I have this code:
/*
* This is a simple program that computes FPS
* by means of a circular buffer
*/
#include <GL/glut.h>
//#include <numeric>
#include <unistd.h>
#include <time.h>
#include <stdio.h>
// Number of elements in the circular buffer
#define NELS 10
// Number of lines
#define NLINES 10000
// circular buffer used to compute frame rate
float circularBuffer[NELS];
int firstInd = 0, nEls = 0;
// function to get the number of elapsed ticks
uint32_t getTick()
{
struct timespec ts;
unsigned theTick = 0U;
clock_gettime( CLOCK_REALTIME, &ts );
theTick = ts.tv_nsec / 1000000;
theTick += ts.tv_sec * 1000;
return theTick;
}
// Function to compute real modulus and NOT remained as % does
inline int modulo(int a, int b) {
const int result = a % b;
return result >= 0 ? result : result + b;
}
// Compute sum of the elements in the circular buffer
float sumCircularBuffer()
{
int ind;
float sum = 0;
if (nEls > 0) {
for (ind=1; ind<=nEls; ind++) {
sum = sum + circularBuffer[modulo(firstInd-ind, NELS)];
}
}
return sum;
}
// accumulate buffer and update window title
void computeAndShowFrameRate(void)
{
static float lastTime = 0.0f;
static unsigned int frameCount = 0;
char windowTitle[100];
float sumFPS;
float currentTime = (float)getTick() * 0.001f;
// Initialize lastTime to the current time
if (lastTime == 0) {
lastTime = currentTime;
}
// increase frame count
frameCount++;
if (currentTime - lastTime > 1.0f) {
// insert the current fps in the circular buffer
circularBuffer[firstInd] = ((float)frameCount) / (currentTime - lastTime);
// update variable lastTime
lastTime = currentTime;
//circularBuffer[firstInd] = (float)frameCount;
firstInd = ((firstInd+1)%NELS);
if (nEls < NELS) {
nEls++;
}
frameCount = 0;
// sum elements in circular buffer
sumFPS = sumCircularBuffer();
snprintf(windowTitle, 100, "FPS = %6.2f", sumFPS/nEls);
// update window title
glutSetWindowTitle(windowTitle);
}
}
// display function
void display(void)
{
int currLineInd;
// get current frame rate
computeAndShowFrameRate();
// clear buffer
glClear (GL_COLOR_BUFFER_BIT);
for (currLineInd = 0; currLineInd<NLINES; currLineInd++) {
// draw line
glBegin(GL_LINES);
// random color
glColor3f((float)rand()/RAND_MAX, (float)rand()/RAND_MAX, (float)rand()/RAND_MAX);
// random first point
glVertex2f((float)rand()/RAND_MAX, (float)rand()/RAND_MAX);
// random color
glColor3f((float)rand()/RAND_MAX, (float)rand()/RAND_MAX, (float)rand()/RAND_MAX);
// random second point
glVertex2f((float)rand()/RAND_MAX, (float)rand()/RAND_MAX);
glEnd();
}
glFinish();
glutPostRedisplay();
}
// initialization function
void init (void)
{
// Use current time as seed for random generator
srand(time(0));
// select clearing color
glClearColor (0.0, 0.0, 0.0, 0.0);
// Orthographic projection
glOrtho(0.0, 1.0, 0.0, 1.0, -1.0, 1.0);
}
// Window size and mode
int main(int argc, char** argv)
{
// pass potential input arguments to glutInit
glutInit(&argc, argv);
// set display mode
// GLUT_SINGLE = single buffer window
glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB);
glutInitWindowSize (400, 400);
glutInitWindowPosition (100, 100);
glutCreateWindow ("OpenGL Window");
// Call initialization routinesx
init();
glutDisplayFunc(display);
glutMainLoop();
return 0;
}
I have to replace the glOrtho function with glFrustum and get the same result.
I read the opengl guide on khronos and understood the differences between glOrtho and glFrustum but i can't figure out how to calculate the parameters.
How do I calculate the parameters to pass to the glFrustum function?

With Perspective projection the distnace to the near and far plane have to be grater than 0,
because you want to define a Viewing frustum:
If the distance to the near plane is less than 0, the result is undefined (Usually the instruction has no effect at all).
See
glFrustum:The distances
left,right,bottomandtop, are the distances from the center of the view to the side faces of the frustum, on the near plane.nearandfarspecify the distances to the near and far plane of the frustum.The geometry has to be between the near and the far plane, else it is clipped. Therefore, you have to move the shift along the z-axis in the negative direction (in negativ direction, because the view space z-axis points out of the view):