How to implement interactive rotation operations in a decent way - c++

Recently, I want to achieve interactive rotation operations as can be done in meshlab:
Basically, it achieves rotation of three degrees of freedom. I visualize these operations as following codes with the help of GLFW:
static void mouse_move_callback(GLFWwindow* window, double xpos, double ypos){
...
do{
//perform rotation operations only if keeping the right mouse key pressed
if(glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) == GLFW_RELEASE) {
g_clr_right_mouse = true;
break;
}
/*clear mouse state once transferred from release state
to pressed state to prevent from a instant flicker*/
if(g_clr_right_mouse){
g_lastX = xpos;
g_lastY = ypos;
g_clr_right_mouse = false;
}
float xoffset = xpos - g_lastX; //let movement from down to top positive
float yoffset = g_lastY - ypos;
g_lastX = xpos;
g_lastY = ypos;
//do counterclockwise rotation around x-asis with movement in y direction
glm::mat4 r1 = glm::rotate(glm::mat4(), glm::radians(-yoffset * 0.5f), glm::vec3(1.0f,0.0f,0.0f));
//do counterclockwise rotation around y-asis with movement in x direction
glm::mat4 r2 = glm::rotate(glm::mat4(), glm::radians( xoffset * 0.5f), glm::vec3(0.0f,1.0f,0.0f));
glm::mat4 tmp = r2 * r1 * g_model;
for(int i=0; i<3; i++)
g_model[i] = tmp[i];
return ;
}while(false);
}
These codes are located here, and the whole project can be found here which can be downloaded and built. Finally, it performs as follows:
However, my implementation can only achieve rotation operations of 2 DOF, I add a keyboard callback to achieve rotation around the z axis:
void keyboard_callback(GLFWwindow* window, int key, int scancode, int action, int mod){
if(glfwGetKey(window, GLFW_KEY_LEFT) == GLFW_PRESS){
glm::mat4 r3 = glm::rotate(glm::mat4(), glm::radians(3.0f), glm::vec3(0,0,1.0f));
glm::mat4 tmp = r3 * g_model;
for(int i=0; i<3; i++)
g_model[i] = tmp[i];
}else if(glfwGetKey(window, GLFW_KEY_RIGHT) == GLFW_PRESS){
glm::mat4 r3 = glm::rotate(glm::mat4(), glm::radians(-3.0f), glm::vec3(0,0,1.0f));
glm::mat4 tmp = r3 * g_model;
for(int i=0; i<3; i++)
g_model[i] = tmp[i];
}
}
So my question is how to decently achieve interactive rotation operations of 3 DOF only with mouse movement?

When dragging the mouse, the object must be rotated around an axis that is perpendicular to the direction of movement of the mouse. The pivot is the origin of the model.
Rotate the mouse movement vector by 90 ° in the XY plane of the view. Since this is a vector in view space, the vector must be transformed from view space into world space. The matrix that transforms a vector from view space to world space is the inverse matrix of the upper left 3x3 of the view matrix:
vec2 drag_start;
vec2 drag_end;
glm::mat3 to_world = glm::inverse(glm::mat3(view_matrix));
glm::vec2 drag_vec = glm::vec2(drag_end.x - drag_start.x, drag_start.y - drag_end.y);
glm::vec3 axis_vec = glm::normalize(to_world * glm::vec3(-drag_vec.y, drag_vec.x, 0));
Create a rotation matrix around the axis. The angle depends on the length of the vector (height is the height of the viewport in pixels):
GLfloat angle = glm::length(drag_vec) / height / 2 * M_PI;
drag_rotation = glm::rotate(glm::mat4(1.0f), angle, axis_vec);
Compute a rotation matrix while dragging the mouse. Concatenate the rotation matrix and the model matrix after the drag ends:
glm::mat4 view_matrix(1.0f);
glm::mat4 model_rotation(1.0f);
glm::mat4 drag_rotation(1.0f);
glm::vec2 drag_start(0.0f);
bool drag = false;
void mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
{
if (button != GLFW_MOUSE_BUTTON_LEFT)
return;
if (action == GLFW_PRESS)
{
drag = true;
double xpos, ypos;
glfwGetCursorPos(window, &xpos, &ypos);
drag_start = glm::vec2(xpos, ypos);
}
else if (action == GLFW_RELEASE)
{
drag = false;
model_rotation = drag_rotation * model_rotation;
drag_rotation = glm::mat4(1.0f);
}
}
void cursor_position_callback(GLFWwindow* window, double xpos, double ypos)
{
if (!drag)
return;
glm::mat3 to_world = glm::inverse(glm::mat3(view_matrix));
glm::vec2 drag_vec = glm::vec2(xpos - drag_start.x, drag_start.y - ypos);
glm::vec3 axis_vec = glm::normalize(to_world * glm::vec3(-drag_vec.y, drag_vec.x, 0));
GLfloat angle = glm::length(drag_vec) / height / 2 * M_PI;
drag_rotation = glm::rotate(glm::mat4(1.0f), angle, axis_vec);
}
The model matrix is the concatenation of drag_rotation and model_rotation:
glm::mat4 model = drag_rotation * model_rotation;
See also Orbit
Complete example:
#include <GL/glew.h>
#include <GL/gl.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <GLFW/glfw3.h>
#include <vector>
#include <string>
#include <stdexcept>
#include <iostream>
#define _USE_MATH_DEFINES
#include <cmath>
#include <math.h>
#ifndef M_PI
#define M_PI 3.14159265358979323846
#endif
std::string sh_vert = R"(
#version 460 core
layout (location = 0) in vec4 a_position;
layout (location = 1) in vec3 a_uvw;
out vec3 v_uvw;
layout (location = 0) uniform mat4 u_projection;
layout (location = 1) uniform mat4 u_view;
layout (location = 2) uniform mat4 u_model;
void main()
{
v_uvw = a_uvw;
gl_Position = u_projection * u_view * u_model * a_position;
}
)";
std::string sh_frag = R"(
#version 460 core
out vec4 frag_color;
in vec3 v_uvw;
vec3 HUEtoRGB(in float H)
{
float R = abs(H * 6.0 - 3.0) - 1.0;
float G = 2.0 - abs(H * 6.0 - 2.0);
float B = 2.0 - abs(H * 6.0 - 4.0);
return clamp(vec3(R, G, B), 0.0, 1.0);
}
void main()
{
frag_color = vec4(HUEtoRGB(v_uvw.z), 1.0);
}
)";
class ShaderProgram
{
public:
GLuint programObject;
static ShaderProgram newProgram(const std::string& vsh, const std::string& fsh);
private:
GLuint compileShader(const std::string& sourceCode, GLenum shaderType);
void linkProgram(std::vector<GLuint> shObjs);
void compileStatus(GLuint shader);
void linkStatus();
};
class VertexArrayObject
{
public:
GLuint vaoObject = 0;
GLsizei noOfVertices = 0;
GLsizei noOfIndices = 0;
static VertexArrayObject newCube();
static VertexArrayObject newCircles();
static VertexArrayObject newVAO(const std::vector<GLfloat>& varray, const std::vector<GLuint>& iarray);
};
int width = 800, height = 600;
glm::mat4 view_matrix(1.0f);
glm::mat4 model_rotation(1.0f);
glm::mat4 drag_rotation(1.0f);
glm::vec2 drag_start(0.0f);
bool drag = false;
void mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
{
if (button != GLFW_MOUSE_BUTTON_LEFT)
return;
if (action == GLFW_PRESS)
{
drag = true;
double xpos, ypos;
glfwGetCursorPos(window, &xpos, &ypos);
drag_start = glm::vec2(xpos, ypos);
}
else if (action == GLFW_RELEASE)
{
drag = false;
model_rotation = drag_rotation * model_rotation;
drag_rotation = glm::mat4(1.0f);
}
}
void cursor_position_callback(GLFWwindow* window, double xpos, double ypos)
{
if (!drag)
return;
glm::mat3 to_world = glm::inverse(glm::mat3(view_matrix));
glm::vec2 drag_vec = glm::vec2(xpos - drag_start.x, drag_start.y - ypos);
glm::vec3 axis_vec = glm::normalize(to_world * glm::vec3(-drag_vec.y, drag_vec.x, 0));
GLfloat angle = glm::length(drag_vec) / height / 2 * M_PI;
drag_rotation = glm::rotate(glm::mat4(1.0f), angle, axis_vec);
