I’m wondering if it is possible to simulate the effect of looking through the keyhole in OpenGL.
I have my 3D scene drawn but I want to make everythig black everything except a central circle.
I tried this solution but its doing the completely opposite of what I want:
// here i draw my 3D scene
// Begin 2D orthographic mode
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
GLint viewport [4];
glGetIntegerv(GL_VIEWPORT, viewport);
gluOrtho2D(0, viewport[2], viewport[3], 0);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
// Here I draw a circle in the center of the screen
float radius=50;
glBegin(GL_TRIANGLE_FAN);
glVertex2f(x, y);
for( int n = 0; n <= 100; ++n )
{
float const t = 2*M_PI*(float)n/(float)100;
glVertex2f(x + sin(t)*r, y + cos(t)*r);
}
glEnd();
// end orthographic 2D mode
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
What I get is a circle drawn in the center, but I would like to obtain its complementary…
Like everything else in OpenGL, there are a few ways to do this. Here are two off the top of my head.
Use a circle texture: (recommended)
Switch to an orthographic projection, and draw a quad over the entire screen using a texture which has a white circle at the center. Use the appropriate blending function:
Alternatively, you can use a pixel shader to generate the circular shape.
Use a stencil test: (not recommended, but it may be easier if you don’t have textures or shaders)
Clear the stencil buffer, and draw the circle into it.
Enable the stencil test for the remainder of the scene.
Footnote: I recommend avoiding use of immediate mode at any point in your code, and using arrays instead. This will improve the compatibility, maintainability, readibility, and performance of your code — a win in all areas.