I'm attempting to rotate a shape using the glm library in conjunction with openGL. Unfortunately, when I attempt to rotate the shape using glm::rotate(), my shape's dimensions become stretched. Alongside this, the shape rotates around a seemingly random point. Everything is 2 dimensional.
Vertex Shader Code:
#version 330 core
layout(location = 0) in vec2 pos;
uniform mat4 model;
uniform mat4 projection;
uniform mat4 view;
void main()
{
gl_Position = projection * view * model * vec4(pos.x, pos.y, 1.0f, 1.0f);
}
Model Matrix Code:
m_angle = angle;
m_modelMatrix = glm::rotate(glm::mat4(1.0f), glm::radians((float)m_angle), glm::vec3(0, 0, 1));
Projection and View Matrices Code:
glm::mat4 proj = glm::mat4(1.0f);
glm::mat4 view = glm::mat4(1.0f);
proj = glm::perspective(glm::radians(53.f), 1.f, 0.1f, 100.f);
view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
The issue is caused because the projection matrix doesn't take care of the aspect ration of the viewport. In your code the aspect parameter is 1.0:
proj = glm::perspective(glm::radians(53.f), 1.f, 0.1f, 100.f);
The aspect parameter has to to be the ratio of the width and height of the viewprot respectively window:
float aspect = (float)window_width/(float)window_height;
proj = glm::perspective(glm::radians(53.f), aspect, 0.1f, 100.f);
Related
I am using OpenGL 3.3. It is necessary to make the sprite always look at the camera.
In most cases, the code is from the learnOpenGL lessons, I rework it to fit my needs. I tried in different ways, but so far I have not managed to do something that works adequately.
The projection is perspective.
glm::mat4 projection = glm::perspective(glm::radians(fov), (float)width_ / (float)height_, 0.1f, 30.0f);
I draw the sprite like this.
void SpriteRenderer3D::DrawSprite(const Texture2D& texture, glm::vec3 position, glm::vec3 camera_pos, glm::vec3 size, float rotate, glm::vec3 color) {
// activate shader
shader.Use();
// create transformations
glm::mat4 model = glm::mat4(1.0f); // make sure to initialize matrix to identity matrix first
model = glm::translate(model, glm::vec3(position)); // first translate (transformations are: scale happens first, then rotation, and then final translation happens; reversed order)
model = glm::translate(model, glm::vec3(0.5f * size.x, 0.5f * size.y, 0.5f * size.z)); // move origin of rotation to center of quad
model = glm::rotate(model, glm::radians(rotate), glm::vec3(0.0f, 1.0f, 0.0f));
model = glm::translate(model, glm::vec3(-0.5f * size.x, -0.5f * size.y, -0.5f * size.z)); // move origin back
model = glm::scale(model, glm::vec3(size)); // last scale
this->shader.SetMatrix4("model", model);
// render textured quad
this->shader.SetVector3f("spriteColor", color);
glActiveTexture(GL_TEXTURE0);
texture.Bind();
}
I use this Vshader.
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoord;
out vec2 TexCoords;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
gl_Position = projection * view * model * vec4(aPos, 1.0);
TexCoords = vec2(aTexCoord.x, aTexCoord.y);
}
The view matrix is considered this way when you move the camera.
glm::mat4 view = glm::lookAt(cameraPos, cameraPos + cameraFront, cameraUp);
ResourceManager::GetShader("sprite3d").SetMatrix4("view", view);
I am trying to add a paralax effect to an existing engine. So far the engine worked with an orthogonal projection. Objects are placed in pixel coordinates on the screen. The problem is that I can not figure out how to replicate the same projection with a perspective projection matrix ect. that I can add a Z coordinate for depth.
I tried various combinations of matrices and z coordinates already and the result was always a black screen.
