problem with glClipPlane

Started by Otinu, December 17, 2006, 00:47:19

Previous topic - Next topic

Otinu

Hi, i'm trying to get the arbitrary clip planes working, ie GL_CLIP_PLANE0 but am having some trouble. Firstly, are these actually implemented? Because I really thought I had the code going to make it happen and it just isnt - i'm using the gears demo as my basis and altering that.

I have altered the code so only one cog is drawn at the origin, so theoretically any extra clipping plane should alter the scene and I won't be able to miss it, I have tried every combination of plane and nothing has shown up.

I've added the code below and all in all i'm a bit confused - any help would be much appreciated!

/*
 * Copyright (c) 2002-2005 LWJGL Project
 * All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are
 * met:
 *
 * * Redistributions of source code must retain the above copyright
 *   notice, this list of conditions and the following disclaimer.
 *
 * * Redistributions in binary form must reproduce the above copyright
 *   notice, this list of conditions and the following disclaimer in the
 *   documentation and/or other materials provided with the distribution.
 *
 * * Neither the name of 'LWJGL' nor the names of
 *   its contributors may be used to endorse or promote products derived
 *   from this software without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
 * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
 * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
 * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
 * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
 * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
 * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */

/*
 * 3-D gear wheels. Originally by Brian Paul
 */
package operator;

import java.nio.DoubleBuffer;
import java.nio.FloatBuffer;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;

import org.lwjgl.BufferUtils;
import org.lwjgl.LWJGLException;
import org.lwjgl.opengl.ARBTransposeMatrix;
import org.lwjgl.opengl.Display;
import org.lwjgl.opengl.PixelFormat;
import org.lwjgl.opengl.DisplayMode;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GLContext;

/**
 * <p>
 * This is the OpenGL "standard" Gears demo, originally by Brian Paul
 * </p>
 * @author Brian Matzon <brian@matzon.dk>
 * @version $Revision$
 * $Id$
 */
public class Gears {

	private float	view_rotx	= 20.0f;

	private float	view_roty	= 45.0f;

	private float	view_rotz	= 0.0f;

	private int		gear1;

	private int		gear2;

	private int		gear3;

	private float	angle			= 0.0f;
	
	private DoubleBuffer myDB;
	private ByteBuffer myBB;

	public static void main(String[] args) {
		new Gears().execute();
		System.exit(0);
	}

	/**
	 * 
	 */
	private void execute() {
		try {
			init();
		} catch (LWJGLException le) {
			le.printStackTrace();
			System.out.println("Failed to initialize Gears.");
			return;
		}

		loop();

		destroy();
	}

	/**
	 * 
	 */
	private void destroy() {
		Display.destroy();
	}

	/**
	 * 
	 */
	private void loop() {
		long startTime = System.currentTimeMillis() + 5000;
		long fps = 0;

		while (!Display.isCloseRequested()) {
			angle += 2.0f;

			GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);

			GL11.glLoadIdentity();
			GL11.glTranslatef(0.0f, 0.0f, -40.0f);
			
			
			//byte eqn[] = {-1, 0, -1, 0};
			//myBB = ByteBuffer.allocateDirect(64);
			//myBB.order(ByteOrder.nativeOrder());
			//myBB.put(eqn);
			//myDB = (DoubleBuffer)myBB.asDoubleBuffer();
			myDB = BufferUtils.createDoubleBuffer(8).put(new double[] { 0.0f, 1.0f, 0.0f, 0.0f});
			GL11.glClipPlane(GL11.GL_CLIP_PLANE0, myDB);
			GL11.glEnable(GL11.GL_CLIP_PLANE0);


			

			
			GL11.glPushMatrix();
			GL11.glRotatef(view_rotx, 1.0f, 0.0f, 0.0f);
			GL11.glRotatef(view_roty, 0.0f, 1.0f, 0.0f);
			GL11.glRotatef(view_rotz, 0.0f, 0.0f, 1.0f);

