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Thread: Drawing multiple circles in OpenGL

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  1. #1
    Newbie Newbie
    Join Date
    Mar 2018

    Drawing multiple circles in OpenGL

    Hi all,

    I am fairly new to the world of OpenGL, and I am trying to draw a few circles in 2D. These circles are static right now, but will start moving later on. I can't seem to get it to work and I would really appreciate some help here.
    Here's what I have so far:

    1. I create a vector of vertices for a generic circle centered at (0,0) of radius 1:

    Code :
    const size_t nVertices = 100;
    float vertices[3*nVertices];
    const float twoPi = 8.0f*atan(1.0f);
    const size_t nSides = nVertices-2;
    for (size_t i = 1; i < nVertices; i++)
        vertices[3*i  ] = cos(i*twoPi/nSides);
        vertices[3*i+1] = sin(i*twoPi/nSides);
        vertices[3*i+2] = 0.0f;

    These vertices are pushed to the GPU before entering the time loop.

    2. I create a bunch of circles with a given location and radius. Note that these are defined in world coordinates (x and y from 0 to 2000). I would like to fit the entire world into my square window. Hence, I have two uniforms for the mapping:

    Code :
    shader.setFloat("worldScreenRatio", 2.0f/2000.0f);
    shader.setVec3f("shiftWorldCenter", -2000.0f/2.0f, -2000.0f/2.0f, 0.0f);

    3. In the display function, I have:

    Code :
    for(const auto circle : circles) {
       shader.setFloat("radius", circle->GetrRadius());
       shader.setVec3f("location", circle->GetLocation());
       glDrawArrays( GL_TRIANGLE_FAN, 0, nVertices);

    4. Finally, the vertex shader is as follows:

    Code :
    #version 330 core
    layout (location = 0) in vec3 aPos;
    uniform vec3 location;
    uniform float radius;
    uniform float worldScreenRatio;
    uniform vec3 shiftWorldCenter;
    void main()
    	gl_Position = vec4(worldScreenRatio*vec3(radius*aPos + location + shiftWorldCenter), 1.0);

    I created 3 circles in the corners of my world (1900,1900), (100, 1900) and (100, 100) and tried to display them. Unfortunately, I am getting this strange results instead of my circles (see attached figure).

    Am I missing something? It seems to work just fine when I don't use the worldScreenRatio and specify locations between -1 and 1. I don't understand what I am doing wrong here.

    Thank you for your help, please let me know if you need extra information regarding this case.

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