The Code So Far V
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This code is similar to the one presented for bitmap fonts. The differences are that it uses stroke fonts to display the numbers on top of each snowman, and it displays, using orthographic projection, a text using bitmap fonts. This latter text, which includes the number of frames per second, is not affected by the camera motion, it stays always in the same position on the screen.
The font menu has also been altered to use stroke fonts instead of bitmap fonts.
As usual, if you want to try it, copy and paste this code into your project, or check out the source code at GitHub.
#include <stdio.h> #include <stdlib.h> #include <math.h> #ifdef __APPLE__ #include <GLUT/glut.h> #else #include <GL/glut.h> #endif // angle of rotation for the camera direction float angle = 0.0f; // 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; // the key states. These variables will be zero //when no key is being presses float deltaAngle = 0.0f; float deltaMove = 0; int xOrigin = -1; // Constant definitions for Menus #define RED 1 #define GREEN 2 #define BLUE 3 #define ORANGE 4 #define FILL 1 #define LINE 2 // Pop up menu identifiers int fillMenu, fontMenu, mainMenu, colorMenu; // color for the nose float red = 1.0f, blue=0.5f, green=0.5f; // scale of snowman float scale = 1.0f; // menu status int menuFlag = 0; // default font void *font = GLUT_STROKE_ROMAN; // width and height of the window int h,w; // variables to compute frames per second int frame; long time, timebase; char s[50]; void changeSize(int ww, int hh) { h = hh; w = ww; // Prevent a divide by zero, when window is too short // (you cant make a window of zero width). if (h == 0) h = 1; float ratio = w * 1.0 / h; // Use the Projection Matrix glMatrixMode(GL_PROJECTION); // Reset Matrix glLoadIdentity(); // Set the viewport to be the entire window glViewport(0, 0, w, h); // Set the correct perspective. gluPerspective(45.0f, ratio, 0.1f, 100.0f); // Get Back to the Modelview glMatrixMode(GL_MODELVIEW); } void drawSnowMan() { glScalef(scale, scale, scale); glColor3f(1.0f, 1.0f, 1.0f); // Draw Body glTranslatef(0.0f ,0.75f, 0.0f); glutSolidSphere(0.75f,20,20); // Draw Head glTranslatef(0.0f, 1.0f, 0.0f); glutSolidSphere(0.25f,20,20); // Draw Eyes glPushMatrix(); glColor3f(0.0f,0.0f,0.0f); glTranslatef(0.05f, 0.10f, 0.18f); glutSolidSphere(0.05f,10,10); glTranslatef(-0.1f, 0.0f, 0.0f); glutSolidSphere(0.05f,10,10); glPopMatrix(); // Draw Nose glColor3f(red, green, blue); glRotatef(0.0f,1.0f, 0.0f, 0.0f); glutSolidCone(0.08f,0.5f,10,2); glColor3f(1.0f, 1.0f, 1.0f); } void renderBitmapString( float x, float y, float z, void *font, char *string) { char *c; glRasterPos3f(x, y,z); for (c=string; *c != '\0'; c++) { glutBitmapCharacter(font, *c); } } void renderStrokeFontString( float x, float y, float z, void *font, char *string) { char *c; glPushMatrix(); glTranslatef(x, y,z); glScalef(0.002f, 0.002f, 0.002f); for (c=string; *c != '\0'; c++) { glutStrokeCharacter(font, *c); } glPopMatrix(); } void restorePerspectiveProjection() { glMatrixMode(GL_PROJECTION); // restore previous projection matrix glPopMatrix(); // get back to modelview mode glMatrixMode(GL_MODELVIEW); } void setOrthographicProjection() { // switch to projection mode glMatrixMode(GL_PROJECTION); // save previous matrix which contains the //settings for the perspective projection glPushMatrix(); // reset matrix glLoadIdentity(); // set a 2D orthographic projection gluOrtho2D(0, w, h, 0); // switch back to modelview mode glMatrixMode(GL_MODELVIEW); } void