			GL11.glPushMatrix();
			//GL11.glTranslatef(-3.0f, -2.0f, 0.0f);
			GL11.glRotatef(angle, 0.0f, 0.0f, 1.0f);
			//GL11.glCallList(gear1);
			GL11.glPopMatrix();

			GL11.glPushMatrix();
			//GL11.glTranslatef(3.1f, -2.0f, 0.0f);
			GL11.glRotatef(-2.0f * angle - 9.0f, 0.0f, 0.0f, 1.0f);
			//GL11.glCallList(gear2);
			GL11.glPopMatrix();

			GL11.glPushMatrix();
			//GL11.glTranslatef(-3.1f, 4.2f, 0.0f);
			GL11.glRotatef(-2.0f * angle - 25.0f, 0.0f, 0.0f, 1.0f);
			GL11.glCallList(gear3);
			GL11.glPopMatrix();

			GL11.glPopMatrix();

			Display.update();
			if (startTime > System.currentTimeMillis()) {
				fps++;
			} else {
				long timeUsed = 5000 + (startTime - System.currentTimeMillis());
				startTime = System.currentTimeMillis() + 5000;
				System.out.println(fps + " frames in " + (float) (timeUsed / 1000f) + " seconds = "
						+ (fps / (timeUsed / 1000f)));
				fps = 0;
			}
		}
	}

	/**
	 * 
	 */
	private void init() throws LWJGLException {
		// create Window of size 300x300
		Display.setLocation((Display.getDisplayMode().getWidth() - 300) / 2,
												(Display.getDisplayMode().getHeight() - 300) / 2);
		Display.setDisplayMode(new DisplayMode(600, 600));
    Display.setTitle("Gears");
    	Display.create(new PixelFormat(0, 16, 1));

		// setup ogl
		FloatBuffer pos = BufferUtils.createFloatBuffer(4).put(new float[] { 5.0f, 5.0f, 10.0f, 0.0f});
		FloatBuffer red = BufferUtils.createFloatBuffer(4).put(new float[] { 0.8f, 0.1f, 0.0f, 1.0f});
		FloatBuffer green = BufferUtils.createFloatBuffer(4).put(new float[] { 0.0f, 0.8f, 0.2f, 1.0f});
		FloatBuffer blue = BufferUtils.createFloatBuffer(4).put(new float[] { 0.2f, 0.2f, 1.0f, 1.0f});
		pos.flip();
		red.flip();
		green.flip();
		blue.flip();

		GL11.glLight(GL11.GL_LIGHT0, GL11.GL_POSITION, pos);
		GL11.glEnable(GL11.GL_CULL_FACE);
		GL11.glEnable(GL11.GL_LIGHTING);
		GL11.glEnable(GL11.GL_LIGHT0);
		GL11.glEnable(GL11.GL_DEPTH_TEST);

		/* make the gears */
		gear1 = GL11.glGenLists(1);
		GL11.glNewList(gear1, GL11.GL_COMPILE);
		GL11.glMaterial(GL11.GL_FRONT, GL11.GL_AMBIENT_AND_DIFFUSE, red);
		gear(1.0f, 4.0f, 1.0f, 20, 0.7f);
		GL11.glEndList();

		gear2 = GL11.glGenLists(1);
		GL11.glNewList(gear2, GL11.GL_COMPILE);
		GL11.glMaterial(GL11.GL_FRONT, GL11.GL_AMBIENT_AND_DIFFUSE, green);
		gear(0.5f, 2.0f, 2.0f, 10, 0.7f);
		GL11.glEndList();

		gear3 = GL11.glGenLists(1);
		GL11.glNewList(gear3, GL11.GL_COMPILE);
		GL11.glMaterial(GL11.GL_FRONT, GL11.GL_AMBIENT_AND_DIFFUSE, blue);
		gear(1.3f, 2.0f, 0.5f, 10, 0.7f);
		GL11.glEndList();

		GL11.glEnable(GL11.GL_NORMALIZE);

		GL11.glMatrixMode(GL11.GL_PROJECTION);

