Reputation: 1
I'm trying to convert 3D to 2D coordinates. and I understand I need to use gluProject()
. But I'm facing troubles setting it up. I need to use Pixel coordinates
I need help in InitGL()
how can I properly initialize it. also in DrawGLScene()
how can use it? I need to keep the z
variable for making layers so I don't want to disable it.
This is my code:
#ifdef WIN32
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#endif
#if defined(__APPLE__) && defined(__MACH__)
#include <OpenGL/gl.h> // Header File For The OpenGL32 Library
#include <OpenGL/glu.h> // Header File For The GLu32 Library
#else
#include <GL/gl.h> // Header File For The OpenGL32 Library
#include <GL/glu.h> // Header File For The GLu32 Library
#endif
#include "SDL.h" // SDL library for managing input and window management (multipltform)
#include "SOIL.h" // SOIL library for loading textures (multiplatform)
const int WINDOW_WIDTH = 640;
const int WINDOW_HEIGHT = 480;
const char* WINDOW_TITLE = "RB Game Engine";
float position=0;
GLuint texture[1]; // number of texture = 1
/* A general OpenGL initialization function. Sets all of the initial parameters. */
void InitGL(int Width, int Height) // We call this right after our OpenGL window is created.
{
LoadGLTextures(); // Jump To Texture Loading Routine ( NEW )
glEnable(GL_TEXTURE_2D); // Enable Texture Mapping ( NEW )
glViewport(0, 0, Width, Height);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // This Will Clear The Background Color To Black
glClearDepth(1.0); // Enables Clearing Of The Depth Buffer
glDepthFunc(GL_LESS); // The Type Of Depth Test To Do
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading
glMatrixMode(GL_PROJECTION);
glLoadIdentity(); // Reset The Projection Matrix
gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f); // Calculate The Aspect Ratio Of The Window
glMatrixMode(GL_MODELVIEW);
}
/* The main drawing function. */
void DrawGLScene()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
glLoadIdentity(); // Reset The View
glTranslatef(0.0f,0.0f,-6.0f); // Move Right 3 Units
glBindTexture(GL_TEXTURE_2D, texture[0]);
// draw a square (quadrilateral)
glBegin(GL_QUADS); // start drawing a polygon (4 sided)
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f+position, -1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f+position, -1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f+position, 1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f+position, 1.0f, 1.0f);
glEnd(); // done with the polygon
// swap buffers to display, since we're double buffered.
SDL_GL_SwapBuffers();
}
Upvotes: 0
Views: 2693
Reputation: 111
You can use the code below inside DrawGLScene()
, after InitGL()
.
It won't need any other initialization.
But make sure you execute it before any change of projection (e.g. 2D projection for drawing on the position of the coords
you get back).
GLdouble x, y, z; // target 2d coords (z is 'unused')
GLdouble coords[] = { 1.0, 1.0, 1.0 }; // current 3d coords
GLdouble model_view[16];
glGetDoublev(GL_MODELVIEW_MATRIX, model_view);
GLdouble projection[16];
glGetDoublev(GL_PROJECTION_MATRIX, projection);
GLint viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
// get window coords based on 3D coordinates
gluProject( coords[0], coords[1], coords[2],
model_view, projection, viewport,
&x, &y, &z);
Description of gluProject parameters
An example of gluUnproject where I have the code from
Upvotes: 4