}
int main(void)
{
if (glfwInit() == GLFW_FALSE)
throw std::runtime_error( "error initializing glfw" );
glfwWindowHint(GLFW_SAMPLES, 8);
GLFWwindow * window = glfwCreateWindow(width, height, "OGL window", nullptr, nullptr);
if (window == nullptr)
{
glfwTerminate();
throw std::runtime_error( "error initializing window" );
}
glfwSetMouseButtonCallback(window, mouse_button_callback);
glfwSetCursorPosCallback(window, cursor_position_callback);
glfwMakeContextCurrent(window);
if ( glewInit() != GLEW_OK )
throw std::runtime_error( "error initializing glew" );
auto progam = ShaderProgram::newProgram(sh_vert, sh_frag);
auto cube = VertexArrayObject::newCube();
auto circles = VertexArrayObject::newCircles();
glUseProgram(progam.programObject);
glEnable( GL_DEPTH_TEST );
glClearColor(0.1f, 0.3f, 0.2f, 0.0f);
view_matrix = glm::lookAt(glm::vec3(0.0f, 0.0f, 7.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f));
glUniformMatrix4fv(1, 1, GL_FALSE, glm::value_ptr(view_matrix));
while (!glfwWindowShouldClose(window))
{
glfwGetFramebufferSize(window, &width, &height);
float ascpect = (float)width / (float)height;
glm::mat4 project = glm::perspective(glm::radians(60.0f), ascpect, 0.1f, 20.0f);
glUniformMatrix4fv(0, 1, GL_FALSE, glm::value_ptr(project));
glm::mat4 model = drag_rotation * model_rotation;
glViewport(0, 0, width, height);
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glUniformMatrix4fv(2, 1, GL_FALSE, glm::value_ptr(model));
glBindVertexArray(cube.vaoObject);
glDrawElements(GL_TRIANGLES, cube.noOfIndices, GL_UNSIGNED_INT, nullptr);
glUniformMatrix4fv(2, 1, GL_FALSE, glm::value_ptr(glm::scale(model, glm::vec3(2.5f))));
glBindVertexArray(circles.vaoObject);
glDrawElements(GL_LINES, circles.noOfIndices, GL_UNSIGNED_INT, nullptr);
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwDestroyWindow(window);
glfwTerminate();
return 0;
}
ShaderProgram ShaderProgram::newProgram(const std::string& vsh, const std::string& fsh)
{
ShaderProgram program;
auto shObjs = std::vector<GLuint>
{
program.compileShader(vsh, GL_VERTEX_SHADER),
program.compileShader(fsh, GL_FRAGMENT_SHADER),
};
for (auto shObj : shObjs)
program.compileStatus(shObj);
program.linkProgram(shObjs);
for (auto shObj : shObjs)
glDeleteShader(shObj);
return program;
}
GLuint ShaderProgram::compileShader(const std::string& sourceCode, GLenum shaderType)
{
auto shaderObj = glCreateShader(shaderType);
const char* srcCodePtr = sourceCode.c_str();
glShaderSource(shaderObj, 1, &srcCodePtr, nullptr);
glCompileShader(shaderObj);
return shaderObj;
}
void ShaderProgram::linkProgram(std::vector<GLuint> shObjs)
{
programObject = glCreateProgram();
for (auto shObj : shObjs)
glAttachShader(programObject, shObj);
glLinkProgram(programObject);
linkStatus();
}
void ShaderProgram::compileStatus(GLuint shader)
{
GLint status = GL_TRUE;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE)
{
GLint logLen;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &logLen);
std::vector< char >log(logLen);
GLsizei written;
glGetShaderInfoLog(shader, logLen, &written, log.data());
std::cout << "compile error:" << std::endl << log.data() << std::endl;
}
}
void ShaderProgram::linkStatus()
{
GLint status = GL_TRUE;
glGetProgramiv(programObject, GL_LINK_STATUS, &status);
if (status == GL_FALSE)
{
GLint logLen;
glGetProgramiv(programObject, GL_INFO_LOG_LENGTH, &logLen);
std::vector< char >log(logLen);
GLsizei written;
glGetProgramInfoLog(programObject, logLen, &written, log.data());
std::cout << "link error:" << std::endl << log.data() << std::endl;