The matrix I am trying to replace:
glm::mat4 projection = glm::ortho(0.0f, static_cast<GLfloat>(1280.0f), static_cast<GLfloat>(720.0f), 0.0f, 0.0f, -100.0f);
The vertex shader:
// Shader code (I tested this while having identity matrices for view and model
#version 330 core
layout (location = 0) in vec2 vertex;
uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
void main() {
gl_Position = projection * view * model * vec4(vertex.xy, 1.0f, 1.0f);
}
The projection code I thought might work:
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, glm::vec3(-640, -310.0f, 0.0f));
model = glm::scale(model, glm::vec3(1.0f / 1280.0f, 1.0f / 720.0f, 1.0f));
glm::vec3 cameraPos = glm::vec3(0.0f, 0.0f, 0.0f);
glm::vec3 cameraFront = glm::vec3(0.0f, 0.0f, -1.0f);
glm::vec3 cameraUp = glm::vec3(0.0f, 1.0f, 0.0f);
glm::mat4 view = glm::lookAt(cameraPos, cameraPos + cameraFront, cameraUp);
glm::mat4 projection = glm::perspective(glm::radians(45.0f), 1.0f, 0.1f, -100.0f);
Expected Is that a rectangle gets still displayed at similar position (I can correct the details once something works) without having a black screen.
The specification of the Perspective projection matrix is wrong.
glm::perspective(glm::radians(45.0f), 1.0f, 0.1f, -100.0f);
glm::perspective defines a Viewing frustum by an field of view angle along the y axis, an aspect ratio and a distance to the near and the far plane.
So the near and the far plane have to be positive values (> 0) and near has to be less than far:
0 < near < far
e.g.:
glm::perspective(glm::radians(45.0f), 1.0f, 0.1f, 100.0f);
The geometry has to be in between the near and the far plane, else it is clipped.
The ration of the size of the projected area and the depth is linear and can be calculated. It depends on the field of view angle:
float fov_y = glm::radians(45.0f);
float ratio_size_depth = tan(fov_y / 2.0f) * 2.0f;
Note, if an object should appear with half the size in the projection on the viewport, the distance from the object to the camera (depth) has to be doubled.
So the corrected model translation matrix and required depth in the shader to have the coordinates match on the plane are as follows:
int width = 1280.0f;
int height = 720.0f;
glm::mat4 model = glm::mat4(1.0f);
model = glm::scale(model, glm::vec3(-1.0f / width, -1.0f / height, 1.0f));
model = glm::translate(model, glm::vec3(-((float)width / 2.0f), -((float)height / 2.0f), 0.0f));
glm::vec3 cameraPos = glm::vec3(0.0f, 0.0f, 0.0f);
glm::vec3 cameraFront = glm::vec3(0.0f, 0.0f, 1.0f);
glm::vec3 cameraUp = glm::vec3(0.0f, 1.0f, 0.0f);
glm::mat4 view = glm::lookAt(cameraPos, cameraPos + cameraFront, cameraUp);
glm::mat4 projection = glm::perspective(glm::radians(45.0f), 1.0f, 0.1f, 100.0f);
Shader with Z-Value:
#version 330 core
layout (location = 0) in vec2 vertex;
uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
void main() {
gl_Position = projection * view * model * vec4(vertex.xy, 1.208f, 1.0f);
}
Which will be equivalent tho this orthogonal matrix:
glm::mat4 model = glm::mat4(1.0f);
glm::mat4 view = glm::mat4(1.0f);
glm::mat4 projection = glm::ortho(0.0f, static_cast<GLfloat>(this->width), static_cast<GLfloat>(this->height), 0.0f, 0.0f, -100.0f);
The matrices can also be multiplied together to have only one projection matrix you pass to the shader. This will make it easier to have an actual model matrix passed with the mesh ect.
Here is my code snippet how I rotate the model-view matrix:
mat4 modelViewMatrix;
vec3 eyePosition = vec3(0, 0, 6);
vec3 centerPosition = vec3(0, 0, 0);
vec3 upVector = vec3(0, 1, 0);
modelViewMatrix = glm::lookAt(eyePosition, centerPosition, upVector);
vec3 axis = vec3(0, 1, 0);
modelViewMatrix = glm::rotate(modelViewMatrix, rotation, axis);
As much as I know model-view matrix is the transformation matrix that is responsible for going from model coordinate from to eye/camera coordinate frame.
