Reputation: 566
I have created a simple particle simulation for a fountain from this source. I also wanted to implement this using C++ classes. So, tried to put the above part of the logic into classes at this source (This is a very nice framework). I just have to inherit the class and redefine the functionalities that I would like.
I defined the functions for display()
in which I call my DrawObjects()
.
I am running into the following issues:
BMP
) for my particles. It is failing for some reason. I tried both relative and absolute paths. Then tried to load a RAW
texture(using IrfanViewer
) with no luck. Also tried to remove the texture code to make them simple OpenGL primitives. Again no luck.DrawAxis()
function which actually needs to draw cyan colored axis with red colored strings. However, gray colored primitives are showing up. I checked the code for usage of grayscale
configuration, but no such thing.Note: Working on Windows VC++ 2010. Code can be found at NippyZip
.
Minimal Code
Main.cpp
#include "ParticleSimulation.h"
int main(int argc, char *argv[]) {
ParticleSimulation particleSimulation(50);
particleSimulation.InitParticles();
particleSimulation.setLookAt(80.0, 80.0, 80.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
particleSimulation.startFramework(argc, argv);
// **Note** No code below startFramework() will get executed
return 0;
}
GlutFramework.cpp
#include "GlutFramework.h"
namespace glutFramework {
// Set constants
const double GlutFramework::FRAME_TIME = 1.0 / GlutFramework::FPS * 1000.0; // Milliseconds
GlutFramework *GlutFramework::instance = NULL;
GlutFramework::GlutFramework() {
elapsedTimeInSeconds = 0;
frameTimeElapsed = 0;
title = "GLUT Framework: Paul Solt 2010";
eyeVector = Vector<float>(0.0, 0.0, -10.0); // move the eye position back
position = 0.0f;
direction = 1.0 / FRAME_TIME;
}
GlutFramework::~GlutFramework() {
}
void GlutFramework::startFramework(int argc, char *argv[]) {
setInstance(); // Sets the instance to self, used in the callback wrapper functions
// Initialize GLUT
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowPosition(WINDOW_X_POSITION, WINDOW_Y_POSITION);
glutInitWindowSize(WINDOW_WIDTH, WINDOW_HEIGHT);
glutCreateWindow(title.c_str());
// Function callbacks with wrapper functions
glutReshapeFunc(reshapeWrapper);
glutMouseFunc(mouseButtonPressWrapper);
glutMotionFunc(mouseMoveWrapper);
glutDisplayFunc(displayWrapper);
glutKeyboardFunc(keyboardDownWrapper);
glutKeyboardUpFunc(keyboardUpWrapper);
glutSpecialFunc(specialKeyboardDownWrapper);
glutSpecialUpFunc(specialKeyboardUpWrapper);
init(); // Initialize
glutIdleFunc(runWrapper); // The program run loop
glutMainLoop(); // Start the main GLUT thread
}
void GlutFramework::load() {
// Subclass and override this method
}
void GlutFramework::display(float dTime) {
// Subclass and override this method
static int frame = 0;
std::cout << "GlutFramework Display: Frame: " << frame << ", dt(sec): " << dTime << ", Position: " << position << std::endl;
++frame;
// DEMO: Create a teapot and move it back and forth on the x-axis
glTranslatef(position, 0.0f, 0.0f);
glutSolidTeapot(2.5);
if(position > 4 && direction > 0) {
direction = -1.0 / FRAME_TIME;
} else if(position < -4 && direction < 0) {
direction = 1.0 / FRAME_TIME;
}
position += direction;
}
void GlutFramework::reshape(int width, int height) {
glViewport(0,0,(GLsizei)width,(GLsizei)height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0.0, (GLdouble) width, 0.0, (GLdouble) height);
}
void GlutFramework::mouseButtonPress(int button, int state, int x, int y) {
printf("MouseButtonPress: x: %d y: %d\n", x, y);
}
void GlutFramework::mouseMove(int x, int y) {
printf("MouseMove: x: %d y: %d\n", x, y);
}
void GlutFramework::keyboardDown( unsigned char key, int x, int y )
{
// Subclass and override this method
printf( "KeyboardDown: %c = %d\n", key, (int)key );
if (key==27) { //27 =- ESC key
exit (0);
}
keyStates.keyDown( (int)key );
}
void GlutFramework::keyboardUp( unsigned char key, int x, int y )
{
// Subclass and override this method
printf( "KeyboardUp: %c \n", key );
keyStates.keyUp( (int)key );
}
void GlutFramework::specialKeyboardDown( int key, int x, int y )
{
// Subclass and override this method
printf( "SpecialKeyboardDown: %d\n", key );
}
void GlutFramework::specialKeyboardUp( int key, int x, int y )
{
// Subclass and override this method
printf( "SpecialKeyboardUp: %d \n", key );
}
// ******************************
// ** Graphics helper routines **
// ******************************
// Initialize the projection/view matricies.
