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Mixing Allegro 5 with OPENGL
Kev Callahan
Member #6,022
July 2005
avatar

Hi,

I have used Allegro 5 to setup things for OPENGL and am now quite happily bouncing a sphere, cylinder and flat surface around the screen..

What I now want to do (and not sure if this will kill framerate) is to write to the flat surface texture - for now just drawing a rectangle with Allegro 5 functions (guess I'd need to al_get_opengl_texture() again?)...

I can't seem to get this to work - guess I'm screwing up the matrix stack in some way.

So.. I tried saving the (GL_MODELVIEW_MATRIX) stack and restoring it - but again no luck.

#SelectExpand
1{ 2 double matrix1[16]; //, matrix2[16]; 3 4 ALLEGRO_BITMAP *save = al_get_target_bitmap(); 5 6 glGetDoublev(GL_MODELVIEW_MATRIX, matrix1); 7 //glGetDoublev(GL_PROJECTION_MATRIX, matrix2); 8 9 al_set_target_bitmap(bmp[4]); 10 al_draw_rectangle(0, 0, count*6, count*6, al_map_rgb(255,255,255), 2); 11 al_set_target_bitmap(save); 12 13 glLoadMatrixd(matrix1); 14 //glLoadMatrixd(matrix2); 15} 16 17draw_opengl_objects();

Can anyone give me a few pointers please?

Kev

Edgar Reynaldo
Major Reynaldo
May 2007
avatar

You should be able to draw normally to your surface. Each bitmap stores its own transformations. al_set_target_bitmap should take care of restoring its own transformations.

Show more code. Like your draw_opengl_objects function.

EDIT
The problem may be with these two lines :

al_set_target_bitmap(save);

glLoadMatrixd(matrix1);

The call to LoadMatrix may be overwriting a matrix set by al_set_target_bitmap.

Kev Callahan
Member #6,022
July 2005
avatar

Here's a simplified version..

In effect as soon as I mess around using al_set_target_bitmap() to the bitmap I want updated, the display gets corrupted in some way.
I thought saving and restoring the matrix stack(s) may help as imagine calling
al_set_target_bitmap() and al_draw_rectangle() use opengl so would interfere with the opengl bits in some way.

#SelectExpand
1 if ((draw == true) && (al_event_queue_is_empty(eventq))) 2 { 3 // backup / restore matrix 4 if (0) 5 { 6 //double matrix1[16], matrix2[16]; 7 //ALLEGRO_BITMAP *save = al_get_target_bitmap(); 8 //glGetDoublev(GL_MODELVIEW_MATRIX, matrix1); 9 //glGetDoublev(GL_PROJECTION_MATRIX, matrix2); 10 al_set_target_bitmap(bmp[4]); 11 al_draw_rectangle(0, 0, pos*6, pos*6, al_map_rgb(255,255,255), 2); 12 //al_set_target_bitmap(save); 13 //glLoadMatrixd(matrix1); 14 //glLoadMatrixd(matrix2); 15 } 16 17 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear the depth buffer 18 //al_clear_to_color(al_map_rgb(0,0,0)); // clear screen 19 20 // ** 21 glEnable(GL_DEPTH_TEST); 22 glEnable(GL_TEXTURE_2D); 23 24 glMatrixMode(GL_MODELVIEW); // set current matrix stack = GL_MODELVIEW 25 glLoadIdentity(); // replace current matrix with the identity matrix 26 27 // ** camera position 28 { 29 gluLookAt(0.0f, 0.0f, 1650.0f, // set camera at this xyz position 30 0.0f, 0.0f, 0.0f, // towrds this xyz position 31 0.2, 1.0f, 0.0f); // define Y is 'up' (note can use fractions to rotate camera) 32 33 pos += 1.0; pos = fmod(pos, 360.0); 34 35 glRotatef(pos/3.14, 2.0f, 0.0f, 0.0f); /* 'pos' deg orbit the X axis */ 36 glRotatef(pos, 0.0f, 2.0f, 0.0f); /* 'pos' deg orbit the Y axis */ 37 } 38 39 // ** flat image 40 { 41 if (0) 42 { 43 //this just draws to rectangle to screen 44 al_draw_rectangle(0, 0, pos*6, pos*6, al_map_rgb(255,255,255), 2); 45 } 46 47 draw_flat_texture(3, -400, -300, 256, 192); 48 } 49 50 glDisable(GL_TEXTURE_2D); 51 glDisable(GL_DEPTH_TEST); 52 53 glFlush(); 54 55 draw = false; 56 al_flip_display();

and for completeness -

#SelectExpand
1void draw_flat_texture(GLuint id, float x, float y, float w, float h) 2{ 3 glBindTexture (GL_TEXTURE_2D, id); 4 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); 5 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); 6 7 glPushMatrix(); // push on stack 8 9 glBegin(GL_QUADS); 10 glTexCoord2f(0, 0); glVertex3f(x, y, 0); 11 glTexCoord2f(0, 1); glVertex3f(x, h, 0); 12 glTexCoord2f(1, 1); glVertex3f(w, h, 0); 13 glTexCoord2f(1, 0); glVertex3f(w, y, 0); 14 glEnd(); 15 16 glPopMatrix(); // pop off stack 17}

Edgar Reynaldo
Major Reynaldo
May 2007
avatar

Like I said, your call to LoadMatrix may be overwriting the projection view matrix that opengl uses. You're not setting it at all, so it's being changed by allegro, but not set back to normal by you.

Also, you can use allegro's transforms to accomplish the same thing.

Kev Callahan
Member #6,022
July 2005
avatar

Sorry I'm confused a bit ;)
I'm not using 'LoadMatrix' ..
Do you mean glLoadIdentity()..?
Apologies if I'm being dumb, opengl is new to me.

I'd like to see if I can continue using opengl (as I wanted to understand it a bit better), but may well decide to stick with Allegro.

Edit:
Ah..re-read your comment again..
I'm not setting something up that I should be..?

I have setup my projection matrix earlier; but I need to reset it again if I use allegro functions?? Hadn't imagined that stack would have been touched.

Edgar Reynaldo
Major Reynaldo
May 2007
avatar

Yes, I believe allegro uses an orthographic projection matrix to draw to the back buffer. Each bitmap has two matrices associated with it.

Edit - can you post a zip of your code? I'd like to play around with it a bit.

Edit - at the very least you need to reset your model view and projection matrices after using allegro.

Kev Callahan
Member #6,022
July 2005
avatar

Edgar Reynaldo
Major Reynaldo
May 2007
avatar

Resetting both matrices should fix your problem. They work in tandem. The MODELVIEW matrix takes care of moving the 'camera' and the PROJECTION matrix takes care of defining the view volume.

So something like :

/// Setup your camera with gluLookAt
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
/// gluLookAt

/// Setup an orthographic or perspective projection
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
/// glFrustum
/// glOrtho

See https://www.opengl.org/archives/resources/faq/technical/viewing.htm for some details.

Kev Callahan
Member #6,022
July 2005
avatar

Still no luck :(

- source attached

As soon as I call al_set_target_bitmap() [line 146] everything goes awry - re-setting up the cameras has no benefit.

May have to delve again into library code to see/understand what's happening - suspect my knowledge of how the opengl pipeline works isn't helping.

#SelectExpand
1#include <stdio.h> 2 3#include "allegro5/allegro.h" 4#include "allegro5/allegro_image.h" 5#include "allegro5/allegro_opengl.h" 6#include "allegro5/allegro_primitives.h" 7 8#include "GL/glu.h" 9#include "math.h" 10#include "signal.h" 11 12#define MAXNUMBITMAPS 8 13 14#ifdef IMX6 15#define al_create_display(x,y) al_setup_display_imx6(x, y) 16#define al_init() al_init_imx6() 17#endif 18 19#ifndef WHERE 20#define WHERE() { printf("line %d\n", __LINE__); } 21#endif 22 23extern int al_init_imx6(); 24extern ALLEGRO_DISPLAY *al_setup_display_imx6(int w, int h); 25 26float ss=1.0; 27float pos=0.0f; 28bool loop=true; 29 30int SCREEN_W = 1024; 31int SCREEN_H = 768; 32 33void draw_flat_texture(GLuint id, float x, float y, float w, float h); 34 35void sig_int(int s) { WHERE(); loop=false; } 36 37// ** camera_3D_setup ***************************************************************** 38void camera_3D_setup() 39{ 40 glMatrixMode(GL_PROJECTION); // current matrix stack (for subsequent matrix operations) = GL_PROJECTION 41 glLoadIdentity(); // replace the current matrix with the identity matrix 42 gluPerspective(35.0, (GLdouble)SCREEN_W / (GLdouble)SCREEN_H, 1.0, 2000.0); 43} 44 45// ** camera_2D_setup ***************************************************************** 46void camera_2D_setup() 47{ 48 glMatrixMode(GL_PROJECTION); // current matrix stack (for subsequent matrix operations) = GL_PROJECTION 49 glLoadIdentity(); // replace the current matrix with the identity matrix 50 glOrtho(0.0, (GLdouble)SCREEN_W, (GLdouble)SCREEN_H, 0.0, 0.0, 1.0); 51} 52 53ALLEGRO_BITMAP *bmp; 54GLuint oti; 55GLuint ogl_tex; 56 57 58// ** main ***************************************************************** 59int main(int argc, char *argv[]) 60{ 61 ALLEGRO_DISPLAY *display = NULL; 62 ALLEGRO_EVENT_QUEUE *eventq = NULL; 63 ALLEGRO_TIMER *timer = NULL; 64 65 float fps = 60.0f; 66 bool draw = false; 67 68 signal(SIGINT, sig_int); 69 signal(SIGTERM, sig_int); 70 signal(SIGKILL, sig_int); 71 72 GLUquadricObj *quad_1 = gluNewQuadric(); 73 74 // ** initialise graphics, extensions, etc 75 { 76 al_init(); 77 al_init_image_addon(); 78 al_init_primitives_addon(); 79 al_install_keyboard(); 80 } 81 82 // ** setup display 83 { 84 al_set_new_display_flags (ALLEGRO_OPENGL); 85 al_set_new_display_option (ALLEGRO_VSYNC, 1, ALLEGRO_SUGGEST); 86 display = al_create_display(SCREEN_W, SCREEN_H); 87 } 88 89 eventq = al_create_event_queue(); 90 timer = al_create_timer(1.0f/fps); 91 92 // load bitmaps 93 al_set_new_bitmap_flags(ALLEGRO_MIPMAP | ALLEGRO_MIN_LINEAR); 94 95 bmp = al_load_bitmap("img_2.jpg"); 96 97 ogl_tex = al_get_opengl_texture(bmp); // store OPENGL texture id 98 99 // ** register event sources 100 { 101 al_register_event_source(eventq, al_get_display_event_source (display)); 102 al_register_event_source(eventq, al_get_timer_event_source (timer)); 103 al_register_event_source(eventq, al_get_keyboard_event_source()); 104 } 105 106 al_start_timer(timer); 107 108 109 // ** camera setup 110 { 111 // 2D camera 112 camera_2D_setup(); 113 114 // default flat background 115 al_draw_bitmap(bmp, 0.0f, 0.0f, 0); 116 117 // 3D camera 118 camera_3D_setup(); 119 } 120 121 122 // ** main loop 123 while (loop) 124 { 125 ALLEGRO_EVENT event; 126 al_wait_for_event(eventq, &event); 127 128 switch(event.type) 129 { 130 case ALLEGRO_EVENT_KEY_DOWN: case ALLEGRO_EVENT_DISPLAY_CLOSE: loop = false; break; 131 case ALLEGRO_EVENT_TIMER: draw = true; break; 132 default: break; 133 } 134 135 if ((draw == true) && (al_event_queue_is_empty(eventq))) 136 { 137 138 139 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear the depth buffer 140 141 142 // draw something onto texture - *** this is very detrimental to everything(!) *** 143 //if (0) 144 { 145 // draw onto texture 146 al_set_target_bitmap(bmp); 147 //al_draw_rectangle(0, 0, pos*2, pos*2, al_map_rgb(255,255,255), 5); 148 149 // try setting up cameras again 150 //camera_2D_setup(); 151 //camera_3D_setup(); 152 } 153 154 155 156 // ** 157 glEnable(GL_DEPTH_TEST); 158 glEnable(GL_TEXTURE_2D); 159 160 glMatrixMode(GL_MODELVIEW); // set current matrix stack = GL_MODELVIEW 161 glLoadIdentity(); // replace current matrix with the identity matrix 162 163 // ** rotate camera position around 0,0,0 164 { 165 pos += 1.0; pos = fmod(pos, 360.0); 166 167 gluLookAt(0.0f, 0.0f, 1650.0f, 0.0f, 0.0f, 0.0f, 0.2, 1.0f, 0.0f); 168 glRotatef(pos/3.14, 2.0f, 0.0f, 0.0f); 169 glRotatef(pos, 0.0f, 2.0f, 0.0f); 170 } 171 172 // ** draw (hopefully modified) flat image 173 { 174 draw_flat_texture(1, -400, -300, 256, 192); 175 } 176 177 // ** draw sphere 178 { 179 glBindTexture (GL_TEXTURE_2D, ogl_tex); 180 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); 181 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); 182 183 glPushMatrix(); // push on stack 184 glTranslatef( 1.0f*ss, 0.0f, 0.0f); // translation 185 glRotatef (-80.0f, 1.0f, 0.0f, 0.0f); // rotate X - fixed 186 glRotatef (-15.0f, 0.0f, 1.0f, 0.0f); // rotate Y - fixed 187 glRotatef (-20.0f, 0.0f, 0.0f, 1.0f); // rotate Z - fixed 188 189 gluQuadricTexture(quad_1, GL_TRUE); // start texture coordinate generation 190 gluSphere (quad_1, 70.0f, 28, 28); // radius, slices, stacks 191 192 gluQuadricTexture(quad_1, GL_FALSE); // halt texture coordinate generation 193 glPopMatrix(); // pop off stack 194 } 195 196 glDisable(GL_TEXTURE_2D); 197 glDisable(GL_DEPTH_TEST); 198 glFlush(); 199 200 draw = false; 201 al_flip_display(); 202 } 203 } 204 205 al_destroy_bitmap(bmp); 206 207 glDeleteTextures (1, &oti); 208 gluDeleteQuadric (quad_1); 209 210 al_flush_event_queue (eventq); 211 al_destroy_event_queue(eventq); 212 al_stop_timer (timer); 213 al_destroy_timer (timer); 214 al_destroy_display (display); 215 216 return 0; 217} 218 219// ** draw_flat_texture ***************************************************************** 220void draw_flat_texture(GLuint id, float x, float y, float w, float h) 221{ 222 glBindTexture (GL_TEXTURE_2D, id); 223 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); 224 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); 225 226 glPushMatrix(); // push on stack 227 228 glBegin(GL_QUADS); 229 glTexCoord2f(0, 0); glVertex3f(x, y, 0); 230 glTexCoord2f(0, 1); glVertex3f(x, h, 0); 231 glTexCoord2f(1, 1); glVertex3f(w, h, 0); 232 glTexCoord2f(1, 0); glVertex3f(w, y, 0); 233 glEnd(); 234 235 glPopMatrix(); // pop off stack 236}

Edgar Reynaldo
Major Reynaldo
May 2007
avatar

I figured out the problem. In addition to resetting the model view and projection matrices, you need to set the bitmap drawing target to the backbuffer again. You're just drawing to the bitmap. That's why the results never show up.

EDIT
I haven't been able to successfully modify the texture yet though... there are some strange results when I draw to the bitmap.

Kev Callahan
Member #6,022
July 2005
avatar

Well that makes (pretty obvious) sense, will mess around a bit with it tomorrow. Thanks.

Thought I'd tried this, but probably without the resetting of the projection, etc..

Update -

Well that's an improvement I think - I'm drawing rectangle(s) on the target and it's displaying it correctly when the camera is face-on.. [Update 2 - Actually not too sure how many rectangles are being drawn.. maybe only the first one - all very weird.]

2 very strange things though -

. When the camera gets at an acute angle, the bitmap gets a sheen whereby you can see the original bitmap underneath with the rectangles fading on top. Maybe I'm seeing some default OPENGL lighting??

. Calling al_clear_to_color() after setting the target bitmap to the texture, fills the whole screen with colour rather than just the target.

I'm thinking at the moment that A5 and OpenGL don't work together as easily as I'd hoped ;)
Maybe I'm just not hitting the right buttons in the right order.

#SelectExpand
1 if ((draw == true) && (al_event_queue_is_empty(eventq))) 2 { 3 //camera_2D_setup(); // makes no difference to output 4 // set up perspective projection 5 camera_3D_setup(); 6 7 // do the 3D stuff 8 glMatrixMode(GL_MODELVIEW); 9 glLoadIdentity(); 10 11 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear the depth buffer 12 13 // ** 14 glEnable(GL_DEPTH_TEST); 15 glEnable(GL_TEXTURE_2D); 16 17 glMatrixMode(GL_MODELVIEW); // set current matrix stack = GL_MODELVIEW 18 glLoadIdentity(); // replace current matrix with the identity matrix 19 20 // ** rotate camera position around 0,0,0 21 { 22 pos += 0.5; pos = fmod(pos, 1000.0); 23 24 gluLookAt(0.0f, 0.0f, 1650.0f, 0.0f, 0.0f, 0.0f, 0.2, 1.0f, 0.0f); 25 glRotatef(pos/3.14, 2.0f, 0.0f, 0.0f); 26 glRotatef(pos, 0.0f, 2.0f, 0.0f); 27 } 28 29 // ** draw (hopefully modified) flat image 30 { 31 draw_flat_texture(1, -400, -300, 256, 192); 32 } 33 34 glDisable(GL_TEXTURE_2D); 35 glDisable(GL_DEPTH_TEST); 36 glFlush(); 37 38 //glMatrixMode(GL_PROJECTION);// makes no difference to output 39 //glPopMatrix(); // makes no difference to output 40 //glMatrixMode(GL_MODELVIEW); // makes no difference to output 41 //glLoadIdentity(); // makes no difference to output 42 43 //Do some 2D stuff 44 { 45 al_set_target_bitmap(bmp); 46 47 //al_clear_to_color(al_map_rgb(0,0,64)); // ** fills whole screen with colour :( 48 al_draw_rectangle(0, 0, pos, pos, al_map_rgb(255,255,0), 4); 49 50 al_set_target_backbuffer(display); 51 } 52 53 draw = false; 54 al_flip_display(); 55 }

EDIT:
Not that anyone seems very interested ;) - but I've fixed this by rewriting everything.
Once it's tidied up I'll post the code here in case anyone in future has issues.

Edgar Reynaldo
Major Reynaldo
May 2007
avatar

Don't forget to use 'send to top' when you make big edits like that. Something I see is that you're setting and loading the model view identity matrix twice. It's just extra code that doesn't do anything.

As for clearing to color on the bitmap affecting the screen, I think there's something funny going on with the allegro part of things. I don't think it's drawing to the right texture target. It seems to draw fine to it's own bitmap, but not to the associated texture in my test cases. I'll keep investigating this when I have time. I made a post to [AD] about this, but no reply yet.

Kev Callahan
Member #6,022
July 2005
avatar

Thanks for the help Edgar.

Will try to post my updated source tomorrow, I virtually started from scratch after what I'd learnt from your input. I now have a 'draw' loop that does some A5 2d, then some opengl and then more 2d before I flipscreen() ..

I'm not in any way saying I'm doing it the correct way but it's looking hopeful..! :)

UPDATE - Latest Code - Draws 10 cubes, all of same size, moves the camera to a new viewing position and displays some text on-screen. Seems way better mixing allegro and opengl now.

Problem I now have (and I'm sure I've set something up incorrectly) is that near objects are smaller than distant objects.. Any idea on why this would happen? I'm guessing it's something to do with the way I've setup the depth buffer or something along those lines.