		System.err.println("GL_VENDOR: " + GL11.glGetString(GL11.GL_VENDOR));
		System.err.println("GL_RENDERER: " + GL11.glGetString(GL11.GL_RENDERER));
		System.err.println("GL_VERSION: " + GL11.glGetString(GL11.GL_VERSION));
		System.err.println();
		System.err.println("glLoadTransposeMatrixfARB() supported: " + GLContext.getCapabilities().GL_ARB_transpose_matrix);
		if (!GLContext.getCapabilities().GL_ARB_transpose_matrix) {
			// --- not using extensions
			GL11.glLoadIdentity();
		} else {
			// --- using extensions
			final FloatBuffer identityTranspose = BufferUtils.createFloatBuffer(16).put(
																																									new float[] { 1, 0, 0, 0, 0, 1, 0, 0,
																																											0, 0, 1, 0, 0, 0, 0, 1});
			identityTranspose.flip();
			ARBTransposeMatrix.glLoadTransposeMatrixARB(identityTranspose);
		}

		float h = (float) 300 / (float) 300;
		GL11.glFrustum(-1.0f, 1.0f, -h, h, 5.0f, 60.0f);
		GL11.glMatrixMode(GL11.GL_MODELVIEW);
		GL11.glLoadIdentity();
		GL11.glTranslatef(0.0f, 0.0f, -40.0f);
		
		

		
	}

	/**
	 * Draw a gear wheel.  You'll probably want to call this function when
	 * building a display list since we do a lot of trig here.
	 *
	 * @param inner_radius radius of hole at center
	 * @param outer_radius radius at center of teeth
	 * @param width width of gear
	 * @param teeth number of teeth
	 * @param tooth_depth depth of tooth
	 */
	private void gear(float inner_radius, float outer_radius, float width, int teeth, float tooth_depth) {
		int i;
		float r0, r1, r2;
		float angle, da;
		float u, v, len;

		r0 = inner_radius;
		r1 = outer_radius - tooth_depth / 2.0f;
		r2 = outer_radius + tooth_depth / 2.0f;

		da = 2.0f * (float) Math.PI / teeth / 4.0f;

		GL11.glShadeModel(GL11.GL_FLAT);

		GL11.glNormal3f(0.0f, 0.0f, 1.0f);

		/* draw front face */
		GL11.glBegin(GL11.GL_QUAD_STRIP);
		for (i = 0; i <= teeth; i++) {
			angle = i * 2.0f * (float) Math.PI / teeth;
			GL11.glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), width * 0.5f);
			GL11.glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), width * 0.5f);
			if (i < teeth) {
				GL11.glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), width * 0.5f);
				GL11.glVertex3f(r1 * (float) Math.cos(angle + 3.0f * da), r1 * (float) Math.sin(angle + 3.0f * da),
												width * 0.5f);
			}
		}
		GL11.glEnd();

		/* draw front sides of teeth */
		GL11.glBegin(GL11.GL_QUADS);
		for (i = 0; i < teeth; i++) {
			angle = i * 2.0f * (float) Math.PI / teeth;
			GL11.glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), width * 0.5f);
			GL11.glVertex3f(r2 * (float) Math.cos(angle + da), r2 * (float) Math.sin(angle + da), width * 0.5f);
			GL11.glVertex3f(r2 * (float) Math.cos(angle + 2.0f * da), r2 * (float) Math.sin(angle + 2.0f * da), width * 0.5f);
			GL11.glVertex3f(r1 * (float) Math.cos(angle + 3.0f * da), r1 * (float) Math.sin(angle + 3.0f * da), width * 0.5f);
		}
		GL11.glEnd();

		/* draw back face */
		GL11.glBegin(GL11.GL_QUAD_STRIP);
		for (i = 0; i <= teeth; i++) {
			angle = i * 2.0f * (float) Math.PI / teeth;
			GL11.glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), -width * 0.5f);
			GL11.glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), -width * 0.5f);
			GL11.glVertex3f(r1 * (float) Math.cos(angle + 3 * da), r1 * (float) Math.sin(angle + 3 * da), -width * 0.5f);
			GL11.glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), -width * 0.5f);
		}
		GL11.glEnd();

