I'm making a program using openGL with transparent objects in it, so obviously I have to paint those last. Unfortunately I was unaware of this requirement when beginning this project and now it would be a real pain to reorder it painting those at last.
I'm drawing objects by calling my drawing functions after translating and rotating the scene. There can be multiple translations and rotations before an actual drawing (e.g. first I draw the ground, then translate, then call the drawing of the house, which repeatedly translates and rotates, then calls the drawing of the walls and so on).
So my idea was saving the current modelview matrices in a list instead of painting the transparent objects when I normally would, then when I'm done with the opaque stuff, I iterate through my list and load each matrix and paint each object (a window, to be precise).
I do this for saving a matrix:
GLdouble * modelMatrix = (GLdouble *)malloc(16 * sizeof(GLdouble));
glGetDoublev(GL_MODELVIEW, modelMatrix);
addWindow(modelMatrix); // save it for later painting
And this is the "transparent stuff management" part:
/***************************************************************************
*** TRANSPARENT STUFF MANAGEMENT ******************************************
**************************************************************************/
typedef struct wndLst {
GLdouble * modelMatrix;
struct wndLst * next;
} windowList;
windowList * windows = NULL;
windowList * pWindow;
void addWindow(GLdouble * windowModelMatrix) {
pWindow = (windowList *)malloc(sizeof(windowList));
pWindow->modelMatrix = windowModelMatrix;
pWindow->next = windows;
windows = pWindow;
}
void clearWindows() {
while(windows != NULL) {
pWindow = windows->next;
free(windows->modelMatrix);
free(windows);
windows = pWindow;
}
}
void paintWindows() {
glPushMatrix(); // I've tried putting this and the pop inside the loop, but it didn't help either
pWindow = windows;
while(pWindow != NULL) {
glLoadMatrixd(pWindow->modelMatrix);
Size s;
s.height = 69;
s.width = 49;
s.length = 0.1;
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthMask(GL_FALSE);
glColor4f(COLOR_GLASS, windowAlpha);
drawCuboid(s);
glDepthMask(GL_TRUE);
glDisable(GL_BLEND);
pWindow = pWindow->next;
}
glPopMatrix();
}
/* INTERFACE
* paint all the components, that are not yet painted,
* then clean up.
*/
void flushComponents() {
paintWindows();
clearWindows();
}
/**************************************************************************/
I call flushComponents(); at the very end of my drawings.
The problem is, that the windows don't get in their place, instead I get weird-shaped blue objects randomly appearing and disappearing in my scene.
Am I doing something wrong? Or such matrix manipulations cannot even be used like this? Then what other method could I use for doing this?
Here is the full code if you need it: farm.zip Matrix-saving is at components.c line 1548, management is at line 142. It might not work on Windows without some minor hacking with the includes, which should probably be done in global.h.
Edit: I can only use C code and the glut library to write this program.
Edit 2: The problem is glGetDoublev not returning anything for some reason, it leaves the modelMatrix array intact. Though I still have no idea what causes this, I could make a workaround using bernie's idea.