}
}
VertexArrayObject VertexArrayObject::newCube()
{
static const std::vector<GLfloat> vertices{ -1, -1, -1, 1, -1, -1, 1, 1, -1, -1, 1, -1, -1, -1, 1, 1, -1, 1, 1, 1, 1, -1, 1, 1 };
static const std::vector<GLfloat> uv{ 0, 0, 1, 0, 1, 1, 0, 1 };
static const std::vector<size_t> faces{ 0, 1, 2, 3, 1, 5, 6, 2, 5, 4, 7, 6, 4, 0, 3, 7, 3, 2, 6, 7, 1, 0, 4, 5 };
std::vector<GLfloat> varray;
std::vector<GLuint> iarray;
for (auto si = 0; si < faces.size() / 4; si++)
{
for (auto qi = 0; qi < 4; qi++)
{
varray.insert(varray.end(), vertices.begin() + faces[si * 4 + qi] * 3, vertices.begin() + faces[si * 4 + qi] * 3 + 3);
std::vector<GLfloat> uvw{ 0, 0, (GLfloat)si * 4.0f / (GLfloat)faces.size() };
varray.insert(varray.end(), uvw.begin(), uvw.end());
}
std::vector<GLuint> indices{ 4u * si, 4u * si + 1, 4u * si + 2, 4u * si, 4u * si + 2, 4u * si + 3 };
iarray.insert(iarray.end(), indices.begin(), indices.end());
}
return newVAO(varray, iarray);
}
VertexArrayObject VertexArrayObject::newCircles()
{
const GLuint noC = 360;
std::vector<GLfloat> varray;
std::vector<GLuint> iarray;
for (int i = 0; i <= noC; i++)
{
GLfloat angle = static_cast<GLfloat>(i * 2 * M_PI / noC);
GLfloat c = cos(angle), s = sin(angle);
std::vector<GLfloat> va{ 0, c, s, 0, 0, 0, s, 0, c, 0, 0, 1.0f / 3.0f, c, s, 0, 0, 0, 2.0f / 3.0f };
varray.insert(varray.end(), va.begin(), va.end());
}
for (GLuint ci = 0; ci < 3; ci++)
{
for (GLuint i = 0; i <= noC; i++)
{
std::vector<GLuint> ia{ i * 3 + ci, ((i + 1) % noC) * 3 + ci };
iarray.insert(iarray.end(), ia.begin(), ia.end());
}
}
return newVAO(varray, iarray);
}
VertexArrayObject VertexArrayObject::newVAO(const std::vector<GLfloat>& varray, const std::vector<GLuint>& iarray)
{
VertexArrayObject vao;
vao.noOfIndices = static_cast<GLsizei>(iarray.size());
vao.noOfVertices = static_cast<GLsizei>(varray.size() / 6);
GLuint bufferObjects[2];
glGenBuffers(2, bufferObjects);;
glGenVertexArrays(1, &vao.vaoObject);
glBindVertexArray(vao.vaoObject);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, bufferObjects[0]);
glBufferData(GL_ARRAY_BUFFER, varray.size() * sizeof(*varray.data()), varray.data(), GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(*varray.data()), 0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(*varray.data()), (void*)(3 * sizeof(*varray.data())));
if (vao.noOfIndices > 0)
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferObjects[1]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, iarray.size() * sizeof(*iarray.data()), iarray.data(), GL_STATIC_DRAW);
}
glBindVertexArray(0);
glDeleteBuffers(2, bufferObjects);
return vao;
}

You kinda need to draw the ball to make it intuitive.
On mouse down, you put an anchor on the ball directly under the mouse pointer. If the click is outside the ball, then you use the closest point on the ball.
As the mouse moves, you rotate the ball so that the anchor point follows the shortest path so that it remains directly under the mouse pointer. If the mouse pointer is off the ball, then the closest point on the ball is used.
Maybe this will help.

Related

Using bullet physics car and heightfield, car get stuck how can I fix?

I've been working on implementing a car in my game using bullet physics. The physics of the car uses btRaycastVehicle and the code is mostly based on the ForkLift Demo.
At this point, the vehicle seems to work properly on a flat ground but then I've started working on a non flat terrain and I saw the class btHeightfieldTerrainShape which take an array of heights to construct a shape.
