What I'm wondering, is let's say the 3d scene is drawn. Is there a way to then draw in 2d flat on the screen? For example, if I wanted to have a HUD or mouse cursor over the scene, could I just draw those straight to the screen flat?
I know I could figure out all the business as to where those things would be in 3d space and constantly move them with the camera, but it'd be a lot easier if there was just a way to draw it 2d after the 3d was done
After drawing the 3d scene, simply reset the modelview and projection matrix, then set an ortho mode (glOrtho).
| 1 | glMatrixMode(GL_PROJECTION); |
| 2 | glLoadIdentity(); |
| 3 | gluPerspective(45.0f, float(SCREEN_W)/SCREEN_H, 1.0f, 10000.0f); |
| 4 | glMatrixMode(GL_MODELVIEW); |
| 5 | |
| 6 | while(playing) |
| 7 | { |
| 8 | glLoadIdentity(); |
| 9 | draw_3d_stuff_here(); |
| 10 | |
| 11 | glMatrixMode(GL_PROJECTION); |
| 12 | glPushMatrix(); |
| 13 | glLoadIdentity(); |
| 14 | glOrtho(0, SCREEN_W, SCREEN_H, 0, -1, 1); |
| 15 | glMatrixMode(GL_MODELVIEW); |
| 16 | |
| 17 | draw_2d_stuff_here(); |
| 18 | |
| 19 | glMatrixMode(GL_PROJECTION); |
| 20 | glPopMatrix(); |
| 21 | glMatrixMode(GL_MODELVIEW); |
| 22 | } |
It doesn't appear to be working. My mouse cursor, which worked in 2D, has stopped showing up when 3D was added. I put in the code that you suggested and nothing happened differently.
Show the code. Can't tell what's wrong without seeing what you're doing.
Initial setup
else if (projection_type == FRUSTUM) { glMatrixMode(GL_PROJECTION); glEnable(GL_TEXTURE_2D); glEnable(GL_DEPTH_TEST); glLoadIdentity(); gluPerspective(45.0f, (GLfloat)SCREEN_WIDTH / (GLfloat)SCREEN_HEIGHT, 1.0f, 1000.0f); glViewport(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); } }
This is the drawing function:
void objGfx::DoDraw(int s) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); Do3D(s); Do2D(s); allegro_gl_flip(); }
3D function
void objGfx::Do3D(int s) { switch (s) { case SCENE_TITLE: glMatrixMode(GL_MODELVIEW); glLoadIdentity(); break; case SCENE_NONE: glClearColor(0.0f, 0.0f, 0.0f, 0.0f); default: break; } }
2D Function
| 1 | void objGfx::Do2D(int s) |
| 2 | { |
| 3 | glMatrixMode(GL_PROJECTION); |
| 4 | glPushMatrix(); |
| 5 | glLoadIdentity(); |
| 6 | glOrtho(0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, -1, 1); |
| 7 | glMatrixMode(GL_MODELVIEW); |
| 8 | |
| 9 | switch (s) |
| 10 | { |
| 11 | case SCENE_TITLE: |
| 12 | break; |
| 13 | case SCENE_NONE: |
| 14 | default: |
| 15 | break; |
| 16 | } |
| 17 | |
| 18 | if (Mouse->Visible()) |
| 19 | { |
| 20 | Draw->Sprite(Mouse->TextureSprite(), Mouse->TextureMask(), |
| 21 | Mouse->X(), Mouse->Y(), |
| 22 | Mouse->X() + Mouse->CursorWidth(), |
| 23 | Mouse->Y() + Mouse->CursorHeight()); |
| 24 | } |
| 25 | |
| 26 | if (DEBUG) |
| 27 | { |
| 28 | Debug->Output(); |
| 29 | } |
| 30 | |
| 31 | glMatrixMode(GL_PROJECTION); |
| 32 | glPopMatrix(); |
| 33 | glMatrixMode(GL_MODELVIEW); |
| 34 | } |
What are the Mouse and Draw objects? At a glance, everything you pasted looks alright, so the problem is somewhere else.
edit: I figured out the problem actually does have to do with how the mouse is being drawn, but I don't know what. I've since moved on to an attempt at a different solution.
Draw->Sprite
| 1 | void objDraw::Sprite(GLuint sprite, GLuint mask, int x1, int y1, int x2, int y2) |
| 2 | { |
| 3 | glEnable(GL_TEXTURE_2D); |
| 4 | glEnable(GL_BLEND); |
| 5 | glBlendFunc(GL_DST_COLOR, GL_ZERO); |
| 6 | |
| 7 | glBindTexture(GL_TEXTURE_2D, mask); |
| 8 | |
| 9 | glBegin(GL_QUADS); |
| 10 | glTexCoord3f(0, 0, 0); glVertex3f(x1, y2, 0); |
| 11 | glTexCoord3f(1, 0, 0); glVertex3f(x2, y2, 0); |
| 12 | glTexCoord3f(1, 1, 0); glVertex3f(x2, y1, 0); |
| 13 | glTexCoord3f(0, 1, 0); glVertex3f(x1, y1, 0); |
| 14 | glEnd(); |
| 15 | |
| 16 | glColor4f(1.0f, 1.0f, 1.0f, 1.0f); |
| 17 | |
| 18 | glBindTexture(GL_TEXTURE_2D, sprite); |
| 19 | glBlendFunc(GL_ONE, GL_ONE); |
| 20 | |
| 21 | glBegin(GL_QUADS); |
| 22 | glTexCoord3f(0, 0, 0); glVertex3f(x1, y2, 0); |
| 23 | glTexCoord3f(1, 0, 0); glVertex3f(x2, y2, 0); |
| 24 | glTexCoord3f(1, 1, 0); glVertex3f(x2, y1, 0); |
| 25 | glTexCoord3f(0, 1, 0); glVertex3f(x1, y1, 0); |
| 26 | glEnd(); |
| 27 | } |
Mouse everything
| 1 | #include <allegro.h> |
| 2 | #include <alleggl.h> |
| 3 | |
| 4 | #include "mouse.h" |
| 5 | |
| 6 | #include "defines.h" |
| 7 | #include "globals.h" |
| 8 | |
| 9 | objMouse::objMouse() |
| 10 | { |
| 11 | visible = false; |
| 12 | } |
| 13 | |
| 14 | objMouse::~objMouse() |
| 15 | { |
| 16 | destroy_bitmap(m_sprite); |
| 17 | destroy_bitmap(m_mask); |
| 18 | } |
| 19 | |
| 20 | int objMouse::X() |
| 21 | { |
| 22 | return mouse_x; |
| 23 | } |
| 24 | |
| 25 | int objMouse::Y() |
| 26 | { |
| 27 | return mouse_y; |
| 28 | } |
| 29 | |
| 30 | int objMouse::Z() |
| 31 | { |
| 32 | return mouse_z; |
| 33 | } |
| 34 | |
| 35 | int objMouse::LeftButton() |
| 36 | { |
| 37 | if (mouse_b & 1) |
| 38 | { |
| 39 | return true; |
| 40 | } |
| 41 | else |
| 42 | { |
| 43 | return false; |
| 44 | } |
| 45 | } |
| 46 | |
| 47 | int objMouse::RightButton() |
| 48 | { |
| 49 | if (mouse_b & 2) |
| 50 | { |
| 51 | return true; |
| 52 | } |
| 53 | else |
| 54 | { |
| 55 | return false; |
| 56 | } |
| 57 | } |
| 58 | |
| 59 | int objMouse::MiddleButton() |
| 60 | { |
| 61 | if (mouse_b & 4) |
| 62 | { |
| 63 | return true; |
| 64 | } |
| 65 | else |
| 66 | { |
| 67 | return false; |
| 68 | } |
| 69 | } |
| 70 | |
| 71 | BITMAP* objMouse::CursorSprite() |
| 72 | { |
| 73 | return m_sprite; |
| 74 | } |
| 75 | |
| 76 | BITMAP* objMouse::CursorMask() |
| 77 | { |
| 78 | return m_mask; |
| 79 | } |
| 80 | |
| 81 | bool objMouse::Visible() |
| 82 | { |
| 83 | return visible; |
| 84 | } |
| 85 | |
| 86 | int objMouse::CursorWidth() |
| 87 | { |
| 88 | return m_sprite->w; |
| 89 | } |
| 90 | |
| 91 | int objMouse::CursorHeight() |
| 92 | { |
| 93 | return m_sprite->h; |
| 94 | } |
| 95 | |
| 96 | GLuint objMouse::TextureSprite() |
| 97 | { |
| 98 | return texSprite; |
| 99 | } |
| 100 | |
| 101 | GLuint objMouse::TextureMask() |
| 102 | { |
| 103 | return texMask; |
| 104 | } |
| 105 | |
| 106 | void objMouse::SetCursorSprite(const char* filename) |
| 107 | { |
| 108 | m_sprite = load_bitmap(filename, NULL); |
| 109 | texSprite = allegro_gl_make_texture(m_sprite); |
| 110 | } |
| 111 | |
| 112 | void objMouse::SetCursorMask(const char* filename) |
| 113 | { |
| 114 | m_mask = load_bitmap(filename, NULL); |
| 115 | texMask = allegro_gl_make_texture(m_mask); |
| 116 | } |
| 117 | |
| 118 | void objMouse::Show() |
| 119 | { |
| 120 | visible = true; |
| 121 | } |
| 122 | |
| 123 | void objMouse::Scare() |
| 124 | { |
| 125 | visible = false; |
| 126 | } |
| 127 | |
| 128 | void objMouse::Draw() |
| 129 | { |
| 130 | allegro_gl_set_allegro_mode(); |
| 131 | |
| 132 | draw_sprite(screen, m_sprite, mouse_x, mouse_y); |
| 133 | |
| 134 | allegro_gl_unset_allegro_mode(); |
| 135 | } |
Note the Mouse->Draw function isn't actually used... I just forgot to take it out, hehe