computePos(float deltaMove) { x += deltaMove * lx * 0.1f; z += deltaMove * lz * 0.1f; } void renderScene(void) { if (deltaMove) computePos(deltaMove); // 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(); // Draw 36 SnowMen char number[3]; for(int i = -3; i < 3; i++) for(int j=-3; j < 3; j++) { glPushMatrix(); glTranslatef(i*10.0f, 0.0f, j * 10.0f); drawSnowMan(); sprintf(number,"%d",(i+3)*6+(j+3)); renderStrokeFontString(0.0f, 0.5f, 0.0f, (void *)font ,number); glPopMatrix(); } // Code to compute frames per second frame++; time=glutGet(GLUT_ELAPSED_TIME); if (time - timebase > 1000) { sprintf(s,"Lighthouse3D - FPS:%4.2f", frame*1000.0/(time-timebase)); timebase = time; frame = 0; } // Code to display a string (fps) with bitmap fonts setOrthographicProjection(); glPushMatrix(); glLoadIdentity(); renderBitmapString(5,30,0,GLUT_BITMAP_HELVETICA_18,s); glPopMatrix(); restorePerspectiveProjection(); glutSwapBuffers(); } // ----------------------------------- // KEYBOARD // ----------------------------------- void processNormalKeys(unsigned char key, int xx, int yy) { switch (key) { case 27: glutDestroyMenu(mainMenu); glutDestroyMenu(fillMenu); glutDestroyMenu(colorMenu); glutDestroyMenu(fontMenu); exit(0); break; } } void pressKey(int key, int xx, int yy) { switch (key) { case GLUT_KEY_UP : deltaMove = 0.5f; break; case GLUT_KEY_DOWN : deltaMove = -0.5f; break; } } void releaseKey(int key, int x, int y) { switch (key) { case GLUT_KEY_UP : case GLUT_KEY_DOWN : deltaMove = 0;break; } } // ----------------------------------- // MOUSE // ----------------------------------- void mouseMove(int x, int y) { // this will only be true when the left button is down if (xOrigin >= 0) { // update deltaAngle deltaAngle = (x - xOrigin) * 0.001f; // update camera's direction lx = sin(angle + deltaAngle); lz = -cos(angle + deltaAngle); } } void mouseButton(int button, int state, int x, int y) { // only start motion if the left button is pressed if (button == GLUT_LEFT_BUTTON) { // when the button is released if (state == GLUT_UP) { angle += deltaAngle; xOrigin = -1; } else {// state = GLUT_DOWN xOrigin = x; } } } // ----------------------------------- // MENUS // ----------------------------------- void processMenuStatus(int status, int x, int y) { if (status == GLUT_MENU_IN_USE) menuFlag = 1; else menuFlag = 0; } void processMainMenu(int option) { // nothing to do in here // all actions are for submenus } void processFillMenu(int option) { switch (option) { case FILL: glPolygonMode(GL_FRONT, GL_FILL); break; case LINE: glPolygonMode(GL_FRONT, GL_LINE); break; } } void processFontMenu(int option) { switch (option) { case 1: font = GLUT_STROKE_ROMAN; break; case 2: font = GLUT_STROKE_MONO_ROMAN; break; } } void processColorMenu(int option) { switch (option) { case RED : red = 1.0f; green = 0.0f; blue = 0.0f; break; case GREEN : red = 0.0f; green = 1.0f; blue = 0.0f; break; case BLUE : red = 0.0f; green = 0.0f; blue = 1.0f; break; case ORANGE : red = 1.0f; green = 0.5f; blue = 0.5f; break; } } void createPopupMenus() { fontMenu = glutCreateMenu(processFontMenu); glutAddMenuEntry("STROKE_ROMAN",1 ); glutAddMenuEntry("STROKE_MONO_ROMAN",2 ); fillMenu = glutCreateMenu(processFillMenu); glutAddMenuEntry("Fill",FILL); glutAddMenuEntry("Line",LINE); colorMenu = glutCreateMenu(processColorMenu); glutAddMenuEntry("Red",RED); glutAddMenuEntry("Blue",BLUE); glutAddMenuEntry("Green",GREEN); glutAddMenuEntry("Orange",ORANGE); mainMenu = glutCreateMenu(processMainMenu); glutAddSubMenu("Polygon