So I've managed to use this class and the vehicle can be used on it but it sometimes get stuck on terrain's hollows even if the height to climb is really small.
I'm using MLCP constraint solver and tested PGS solver but does not help.
Here is the concerned code :
Vehicle.hpp
#define USE_MLCP_SOLVER
// I removed other #define because all were just floats
class Vehicle {
public:
// theses bools are set to true when the corresponding key is pressed
bool m_foward = false, m_backward = false, m_leftward = false, m_rightward = false;
bool m_reset = false;
Vehicle(Vao *chassisVao, Vao *wheelVao, const float *heights, uint32_t gridsize, float amplitude);
~Vehicle();
// this function runs the logic of the physics simulation, it gets executed each frame
void stepSimulation(uint32_t frameTime);
// this function instantiate objects to rendered, it gets executed each frame
// not including definition, not revalent
void prepareRendering(std::vector<const Entity *> &entities);
private:
// members are declared here ---> <---
// create physics world and vehicle
void initPhysics(const float *heights, uint32_t gridsize, float amplitude);
// cleanup things
// not including definition, not revalent
void exitPhysics(void);
// reset vehicle position, rotation, momentum, etc..
// not including definition, not revalent
void resetVehicle(void);
// helper function to create rigid body
// not including definition, not revalent
btRigidBody* localCreateRigidBody(btScalar mass, const btTransform& startTransform, btCollisionShape* shape);
};
Vehicle.cpp
#include "Vehicle.hpp"
Vehicle::Vehicle(Vao *chassisVao, Vao *wheelVao, const float *heights, uint32_t gridsize, float amplitude) {
initPhysics(heights, gridsize, amplitude);
if (chassisVao) {
m_chassisEntity = new Entity(chassisVao);
}
for (int i = 0; i < 4; ++i) {
m_wheelEntities.push_back(Entity(wheelVao));
}
}
Vehicle::~Vehicle() {
exitPhysics();
if (m_chassisEntity) {
delete m_chassisEntity;
}
m_wheelEntities.clear();
}
void Vehicle::initPhysics(const float *heights, uint32_t gridsize, float amplitude) {
// setup dynamics world
m_collisionConfiguration = new btDefaultCollisionConfiguration();
m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration);
btVector3 worldMin(-1000, -1000, -1000);
btVector3 worldMax(1000, 1000, 1000);
m_overlappingPairCache = new btAxisSweep3(worldMin, worldMax);
#ifdef USE_MLCP_SOLVER
btDantzigSolver* mlcp = new btDantzigSolver();
// btSolveProjectedGaussSeidel* mlcp = new btSolveProjectedGaussSeidel();
btMLCPSolver* sol = new btMLCPSolver(mlcp);
m_solver = sol;
#else
m_solver = new btSequentialImpulseConstraintSolver();
#endif
m_world = new btDiscreteDynamicsWorld(m_dispatcher, m_overlappingPairCache, m_solver, m_collisionConfiguration);
#ifdef USE_MLCP_SOLVER
m_world->getSolverInfo().m_minimumSolverBatchSize = 1;
#else
m_world->getSolverInfo().m_minimumSolverBatchSize = 128;
#endif
m_world->getSolverInfo().m_globalCfm = 0.00001;
// create ground object
// btVector3 groundExtents(100, 3, 100);
// btCollisionShape* groundShape = new btBoxShape(groundExtents);
btCollisionShape* groundShape = new btHeightfieldTerrainShape(gridsize + 1, gridsize + 1, heights, 0.0f, amplitude, 1, false);
m_collisionShapes.push_back(groundShape);
btTransform tr;
tr.setIdentity();
tr.setOrigin(btVector3(gridsize * 0.5f, WHEEL_RADIUS, gridsize * 0.5f));
localCreateRigidBody(0, tr, groundShape);
// create vehicle
// BEGIN - create chassis shape
btVector3 vehicleExtents(1.76f, 1.1f, 4.0f);
