I'm having some troubles with OpenGL and multithreading. The thing is I cannot understand why I have this issue. I'm using MACOS (the includes are therefore going to be different if you try my code). Here the simple program that I manage to run without any problem.
char title[] = "3D Shapes with animation";
GLfloat anglePyramid = 0.0f; // Rotational angle for pyramid [NEW]
GLfloat angleCube = 0.0f; // Rotational angle for cube [NEW]
int refreshMills = 15; // refresh interval in milliseconds [NEW]
bool serverHasInput = false ;
float matrix[16] = {0.7599139,0.0,-0.65002376,0.0,-0.45789394,0.709777,-0.5353035,0.0,0.4613719,0.70442647,0.5393694,0.0,0.0,0.0,0.0,1.0};
float moveX = 0;
float moveY = 0;
pthread_mutex_t mymutex ;
pthread_cond_t mycondition ;
/* Initialize OpenGL Graphics */
void initGL() {
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set background color to black and opaque
glClearDepth(1.0f); // Set background depth to farthest
glEnable(GL_DEPTH_TEST); // Enable depth testing for z-culling
glDepthFunc(GL_LEQUAL); // Set the type of depth-test
glShadeModel(GL_SMOOTH); // Enable smooth shading
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Nice perspective corrections
}
/* Handler for window-repaint event. Called back when the window first appears and
whenever the window needs to be re-painted. */
void display() {
//while(matrixSet == true){
// sleep(0.01);
//}
pthread_mutex_lock(&mymutex);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear color and depth buffers
glMatrixMode(GL_MODELVIEW); // To operate on model-view matrix
// Render a color-cube consisting of 6 quads with different colors
glLoadIdentity(); // Reset the model-view matrix
glTranslatef(1.5f, 0.0f, -7.0f); // Move right and into the screen
glRotatef(angleCube, 1.0f, 1.0f, 1.0f); // Rotate about (1,1,1)-axis [NEW]
glMultMatrixf(matrix);
pthread_mutex_unlock(&mymutex);
glBegin(GL_QUADS); // Begin drawing the color cube with 6 quads
// Top face (y = 1.0f)
// Define vertices in counter-clockwise (CCW) order with normal pointing out
glColor3f(0.0f, 1.0f, 0.0f); // Green
glVertex3f( 1.0f, 1.0f, -1.0f);
glVertex3f(-1.0f, 1.0f, -1.0f);
glVertex3f(-1.0f, 1.0f, 1.0f);
glVertex3f( 1.0f, 1.0f, 1.0f);
// Bottom face (y = -1.0f)
glColor3f(1.0f, 0.5f, 0.0f); // Orange
glVertex3f( 1.0f, -1.0f, 1.0f);
glVertex3f(-1.0f, -1.0f, 1.0f);
glVertex3f(-1.0f, -1.0f, -1.0f);
glVertex3f( 1.0f, -1.0f, -1.0f);
// Front face (z = 1.0f)
glColor3f(1.0f, 0.0f, 0.0f); // Red
glVertex3f( 1.0f, 1.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, 1.0f);
glVertex3f(-1.0f, -1.0f, 1.0f);
glVertex3f( 1.0f, -1.0f, 1.0f);
// Back face (z = -1.0f)
glColor3f(1.0f, 1.0f, 0.0f); // Yellow
glVertex3f( 1.0f, -1.0f, -1.0f);
glVertex3f(-1.0f, -1.0f, -1.0f);
glVertex3f(-1.0f, 1.0f, -1.0f);
glVertex3f( 1.0f, 1.0f, -1.0f);
// Left face (x = -1.0f)
glColor3f(0.0f, 0.0f, 1.0f); // Blue
glVertex3f(-1.0f, 1.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, -1.0f);
glVertex3f(-1.0f, -1.0f, -1.0f);
glVertex3f(-1.0f, -1.0f, 1.0f);
// Right face (x = 1.0f)
glColor3f(1.0f, 0.0f, 1.0f); // Magenta
glVertex3f(1.0f, 1.0f, -1.0f);
glVertex3f(1.0f, 1.0f, 1.0f);
glVertex3f(1.0f, -1.0f, 1.0f);
glVertex3f(1.0f, -1.0f, -1.0f);
glEnd(); // End of drawing color-cube
glutSwapBuffers(); // Swap the front and back frame buffers (double buffering)
// Update the rotational angle after each refresh [NEW]
//anglePyramid += 1.2f;
//angleCube -= 0.15f;
pthread_cond_signal(&mycondition);
pthread_mutex_unlock(&mymutex);
}
/* Called back when timer expired [NEW] */
void timer(int value) {
glutPostRedisplay(); // Post re-paint request to activate display()
glutTimerFunc(refreshMills, timer, 0); // next timer call milliseconds later
}
/* Handler for window re-size event. Called back when the window first appears and
whenever the window is re-sized with its new width and height */