void GlutFramework::setDisplayMatricies() {
/* Setup the projection and model view matricies */
int width = glutGet( GLUT_WINDOW_WIDTH );
int height = glutGet( GLUT_WINDOW_HEIGHT );
float aspectRatio = width/height;
glViewport( 0, 0, width, height );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
gluPerspective( 60, aspectRatio, 1, 500.0 );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
gluLookAt(eyeVector.x, eyeVector.y, eyeVector.z,
centerVector.x, centerVector.y, centerVector.z,
upVector.x, upVector.y, upVector.z);
}
void GlutFramework::setupLights() {
GLfloat light1_position[] = { 0.0, 1.0, 1.0, 0.0 };
GLfloat white_light[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat lmodel_ambient[] = { 0.4, 0.4, 0.4, 1.0 };
GLfloat ambient_light[] = { 0.8, 0.8, 0.8, 1.0 };
glLightfv( GL_LIGHT0, GL_POSITION, light1_position );
glLightfv( GL_LIGHT0, GL_AMBIENT, ambient_light );
glLightfv( GL_LIGHT0, GL_DIFFUSE, white_light );
glLightfv( GL_LIGHT0, GL_SPECULAR, white_light );
glLightModelfv( GL_LIGHT_MODEL_AMBIENT, lmodel_ambient );
}
void GlutFramework::setLookAt(float eyeX, float eyeY, float eyeZ,
float centerX, float centerY, float centerZ, float upX, float upY, float upZ) {
eyeVector = Vector<float>(eyeX, eyeY, eyeZ);
centerVector = Vector<float>(centerX, centerY, centerZ);
upVector = Vector<float>(upX, upY, upZ);
}
Vector<float> GlutFramework::getEyeVector() const {
return eyeVector;
}
Vector<float> GlutFramework::getCenterVector() const {
return centerVector;
}
Vector<float> GlutFramework::getUpVector() const {
return upVector;
}
void GlutFramework::setTitle(std::string theTitle) {
title = theTitle;
}
// **************************
// ** GLUT Setup functions **
// **************************
void GlutFramework::init() {
glClearColor(0.0, 0.0, 0.0, 1.0);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glShadeModel(GL_SMOOTH);
glEnable(GL_DEPTH_TEST);
load();
}
void GlutFramework::setInstance() {
//std::cout << "GlutFramework::setInstance()" << std::endl;
instance = this;
}
void GlutFramework::run() {
if(frameRateTimer.isStopped()) { // The initial frame has the timer stopped, start it once
frameRateTimer.start();
}
frameRateTimer.stop(); // stop the timer and calculate time since last frame
double milliseconds = frameRateTimer.getElapsedMilliseconds();
frameTimeElapsed += milliseconds;
if( frameTimeElapsed >= FRAME_TIME ) { // If the time exceeds a certain "frame rate" then show the next frame
glutPostRedisplay();
frameTimeElapsed -= FRAME_TIME; // remove a "frame" and start counting up again
}
frameRateTimer.start(); // start the timer
}
void GlutFramework::displayFramework() {
if(displayTimer.isStopped()) { // Start the timer on the initial frame
displayTimer.start();
}
glClearColor(0.0, 0.0, 0.0, 1.0);
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); // Clear once
displayTimer.stop(); // Stop the timer and get the elapsed time in seconds
elapsedTimeInSeconds = displayTimer.getElapsedSeconds(); // seconds
setupLights();
setDisplayMatricies();
display(elapsedTimeInSeconds);
glutSwapBuffers();
displayTimer.start(); // reset the timer to calculate the time for the next frame
}
// ******************************************************************
// ** Static functions which are passed to Glut function callbacks **
// ******************************************************************
void GlutFramework::displayWrapper() {
instance->displayFramework();
}
void GlutFramework::reshapeWrapper(int width, int height) {
instance->reshape(width, height);
}
void GlutFramework::runWrapper() {
instance->run();
}
void GlutFramework::mouseButtonPressWrapper(int button, int state, int x, int y) {
instance->mouseButtonPress(button, state, x, y);
}
void GlutFramework::mouseMoveWrapper(int x, int y) {
instance->mouseMove(x, y);
}