btCollisionShape* chassisShape = new btBoxShape(vehicleExtents);
m_collisionShapes.push_back(chassisShape);
btCompoundShape* compound = new btCompoundShape();
m_collisionShapes.push_back(compound);
btTransform localTrans;
localTrans.setIdentity();
//localTrans effectively shifts the center of mass with respect to the chassis
localTrans.setOrigin(btVector3(0, 1, 0));
compound->addChildShape(localTrans, chassisShape);
tr.setOrigin(btVector3(0, 0, 0));
m_carChassis = localCreateRigidBody(800, tr, compound);
// END - create chassis shape
// BEGIN - create vehicle
m_vehicleRayCaster = new btDefaultVehicleRaycaster(m_world);
m_vehicle = new btRaycastVehicle(m_tuning, m_carChassis, m_vehicleRayCaster);
m_carChassis->setActivationState(DISABLE_DEACTIVATION); // never deactivate the vehicle
m_world->addVehicle(m_vehicle);
// choose coordinate system
m_vehicle->setCoordinateSystem(0, 1, 2);
btVector3 wheelDirection(0, -1, 0);
btVector3 wheelAxis(-1, 0, 0);
btVector3 connectionPoint(0.5f * vehicleExtents.x(), WHEEL_RADIUS, 0.5f * vehicleExtents.z() - WHEEL_RADIUS);
m_vehicle->addWheel(connectionPoint, wheelDirection, wheelAxis, SUSPENSION_REST_LENGTH, WHEEL_RADIUS, m_tuning, true);
connectionPoint = btVector3(-0.5f * vehicleExtents.x(), WHEEL_RADIUS, 0.5f * vehicleExtents.z() - WHEEL_RADIUS);
m_vehicle->addWheel(connectionPoint, wheelDirection, wheelAxis, SUSPENSION_REST_LENGTH, WHEEL_RADIUS, m_tuning, true);
connectionPoint = btVector3(0.5f * vehicleExtents.x(), WHEEL_RADIUS, -0.5f * vehicleExtents.z() + WHEEL_RADIUS);
m_vehicle->addWheel(connectionPoint, wheelDirection, wheelAxis, SUSPENSION_REST_LENGTH, WHEEL_RADIUS, m_tuning, false);
connectionPoint = btVector3(-0.5f * vehicleExtents.x(), WHEEL_RADIUS, -0.5f * vehicleExtents.z() + WHEEL_RADIUS);
m_vehicle->addWheel(connectionPoint, wheelDirection, wheelAxis, SUSPENSION_REST_LENGTH, WHEEL_RADIUS, m_tuning, false);
for (int i = 0; i < m_vehicle->getNumWheels(); i++) {
btWheelInfo& wheel = m_vehicle->getWheelInfo(i);
wheel.m_suspensionStiffness = SUSPENSION_STIFFNESS;
wheel.m_wheelsDampingRelaxation = SUSPENSION_DAMPING;
wheel.m_wheelsDampingCompression = SUSPENSION_COMPRESSION;
wheel.m_frictionSlip = WHEEL_FRICTION;
wheel.m_rollInfluence = ROLL_IN_INFLUENCE;
}
resetVehicle();
}
void Vehicle::stepSimulation(uint32_t frameTime) {
float speed = m_vehicle->getCurrentSpeedKmHour();
m_vehicleEngineForce = 0.0f;
m_vehicleBreakingForce = 0.0f;
/* --->
Processing input sets m_vehicleEngineForce, m_vehicleBreakingForce, m_vehicleSteering
<--- */
m_vehicle->applyEngineForce(m_vehicleEngineForce, 2);
m_vehicle->setBrake(m_vehicleBreakingForce, 2);
m_vehicle->applyEngineForce(m_vehicleEngineForce, 3);
m_vehicle->setBrake(m_vehicleBreakingForce, 3);
m_vehicle->setSteeringValue(m_vehicleSteering, 0);
m_vehicle->setSteeringValue(m_vehicleSteering, 1);
m_world->stepSimulation(frameTime * 0.001f, 2);
btMLCPSolver *solver = (btMLCPSolver *) m_world->getConstraintSolver();
int numFallbacks = solver->getNumFallbacks();
if (numFallbacks) {
std::cerr << "MLCP solver failed " << numFallbacks << " times, falling back to btSequentialImpulseSolver" << std::endl;
}
solver->setNumFallbacks(0);
}
And here is a video to illustrate : link
Thank you
I finally solve this issue, I used bullet physics debug drawer to view bounding boxes. The problem was the chassis shape colliding on the terrain because btBoxShape takes the half extent, so I multiplied everything by 0.5 and it works well now.