UPDATE - SOLVED ;)
Required - al_set_new_display_option(ALLEGRO_DEPTH_SIZE, 16, ALLEGRO_SUGGEST);

#SelectExpand
1////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// 2void render_scene(void) 3{ 4 static float ss=0; 5 6 // ** A5 2D bits 7 8 glDisable(GL_CULL_FACE); 9 10 ms = al_current_time(); 11 ss = (ss+0.05); if (ss > 7) ss=0; 12 13 // ** modify bitmaps 14 { 15 al_set_target_bitmap(texture); 16 al_draw_bitmap(copybmp, 0, 0, 0); 17 al_draw_text(font, al_map_rgb(32,32,255), ss*100, 250, ALLEGRO_ALIGN_LEFT, "TEXTURE FONT"); 18 al_draw_text(font, al_map_rgb(255,32,32), 1024-ss*100, 300, ALLEGRO_ALIGN_RIGHT, "TEXTURE FONT"); 19 } 20 21 22 // reset destination target to display 23 al_set_target_backbuffer(display); 24 25 al_clear_to_color(al_map_rgb(8, 16, 32)); // set background color 26 27 al_draw_text(font, al_map_rgb(255,255,128), SCREEN_W/2, SCREEN_H -50, ALLEGRO_ALIGN_CENTER, "BACKGROUND TEXT"); 28 29 // ** 3D 30 31 // setup perspepective projection 32 glMatrixMode(GL_PROJECTION); 33 glPushMatrix(); 34 glLoadIdentity(); 35 gluPerspective(45.0f, (GLfloat)width/(GLfloat)height, 1.0f, 100.0f); 36 37 //glViewport(0, 0, SCREEN_W/2, SCREEN_H/2); // restrict (stretch/shrink) output to an area of screen 38 39 // ** set camera position & orientation 40 { 41 cam.dest.x = 0.0f; 42 cam.dest.y = -5.0f; 43 cam.dest.z = 9.0f; 44 45 camera_move(); 46 47 gluLookAt(cam.posn.x, cam.posn.y, cam.posn.z, cam.view.x, cam.view.y, cam.view.z, cam.orient.x, cam.orient.y, cam.orient.z); 48 } 49 50 // ** setup 51 glMatrixMode (GL_MODELVIEW); // to operate on model-view matrix 52 glEnable (GL_DEPTH_TEST); // enable depth testing for z-culling 53 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear color and depth buffers 54 glDepthFunc (GL_LESS); // set the type of depth-test 55 glShadeModel (GL_SMOOTH); // enable smooth shading 56 glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // nice perspective corrections 57 glEnable (GL_CULL_FACE); 58 glClearDepth (1.0f); // set background depth to farthest 59 60 // ** draw cubes 61 for (int i=0; i<10; i++) 62 { 63 glEnable (GL_TEXTURE_2D); 64 glBindTexture (GL_TEXTURE_2D, 5); 65 66 glLoadIdentity(); // reset the model-view matrix 67 glTranslatef(0.0f, 0.0f, -2.0f*i); // move right and into the screen 68 glRotatef (-ms*64*(i+1), 1, 1, 1); 69 70 draw_cube(2.0); //*i); 71 } 72 73 // ** return to 2D 74 glMatrixMode(GL_PROJECTION); 75 glPopMatrix(); 76 glMatrixMode(GL_MODELVIEW); 77 glLoadIdentity(); 78 79 glDisable(GL_CULL_FACE); // disable culling to allow 2D to show 80 81 // ** A5 2D bit 82 al_draw_textf(font, al_map_rgb(128,128,255), SCREEN_W/2, 40, ALLEGRO_ALIGN_CENTER, "FOREGROUND TEXT OUTPUT"); 83} 84 85 86////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// 87void draw_cube(float size) 88{ 89 glBegin(GL_QUADS); 90 91 glTexCoord2f(0.0f, 0.0f); glVertex3f(-size, -size, size); // bottom left - FRONT 92 glTexCoord2f(1.0f, 0.0f); glVertex3f( size, -size, size); // bottom right 93 glTexCoord2f(1.0f, 1.0f); glVertex3f( size, size, size); // top right 94 glTexCoord2f(0.0f, 1.0f); glVertex3f(-size, size, size); // top left 95 glTexCoord2f(1.0f, 0.0f); glVertex3f(-size, -size, -size); // bottom right - BACK 96 glTexCoord2f(1.0f, 1.0f); glVertex3f(-size, size, -size); // top right 97 glTexCoord2f(0.0f, 1.0f); glVertex3f( size, size, -size); // top left 98 glTexCoord2f(0.0f, 0.0f); glVertex3f( size, -size, -size); // bottom left 99 glTexCoord2f(0.0f, 1.0f); glVertex3f(-size, size, -size); // top left - TOP 100 glTexCoord2f(0.0f, 0.0f); glVertex3f(-size, size, size); // bottom left 101 glTexCoord2f(1.0f, 0.0f); glVertex3f( size, size, size); // bottom right 102 glTexCoord2f(1.0f, 1.0f); glVertex3f( size, size, -size); // top right 103 glTexCoord2f(1.0f, 1.0f); glVertex3f(-size, -size, -size); // top right - BOT 104 glTexCoord2f(0.0f, 1.0f); glVertex3f( size, -size, -size); // top left 105 glTexCoord2f(0.0f, 0.0f); glVertex3f( size, -size, size); // bottom left 106 glTexCoord2f(1.0f, 0.0f); glVertex3f(-size, -size, size); // bottom right 107 glTexCoord2f(1.0f, 0.0f); glVertex3f( size, -size, -size); // bottom right - RIGHT 108 glTexCoord2f(1.0f, 1.0f); glVertex3f( size, size, -size); // top right 109 glTexCoord2f(0.0f, 1.0f); glVertex3f( size, size, size); // top left 110 glTexCoord2f(0.0f, 0.0f); glVertex3f( size, -size, size); // bottom left 111 glTexCoord2f(0.0f, 0.0f); glVertex3f(-size, -size, -size); // bottom left - LEFT 112 glTexCoord2f(1.0f, 0.0f); glVertex3f(-size, -size, size); // bottom right 113 glTexCoord2f(1.0f, 1.0f); glVertex3f(-size, size, size); // top right 114 glTexCoord2f(0.0f, 1.0f); glVertex3f(-size, size, -size); // top left 115 116 glEnd(); 117} 118 119////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// 120void camera_move() 121{ 122 static float qq; 123 124 if (cam.accel < 0.5) cam.accel += 0.0001; 125 cam.posn.x += (cam.accel * (cam.posn.x < cam.dest.x)); 126 cam.posn.x -= (cam.accel * (cam.posn.x > cam.dest.x)); 127 cam.posn.y += (cam.accel * (cam.posn.y < cam.dest.y)); 128 cam.posn.y -= (cam.accel * (cam.posn.y > cam.dest.y)); 129 cam.posn.z += (cam.accel * (cam.posn.z < cam.dest.z)); 130 cam.posn.z -= (cam.accel * (cam.posn.z > cam.dest.z)); 131}

