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11.30.2008 at 11:40AM PST, ID: 23945218
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Problem with rotation of a picture cube.

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8.2
I am having trouble rotating a cube that has different textures on it. I am using c++ and visual c++ 2008 to run the code. Each time that I run the program the entire cube disappears once I click the mouse and move it. I need the cube to rotate the cube using a trackball motion. I already have 6 different pictures that are converted to bmp files and read in. This part of the program works. Attached is the program.
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#include <iostream>
#include <fstream>
#include <stdlib.h>
#include <stdio.h>
#include <math.h>
#include <GL/glut.h>
#include <GL/glu.h>
#include "bmp_io.h"
 
using namespace std;
 
//From the trackball program
#define bool int
#define false 0
#define true 1
#define M_PI 3.14159
 
//Globals from the trackball
 
float 	nnear = 3.0;    	/* near clipping plane in eye coords */
float 	nfar = 7.0;    	/* far clipping plane in eye coords */
float 	viewxform_z = -5.0;
 
int 	winWidth, winHeight;
 
float 	angle = 0.0, axis[3];
// bool 	trackballMove = false;
bool 	redrawContinue = false;
 
GLfloat objectXform[4][4] = {
	{1.0, 0.0, 0.0, 0.0},
	{0.0, 1.0, 0.0, 0.0},
	{0.0, 0.0, 1.0, 0.0},
	{0.0, 0.0, 0.0, 1.0}
};
 
void display(void);
void spinCube(void);
 
 
const int numImages = 6;
static GLuint texName[numImages];
 
char fileNames[numImages][140] = {"C:\\Documents and Settings\\anthony\\My Documents\\engineering\\visualization\\P_3_McNally_Anthony\\Program 3\\Blue hills.bmp", "C:\\Documents and Settings\\anthony\\My Documents\\engineering\\visualization\\P_3_McNally_Anthony\\Program 3\\r_moms_diner.bmp", 
"C:\\Documents and Settings\\anthony\\My Documents\\engineering\\visualization\\P_3_McNally_Anthony\\Program 3\\Sunset.bmp", "C:\\Documents and Settings\\anthony\\My Documents\\engineering\\visualization\\P_3_McNally_Anthony\\Program 3\\Sports_SeahawksVsCowboys2.bmp", 
"C:\\Documents and Settings\\anthony\\My Documents\\engineering\\visualization\\P_3_McNally_Anthony\\Program 3\\Winter.bmp", "C:\\Documents and Settings\\anthony\\My Documents\\engineering\\visualization\\P_3_McNally_Anthony\\Program 3\\DSCN0301.bmp"};
unsigned long int widths[numImages];
long int heights[numImages];
unsigned char *images[numImages];
 
int s0 = 0;
 
//vertices of the cube
float vertices[8][3] = {{0.5, -0.5, -0.5}, {0.5, 0.5, -0.5}, {-0.5, 0.5, -0.5},
{-0.5, -0.5, -0.5}, {0.5, -0.5, 0.5}, {0.5, 0.5, 0.5}, {-0.5, 0.5, 0.5}, {-0.5, -0.5, 0.5}}; 
 
//normals of the faces
float normal[6][3] = {{0.0, 1.0, 0.0}, {0.0, -1.0, 0.0}, {1.0, 0.0, 0.0}, 
					{-1.0, 0.0, 0.0}, {0.0, 0.0, 1.0}, {0.0, 0.0, -1.0}};
		
 
//reads the 6 different image files
void readFiles()
{
	bmp_byte_swap_set ( true );
 
	for (int i = 0; i < numImages; i++)
	{
		unsigned char *rarray = NULL, *garray = NULL, *barray = NULL;
		unsigned long int width;
		long int height;
 
		if (bmp_read(fileNames[i], &width, &height, &rarray, &garray, &barray))
			cout << "Failed to read file " << fileNames[i] << ".\n";
		rarray = new unsigned char[width * height];
		garray = new unsigned char[width * height];
		barray = new unsigned char[width * height];
		images[i] = new unsigned char[width * height * 4];
		widths[i] = width;
		heights[i] = height;
 
