Reputation: 69
I'm trying to make the gluLookAt() function so that when I press the up & down key the camera moves around the X axis
I'm trying a method I saw at: http://www.lighthouse3d.com/tutorials/glut-tutorial/keyboard-example-moving-around-the-world/ but it's not working for me. Anyone knows an easier way? and where should I put the gluLookAt() so on myDisplay() func?
#include"glut.h"
#include<cmath>
#include<iostream>
using namespace std;
float xr = 0, yr = 0; //to control the object's movement from left to right
// actual vector representing the camera's direction
float lx = 0.0f, lz = -1.0f;
// XZ position of the camera
float x = 0.0f, z = 5.0f;
GLfloat angle = 0.0f;
int refreshmill = 1;
void timer(int value) { //to control the rotation of the object
glutPostRedisplay();
glutTimerFunc(refreshmill, timer, 0);
}
void myDisplay(void) {
//Circle One
float theta;
glClear(GL_COLOR_BUFFER_BIT);
glColor3f(1, 0, 0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glPushMatrix();
glBegin(GL_POLYGON);
for (int x = 0; x < 360; x++) {
theta = x * 3.142 / 180;
glVertex2f(150 * cos(theta)+xr,150 * sin(theta)+yr);
}
glEnd();
glPopMatrix();
//Circle Two
float theta2;
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glPushMatrix();
glTranslatef(0.5f, 0.0f, 0.0f); // rotation
glRotatef(angle, 0.0f, 0.0f, -0.5f); // rotation
glBegin(GL_POLYGON);
glColor3f(0, 0, 1);
for (int x = 0; x < 360; x++) {
theta2 = x * 3.142 / 180;
glVertex2f(150 + 15 * cos(theta2) + xr, 15 * sin(theta2) + yr);
}
glutSwapBuffers();
angle += 0.2; // rotation
glEnd();
glPopMatrix();
//Draw Star
glColor3ub(119, 193, 15);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glPushMatrix();
glBegin(GL_POLYGON);
glVertex2d(15+xr, 60+yr);
glVertex2d(75+xr, 75+yr); //right peak
glVertex2d(15+xr, 90+yr);
glVertex2d(0+xr, 150+yr); //Up-peak Changed
glVertex2d(-15+xr, 90+yr);
glVertex2d(-75+xr,75+yr);
glVertex2d(-15+xr, 60+yr);
glVertex2d(0+xr,0+yr);
glEnd();
glPopMatrix();
glFlush();
glutPostRedisplay();
glutSwapBuffers();
}
void renderScene(void) {
// Clear Color and Depth Buffers
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Reset transformations
glLoadIdentity();
// Set the camera
gluLookAt(x, 1.0f, z,
x + lx, 1.0f, z + lz,
0.0f, 1.0f, 0.0f);
// Draw ground
glColor3f(0.9f, 0.9f, 0.9f);
glBegin(GL_QUADS);
glVertex3f(-100.0f, 0.0f, -100.0f);
glVertex3f(-100.0f, 0.0f, 100.0f);
glVertex3f(100.0f, 0.0f, 100.0f);
glVertex3f(100.0f, 0.0f, -100.0f);
glEnd();
myDisplay();
glutSwapBuffers();
}
//Move to left or right
void keyboard(int key, int x, int y) {
float fraction = 0.1f;
switch (key) {
case GLUT_KEY_RIGHT:
xr++;
cout << x << endl;
glutPostRedisplay();
break;
case GLUT_KEY_LEFT:
xr--;
cout << x << endl;
glutPostRedisplay();
break;
case GLUT_KEY_UP:
angle -= 0.01f;
lx = sin(angle);
lz = -cos(angle);
break;
case GLUT_KEY_DOWN:
angle += 0.01f;
lx = sin(angle);
lz = -cos(angle);
break;
}
}
void init() {
glClearColor(0, 0, 0, 1);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(-250, 250, -250, 250); //IMPORTANT- Define from negative to positive
glMatrixMode(GL_MODELVIEW);
}
int main(int argc, char** argv) {
// init GLUT and create window
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
glutInitWindowSize(500, 500);
glutInitWindowPosition(0, 0);
glutCreateWindow("Homework: Circle");
// register callbacks
glutDisplayFunc(myDisplay);
glutDisplayFunc(renderScene);
glutIdleFunc(renderScene);
glutTimerFunc(0,timer,0);
glutSpecialFunc(keyboard);
// OpenGL init
init();
// enter GLUT event processing cycle
glutMainLoop();
}
Upvotes: 2
Views: 3958
Reputation: 210998
First of all there should be only 1 display call back function:
int main(int argc, char** argv) {
// [...]