Here is the debugger code written in C++ for modern OpenGL, based on this forum thread :
BulletDebugDrawer.hpp
#ifndef BULLET_DEBUG_DRAWER_H
#define BULLET_DEBUG_DRAWER_H
#include <bullet/LinearMath/btIDebugDraw.h>
#include <vector>
class BulletDebugDrawer : public btIDebugDraw {
private:
int m_debugMode;
std::vector<float> m_lines;
public:
BulletDebugDrawer();
virtual void drawLine(const btVector3& from,const btVector3& to,const btVector3& color);
virtual void reportErrorWarning(const char* warningString);
virtual void setDebugMode(int debugMode);
virtual int getDebugMode(void) const;
virtual void drawContactPoint(const btVector3& PointOnB, const btVector3& normalOnB, btScalar distance, int lifeTime, const btVector3& color) {
}
virtual void draw3dText(const btVector3& location, const char* textString) {
}
void glfw3_device_create(void);
void glfw3_device_render(const float *matrix);
void glfw3_device_destroy(void);
};
#endif
BulletDebugDrawer.cpp
#include "BulletDebugDrawer.hpp"
#include <algorithm>
#include <cstdint>
#include <iostream>
#include <glad/gl.h>
#define MAX_LINES_DRAWCALL 1000
GLuint dev_program;
GLint dev_uniform_proj;
GLint dev_uniform_col;
GLint dev_attrib_pos;
GLuint dev_vao;
GLuint dev_vbo;
BulletDebugDrawer::BulletDebugDrawer() : m_debugMode(0) {
}
void BulletDebugDrawer::drawLine(const btVector3& from,const btVector3& to, const btVector3& color) {
m_lines.push_back(from.getX());
m_lines.push_back(from.getY());
m_lines.push_back(from.getZ());
m_lines.push_back(to.getX());
m_lines.push_back(to.getY());
m_lines.push_back(to.getZ());
}
void BulletDebugDrawer::setDebugMode(int debugMode) {
m_debugMode = debugMode;
}
int BulletDebugDrawer::getDebugMode() const {
return m_debugMode;
}
void BulletDebugDrawer::reportErrorWarning(const char* warningString) {
std::cout << warningString << std::endl;
}
void BulletDebugDrawer::glfw3_device_create(void) {
GLint status;
static const GLchar *vertex_shader =
"#version 150\n"
"uniform mat4 ProjMtx;\n"
"in vec3 Position;\n"
"void main() {\n"
" gl_Position = ProjMtx * vec4(Position, 1);\n"
"}\n";
static const GLchar *fragment_shader =
"#version 150\n"
"uniform vec3 Color;\n"
"out vec4 Out_Color;\n"
"void main(){\n"
" Out_Color = vec4(Color, 1);\n"
"}\n";
dev_program = glCreateProgram();
GLuint vert_shdr = glCreateShader(GL_VERTEX_SHADER);
GLuint frag_shdr = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(vert_shdr, 1, &vertex_shader, 0);
glShaderSource(frag_shdr, 1, &fragment_shader, 0);
glCompileShader(vert_shdr);
glCompileShader(frag_shdr);
glGetShaderiv(vert_shdr, GL_COMPILE_STATUS, &status);
assert(status == GL_TRUE);
glGetShaderiv(frag_shdr, GL_COMPILE_STATUS, &status);
assert(status == GL_TRUE);
glAttachShader(dev_program, vert_shdr);
glAttachShader(dev_program, frag_shdr);
glLinkProgram(dev_program);
glGetProgramiv(dev_program, GL_LINK_STATUS, &status);
assert(status == GL_TRUE);
glDetachShader(dev_program, vert_shdr);
glDetachShader(dev_program, frag_shdr);
glDeleteShader(vert_shdr);
glDeleteShader(frag_shdr);
dev_uniform_proj = glGetUniformLocation(dev_program, "ProjMtx");
dev_uniform_col = glGetUniformLocation(dev_program, "Color");
dev_attrib_pos = glGetAttribLocation(dev_program, "Position");
{
/* buffer setup */
glGenBuffers(1, &dev_vbo);
glGenVertexArrays(1, &dev_vao);
glBindVertexArray(dev_vao);
glBindBuffer(GL_ARRAY_BUFFER, dev_vbo);
glBufferData(GL_ARRAY_BUFFER, MAX_LINES_DRAWCALL * 24, nullptr, GL_STREAM_DRAW);
glEnableVertexAttribArray(dev_attrib_pos);
glVertexAttribPointer(dev_attrib_pos, 3, GL_FLOAT, GL_FALSE, 12, 0);
