Reputation: 87
I'm trying to draw a a polygon on the screen with vertices determined by mouse clicks. A left click adds a vertex to the polygon, and a right click will add the last vertex to the polygon connecting it to the first and creating the shape.
I currently have two vectors, one for x-coordinates and one for y-coordinates, and I am looping through the vectors creating a line loop. A -1 in the vector determines the end of a polygon and the start of a new one. This is a function that is then called in the display function.
Eventually I have to scan convert these polygons, and then clip them in a user defined window using the Sutherland Hodgman algorithm, but I'm having trouble even getting the polygons to show up.
glBegin(GL_LINE_LOOP);
for (int i = 0; i < xCo.size(); i++)
{
if (xCo[i + 1] != -1)
{
glVertex2f(xCo[i], yCo[i]);
glVertex2f(xCo[i + 1], yCo[i + 1]);
}
else
{
glVertex2f(xCo[i + 1], yCo[i + 1]);
glVertex2f(xCo[0], yCo[0]);
}
}
glEnd();
glFlush();
xCo.clear();
yCo.clear();
Upvotes: 1
Views: 2775
Reputation: 52084
Use struct
s instead of separate arrays and float
comparisons:
#include <glm/glm.hpp>
typedef vector< glm::vec2 > Poly;
void drawPoly( const Poly& poly )
{
if( poly.size() == 1 )
glBegin( GL_POINTS );
else
glBegin( GL_LINE_STRIP );
for( const auto& pt : poly )
{
glVertex2f( pt.x, pt.y );
}
glEnd();
}
In context:
#include <GL/glut.h>
#include <glm/glm.hpp>
#include <vector>
typedef std::vector< glm::vec2 > Poly;
void drawPoly( const Poly& poly )
{
if( poly.size() == 1 )
glBegin( GL_POINTS );
else
glBegin( GL_LINE_STRIP );
for( const auto& pt : poly )
{
glVertex2f( pt.x, pt.y );
}
glEnd();
}
typedef std::vector< Poly > Polys;
Polys polys( 1 );
void mouse( int button, int state, int x, int y )
{
if( GLUT_UP == state && GLUT_LEFT_BUTTON == button )
{
polys.back().push_back( glm::vec2( x, y ) );
glutPostRedisplay();
}
if( GLUT_UP == state && GLUT_RIGHT_BUTTON == button )
{
polys.back().push_back( polys.back().front() );
polys.push_back( Poly() );
glutPostRedisplay();
}
}
void display()
{
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
double w = glutGet( GLUT_WINDOW_WIDTH );
double h = glutGet( GLUT_WINDOW_HEIGHT );
glOrtho( 0, w, h, 0, -1, 1 );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
glColor3ub( 255, 255, 255 );
for( const auto& poly : polys )
{
drawPoly( poly );
}
glutSwapBuffers();
}
int main( int argc, char **argv )
{
glutInitWindowSize( 640, 480 );
glutInit( &argc, argv );
glutInitDisplayMode( GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE );
glutCreateWindow( "GLUT" );
glutDisplayFunc( display );
glutMouseFunc( mouse );
glutMainLoop();
return 0;
}
Upvotes: 1