Reputation: 2443
Basically I want to achieve is a collection of rectangles right next to each other, that I can control from an array. I can't seem to find any reliable information on something this stupidly simple, as most tutorials take too big a jump for me to find helpful. So far I can't even get it to render the grid, it draws it incredibly large. (For some reason?)
#include <cstdlib>
#include <iostream>
#include <GLUT/GLUT.h>
void display();
void resize(int, int);
void timer(int);
#define SCREEN 512
#define REFRESH 30
const int GRID = 8;
/* Main function: GLUT runs as a console application starting at main() */
int main(int argc, char** argv) {
glutInit(&argc, argv); // Initialize GLUT
glutCreateWindow("OpenGL Setup Test"); // Create a window with the given title
glutInitWindowSize(SCREEN, SCREEN); // Set the window's initial width & height
glutTimerFunc(0, timer, 0);
glutInitWindowPosition(0, SCREEN); // Position the window's initial top-left corner
glutDisplayFunc(display); // Register display callback handler for window re-paint
glutInitDisplayMode(GLUT_DOUBLE);
glutReshapeFunc(resize);
glutMainLoop(); // Enter the event-processing loop
return 0;
}
/* Handler for window-repaint event. Call back when the window first appears and
whenever the window needs to be re-painted. */
void display() {
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set background color to black and opaque
glClear(GL_COLOR_BUFFER_BIT); // Clear the color buffer (background)
glMatrixMode(GL_MODELVIEW); // To operate on Model-View matrix
glLoadIdentity();
for(int x=0; x < SCREEN; x+=GRID)
{
for(int y=0; y < SCREEN; y+=GRID)
{
// Draw a Red 1x1 Square centered at origin
glPushMatrix();
glTranslatef((1.0f/x)*GRID, (1.0f/y)*GRID, 0);
//std::cout << (GLfloat)1/x << " : " << (GLfloat)1/y << std::endl;
glBegin(GL_QUADS); // Each set of 4 vertices form a quad
glColor3f(1.0f, 0.0f, 0.0f); // Red
glVertex2f(-1.0f/GRID, -1.0f/GRID); // x, y
glVertex2f( 1.0f/GRID, -1.0f/GRID);
glVertex2f( 1.0f/GRID, 1.0f/GRID);
glVertex2f(-1.0f/GRID, 1.0f/GRID);
glEnd();
glPopMatrix();
}
}
/*glBegin(GL_QUADS); // Each set of 4 vertices form a quad
glColor3f(1.0f, 0.0f, 0.0f); // Red
glVertex2f(-0.005, -0.005); // x, y
glVertex2f( 0.005, -0.005);
glVertex2f( 0.005, 0.005);
glVertex2f(-0.005, 0.005);
glEnd();*/
glFlush(); // Render now
}
/* Called back when timer expired */
void timer(int value) {
glutPostRedisplay(); // Post re-paint request to activate display()
glutTimerFunc(REFRESH, timer, 0); // next Timer call milliseconds later
}
void resize(int width, int height) {
// we ignore the params and do:
glutReshapeWindow( 600, 600);
gluOrtho2D(0, 0, width, height);
glTranslatef(-0.5, -0.5, 0);
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
}
Upvotes: 1
Views: 6085
Reputation: 54572
Let's first define what I believe your values mean, because it seems like you're not using them as you intended:
SCREEN
: Size of window, in pixels.GRID
: Size of each quad, in pixels.So the number of quads that can fit in each direction is SCREEN / GRID
. This value can be calculated once, before the draw loops:
int quadCount = SCREEN / GRID;
The next important part is understanding the OpenGL coordinate system. If you don't apply any transformations (and there's really no need to for your use case), the range of x
and y
that are mapped to the window is from -1.0f
to 1.0f
. So to fill the window, the coordinates of all quads need to fill the [-1.0f, 1.0f]
range in both directions.
Since the range of coordinates you need to produce is 2.0f
(from -1.0f
to 1.0f
), the width/height of each quad in this coordinate system is 2.0f / quadCount
. I would calculate this value once outside the nested loops:
float quadSize = 2.0f / static_cast<float>(quadCount);
Now, to place the quads at a given position, their size needs to be multiplied by their index. And remember again, that the coordinates start at (-1.0f, -1.0f)
. So the rendering code could look like this:
glBegin(GL_QUADS);
glColor3f(1.0f, 0.0f, 0.0f);
for (int x = 0; x < quadCount; ++x)
{
float xPos = -1.0f + x * quadSize;
for (int y = 0; y < quadCount; ++y)
{
float yPos = -1.0f + y * quadSize;
glVertex2f(xPos, yPos);
glVertex2f(xPos + quadSize, yPos);
glVertex2f(xPos + quadSize, yPos + quadSize);
glVertex2f(xPos, yPos + quadSize);
}
}
glEnd();
Upvotes: 6