void GlutFramework::keyboardDownWrapper(unsigned char key, int x, int y) {
instance->keyboardDown(key,x,y);
}
void GlutFramework::keyboardUpWrapper(unsigned char key, int x, int y) {
instance->keyboardUp(key,x,y);
}
void GlutFramework::specialKeyboardDownWrapper(int key, int x, int y) {
instance->specialKeyboardDown(key,x,y);
}
void GlutFramework::specialKeyboardUpWrapper(int key, int x, int y) {
instance->specialKeyboardUp(key,x,y);
}
} // namespace
ParticleSimulation.h
#include "preheader.h"
#include "Particle.h"
#include "GlutFramework.h"
#ifndef ___PARTICLESIMULATION_H___
#define ___PARTICLESIMULATION_H___
using namespace glutFramework;
#ifndef ABS_IMAGE_LOCATION
#define ABS_IMAGE_LOCATION "E:/IIIT B/College/Sem 3/CG/GraphicAssignment3/images/particle.bmp"
#endif
class ParticleSimulation : virtual public GlutFramework{
private:
GLuint numParticles; // total number of particles in the system
Particle *particles;
GLuint textureParticle;
//static GLint textureCount;
//functions
void AllocateObjects(void );
void DeAllocateObjects(void );
public:
ParticleSimulation(void );
ParticleSimulation(GLuint numParticles);
~ParticleSimulation(void );
void InitParticles(void );
void EvolveParticle(void );
void DisplayObjects(void );
void LoadTextureRAW(const char * filename, int wrap);
void LoadTextureBMP(const char * filename, int wrap);
void FreeTexture(void );
void DrawAxis();
void RenderBitmapString(GLfloat x, GLfloat y, GLfloat z, void *font, char *string);
//virtual functions
void display(float dTime);
};
#endif //___PARTICLESIMULATION_H___
ParticleSimulation.cpp
#include "ParticleSimulation.h"
using namespace std;
. . .
void ParticleSimulation::DisplayObjects(){
// rendering functions
glLoadIdentity();
//glRotatef(20.0, 1.0, 0.0, 0.0); // show scene from top front
//glBindTexture(GL_TEXTURE_2D, this->textureParticle); // choose particle texture
for (int i = 0; i <= this->numParticles; i++){
GLfloat xpos = 0.0f, ypos = 0.0f, zpos = 0.0f;
particles[i].getPosition(xpos, ypos, zpos);
if(ypos < 0.0)
particles[i].setLifeTime(0.0);
if(particles[i].getActiveStatus() && particles[i].getLifeTime() > 0.0) {
GLfloat red = 0.0f, green = 0.0f, blue = 0.0f;
particles[i].getColor(red, green, blue);
glColor3f(red, green, blue);
glBegin(GL_TRIANGLE_STRIP);
glVertex2f(0.0,1.0); glVertex3f(xpos + 0.002, ypos + 0.002, zpos + 0.0); // top right
glVertex2f(0.0,0.0); glVertex3f(xpos - 0.002, ypos + 0.002, zpos + 0.0); // top left
glVertex2f(1.0,1.0); glVertex3f(xpos + 0.002, ypos - 0.002, zpos + 0.0); // bottom right
glVertex2f(1.0,0.0); glVertex3f(xpos - 0.002, ypos - 0.002, zpos + 0.0); // bottom left
//glTexCoord2f(1.0,0.0); glVertex3f(xpos - 0.002, ypos - 0.002, zpos + 0.0); // bottom left
glEnd();
} else {
particles[i].CreateParticle();
}
}
EvolveParticle();
}
void ParticleSimulation::EvolveParticle()
{
for(int i = 0; i <= this->numParticles; i++){ // evolve the particle parameters
GLfloat xpos = 0.0f, ypos = 0.0f, zpos = 0.0f;
GLfloat green = 0.0f, red = 0.0f, blue = 0.0f;
GLfloat xVel = 0.0f, yVel = 0.0f, zVel = 0.0f;
particles[i].setLifeTime( particles[i].getLifeTime() - particles[i].getDecay() );
particles[i].getPosition(xpos, ypos, zpos);
particles[i].getSpeed(xVel, yVel, zVel);
particles[i].getPosition(xpos += xVel, ypos += yVel, zpos += zVel);
particles[i].getSpeed(xVel, yVel -= 0.00007, zVel);
}
}
// Texture ///////////////////////////////////////////////////////////
// load a 256x256 RGB .RAW file as a texture
void ParticleSimulation::LoadTextureBMP(const char * filename, int wrap)
{
int width = 0, height = 0;
BYTE *data = NULL;
FILE *file = NULL;
// open texture data
file = fopen( filename, "rb" );
if ( file == NULL ) {
cout << "\nFile could not be opened." << endl;
return;
}
// allocate buffer
width = 256;
height = 256;
data = (BYTE *) malloc( width * height * 3 );
// read texture data
