max)) {

    		triangle_incr[curr_triangle][X] *= -1.0;
    	}

    	if (get_direction(vertex_locations[curr_vertex    ][Y], y_min, y_max) ||
    		get_direction(vertex_locations[curr_vertex + 1][Y], y_min, y_max) ||
    		get_direction(vertex_locations[curr_vertex + 2][Y], y_min, y_max)) {

    		triangle_incr[curr_triangle][Y] *= -1.0;
    	}

    	// triangle vertex 1
    	vertex_locations[curr_vertex][X] += triangle_incr[curr_triangle][X];
    	vertex_locations[curr_vertex][Y] += triangle_incr[curr_triangle][Y];

    	if (YES == DEBUG) {
        	std::cout << "tri " << curr_triangle;
			std::cout << " X " << vertex_locations[curr_vertex][X]
					  << " Y " << vertex_locations[curr_vertex][Y];
    	}

    	curr_vertex++;

    	// triangle vertex 2
    	vertex_locations[curr_vertex][X] += triangle_incr[curr_triangle][X];
    	vertex_locations[curr_vertex][Y] += triangle_incr[curr_triangle][Y];

    	if (YES == DEBUG) {
			std::cout << "        X " << vertex_locations[curr_vertex][X]
					  <<        " Y " << vertex_locations[curr_vertex][Y];
    	}

    	curr_vertex++;

    	// triangle vertex 3
    	vertex_locations[curr_vertex][X] += triangle_incr[curr_triangle][X];
    	vertex_locations[curr_vertex][Y] += triangle_incr[curr_triangle][Y];

    	if (YES == DEBUG) {
			std::cout << "        X " << vertex_locations[curr_vertex][X]
					  <<        " Y " << vertex_locations[curr_vertex][Y] << std::endl;
    	}

    	curr_vertex++;
    }

    // ----------

    glBindVertexArray(vertex_array_object);

//    glGenBuffers(NumBuffers, Buffers);
//    glBindBuffer(GL_ARRAY_BUFFER, Buffers[index_ArrayBuffer]);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_locations), vertex_locations, GL_STATIC_DRAW);
//    glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_locations), vertex_locations, GL_DYNAMIC_DRAW);
//
//    glVertexAttribPointer(vPosition, 2, GL_FLOAT, GL_FALSE, 0, (void*)(0) );
//    glEnableVertexAttribArray(vPosition);
//    glBindVertexArray(vertex_array_object);

    glDrawArrays(GL_TRIANGLES, 0, 3 * total_num_triangles);
//    glDrawArrays(GL_TRIANGLES, 0, total_num_triangles);

    // ----------

    glutSwapBuffers();
}

// ---------------

void process_SHIFT_ALT_CTRL(unsigned char key, int x, int y) {

    switch(key) {

    	case 27: {

//    		printf ("just hit ESC key\n");
    		exit(8);
    	}
    }
}

// --------------

const char * insert_commas_into_int(int given_integer) {

	std::ostringstream stm ;
	stm << given_integer;
	std::string str_num(stm.str());

	int size_str = str_num.size() ;

//	std::cout << " num digits in " << given_integer << " is " << size_str << std::endl;
	for( int i = size_str ; i > 0 ; i -= 3 ) {

		if (i != size_str)
			str_num.insert( i, 1, ',' ) ;
	}
//	std::cout << str_num << '\n' ;

	return str_num.c_str();
}

// --------------

void TimerFunction(int Value) {

	if (0 != Value) {
		char* TempString = (char*)
			malloc(512 + strlen(WINDOW_TITLE_PREFIX));

		sprintf(
			TempString,
			"%s: %s triangles doing %d Frames Per Second @ %d x %d",
			WINDOW_TITLE_PREFIX,
			insert_commas_into_int(total_num_triangles),
			FrameCount * 4,
			CurrentWidth,
			CurrentHeight
		);

		glutSetWindowTitle(TempString);
		free(TempString);
	}

	FrameCount = 0;
	glutTimerFunc(250, TimerFunction, 1);
}

GLfloat get_random_in_range(GLfloat minimum, GLfloat maximum) {

	return(minimum + (float)rand()/((float)RAND_MAX/(maximum - minimum)));
}
void IdleFunction(void)
{
	glutPostRedisplay();
}


static void define_callbacks() {

    glutDisplayFunc(display);
    glutKeyboardFunc( process_SHIFT_ALT_CTRL );
	glutIdleFunc(IdleFunction);
	glutTimerFunc(0, TimerFunction, 0);
}

int main(int argc, char** argv) {

	// initialize random seed
	srand ( time(NULL) );

	glutInit(&argc, argv);
	glutInitDisplayMode( GLUT_RGBA | GLUT_DOUBLE );
 	glutInitWindowSize(CurrentWidth, CurrentHeight);

     glutInitContextVersion(4, 0);
     glutInitContextProfile(GLUT_CORE_PROFILE);
     glutCreateWindow(argv[0]);

     glewExperimental = GL_TRUE;
     if( GLEW_OK != glewInit() )
         exit(EXIT_FAILURE);

     int curr_vertex = 0;
     int curr_triangle = 0;
     for (; curr_triangle < total_num_triangles; curr_triangle++) {

    	 triangle_incr[curr_triangle][X] = get_random_in_range(min_incr, max_incr) / 50.0;
    	 triangle_incr[curr_triangle][Y] = get_random_in_range(min_incr, max_incr) / 50.0;


     	if (YES == DEBUG) {
			 std::cout << " triangle_incr X " << triangle_incr[curr_triangle][X]
					   << " triangle_incr Y " << triangle_incr[curr_triangle][Y] << std::endl;
     	}

    	 GLfloat x_curr = get_random_in_range(min_incr, max_incr);
    	 GLfloat y_curr = get_random_in_range(min_incr, max_incr);

    	 // triangle vertex 1
    	 vertex_locations[curr_vertex][X] = x_curr;
    	 vertex_locations[curr_vertex][Y] = y_curr;

     	if (YES == DEBUG) {
			 std::cout << "tri " << curr_triangle << std::endl;
			 std::cout << " vertex 1 X " << vertex_locations[curr_vertex][X]
					   << " Y " << vertex_locations[curr_vertex][Y] << std::endl;
     	}

    	 // triangle vertex 2
    	 vertex_locations[curr_vertex + 1][X] = x_curr;
    	 vertex_locations[curr_vertex + 1][Y] = y_curr - size_triangle_side;

     	if (YES == DEBUG) {
			 std::cout << " vertex 2 X " << vertex_locations[curr_vertex + 1][X]
					 << " Y " << vertex_locations[curr_vertex + 1][Y] << std::endl;
     	}

    	 // triangle vertex 3
    	 vertex_locations[curr_vertex + 2][X] = x_curr - size_triangle_side;
    	 vertex_locations[curr_vertex + 2][Y] = y_curr - size_triangle_side;

     	if (YES == DEBUG) {
			 std::cout << " vertex 3 X " << vertex_locations[curr_vertex + 2][X]
					 << " Y " << vertex_locations[curr_vertex + 2][Y] << std::endl;
     	}

    	 curr_vertex += 3;	// 3 vertex per triangle
     }

     // -----------

     GLuint program = struct_program::Load( vert, NULL, frag );
     glUseProgram(program);

     // -----------

     setup_opengl();

     define_callbacks();

     glutMainLoop();
}


Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement