Links to the LWJGL tutorials. OpenGL drawing: setting up a two-dimensional rendering canvas and drawing coloured primitive shapes OpenGL. Input: processing input using the Keyboard and Mouse classes. Texturing: applying textures (images) to shapes using the slickutil library. Game states: implementing varying game states.
I assume that you have some knowledge of OpenGL. Otherwise, read 'Introduction to OpenGL with 2D Graphics'.
Example 1: 3D Shapes (OGL01Shape3D.cpp)
This example is taken from Nehe OpenGL Tutorial Lesson # 5 (@ http://nehe.gamedev.net/), which displays a 3D color-cube and a pyramid. The cube is made of of 6 quads, each having different colors. The hallow pyramid is made up of 4 triangle, with different colors on each of the vertices.
GLUT Setup - main()
The program contains a initGL()
, display()
and reshape()
functions.
The main()
program:
- glutInit(&argc, argv);
Initializes the GLUT. - glutInitWindowSize(640, 480);
glutInitWindowPosition(50, 50);
glutCreateWindow(title);
Creates a window with a title, initial width and height positioned at initial top-left corner. - glutDisplayFunc(display);
Registersdisplay()
as the re-paint event handler. That is, the graphics sub-system calls backdisplay()
when the window first appears and whenever there is a re-paint request. - glutReshapeFunc(reshape);
Registersreshape()
as the re-sized event handler. That is, the graphics sub-system calls backreshape()
when the window first appears and whenever the window is re-sized. - glutInitDisplayMode(GLUT_DOUBLE);
Enables double buffering. Indisplay()
, we useglutSwapBuffers()
to signal to the GPU to swap the front-buffer and back-buffer during the next VSync (Vertical Synchronization). - initGL();
Invokes theinitGL()
once to perform all one-time initialization tasks. - glutMainLoop();
Finally, enters the event-processing loop.
One-Time Initialization Operations - initGL()
The initGL()
function performs the one-time initialization tasks. It is invoked from main()
once (and only once).
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set background color to black and opaque
glClearDepth(1.0f); // Set background depth to farthest
// In display()
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
Set the clearing (background) color to black (R=0, G=0, B=0) and opaque (A=1), and the clearing (background) depth to the farthest (Z=1). In display()
, we invoke glClear()
to clear the color and depth buffer, with the clearing color and depth, before rendering the graphics. (Besides the color buffer and depth buffer, OpenGL also maintains an accumulation buffer and a stencil buffer which shall be discussed later.)
glEnable(GL_DEPTH_TEST); // Enable depth testing for z-culling
glDepthFunc(GL_LEQUAL); // Set the type of depth-test
We need to enable depth-test to remove the hidden surface, and set the function used for the depth test.
glShadeModel(GL_SMOOTH); // Enable smooth shading
We enable smooth shading in color transition. The alternative is GL_FLAT
. Try it out and see the difference.
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Nice perspective corrections
In graphics rendering, there is often a trade-off between processing speed and visual quality. We can use glHint()
to decide on the trade-off. In this case, we ask for the best perspective correction, which may involve more processing. The default is GL_DONT_CARE
.
Defining the Color-cube and Pyramid
OpenGL's object is made up of primitives (such as triangle, quad, polygon, point and line). A primitive is defined via one or more vertices. The color-cube is made up of 6 quads. Each quad is made up of 4 vertices, defined in counter-clockwise (CCW) order, such as the normal vector is pointing out, indicating the front face. All the 4 vertices have the same color. The color-cube is defined in its local space (called model space) with origin at the center of the cube with sides of 2 units.
Similarly, the pyramid is made up of 4 triangles (without the base). Each triangle is made up of 3 vertices, defined in CCW order. The 5 vertices of the pyramid are assigned different colors. The color of the triangles are interpolated (and blend smoothly) from its 3 vertices. Again, the pyramid is defined in its local space with origin at the center of the pyramid.
Model Transform
The objects are defined in their local spaces (model spaces). We need to transform them to the common world space, known as model transform.
To perform model transform, we need to operate on the so-called model-view matrix (OpenGL has a few transformation matrices), by setting the current matrix mode to model-view matrix:
glMatrixMode(GL_MODELVIEW); // To operate on model-view matrix
We perform translations on cube and pyramid, respectively, to position them on the world space:
// Color-cube
glLoadIdentity(); // Reset model-view matrix
glTranslatef(1.5f, 0.0f, -7.0f); // Move right and into the screen
// Pyramid
glLoadIdentity();
glTranslatef(-1.5f, 0.0f, -6.0f); // Move left and into the screen
View Transform
The default camera position is:
That is, EYE=(0,0,0)
at the origin, AT=(0,0,-100)
pointing at negative-z axis (into the screen), and UP=(0,1,0)
corresponds to y-axis.
OpenGL graphics rendering pipeline performs so-called view transform to bring the world space to camera's view space. In the case of the default camera position, no transform is needed.
Viewport Transform
void reshape(GLsizei width, GLsizei height) {
glViewport(0, 0, width, height);
The graphics sub-system calls back reshape()
when the window first appears and whenever the window is resized, given the new window's width
and height
, in pixels. We set our application viewport to cover the entire window, top-left corner at (0, 0) of width
and height
, with default minZ
of 0 and maxZ
of 1. We also use the same aspect ratio of the viewport for the projection view frustum to prevent distortion. In the viewport, a pixel has (x, y) value as well as z-value for depth processing.
