Hi there ppl…
I’m building an OpenGL application for my Computer Graphics Orientation assignment that is supposed to render 3D trees. So far so good, nothing special.
I’ve defined a recursive procedure in Delphi that can draw binary trees given a couple of parameters and it works perfectly, but this procedure is currently called every time the tree is drawn. This is, of course, unnecessary and I would like to save my tree as an interleaved vertex/color-array or as a display list. But now I’m stuck with a problem. This is my recursive procedure (I’ve left out a couple of details):
Procedure DrawTree(Depth, MaxDepth: Byte; Scale, Length, Angle, Twist: Double)
// Some Const en Var declarations…
Begin
// Setting up some variables and constants and drawing a cylinder at the desired position as the current branch…
If Depth<>0 Then Begin //Call DrawTree again?
glTranslatef(0, Length, 0);
glPushMatrix(); //New branch number one…
glRotatef(Angle, 0, 0, 1);
glRotatef(Twist, 0, 1, 0);
DrawTree(Depth - 1, MaxDepth, Scale, Length * Scale, Angle, Twist);
glPopMatrix();
glPushMatrix(); //New branch number two…
glRotatef(-Angle, 0, 0, 1);
glRotatef(Twist, 0, 1, 0);
DrawTree(Depth - 1, MaxDepth, Scale, Length * Scale, Angle, Twist);
glPopMatrix();
End;
End;
As you can see, every new branch has its own, new local coordinate system, but if I want to save my tree, I actually want to save every knot at which a fork occurs as a vertex in my array in WORLD coordinates. So I have to figure out how to convert the current local coordinates to world coordinates based on the current modelviewmatrix on the stack and that’s the part were I’m stuck. How do I convert local to world coordinates ?
A thing worth mentioning might be that the camera also resides on the modelviewmatrix (although I don’t know whether or not this makes any difference for my problem), the procedure that redraws the scene is as follows (again with a couple of details left out):
Procedure Redraw(Sender: TObject);
Begin
glClear(GL_COLOR_BUFFER_BIT Or GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
With Camera Do Begin
gluLookAt(EyeX, EyeY, EyeZ, TarX, TarY, TarZ, UpX, UpY, UpZ);
glRotatef(OrbX, 1, 0, 0); //Camera rotations
glRotatef(OrbY, 0, 1, 0);
// Some lighting routines…
End;
DrawTree(DepthBar.Position, DepthBar.Position, ScaleBar.Position / 100, LengthBar.Position / 100, AngleBar.Position, TwistBar.Position);
PageFlip;
End;
I hope all of this makes sense and someone out there knows what I’m trying to do, I’d really appreciate some help at transforming the local coords to world coords ;-).
GRTZ and thanks in advance,
VuurSnikkel.