		bmp_read(fileNames[i], &width, &height, &rarray, &garray, &barray);
 
		for (int j = 0; j < long(width * height); j++)
		{
			images[i][j * 4] = rarray[j];
			images[i][j * 4 + 1] = garray[j];
			images[i][j * 4 + 2] = barray[j];
			images[i][j * 4 + 3] = 255;
		}
 
		delete [] rarray;
		delete [] garray;
		delete [] barray;
	}
}
 
//initializes the program
void init (void) 
{
	glClearColor (0.0, 0.0, 0., 0.0);
	glPolygonMode(GL_FRONT, GL_FILL);
 
	//sets up the light position ambient diffuse and specular values
	GLfloat light_pos[] = {0.0, 0.0, 0.0, 1.0};
	GLfloat light_ambient[] = {0.1, 0.1, 0.1, 1.0};
	GLfloat light_diffuse[] = {1.0, 1.0, 1.0, 1.0};
	GLfloat light_specular[] = {1.0, 1.0, 1.0, 1.0};
	
	//creates the light
	glLightfv(GL_LIGHT0, GL_POSITION, light_pos);
	glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
	glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
	glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
 
	glShadeModel(GL_FLAT);
 
	glEnable(GL_DEPTH_TEST);
	glEnable(GL_LIGHTING);	
	glEnable(GL_LIGHT0);
	glEnable(GL_NORMALIZE);
 
	readFiles();   
	glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
 
	glGenTextures(numImages, texName);
 
	for (int i = 0; i < numImages; i++)
	{
		glBindTexture(GL_TEXTURE_2D, texName[i]);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
		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, widths[i], heights[i],
					0, GL_RGBA, GL_UNSIGNED_BYTE, images[i]);
		glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
	}
	glEnable(GL_TEXTURE_2D);
 
	glCullFace(GL_BACK);
	glEnable(GL_CULL_FACE);
	glMatrixMode(GL_PROJECTION);
	glOrtho(-2.0, 2.0, -2.0, 2.0, nnear, nfar);
	viewxform_z = -5.0;
}
// creates the object texture cube
void textureCube()
{
			//Starts drawing the cube and the associated textures
		glBindTexture(GL_TEXTURE_2D, texName[0]);
		glBegin(GL_QUADS);
		//Top face
			glNormal3fv(normal[0]);
			glTexCoord2f(0.0, 0.0); glVertex3fv(vertices[0]);
			glTexCoord2f(1.0, 0.0); glVertex3fv(vertices[1]);
			glTexCoord2f(1.0, 1.0); glVertex3fv(vertices[5]);
			glTexCoord2f(0.0, 1.0); glVertex3fv(vertices[4]);
		glEnd();
		//Bottom face
		glBindTexture(GL_TEXTURE_2D, texName[1]);
		glBegin(GL_QUADS);
			glNormal3fv(normal[1]);
			glTexCoord2f(0.0, 0.0); glVertex3fv(vertices[2]);
			glTexCoord2f(1.0, 0.0); glVertex3fv(vertices[3]);
			glTexCoord2f(1.0, 1.0); glVertex3fv(vertices[7]);
			glTexCoord2f(0.0, 1.0); glVertex3fv(vertices[6]);
		glEnd();
		//Right face
		glBindTexture(GL_TEXTURE_2D, texName[2]);
		glBegin(GL_QUADS);
			glNormal3fv(normal[2]);
			glTexCoord2f(0.0, 0.0); glVertex3fv(vertices[5]);
			glTexCoord2f(1.0, 0.0); glVertex3fv(vertices[1]);
			glTexCoord2f(1.0, 1.0); glVertex3fv(vertices[2]);
			glTexCoord2f(0.0, 1.0); glVertex3fv(vertices[6]);
		glEnd();
		//Left face
		glBindTexture(GL_TEXTURE_2D, texName[3]);
		glBegin(GL_QUADS);
			glNormal3fv(normal[3]);
			glTexCoord2f(0.0, 0.0); glVertex3fv(vertices[0]);
			glTexCoord2f(1.0, 0.0); glVertex3fv(vertices[4]);
			glTexCoord2f(1.0, 1.0); glVertex3fv(vertices[7]);
			glTexCoord2f(0.0, 1.0); glVertex3fv(vertices[3]);
		glEnd();
		//Front face
		glBindTexture(GL_TEXTURE_2D, texName[4]);
		glBegin(GL_QUADS);
			glNormal3fv(normal[4]);
			glTexCoord2f(0.0, 0.0); glVertex3fv(vertices[7]);
			glTexCoord2f(1.0, 0.0); glVertex3fv(vertices[4]);
			glTexCoord2f(1.0, 1.0); glVertex3fv(vertices[5]);
			glTexCoord2f(0.0, 1.0); glVertex3fv(vertices[6]);
		glEnd();
		//Rear face
		glBindTexture(GL_TEXTURE_2D, texName[5]);
		glBegin(GL_QUADS);
			glNormal3fv(normal[5]);
			glTexCoord2f(1.0, 0.0); glVertex3fv(vertices[1]);
			glTexCoord2f(1.0, 1.0); glVertex3fv(vertices[0]);
			glTexCoord2f(0.0, 1.0); glVertex3fv(vertices[3]);
			glTexCoord2f(0.0, 0.0); glVertex3fv(vertices[2]);
		glEnd();
}
 