		/* draw back sides of teeth */
		GL11.glBegin(GL11.GL_QUADS);
		for (i = 0; i < teeth; i++) {
			angle = i * 2.0f * (float) Math.PI / teeth;
			GL11.glVertex3f(r1 * (float) Math.cos(angle + 3 * da), r1 * (float) Math.sin(angle + 3 * da), -width * 0.5f);
			GL11.glVertex3f(r2 * (float) Math.cos(angle + 2 * da), r2 * (float) Math.sin(angle + 2 * da), -width * 0.5f);
			GL11.glVertex3f(r2 * (float) Math.cos(angle + da), r2 * (float) Math.sin(angle + da), -width * 0.5f);
			GL11.glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), -width * 0.5f);
		}
		GL11.glEnd();

		/* draw outward faces of teeth */
		GL11.glBegin(GL11.GL_QUAD_STRIP);
		for (i = 0; i < teeth; i++) {
			angle = i * 2.0f * (float) Math.PI / teeth;
			GL11.glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), width * 0.5f);
			GL11.glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), -width * 0.5f);
			u = r2 * (float) Math.cos(angle + da) - r1 * (float) Math.cos(angle);
			v = r2 * (float) Math.sin(angle + da) - r1 * (float) Math.sin(angle);
			len = (float) Math.sqrt(u * u + v * v);
			u /= len;
			v /= len;
			GL11.glNormal3f(v, -u, 0.0f);
			GL11.glVertex3f(r2 * (float) Math.cos(angle + da), r2 * (float) Math.sin(angle + da), width * 0.5f);
			GL11.glVertex3f(r2 * (float) Math.cos(angle + da), r2 * (float) Math.sin(angle + da), -width * 0.5f);
			GL11.glNormal3f((float) Math.cos(angle), (float) Math.sin(angle), 0.0f);
			GL11.glVertex3f(r2 * (float) Math.cos(angle + 2 * da), r2 * (float) Math.sin(angle + 2 * da), width * 0.5f);
			GL11.glVertex3f(r2 * (float) Math.cos(angle + 2 * da), r2 * (float) Math.sin(angle + 2 * da), -width * 0.5f);
			u = r1 * (float) Math.cos(angle + 3 * da) - r2 * (float) Math.cos(angle + 2 * da);
			v = r1 * (float) Math.sin(angle + 3 * da) - r2 * (float) Math.sin(angle + 2 * da);
			GL11.glNormal3f(v, -u, 0.0f);
			GL11.glVertex3f(r1 * (float) Math.cos(angle + 3 * da), r1 * (float) Math.sin(angle + 3 * da), width * 0.5f);
			GL11.glVertex3f(r1 * (float) Math.cos(angle + 3 * da), r1 * (float) Math.sin(angle + 3 * da), -width * 0.5f);
			GL11.glNormal3f((float) Math.cos(angle), (float) Math.sin(angle), 0.0f);
		}
		GL11.glVertex3f(r1 * (float) Math.cos(0), r1 * (float) Math.sin(0), width * 0.5f);
		GL11.glVertex3f(r1 * (float) Math.cos(0), r1 * (float) Math.sin(0), -width * 0.5f);
		GL11.glEnd();

		GL11.glShadeModel(GL11.GL_SMOOTH);

		/* draw inside radius cylinder */
		GL11.glBegin(GL11.GL_QUAD_STRIP);
		for (i = 0; i <= teeth; i++) {
			angle = i * 2.0f * (float) Math.PI / teeth;
			GL11.glNormal3f(-(float) Math.cos(angle), -(float) Math.sin(angle), 0.0f);
			GL11.glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), -width * 0.5f);
			GL11.glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), width * 0.5f);
		}
		GL11.glEnd();
	}
}

Otinu

Hi, i've just worked it out, I needed to flip the buffer! Not quite as straightforward as C++ and OpenGL but i'll get there eventually.BTW I saw Jake2 and was amazed at the framerate with LWGL, even on my POS laptop, so if anyone who works on the project reads this then 2 thumbs way up :)

Andy