So if I have two uniforms such as:
vec4 lightPosition = vec4(15.0f, 0.0f, 0.0f, 1.0f);
vec3 lightIntensity = vec3(1.0f, 0.0f, 0.0f);
that I use to calculate ADS Phong shading using GLSL my model should rotate but the light should stay at the same position, right?
Sorry the code is not compile-able, but I am asking about general concept and hope this gives you enough info to be able to advice me. Thanks!
I was drawing 2 cubes on the screen and I realized that my object behaves really weird when I changed the angle in the perspective matrix, here is my code
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(programID);
GLuint mvp = glGetUniformLocation(programID, "MVP");
glm::mat4 Projection = glm::perspective(45.0f, 4.0f / 3.0f, 0.1f, 10.0f);
glm::mat4 translate = glm::translate(glm::mat4(1.0f), vec3(-2.0f, 0.0f, -5.0f));
glm::mat4 rotate = glm::rotate(glm::mat4(1.0f), 54.0f, vec3(-1.0f, 0.0f, 0.0f));
glm::mat4 MVP = Projection * translate * rotate;
glUniformMatrix4fv(mvp, 1, GL_FALSE, &MVP[0][0]);
glDrawElements(GL_TRIANGLES, numOfIndices, GL_UNSIGNED_SHORT, nullptr);
translate = glm::translate(glm::mat4(1.0f), vec3(3.0f, 0.0f, -6.0f));
rotate = glm::rotate(glm::mat4(1.0f), 54.0f, vec3(0.0f, 1.0f, 0.0f));
MVP = Projection * translate * rotate;
glUniformMatrix4fv(mvp, 1, GL_FALSE, &MVP[0][0]);
glDrawElements(GL_TRIANGLES, numOfIndices, GL_UNSIGNED_SHORT, nullptr);
The 2 cubes share the same projection matrix but different translate and rotation matrix. Here is my shader
#version 430
in layout(location=0) vec3 position;
in layout(location=1) vec3 color;
uniform mat4 MVP;
out vec3 theColor;
void main(){
gl_Position = MVP * vec4(position,1.0f);
theColor = color;
}
the shader just times the MVP matrix by the position vertex. When I ran the code with 45.0f for degree in perspective matrix I got this:
and then when I ran it with 55.0f I got this:
it seems like I got behind the object and looks at them from there, and when I did 50.0f it closed up and I can only see the corner of one of the cube.
Okay I figured it out, glm::perspective takes radian as it's first argument so I should've wrote (3.14f/180.0f) * 45.0f rather than just 45.0f
My simple OpenGL program is displaying a very severely distorted shape. I'm using GLM for matrix math. I compared the modelView matrix and the projection matrix values to another program that it displaying the values correctly. Yet, it is still distorted. What could be the cause? Here is the matrix code:
modelViewMatrix = glm::lookAt(glm::vec3(3.0f, 5.0f, 7.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f));
projectionMatrix = glm::perspective(glm::radians(45.0f), (float)height/(float)width, 0.01f, 100.0f);
And here is the vertex shader code:
#version 300 es
in mediump vec3 vertexPosition;
uniform mediump mat4 modelViewMatrix;
uniform mediump mat4 projectionMatrix;
out vec3 finalPosition;
void main(void) {
gl_Position = projectionMatrix * modelViewMatrix * vec4(vertexPosition, 1.0);
}
Here are screenshots of an (unlit) cuboid:
Note that the correct image is the black one. They are both using the exact same shader and the same model view and projection matrix numbers. Why is this happening?
I believe the aspect ratio is being calculated incorrectly - it should be width / height.
You currently have:
projectionMatrix = glm::perspective(glm::radians(45.0f),
(float)height/(float)width, 0.01f, 100.0f);
Try replacing this with:
projectionMatrix = glm::perspective(glm::radians(45.0f),
(float)width/(float)height, 0.01f, 100.0f);
I solved the question by changing the glViewport parameters. Apparently the view transformation was done incorrectly.