 
 
 
 
//creates what is displayed on the screen
void display(void)
{  
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	glMatrixMode(GL_MODELVIEW);
 
	gluLookAt(0, 0, 5, 0, 0, 0, 0, 1, 0);
	glLoadIdentity();
 
	glTranslatef(0.0, 0.0, -5.0);
	{
		glPushMatrix();
		glRotatef(angle, axis[0], axis[1], axis[2]);
		glMultMatrixf((GLfloat *) objectXform);
		glGetFloatv(GL_MODELVIEW_MATRIX, (GLfloat *) objectXform);
		glPopMatrix();
		glLoadIdentity();
	}
 
	glMultMatrixf((GLfloat *) objectXform);
	textureCube();
	glEnable(GL_LIGHTING);
		//glColor3f(0, 1, 0);
		////Draws the box for the entire cube
		//glBegin(GL_QUADS);
 
		////draws the top square
		//glNormal3f(1.0, 0.0, 0.0);
		//glVertex3fv(vertices[0]);
		//glVertex3fv(vertices[1]);
		//glVertex3fv(vertices[5]);
		//glVertex3fv(vertices[4]);
 
		////draws the bottom square
		//glNormal3f(-1.0, 0.0, 0.0);
		//glVertex3fv(vertices[3]);
		//glVertex3fv(vertices[2]);
		//glVertex3fv(vertices[6]);
		//glVertex3fv(vertices[7]);
 
		////draws the right square
		//glNormal3f(0.0, 1.0, 0.0);
		//glVertex3fv(vertices[5]);
		//glVertex3fv(vertices[1]);
		//glVertex3fv(vertices[2]);
		//glVertex3fv(vertices[6]);
 
		////draws the left square
		//glNormal3f(0.0, -1.0, 0.0);
		//glVertex3fv(vertices[0]);
		//glVertex3fv(vertices[4]);
		//glVertex3fv(vertices[7]);
		//glVertex3fv(vertices[3]);
	
		//glBegin(GL_QUADS);
		////draws the front square
		//glNormal3f(0.0, .0, 1.0);
		//glVertex3fv(vertices[4]);
		//glVertex3fv(vertices[5]);
		//glVertex3fv(vertices[6]);
		//glVertex3fv(vertices[7]);
		//glEnd();
 
		////draws the rear square
		//glNormal3f(0.0, 0.0, -1.0);
		//glVertex3fv(vertices[1]);
		//glVertex3fv(vertices[0]);
		//glVertex3fv(vertices[3]);
		//glVertex3fv(vertices[2]);
		//glEnd();
 
