sajis997

11-07-2015, 03:45 PM

Hi forum,

I am trying to update an old opengl code to the modern opengl one and I am not getting the expected output. I believe that I am confused with the matrix manipulation . Please check the old code snippet:

void drawHilbertCurve(float x, float y, std::string lrep)

{

glClear(GL_COLOR_BUFFER_BIT);

glPushMatrix();

/*

browse through the grammar of the hilbert curve that is generated

for a number of iteration

*/

for(std::string::iterator it = lrep.begin(); it != lrep.end(); it++)

{

if(*it == 'F')

{

//define the color of the primitive to be drawn

glColor4f(0.5f, 1.0f, 0.0f, 1.0f);

//define the line width

glLineWidth(4.0f);

//define the vertex array

GLfloat vertices[] = {x, y, x + LINE_LENGTH, y};

//the following fucked up every thing

//GLfloat vertices[] = {x, y, x , y + LINE_LENGTH };

//increment the x - position

x = x + LINE_LENGTH;

glEnableClientState(GL_VERTEX_ARRAY);

glVertexPointer(2, GL_FLOAT, 0, vertices);

glDrawArrays(GL_LINES, 0, 4);

glDisableClientState(GL_VERTEX_ARRAY);

}

if(*it == '-' || *it == '+')

{

glTranslatef(x, y, 0.0f);

x = 0.0f;

y = 0.0f;

float angle = ((*it == '-') ? 90.0f : -90.0f);

glRotatef(angle, 0.0f, 0.0f, 1.0f);

}

}

glPopMatrix();

}

The corresponding code in modern opengl as follows:

void Hilbert2DScene::populateHilbertLSystem(const std::string &LString)

{

float x = 0.0f;

float y = 0.0f;

float z = 0.0f;

//the vertex to start from

glm::vec3 p1(x,y,0.0);

mVertices.push_back(p1);

glm::vec3 p2;

for(std::string::const_iterator it = LString.begin(); it != LString.end();it++)

{

if(*it == 'F')

{

p2.x += 1.0;

mVertices.push_back(p2);

}

if(*it == '-' || *it == '+')

{

glm::mat4 trans = glm::translate(glm::mat4(1.0),p2);

x = 0.0f;

y = 0.0f;

float angle = ((*it == '-') ? 90.0f : -90.0f);

mHilbertOrientation = glm::rotate(trans,glm::radians(angle),glm::vec3(0. 0,0.0,1.0));

}

}

//normalize the inserted value inside the vector

//normalize the points data

unsigned long N = 1 << mIteration;

for(std::vector<glm::vec3>::iterator it = mVertices.begin(), itend = mVertices.end(); it != itend;++it)

{

(*it).x /= (N - 1);

(*it).y /= (N - 1);

(*it).z /= 0.5;

}

}

void Hilbert2DScene::render()

{

if(!mInitialized)

return;

mShader->Use();

GL_CHECK_ERRORS;

//allocate the buffer if the buffer is not allocated yet

if(!mIsBufferAllocated)

{

populateHilbertLSystem(hilbertWithLSystem(mIterati on));

//specify the amount of storage we want to use for the buffer

/*

* 1st - the target the buffer I want to allocate storage for is bound to

* 2nd - how big the buffer should be

* 3rd - pointer to some initial data for the buffer

* */

glBufferData(GL_ARRAY_BUFFER,sizeof(glm::vec3) * mVertices.size(),&mVertices[0],GL_STATIC_DRAW);

mIsBufferAllocated = true;

mShowPoints = getNumberOfPointsForIteration(mIteration,mDim);

static const GLfloat color[] = {0.0f,0.0f,0.0f,1.0f};

static const GLfloat depth = 1.0f;

glClearBufferfv(GL_COLOR,0,color);

glClearBufferfv(GL_DEPTH,0,&depth);

//draw stuff

//transfer the scene along the z-axis

glm::mat4 T = glm::translate(glm::mat4(1.0f),glm::vec3(0.0f,0.0f ,mDist));

//centralize the whole scene

glm::mat4 centralizeTranslation = glm::translate(T,glm::vec3(-0.5,-0.5,-0.5));

centralizeTranslation = centralizeTranslation * mHilbertOrientation;