Mode", fillMenu); glutAddSubMenu("Color", colorMenu); glutAddSubMenu("Font",fontMenu); // attach the menu to the right button glutAttachMenu(GLUT_RIGHT_BUTTON); // this will allow us to know if the menu is active glutMenuStatusFunc(processMenuStatus); } // ----------------------------------- // MAIN // ----------------------------------- int main(int argc, char **argv) { // init GLUT and create window glutInit(&argc, argv); glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA); glutInitWindowPosition(100,100); glutInitWindowSize(320,320); glutCreateWindow("Lighthouse3D - GLUT Tutorial"); // register callbacks glutDisplayFunc(renderScene); glutReshapeFunc(changeSize); glutIdleFunc(renderScene); glutIgnoreKeyRepeat(1); glutKeyboardFunc(processNormalKeys); glutSpecialFunc(pressKey); glutSpecialUpFunc(releaseKey); // here are the two new functions glutMouseFunc(mouseButton); glutMotionFunc(mouseMove); // OpenGL init glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); // init Menus createPopupMenus(); // enter GLUT event processing cycle glutMainLoop(); return 1; }
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8 Responses to “The Code So Far V”
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Hiya,
I was wondering if you know how to render a stroke font as a so-called ‘billboard’, that’s to say a stroke font which ALWAYS faces the camera.
Here’s my code to render a stroke font – but please note this does NOT do ‘billboarding’. Also please note that I’m converting to North, East, Down convention because this is working as a plugin for a flight simulator, and I’m feeding glRotate with a quaternion – but this doesn’t mean anything really. The code will still look very familiar:
glPushMatrix();
glTranslatef(y, -z, -x);
glScalef(0.001, 0.001, 0.001);
gsc = sqrt(q1.x * q1.x + q1.y * q1.y + q1.z * q1.z);
glRotatef(2 * acos(q1.w) * RAD_TO_DEG, q1.y / gsc, -q1.z / gsc, -q1.x / gsc);
sprintf(gstring, “%i”, some_integer);
for (i = 0; i < strlen(gstring); i++)
{
glutStrokeCharacter(GLUT_STROKE_ROMAN, gstring[i]);
}
glPopMatrix();
Any ideas? I'd be most grateful!
Best regards,
Anthony
have a look at the billboard tutorial: http://www.lighthouse3d.com/opengl/billboarding/
I’ve figured it out. You’ve also now set “h” & “w” as global variables instead of local to “changeSize”, and these global variables are used in “setOrthographicProjection”.
It would be easier to understand if you introduced “ww” & “hh” as the new global variables,and used them in “setOrthographicProjection”. The “changeSize” function would then continue to use “h” & “w” as its arguments, but would just need 2 code lines to set the globals as follows:-
ww = w;
hh = h;
In this code you have altered the “changeSize” function by introducing “hh” & “ww”.
Without this change the Frames per Second text does not appear in the window.
Please can you explain why.
I really dont know why, but it`s give me segmentation fault
Perhaps it lacks the proper initialization, as shown in the previous page:
int frame=0,time,timebase=0;
You’re using a non standard way if converting pointers to integers. I’m on linux and the compiler gives me an error:
error: cast from ‘void*’ to ‘int’ loses precision
I’ve played around with it a little but couldnt get it to work correctly.
Here are some possible answers:
http://stackoverflow.com/questions/1640423/error-cast-from-void-to-int-loses-precision
Compiling does work for me now but the integers only contain zeros, not a valid font.
Yes, you’re right. Thanks for pointing it out. Windows lets you do that …
The code has been updated to address this issue.