// glutDisplayFunc(myDisplay); <----- DELETE!!!
glutDisplayFunc(renderScene);
// glutIdleFunc(renderScene); <----- DELETE!!!
// [...]
}
Setup an an orthographic projection with an extended near and far plane. If the object is rotated around the X axis, it takes space in the 3 dimensions:
void init() {
glClearColor(0, 0, 0, 1);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-250, 250, -250, 250, -250, 250); // <----
glMatrixMode(GL_MODELVIEW);
}
Add a variable anglaX
which is changed in the keyboard event:
float angleX = 0.0f;
void keyboard(int key, int x, int y) {
switch (key) {
case GLUT_KEY_RIGHT: xr++; break;
case GLUT_KEY_LEFT: xr--; break;
case GLUT_KEY_UP: angleX -= 1.0f; break;
case GLUT_KEY_DOWN: angleX += 1.0f; break;
}
}
Rotate the model, after the view was set:
gluLookAt(x, 0.0f, z, x, 0.0f, z-1.0f, 0.0f, 1.0f, 0.0f);
glRotatef(angleX, 1, 0, 0);
Don't do any calls to glutSwapBuffers()
, glFlush()
and glutPostRedisplay()
, except at the end of renderScene
:
void timer(int value) { //to control the rotation of the object
// glutPostRedisplay(); <--- DELETE
glutTimerFunc(refreshmill, timer, 0);
}
void myDisplay(void) {
//Circle One
float theta;
glClear(GL_COLOR_BUFFER_BIT);
glColor3f(1, 0, 0);
glPushMatrix();
glBegin(GL_POLYGON);
for (int x = 0; x < 360; x++) {
theta = x * 3.142 / 180;
glVertex2f(150 * cos(theta)+xr,150 * sin(theta)+yr);
}
glEnd();
glPopMatrix();
//Circle Two
float theta2;
glPushMatrix();
glTranslatef(0.5f, 0.0f, 0.0f); // rotation
glRotatef(angle, 0.0f, 0.0f, -0.5f); // rotation
glBegin(GL_POLYGON);
glColor3f(0, 0, 1);
for (int x = 0; x < 360; x++) {
theta2 = x * 3.142 / 180;
glVertex2f(150 + 15 * cos(theta2) + xr, 15 * sin(theta2) + yr);
}
angle += 0.2; // rotation
glEnd();
glPopMatrix();
//Draw Star
glColor3ub(119, 193, 15);
glPushMatrix();
glBegin(GL_POLYGON);
glVertex2d(15+xr, 60+yr);
glVertex2d(75+xr, 75+yr); //right peak
glVertex2d(15+xr, 90+yr);
glVertex2d(0+xr, 150+yr); //Up-peak Changed
glVertex2d(-15+xr, 90+yr);
glVertex2d(-75+xr,75+yr);
glVertex2d(-15+xr, 60+yr);
glVertex2d(0+xr,0+yr);
glEnd();
glPopMatrix();
}
void renderScene(void) {
// Clear Color and Depth Buffers
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Reset transformations
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// Set the camera
gluLookAt(x, 0.0f, z, x, 0.0f, z-1.0f, 0.0f, 1.0f, 0.0f);
glRotatef(angleX, 1, 0, 0);
// Draw ground
glColor3f(0.9f, 0.9f, 0.9f);
glBegin(GL_QUADS);
glVertex3f(-100.0f, 0.0f, -100.0f);
glVertex3f(-100.0f, 0.0f, 100.0f);
glVertex3f(100.0f, 0.0f, 100.0f);
glVertex3f(100.0f, 0.0f, -100.0f);
glEnd();
myDisplay();
glFlush();
glutPostRedisplay();
glutSwapBuffers();
}
Further I recommend to use double buffering:
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB);
Upvotes: 1
Reputation: 229
You can init your camera with gluLookAt
at init()
, then rotate it when arrow keys pressed. If you want to rotate camera around it's local x axis, assume your initial modelview matrix is V
, newly happened rotation around x axis is R
, you need to set modelview matrix to R*V
, not V*R
.
case GLUT_KEY_UP:
GLfloat temp[16];
glGetFloatv(GL_MODELVIEW_MATRIX, temp);
glLoadIdentity();
glRotate(stepAngle, 1, 0, 0); // calculate stepAngle by your self
glMultMatrixf(temp);
break;
You don need to reset modelview matrix during rendering, view part is already done, make sure you restore it after rendering the whole scene:
glPushMatrix(GL_MODELVIEW_MATRIX)
// don't call glLoadIdentity() here, you don't need to reset view part.
...
...
glPopMatrix()
Upvotes: 1