//the rotation matrix along X concatenated with the translation matrix

glm::mat4 Rx = glm::rotate(centralizeTranslation, glm::radians(static_cast<float>(mRX)),glm::vec3(1.0f,0.0f,0.0f));

//rotation matrix along Y is concatenated with the rotation matrix along X

glm::mat4 MV = glm::rotate(Rx,glm::radians(static_cast<float>(mRY)),glm::vec3(0.0f,1.0f,0.0f));

mModelViewMatrix = mProjectionMatrix * MV;

/*

* Bind the vertex array object and vertex buffer object

* */

glBindVertexArray(mVaoID);

/*

* Now bind it to the context using the GL_ARRAY_BUFFER binding point

* */

glBindBuffer(GL_ARRAY_BUFFER,mVboVerticesID);

/*

* Tell OpenGL to use the data in the buffer to fill the vertex attribute rather than

* using the data we give it using one of the functions as glVertexAttrib*() functions

* */

glEnableVertexAttribArray((GLuint)0);

//set the uniform matrix value that will be passed to the shader

glUniformMatrix4fv(mShader->getUniform("MVP"),1,GL_FALSE,glm::value_ptr(mModelViewMatrix));

glUniform4fv(mShader->getUniform("modelColor"),1,glm::value_ptr(glm::vec4(1.0,1.0,0.0,1.0)));

if(mShowPoints < getNumberOfPointsForIteration(mIteration,mDim))

++mShowPoints;

/*

* OpenGL draw command

* Sends vertices to the OpenGL pipeline

*

* 1st - what type of graphics primitive we want to render

* 2nd -

* 3rd - the number of vertices we want to render

* */

glDrawArrays(GL_LINE_STRIP,0,mShowPoints);

glBindBuffer(GL_ARRAY_BUFFER,0);

glDisableVertexAttribArray(0);

glBindVertexArray(0);

GL_CHECK_ERRORS;

mShader->UnUse();

}

Please note that the hilbertWithLSystem() is just generating a pool of the characters represented as a string. If I include the mHilbertOrientation into the render function I see blank and if I do not include it I just a line which in either case is not the expected output. I am supposed to get a hilbert curve here for a certain number of iteration. I gues I am having trouble to map the glTranslate or glRotate function . What do you think ?

Some references would be of great help.

Thanks

I am trying to update an old opengl code to the modern opengl one and I am not getting the expected output. I believe that I am confused with the matrix manipulation . Please check the old code snippet:

void drawHilbertCurve(float x, float y, std::string lrep)

{

glClear(GL_COLOR_BUFFER_BIT);

glPushMatrix();

/*

browse through the grammar of the hilbert curve that is generated

for a number of iteration

*/

for(std::string::iterator it = lrep.begin(); it != lrep.end(); it++)

{

if(*it == 'F')

{

//define the color of the primitive to be drawn

glColor4f(0.5f, 1.0f, 0.0f, 1.0f);

//define the line width

glLineWidth(4.0f);

//define the vertex array

GLfloat vertices[] = {x, y, x + LINE_LENGTH, y};

//the following fucked up every thing

//GLfloat vertices[] = {x, y, x , y + LINE_LENGTH };

//increment the x - position

x = x + LINE_LENGTH;

glEnableClientState(GL_VERTEX_ARRAY);

glVertexPointer(2, GL_FLOAT, 0, vertices);

glDrawArrays(GL_LINES, 0, 4);

glDisableClientState(GL_VERTEX_ARRAY);

}

if(*it == '-' || *it == '+')

{

glTranslatef(x, y, 0.0f);

x = 0.0f;

y = 0.0f;

float angle = ((*it == '-') ? 90.0f : -90.0f);

glRotatef(angle, 0.0f, 0.0f, 1.0f);

}

}

glPopMatrix();

}

The corresponding code in modern opengl as follows:

void Hilbert2DScene::populateHilbertLSystem(const std::string &LString)

{

float x = 0.0f;

float y = 0.0f;

float z = 0.0f;

//the vertex to start from

glm::vec3 p1(x,y,0.0);

mVertices.push_back(p1);

glm::vec3 p2;

for(std::string::const_iterator it = LString.begin(); it != LString.end();it++)

{

if(*it == 'F')

{

p2.x += 1.0;

mVertices.push_back(p2);

}

if(*it == '-' || *it == '+')