Projection Transform
GLfloat aspect = (GLfloat)width / (GLfloat)height; // Compute aspect ratio of window
glMatrixMode(GL_PROJECTION); // To operate on the Projection matrix
glLoadIdentity(); // Reset
gluPerspective(45.0f, aspect, 0.1f, 100.0f); // Perspective projection: fovy, aspect, near, far
A camera has limited field of view. The projection models the view captured by the camera. There are two types of projection: perspective projection and orthographic projection. In perspective projection, object further to the camera appears smaller compared with object of the same size nearer to the camera. In orthographic projection, the objects appear the same regardless of the z-value. Orthographic projection is a special case of perspective projection where the camera is placed very far away. We shall discuss the orthographic projection in the later example.
To set the projection, we need to operate on the projection matrix. (Recall that we operated on the model-view matrix in model transform.)
We set the matrix mode to projection matrix and reset the matrix. We use the gluPerspective()
to enable perspective projection, and set the fovy (view angle from the bottom-plane to the top-plane), aspect ratio (width/height), zNear and zFar of the View Frustum (truncated pyramid). In this example, we set the fovy to 45°. We use the same aspect ratio as the viewport to avoid distortion. We set the zNear to 0.1 and zFar to 100 (z=-100). Take that note the color-cube (1.5, 0, -7) and the pyramid (-1.5, 0, -6) are contained within the View Frustum.
The projection transform transforms the view frustum to a 2x2x1 cuboid clipping-volume centered on the near plane (z=0). The subsequent viewport transform transforms the clipping-volume to the viewport in screen space. The viewport is set earlier via the glViewport()
function.
Example 2: 3D Shape with Animation (OGL02Animation.cpp)
Let's modify the previous example to carry out animation (rotating the cube and pyramid).
The new codes are:
GLfloat anglePyramid = 0.0f; // Rotational angle for pyramid [NEW]
GLfloat angleCube = 0.0f; // Rotational angle for cube [NEW]
int refreshMills = 15; // refresh interval in milliseconds [NEW]
We define two global variables to keep track of the current rotational angles of the cube and pyramid. We also define the refresh period as 15 msec (66 frames per second).
void timer(int value) {
glutPostRedisplay(); // Post re-paint request to activate display()
glutTimerFunc(refreshMills, timer, 0); // next timer call milliseconds later
}
To perform animation, we define a function called timer()
, which posts a re-paint request to activate display()
when the timer expired, and then run the timer again. In main()
, we perform the first timer()
call via glutTimerFunc(0, timer, 0)
.
glRotatef(angleCube, 1.0f, 1.0f, 1.0f); // Rotate the cube about (1,1,1)-axis [NEW]
......
glRotatef(anglePyramid, 1.0f, 1.0f, 0.0f); // Rotate about the (1,1,0)-axis [NEW]
......
anglePyramid += 0.2f; // update pyramid's angle
angleCube -= 0.15f; // update cube's angle
In display()
, we rotate the cube and pyramid based on their rotational angles, and update the angles after each refresh.
Example 3: Orthographic Projection (OGL03Orthographic.cpp)
As mentioned, OpenGL support two type of projections: perspective and orthographic. In orthographic projection, an object appears to be the same size regardless of the depth. Orthographic is a special case of perspective projection, where the camera is placed very far away.
To use orthographic projection, change the reshape()
function to invoke glOrtho()
.
In this example, we set the cross-section of view-volume according to the aspect ratio of the viewport, and depth from 0.1 to 100, corresponding to z=-0.1 to z=-100. Take note that the cube and pyramid are contained within the view-volume.
Example 4: Vertex Array
In the earlier example, drawing a cube requires at least 24 glVertex
functions and a pair of glBegin
and glEnd
. Function calls may involve high overhead and hinder the performance. Furthermore, each vertex is specified and processed three times.
![Opengl Animation Example Car Opengl Animation Example Car](https://i.pinimg.com/originals/c2/d3/de/c2d3dea5e0c40b4ff701b8df3b3cf75b.png)
I'm trying to move a car in a straight line.What I have is the starting and ending points of the line.
This is what I've tried so far
The angle is received by
This solution works occasionally if point 1 is to the left of point 2 and only one car is moving.If I try to move several cars simultaneously only one of the cars moves as expected. The others however seem to have a will of their own...
So...
- What do I need to do to make all of the cars drive together?
- How Should I calculate the angle properly? (regardless of where is the starting point)
Important Note: The car is moving on a flat xz plane (y=0)
EDIT:
This is my car class (at the moment)
This is how i construct a car
And this is how I draw all the cars
1 Answer
For the angle it is probably easier to use
atan2 computes not only the arctangent for your vector, but also takes care of the nasty case-handling whenever your angle would not be definite.
(Remember that cosine/sine are periodic with period pi, so just using a delta-value will result in two possible angles, i.e. (1,1) and (-1,-1) will both result in the angle 45°).
Maybe this does solve your problem of the cars not driving together. If not check that every car gets an own angle assigned to it.