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I'm trying to make it where I can draw an square with the values in the global array. I made it work without vertex array before but now I need to save it in array so I can possibly delete a square with just a mouse click. However I can't get the squares to show up on screen, it just appears blank. Any suggestions?

```
#include <GL/glut.h>
#include <stdlib.h>
#include <math.h>
using namespace std;
struct GLPoint
{
GLint x;
GLint y;
};
GLint totalmarbles = 64;
GLPoint midhold[64];
GLint vertices[64];
double dist(GLPoint a, GLPoint b)
{
double distance = sqrt(pow(a.x - b.x, 2) + pow(a.y - b.y, 2));
return distance;
}
void init(void)
{
glClearColor (1.0, 1.0, 1.0, 0.0);
glShadeModel (GL_SMOOTH);
}
GLPoint mid(GLPoint A, GLPoint B)
{
GLPoint midpt = (GLPoint){((A.x + B.x)/2, (A.y + B.y)/2)};
return midpt;
}
void storemids(int q, GLPoint A)
{
midhold[q] = A;
}
void vertice()
{
GLint total = 0;
GLint x = 0; GLint y = 0;
GLint x1, y1, x2, y2, x3, y3, x4, y4;
x1 = x; y1 = y;
x2 = x + 100; y2 = y;
x3 = x + 100; y3 = y + 100;
x4 = x; y4 = y + 100;
/*GLPoint P = (GLPoint){(x1, y1)};
GLPoint Q = (GLPoint){(x2, y2)};
GLPoint R = (GLPoint){(x3, y3)};
GLPoint S = (GLPoint){(x4, y4)};*/
vertices[total] = x1; vertices[total+1] = y1;
vertices[total+2] = x2; vertices[total+3] = y2;
vertices[total+3] = x3; vertices[total+4] = y3;
vertices[total+5] = x4; vertices[total+6] = y4;
total += 7;
while(y < 600)
{
while(x <= 700)
{
x += 100;
x1 = x; y1 = y;
x2 = x + 100; y2 = y;
x3 = x + 100; y3 = y + 100;
x4 = x; y4 = y + 100;
/*GLPoint P = (GLPoint){(x1, y1)};
GLPoint Q = (GLPoint){(x2, y2)};
GLPoint R = (GLPoint){(x3, y3)};
GLPoint S = (GLPoint){(x4, y4)};*/
vertices[total] = x1; vertices[total+1] = y1;
vertices[total+2] = x2; vertices[total+3] = y2;
vertices[total+3] = x3; vertices[total+4] = y3;
vertices[total+5] = x4; vertices[total+6] = y4;
total += 7;
}
x = 0; y += 75;
x1 = x; y1 = y;
x2 = x + 100; y2 = y;
x3 = x + 100; y3 = y + 100;
x4 = x; y4 = y + 100;
/*GLPoint P = (GLPoint){x1, y1};
GLPoint Q = (GLPoint){x2, y2};
GLPoint R = (GLPoint){x3, y3};
GLPoint S = (GLPoint){x4, y4};*/
vertices[total] = x1; vertices[total+1] = y1;
vertices[total+2] = x2; vertices[total+3] = y2;
vertices[total+3] = x3; vertices[total+4] = y3;
vertices[total+5] = x4; vertices[total+6] = y4;
total += 7;
}
while(x <= 700)
{
x += 100; y = 700;
x1 = x; y1 = y;
x2 = x + 100; y2 = y;
x3 = x + 100; y3 = y + 100;
x4 = x; y4 = y + 100;
/*GLPoint P = (GLPoint){x1, y1};
GLPoint Q = (GLPoint){x2, y2};
GLPoint R = (GLPoint){x3, y3};
GLPoint S = (GLPoint){x4, y4};*/
vertices[total] = x1; vertices[total+1] = y1;
vertices[total+2] = x2; vertices[total+3] = y2;
vertices[total+3] = x3; vertices[total+4] = y3;
vertices[total+5] = x4; vertices[total+6] = y4;
total += 7;
}
}
void drawrectangles()
{
vertice();
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_INT, 0, vertices);
glColor3f(0.0, 0.0, 0.0);
glPolygonMode(GL_FRONT, GL_LINE);
glBegin(GL_POLYGON);
for(int i = 0; i < totalmarbles; i++)
glArrayElement(vertices[i]);
glEnd();
}
void myMouse(int button, int state, int x, int y)
{
GLPoint click = (GLPoint){x, y};
double hitbox[totalmarbles];
for(int i = 0; i < totalmarbles; i++)
{
double box = dist(midhold[i], click);
hitbox[i] = box;
}
if(state == GLUT_DOWN)
{
if(button == GLUT_LEFT_BUTTON)
{
for(int j = 0; j < totalmarbles; j++)
{
if(hitbox[j] < 100)
{
vertices[63];
drawrectangles();
}
}
}
}
else if(button == GLUT_RIGHT_BUTTON)
{
glClear(GL_COLOR_BUFFER_BIT);
glFlush();
}
}
void display(void)
{
glFlush();
}
void reshape (int w, int h)
{
glViewport (0, 0, (GLsizei) w, (GLsizei) h);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
gluOrtho2D (0.0, (GLdouble) w, 0.0, (GLdouble) h);
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB);
glutInitWindowSize (800, 600);
glutInitWindowPosition (100, 100);
glutCreateWindow (argv[0]);
glutMouseFunc(myMouse);
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glClearColor (1.0f, 1.0f, 1.0f, 1.0f);
init ();
glutMainLoop();
return 0;
}
```