{

glm::mat4 trans = glm::translate(glm::mat4(1.0),p2);

x = 0.0f;

y = 0.0f;

float angle = ((*it == '-') ? 90.0f : -90.0f);

mHilbertOrientation = glm::rotate(trans,glm::radians(angle),glm::vec3(0. 0,0.0,1.0));

}

}

//normalize the inserted value inside the vector

//normalize the points data

unsigned long N = 1 << mIteration;

for(std::vector<glm::vec3>::iterator it = mVertices.begin(), itend = mVertices.end(); it != itend;++it)

{

(*it).x /= (N - 1);

(*it).y /= (N - 1);

(*it).z /= 0.5;

}

}

void Hilbert2DScene::render()

{

if(!mInitialized)

return;

mShader->Use();

GL_CHECK_ERRORS;

//allocate the buffer if the buffer is not allocated yet

if(!mIsBufferAllocated)

{

populateHilbertLSystem(hilbertWithLSystem(mIterati on));

//specify the amount of storage we want to use for the buffer

/*

* 1st - the target the buffer I want to allocate storage for is bound to

* 2nd - how big the buffer should be

* 3rd - pointer to some initial data for the buffer

* */

glBufferData(GL_ARRAY_BUFFER,sizeof(glm::vec3) * mVertices.size(),&mVertices[0],GL_STATIC_DRAW);

mIsBufferAllocated = true;

mShowPoints = getNumberOfPointsForIteration(mIteration,mDim);

static const GLfloat color[] = {0.0f,0.0f,0.0f,1.0f};

static const GLfloat depth = 1.0f;

glClearBufferfv(GL_COLOR,0,color);

glClearBufferfv(GL_DEPTH,0,&depth);

//draw stuff

//transfer the scene along the z-axis

glm::mat4 T = glm::translate(glm::mat4(1.0f),glm::vec3(0.0f,0.0f ,mDist));

//centralize the whole scene

glm::mat4 centralizeTranslation = glm::translate(T,glm::vec3(-0.5,-0.5,-0.5));

centralizeTranslation = centralizeTranslation * mHilbertOrientation;

//the rotation matrix along X concatenated with the translation matrix

glm::mat4 Rx = glm::rotate(centralizeTranslation, glm::radians(static_cast<float>(mRX)),glm::vec3(1.0f,0.0f,0.0f));

//rotation matrix along Y is concatenated with the rotation matrix along X

glm::mat4 MV = glm::rotate(Rx,glm::radians(static_cast<float>(mRY)),glm::vec3(0.0f,1.0f,0.0f));

mModelViewMatrix = mProjectionMatrix * MV;

/*

* Bind the vertex array object and vertex buffer object

* */

glBindVertexArray(mVaoID);

/*

* Now bind it to the context using the GL_ARRAY_BUFFER binding point

* */

glBindBuffer(GL_ARRAY_BUFFER,mVboVerticesID);

/*

* Tell OpenGL to use the data in the buffer to fill the vertex attribute rather than

* using the data we give it using one of the functions as glVertexAttrib*() functions

* */

glEnableVertexAttribArray((GLuint)0);

//set the uniform matrix value that will be passed to the shader

glUniformMatrix4fv(mShader->getUniform("MVP"),1,GL_FALSE,glm::value_ptr(mModelViewMatrix));

glUniform4fv(mShader->getUniform("modelColor"),1,glm::value_ptr(glm::vec4(1.0,1.0,0.0,1.0)));

if(mShowPoints < getNumberOfPointsForIteration(mIteration,mDim))

++mShowPoints;

/*

* OpenGL draw command

* Sends vertices to the OpenGL pipeline

*

* 1st - what type of graphics primitive we want to render

* 2nd -

* 3rd - the number of vertices we want to render

* */

glDrawArrays(GL_LINE_STRIP,0,mShowPoints);

glBindBuffer(GL_ARRAY_BUFFER,0);

glDisableVertexAttribArray(0);

glBindVertexArray(0);

GL_CHECK_ERRORS;

mShader->UnUse();

}

Please note that the hilbertWithLSystem() is just generating a pool of the characters represented as a string. If I include the mHilbertOrientation into the render function I see blank and if I do not include it I just a line which in either case is not the expected output. I am supposed to get a hilbert curve here for a certain number of iteration. I gues I am having trouble to map the glTranslate or glRotate function . What do you think ?

Some references would be of great help.

Thanks