fread( data, width * height * 3, 1, file );
fclose(file);
// allocate a texture name
this->textureParticle = 0;
glGenTextures( 1, &this->textureParticle );
// select our current texture
glBindTexture( GL_TEXTURE_2D, this->textureParticle );
// select modulate to mix texture with color for shading
glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
// when texture area is small, bilinear filter the closest MIP map
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_LINEAR_MIPMAP_NEAREST );
// when texture area is large, bilinear filter the first MIP map
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
// if wrap is true, the texture wraps over at the edges (repeat)
// ... false, the texture ends at the edges (clamp)
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
wrap ? GL_REPEAT : GL_CLAMP );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
wrap ? GL_REPEAT : GL_CLAMP );
// build our texture MIP maps
gluBuild2DMipmaps( GL_TEXTURE_2D, 3, width,
height, GL_RGB, GL_UNSIGNED_BYTE, data );
// free buffer
free( data );
return;
}
void ParticleSimulation::FreeTexture(void )
{
glDeleteTextures(1, &this->textureParticle);
}
void ParticleSimulation::DrawAxis() {
char s1[10];
glPushMatrix();
glColor3f(1.0f, 0.0f, 0.0f);
sprintf(s1, "X-axis");
RenderBitmapString(50.0f, 0.0f, 0.0f, GLUT_BITMAP_HELVETICA_12, s1);
sprintf(s1, "Y-axis");
RenderBitmapString(0.0f, 50.0f, 0.0f, GLUT_BITMAP_HELVETICA_12, s1);
sprintf(s1, "Z-axis");
RenderBitmapString(0.0f, 0.0f, 50.0f, GLUT_BITMAP_HELVETICA_12, s1);
sprintf(s1, "Origin");
RenderBitmapString(0.0f, 0.0f, 0.0f, GLUT_BITMAP_HELVETICA_12, s1);
glPointSize(4.0f);
glColor3f(0.0f, 1.0f, 1.0f);
glBegin(GL_LINE_STRIP);
glVertex3f(0.0f, 0.0f, 0.0f);
glVertex3f(0.0f, 50.0f, 0.0f);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex3f(0.0f, 0.0f, 0.0f);
glVertex3f(50.0f, 0.0f, 0.0f);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex3f(0.0f, 0.0f, 0.0f);
glVertex3f(0.0f, 0.0f, 50.0f);
glEnd();
glPopMatrix();
}
void ParticleSimulation::display(float dTime)
{
static int frame = 0;
//cout << "GlutFramework Display: Frame: " << frame << ", dt(sec): " << dTime << ", Position: " << position << endl;
++frame;
//cout << "Calling the DisplayObject Function" << endl;
//glTranslatef(0.0f, 0.0f, 0.0f);
//glutSolidTeapot(2.5);
DrawAxis(); //Aditya: Working with grayscale though
DisplayObjects(); //Aditya: Nothing is drawn
}
Upvotes: 0
Views: 1125
Reputation: 52157
LoadTextureBMP()
is being invoked (with its bevy of OpenGL calls) before you have an OpenGL context (via startFramework()
).
You need a current context before issuing GL commands.
EDIT:
for(int i = 0; i <= this->numParticles; i++)
Stop that. You're accessing off the end of your allocated memory.
Do this:
for(int i = 0; i < this->numParticles; i++)
Notice the less-than instead of the less-than-or-equal. For C/C++ arrays of size N the only valid indexes are in the range [0, N-1]. Your <=
will cause the for
-loop to try to access element N.
EDIT2:
GlutFramework::init()
enables lighting. This is altering the colors in your axis rendering in ParticleSimulation::DrawAxis()
. Disable it in ParticleSimulation::display()
via glDisable(GL_LIGHTING)
:
EDIT3:
This will do something but probably not what you expect:
glBegin(GL_TRIANGLE_STRIP);
glVertex2f(0.0,1.0); glVertex3f(xpos + 0.002, ypos + 0.002, zpos + 0.0); // top right
glVertex2f(0.0,0.0); glVertex3f(xpos - 0.002, ypos + 0.002, zpos + 0.0); // top left
glVertex2f(1.0,1.0); glVertex3f(xpos + 0.002, ypos - 0.002, zpos + 0.0); // bottom right
glVertex2f(1.0,0.0); glVertex3f(xpos - 0.002, ypos - 0.002, zpos + 0.0); // bottom left
glEnd();
You seem to think that glVertex2f()
will somehow generate texture coordinates. It will not. You're looking for glTexCoord2f()
.
For drawing view-aligned triangles you'll want to look into billboarding.
Upvotes: 2