I am trying to implement a software in OpenGl which is able to draw a Lorenz system. I achieved my purpose but in a static way: the system is drawn once and that's all. Now I want to move my camera around the system and show the 3D-ness of the system itself. What I noticed is that I cannot update the drawn image because if I do update the points of the system, they keep changing in each update (Lorenz system is the result of mathematical equations, therefore I have big floats number as results). I then realized that I have to draw the system just once and then move the camera around it somehow. Unfortunately I don't know how to do it. I especially have problems in changing that gluLookAt call for my purposes. Let's say that I want to move the camera according to an input given by keyboard. Can you kindly help me? Here you can have a look to my simple code.
Initialization method:
void myinit() {
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glColor4f(1.0f, 0.0f, 0.0f, 0.09f);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_POINT_SMOOTH);
glPointSize(1.0f);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations
glViewport(0, 0, 400, 400); //glViewport(0, 0, width_of_window_rendering_area, height_of_window_rendering area);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f, (GLfloat)400/400, 0.1, 100); //Sets the frustum to perspective mode, sets up the way in which objects
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
Drawing method
void mydisplay() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //if perspective
glLoadIdentity();
gluLookAt(0.0, 0.0, 100.0, //position
0.0, 0.0, 0.0, //where we are looking
0.0, 1.0, 0.0); //up vector
glBegin(GL_POINTS);
for (int i = 0; i < iterations; i++) {
if(i == 200000){
glColor4f(1.0f, 0.0f, 0.0f, 0.09f);
}
if(i == 400000){
glColor4f(1.0f, 0.0f, 1.0f, 0.09f);
}
if(i == 600000){
glColor4f(0.0f, 0.0f, 1.0f, 0.09f);
}
if(i == 800000){
glColor4f(0.0f, 1.0f, 1.0f, 0.09f);
}
// compute a new point using the strange attractor equations
float xnew=x + h*(s*(y - x));
float ynew=y + h*(x*(p - z) - y);
float znew=z + h*(x*y - b*z);
x = xnew;
y = ynew;
z = znew;
glVertex3f(x, y, z);
}
glEnd();
glutSwapBuffers();
}
main
int main (int argc, char **argv){
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE);
glutInitWindowSize(400, 400);
glutCreateWindow("Strange Attractors in C++ and OpenGL Tutorial");
glutDisplayFunc(mydisplay);
glutKeyboardFunc(mykey);
myinit();
glutMainLoop();
while(esc != true){
glutDisplayFunc(mydisplay);
}
return 0;
}
This is the result:
Use a timer callback to increment an angle and post a redraw:
#include <GL/glut.h>
#include <vector>
struct Vertex
{
float x, y, z, w;
float r, g, b, a;
};
std::vector< Vertex > verts;
void fillVerts()
{
// calculate vertices
// http://paulbourke.net/fractals/lorenz/
double h = 0.01;
double a = 10.0;
double b = 28.0;
double c = 8.0 / 3.0;
Vertex cur;
cur.a = 0.09f;
double x0 = 0.1;
double y0 = 0;
double z0 = 0;
for( unsigned int i = 0; i < 100000; i++ )
{
if(i == 20000)
{
cur.r = 1.0f;
cur.g = 0.0f;
cur.b = 0.0f;
}
if(i == 40000)
{
cur.r = 1.0f;
cur.g = 0.0f;
cur.b = 1.0f;
}
if(i == 60000)
{
cur.r = 0.0f;
cur.g = 0.0f;
cur.b = 1.0f;
}
if(i == 80000)
{
cur.r = 0.0f;
cur.g = 1.0f;
cur.b = 1.0f;
}
const double x1 = x0 + h * a * (y0 - x0);
const double y1 = y0 + h * (x0 * (b - z0) - y0);
const double z1 = z0 + h * (x0 * y0 - c * z0);
x0 = x1;
y0 = y1;
z0 = z1;
if( i > 100 )
{
cur.x = x0;
cur.y = y0;
cur.z = z0;
verts.push_back( cur );
}
}
}
float angle = 0;
void timer( int extra )
{
// spin
angle += 0.5;
glutPostRedisplay();
glutTimerFunc( 16, timer, 0 );
}
void display(void)
{
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
const double w = glutGet( GLUT_WINDOW_WIDTH );
const double h = glutGet( GLUT_WINDOW_HEIGHT );
gluPerspective( 60.0, w / h, 1.0, 10000.0 );
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt( 70, 70, 70, 0, 0, 0, 0, 0, 1 );
glRotatef( angle, 0, 0, 1 );
// draw curve
glEnableClientState( GL_VERTEX_ARRAY );
glEnableClientState( GL_COLOR_ARRAY );
glVertexPointer( 3, GL_FLOAT, sizeof( Vertex ), &verts[0].x );
glColorPointer( 4, GL_FLOAT, sizeof( Vertex ), &verts[0].r );
glDrawArrays( GL_LINE_STRIP, 0, verts.size() );
glDisableClientState( GL_VERTEX_ARRAY );
glDisableClientState( GL_COLOR_ARRAY );
glutSwapBuffers();
}
int main( int argc, char **argv )
{
glutInit( &argc, argv );
glutInitDisplayMode( GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE );
glutInitWindowSize( 800,600 );
glutCreateWindow( "Attractor" );
glutDisplayFunc( display );
glutTimerFunc( 0, timer, 0 );
fillVerts();
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glEnable( GL_POINT_SMOOTH );
glPointSize(1.0f);
glutMainLoop();
return 0;
}
It's also a good idea to calculate the point positions/colors ahead of time instead of in the display callback.