Edgar Reynaldo
Major Reynaldo
May 2007
avatar

Kev Callahan
Member #6,022
July 2005
avatar

Yes I did :) still more tidying up to do as I get to understand a little more what the issues are and what doesn't have to be reset each frame...

Unfortunately I don't have access to my PC, so here's a link to the zip I just created on my mobile.

https://drive.google.com/file/d/0B1W53uB-s4sDRHpSSnlwcVZVUEE/view?usp=drivesdk

Hopefully that will work.

Edgar Reynaldo
Major Reynaldo
May 2007
avatar

Kev Callahan
Member #6,022
July 2005
avatar

Ah yeah sorry, thought you had those already ;)

Seems to be way better, don't know why I cant place text 'behind' 3d objects using allegro's functions, but could obviously work around that.

Also i guess a fair bit of optimisation is possible as I'm calling a lot every frame, would imagine some of its not required apart from at initialisation.

Edgar Reynaldo
Major Reynaldo
May 2007
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don't know why I cant place text 'behind' 3d objects using allegro's functions

You can, you just have to draw it at the proper depth, either using z values, or a z translation matrix. Of course it will shrink into the background, so you have to draw it at 'real size'. You can also fake it by drawing your scene onto a buffer and then drawing your text on screen and your buffer on top of it.

Kev Callahan
Member #6,022
July 2005
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Edgar Reynaldo
Major Reynaldo
May 2007
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Sure, you can draw it farther away at a larger scale, with OpenGL (the MODELVIEW matrix) or Allegro (a scale transform).

Alternatively, you can draw your scene with an orthographic transform, but then everything the same size will be the same size regardless of distance.

Perhaps you could combine drawing your scene in perspective projection and your text with orthographic projection and thereby 'cheat'. Worth a try anyway.

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