Open GL stars are not rendering

Posted by Darestium on Game Development See other posts from Game Development or by Darestium
Published on 2012-07-09T02:14:53Z Indexed on 2012/07/09 3:23 UTC
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I doing Nehe's Open GL Lesson 9. I'm using SFML for windowing, the strange thing is no stars are rendering.

#include <SFML/System.hpp>
#include <SFML/Window.hpp>
#include <SFML/Graphics.hpp>
#include <iostream>

void processEvents(sf::Window *app);
void processInput(sf::Window *app);

void renderGlScene(sf::Window *app);

void init();

int loadResources();

const int NUM_OF_STARS = 50;

float triRot = 0.0f;
float quadRot = 0.0f;

bool twinkle = false;
bool tKey = false;

float zoom = 15.0f;
float tilt = 90.0f;
float spin = 0.0f;

unsigned int loop;
unsigned int texture_handle[1];

typedef struct  {
    int r, g, b;

    float distance;
    float angle;
} stars;

stars star[NUM_OF_STARS];

int main()  {
    sf::Window app(sf::VideoMode(800, 600, 32), "Nehe Lesson 9");

    app.UseVerticalSync(false);

    init();

    if (loadResources() == -1)  {
        return EXIT_FAILURE;
    }

    while (app.IsOpened())  {
        processEvents(&app);
        processInput(&app);

        renderGlScene(&app);

        app.Display();
    }

    return EXIT_SUCCESS;
}

int loadResources()  {
    sf::Image img_data;

    // Load Texture
    if (!img_data.LoadFromFile("data/images/star.bmp"))  {
        std::cout << "Could not load data/images/star.bmp";

        return -1;
    }

    // Generate 1 texture
    glGenTextures(1, &texture_handle[0]);

    // Linear filtering
    glBindTexture(GL_TEXTURE_2D, texture_handle[0]);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img_data.GetWidth(), img_data.GetHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img_data.GetPixelsPtr());

    return 0;
}

void processInput(sf::Window *app)  {
    const sf::Input& input = app->GetInput();

    if (input.IsKeyDown(sf::Key::T) &&
        !tKey)  {
        tKey = true;
        twinkle = !twinkle;
    }
    if (!input.IsKeyDown(sf::Key::T))  {
        tKey = false;
    }

    if (input.IsKeyDown(sf::Key::Up))  {
        tilt -= 0.05f;
    }
    if (input.IsKeyDown(sf::Key::Down))  {
        tilt += 0.05f;
    }
    if (input.IsKeyDown(sf::Key::PageUp))  {
        zoom -= 0.02f;
    }
    if (input.IsKeyDown(sf::Key::Up))  {
        zoom += 0.02f;
    }
}

void init()  {
    glClearDepth(1.f);
    glClearColor(0.f, 0.f, 0.f, 0.f);

    // Enable texturing
    glEnable(GL_TEXTURE_2D);
    //glDepthMask(GL_TRUE);

    // Setup a perpective projection
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluPerspective(45.f, 1.f, 1.f, 500.f);

    glShadeModel(GL_SMOOTH);

    glBlendFunc(GL_SRC_ALPHA, GL_ONE);
    glEnable(GL_BLEND);

    for (loop = 0; loop < NUM_OF_STARS; loop++)  {
        star[loop].distance = (float)loop / NUM_OF_STARS * 5.0f; // Calculate distance from the centre
        // Give stars random rgb value
        star[loop].r = rand() % 256;
        star[loop].g = rand() % 256;
        star[loop].b = rand() % 256;
    }
}

void processEvents(sf::Window *app)  {
    sf::Event event;

    while (app->GetEvent(event))  {
        if (event.Type == sf::Event::Closed)  {
            app->Close();
        }

        if (event.Type == sf::Event::KeyPressed &&
            event.Key.Code == sf::Key::Escape)  {
            app->Close();
        }
    }
}

void renderGlScene(sf::Window *app)  {
    app->SetActive();

    // Clear color depth buffer
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    // Apply some transformations
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();

    // Select texture
    glBindTexture(GL_TEXTURE_2D, texture_handle[0]);

    for (loop = 0; loop < NUM_OF_STARS; loop++)  {
        glLoadIdentity();  // Reset The View Before We Draw Each Star

        glTranslatef(0.0f, 0.0f, zoom);   // Zoom Into The Screen (Using The Value In 'zoom')
        glRotatef(tilt, 1.0f, 0.0f, 0.0f);   // Tilt The View (Using The Value In 'tilt')

        glRotatef(star[loop].angle, 0.0f, 1.0f, 0.0f); // Rotate To The Current Stars Angle
        glTranslatef(star[loop].distance, 0.0f, 0.0f);    // Move Forward On The X Plane

        glRotatef(-star[loop].angle,0.0f,1.0f,0.0f);    // Cancel The Current Stars Angle
        glRotatef(-tilt,1.0f,0.0f,0.0f);        // Cancel The Screen Tilt

        if (twinkle)  {
            glColor4ub(star[(NUM_OF_STARS - loop) - 1].r, star[(NUM_OF_STARS - loop)-1].g, star[(NUM_OF_STARS - loop) - 1].b, 255);
            glBegin(GL_QUADS);          // Begin Drawing The Textured Quad
                glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 0.0f);
                glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 0.0f);
                glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f, 0.0f);
                glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f, 0.0f);
            glEnd();                // Done Drawing The Textured Quad
        }

        glRotatef(spin,0.0f,0.0f,1.0f);         // Rotate The Star On The Z Axis
        // Assign A Color Using Bytes
        glColor4ub(star[loop].r, star[loop].g, star[loop].b, 255);
        glBegin(GL_QUADS);              // Begin Drawing The Textured Quad
            glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f,-1.0f, 0.0f);
            glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f,-1.0f, 0.0f);
            glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 0.0f);
            glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 0.0f);
        glEnd();                    // Done Drawing The Textured Quad

        spin += 0.01f;                    // Used To Spin The Stars
        star[loop].angle += (float)loop / NUM_OF_STARS;      // Changes The Angle Of A Star
        star[loop].distance -= 0.01f;             // Changes The Distance Of A Star

        if (star[loop].distance < 0.0f) {
            star[loop].distance += 5.0f;          // Move The Star 5 Units From The Center
            star[loop].r = rand() % 256;        // Give It A New Red Value
            star[loop].g = rand() % 256;        // Give It A New Green Value
            star[loop].b = rand() % 256;        // Give It A New Blue Value
        }
    }
}

I've looked over the code atleast 10 times now and I can't figure out the problem. Any help would be much appreciated.

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