		//Section for adding textures
		////Adds texture to the top square
		//glBindTexture(GL_TEXTURE_2D, texName[s0]);
		//glBegin(GL_QUADS);
		//	glNormal3f(1, 0, 0);
		//	glTexCoord2f(0.0, 0.0);
		//	glVertex3fv(vertices[0]);
		//	glTexCoord2f(1.0, 0.0);
		//	glVertex3fv(vertices[1]);
		//	glTexCoord2f(1.0, 1.0);
		//	glVertex3fv(vertices[5]);
		//	glTexCoord2f(0.0, 1.0);
		//	glVertex3fv(vertices[4]);
		//glEnd();
		//	
 
		//////adds texture to the bottom square
		//glBindTexture(GL_TEXTURE_2D, texName[1]);
		//glBegin(GL_QUADS);
		//	glNormal3f(-1, 0, 0);
		//	glTexCoord2f(0.0, 0.0);
		//	glVertex3fv(vertices[2]);
		//	glTexCoord2f(1.0, 0.0);
		//	glVertex3fv(vertices[3]);
		//	glTexCoord2f(1.0, 1.0);
		//	glVertex3fv(vertices[7]);
		//	glTexCoord2f(0.0, 1.0);
		//	glVertex3fv(vertices[6]);
		//glEnd();
 
		//////adds texture to the right Square
		//glBindTexture(GL_TEXTURE_2D, texName[2]);
		//glBegin(GL_QUADS);
		//	glNormal3f(0, 1, 0);
		//	glTexCoord2f(0.0, 0.0);
		//	glVertex3fv(vertices[5]);
		//	glTexCoord2f(1.0, 0.0);
		//	glVertex3fv(vertices[1]);
		//	glTexCoord2f(1.0, 1.0);
		//	glVertex3fv(vertices[2]);
		//	glTexCoord2f(0.0, 1.0);
		//	glVertex3fv(vertices[6]);
		//glEnd();
 
		//////adds texture to the left square
		//glBindTexture(GL_TEXTURE_2D, texName[3]);
		//glBegin(GL_QUADS);
		//	glNormal3f(0, -1, 0);
		//	glTexCoord2f(0.0, 0.0);
		//	glVertex3fv(vertices[0]);
		//	glTexCoord2f(1.0, 0.0);
		//	glVertex3fv(vertices[4]);
		//	glTexCoord2f(1.0, 1.0);
		//	glVertex3fv(vertices[7]);
		//	glTexCoord2f(0.0, 1.0);
		//	glVertex3fv(vertices[3]);
		//glEnd();
 
		//////adds texture to the front
		//glBindTexture(GL_TEXTURE_2D, texName[4]);
		//glBegin(GL_QUADS);
		//	glNormal3f(0, 0, 1);
		//	glTexCoord2f(0.0f, 0.0f);
		//	glVertex3fv(vertices[4]);
		//	glTexCoord2f(1.0f, 0.0f);
		//	glVertex3fv(vertices[5]);
		//	glTexCoord2f(1.0f, 1.0f);
		//	glVertex3fv(vertices[6]);
		//	glTexCoord2f(0.0f, 1.0f);
		//	glVertex3fv(vertices[7]);
		//glEnd();
 
 
		////////adds texture to the rear
		//glBindTexture(GL_TEXTURE_2D, texName[5]);
		//glBegin(GL_QUADS);
		//	glNormal3f(0, 0, -1);
		//	glTexCoord2f(1.0, 0.0);
		//	glVertex3fv(vertices[1]);
		//	glTexCoord2f(1.0, 1.0);
		//	glVertex3fv(vertices[0]);
		//	glTexCoord2f(0.0, 1.0);
		//	glVertex3fv(vertices[3]);
		//	glTexCoord2f(0.0, 0.0);
		//	glVertex3fv(vertices[2]);
		//glEnd();
	
	glutSwapBuffers();
	glFlush ();
}
//-------------implements a trackball motion--------------//
float lastPos[3] = {0.0F, 0.0F, 0.0F};
int startX, startY;
 
void trackball_ptov(int x, int y, int width, int height, float v[3])
{
	float d, a;
 