void reshape(GLsizei width, GLsizei height) { // GLsizei for non-negative integer
// Compute aspect ratio of the new window
if (height == 0) height = 1; // To prevent divide by 0
GLfloat aspect = (GLfloat)width / (GLfloat)height;
// Set the viewport to cover the new window
glViewport(0, 0, width, height);
// Set the aspect ratio of the clipping volume to match the viewport
glMatrixMode(GL_PROJECTION); // To operate on the Projection matrix
glLoadIdentity(); // Reset
// Enable perspective projection with fovy, aspect, zNear and zFar
gluPerspective(45.0f, aspect, 0.1f, 100.0f);
}
void keyPressed (unsigned char key, int x, int y) {
if (key == 'y'){
moveY += 0.5;
cout << "y" << endl ;
}
}
/* Main function: GLUT runs as a console application starting at main() */
int main(int argc, char* argv[]) {
glutInit(&argc, argv); // Initialize GLUT
glutInitDisplayMode(GLUT_DOUBLE); // Enable double buffered mode
glutInitWindowSize(640, 480); // Set the window's initial width & height
glutInitWindowPosition(50, 50); // Position the window's initial top-left corner
glutCreateWindow(title); // Create window with the given title
glutDisplayFunc(display); // Register callback handler for window re-paint event
glutReshapeFunc(reshape); // Register callback handler for window re-size event
initGL(); // Our own OpenGL initialization
glutTimerFunc(0, timer, 0); // First timer call immediately [NEW]
glutKeyboardFunc(keyPressed); // Tell GLUT to use the method "keyPressed" for key presses
glutMainLoop(); // Enter the infinite event-processing loop
}
So this is my basic code that works like a charm. However, when I'm trying to create a thread to make it run I cannot get theKeyboardInput anymmore as well as some other aspects that are wrong (cannot clic on the X to exit the window for instace).
Here is my code: My OpenGL functions are all the same except for this part:
/* Main function: GLUT runs as a console application starting at main() */
void* launch(void* args) {
mainArg* arg = (mainArg*) args ;
glutInit(arg->argc, &arg->argv); // Initialize GLUT
And here is how I create the threads:
//the thread function
void *connection_handler(void *);
void * connection_thread(void *);
void * input_thread(void *);
void test();
int main(int argc , char *argv[])
{
//Draw* d = new Draw() ;
pthread_t server_thread ;
pthread_t drawing_thread ;
pthread_t input_thread ;
mainArg args ;
args.argc = &argc ;
args.argv = *argv ;
pthread_mutex_init (&mymutex, NULL);
pthread_cond_init (&mycondition, NULL);
cout << "Begin" << endl ;
if( pthread_create( &server_thread , NULL , &connection_thread , NULL) != 0)
{
cout << "could not create Connection thread" << endl ;
return 1;
}
/*if( pthread_create( &input_thread , NULL , &connection_thread , NULL) != 0)
{
cout << "could not create input thread" << endl ;
return 1;
}*/
if( pthread_create( &drawing_thread , NULL , &launch , &args) != 0)
{
perror("could not create Drawing thread");
return 1;
}
//while(1);
pthread_join(server_thread, NULL);
pthread_join(drawing_thread,NULL);
Would you happen to know what's wrong here? Cause I've been looking at it for days now and I can't seem to find an answer.
EDIT: I am not sharing the OpenGL context or anything that has to be a part of the OGL rendering on an other thread. My other thread is only a server communication with other devices.
EDIT2: I saw here a while ago that not having OGL rendering on the main thread should not be an issue OpenGL Rendering in a secondary thread
So @user1118321 was correct.
There are absolutely no problem to try and do the rendering on a background thread. However, GLUT will not be able to access the information of the OS window (i.e keyboard press, exit window ... ) if it is done that way. Still, if the purpose of the rendering thread is just to render, no problem at all to put it on a background thread.
Hope it helps other people too.