	/* project x, y onto a hemi-sphere centered within width, height */
	v[0] = (2.0F * x - width) / width;
	v[1] = (height - 2.0F * y) / height;
	d = (float) (v[0] * v[0] + v[1] * v[1]);
	//v[2] = (float) cos((M_PI/2.0F) * ((d < 1.0F) ? d : 1.0F));
	v[2] = (float) sqrt(1 - ((d < 1.0F) ? d : 1.0F));
	a = 1.0F / (float) sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
	v[0] *= a;
	v[1] *= a;
	v[2] *= a;
}
 
void mouseMotion(int x, int y)
{
	float curPos[3], dx, dy, dz;
 
	trackball_ptov(x, y, winWidth, winHeight, curPos);
 
	dx = curPos[0] - lastPos[0];
	dy = curPos[1] - lastPos[1];
	dz = curPos[2] - lastPos[2];
 
	if (dx || dy || dz) {
		angle = 90.0F * sqrt(dx * dx + dy * dy + dz * dz) / 3;
 
		axis[0] = lastPos[1] * curPos[2] - lastPos[2] * curPos[1];
		axis[1] = lastPos[2] * curPos[0] - lastPos[0] * curPos[2];
		axis[2] = lastPos[0] * curPos[1] - lastPos[1] * curPos[0];
 
		lastPos[0] = curPos[0];
		lastPos[1] = curPos[1];
		lastPos[2] = curPos[2];
	}
	glutPostRedisplay();
}
 
 
 
void startMotion(int x, int y)
{
	redrawContinue = false;  // Initial mouse click stops the motion.
	startX = x; startY = y;
	trackball_ptov(x, y, winWidth, winHeight, lastPos);
}
 
void stopMotion(int x, int y)
{
	if (startX != x || startY != y) 
		redrawContinue = true;
	else 
		redrawContinue = false;
}
 
void spinCube()
{
	if (redrawContinue) glutPostRedisplay();
}
 
void mouseButton(int button, int state, int x, int y)
{
	switch(state) 
	{
	case GLUT_DOWN:
		startMotion(x, y);
		break;
	case GLUT_UP:
		stopMotion(x, y);
		break;
	} 
}
 
//---------End of trackball motions-----------------//
 
//reshapes the window when it is changed
void reshape(int w, int h)
{
	glViewport(0, 0, (GLsizei) w, (GLsizei) h);
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	gluPerspective(30, (float) w / h, 0.1, 100);
	glMatrixMode(GL_MODELVIEW);
}
 
//creates the keyboard functions
void keyboard(unsigned char key, int x, int y)
{
	if (key == 'q' || key == 'Q' || key == 27)
		exit(0);
}
 
 
//creates the menu functions
void topMenuFunc(int id)
{
	switch (id)
	{
	case 1:
		break;
	case 2:
		break;
	case 5:
		break;
	case 6:
		break;
	}
	glutPostRedisplay();
}
 
//creates the menu when the right mouse button is clicked
void createMenu()
{
	int topMenu;
	topMenu = glutCreateMenu(topMenuFunc);
	glutAddMenuEntry("Reset", 6);
	glutAttachMenu(GLUT_RIGHT_BUTTON);
}
 
//The main section of the program
int main(int argc, char** argv)
{
	//int topMenu;
   glutInit(&argc, argv);
   glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
   glutInitWindowSize (500, 500); 
   glutInitWindowPosition (100, 100);
   glutCreateWindow ("Picture Cube");
   createMenu();
   init ();
   glutDisplayFunc(display);
   glutReshapeFunc(reshape);
   glutKeyboardFunc(keyboard);
   	glutIdleFunc(spinCube);
   glutMouseFunc(mouseButton);
   glutMotionFunc(mouseMotion);
   glutMainLoop();
   return 0;
}
Answered By: ikework
Expert Since: 05/23/2003
Accepted Solutions: 552
Computer Expertise: Advanced
ikework has been an Expert for 5 years 7 months, during which he has posted 2738 comments and answered 552 questions. ikework is just one of 71 experts in the OpenGL Graphics & Game Programming Zone. 1 expert collaborated on this answer, which was graded an "A" by the asker.
 
 
 
 
20081119-EE-VQP-48 - Hierarchy / EE_QW_2_20070628