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
void BulletDebugDrawer::glfw3_device_render(const float *matrix) {
glUseProgram(dev_program);
glUniformMatrix4fv(dev_uniform_proj, 1, GL_FALSE, matrix);
glUniform3f(dev_uniform_col, 1.0f, 0.0f, 0.0f);
glBindVertexArray(dev_vao);
glBindBuffer(GL_ARRAY_BUFFER, dev_vbo);
for (int i = 0; i < m_lines.size(); i += 2 * MAX_LINES_DRAWCALL) {
int batchVertexCount = std::min<int>(m_lines.size() - i, 2 * MAX_LINES_DRAWCALL);
glBufferSubData(GL_ARRAY_BUFFER, 0, batchVertexCount * 12, reinterpret_cast<void *>(m_lines.data() + i));
glDrawArrays(GL_LINES, 0, batchVertexCount);
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
glUseProgram(0);
m_lines.clear();
}
void BulletDebugDrawer::glfw3_device_destroy(void) {
glDeleteProgram(dev_program);
glDeleteBuffers(1, &dev_vbo);
glDeleteVertexArrays(1, &dev_vao);
}

OpenGL Instanced Rendering drawing one triangle

I'm trying to build a voxel engine, and to do this I have to create hundreds of thousands of voxels, and I was hoping I could use instanced rendering. However, the drawing is very unexpected. I'm primarily following the LearnOpenGL guide.
When rendering each voxel individually, the program works fine:
However, when using instanced rendering...
Another angle...
I'm trying to render the voxels in a big chunk, so this is what my code looks like:
voxel.hpp
#pragma once
#include <stdio.h>
#include <iostream>
#include <vector>
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#define GLM_ENABLE_EXPERIMENTAL
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
using std::vector;
using glm::mat4;
using glm::vec3;
class Voxel {
float radius;
bool visible;
vec3 centerPoint;
public:
unsigned int VBO, VAO, EBO;
Voxel(vec3 center, float size, bool vis = false, bool single = false);
void setMVP(mat4 mvp);
void setVisible(bool v);
void generateElement();
};
voxel.cpp
#include "voxel.hpp"
Voxel::Voxel(vec3 center, float size, bool vis, bool single) {
visible = vis;
centerPoint = center;
radius = size;
generateElement();
}
void Voxel::setVisible(bool v) {
visible = v;
}
void Voxel::generateElement() {
// this time we need all 8 vertices and a length 36 index array
vec3 maxV(centerPoint.x + radius, centerPoint.y + radius, centerPoint.z + radius);
vec3 minV(centerPoint.x - radius, centerPoint.y - radius, centerPoint.z - radius);
float vertices[24] = {
maxV.x, maxV.y, maxV.z,
maxV.x, maxV.y, minV.z,
maxV.x, minV.y, minV.z,
maxV.x, minV.y, maxV.z,
minV.x, minV.y, maxV.z,
minV.x, maxV.y, maxV.z,
minV.x, maxV.y, minV.z,
minV.x, minV.y, minV.z,
};
unsigned int indices[36] = {
0, 2, 1, // maxV.x
0, 2, 3,
2, 6, 1, // minV.z
2, 6, 7,
2, 4, 3, // minV.y
2, 4, 7,
4, 6, 5, // minV.x
4, 6, 7,
1, 5, 0, // maxV.y
1, 5, 6,
0, 4, 3, // maxV.z
0, 4, 5,
};
// for individual rendering there would be shader code here
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
glBindVertexArray(VAO);
// load data into vertex buffers
glBindBuffer(GL_ARRAY_BUFFER, VBO);
// glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), &vertices[0], GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
// glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), &indices[0], GL_STATIC_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
// // set the vertex attribute pointers
// // vertex Positions
glEnableVertexAttribArray(0);
// glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(vec3), (void*)0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
// glBindVertexArray(VAO);
// set attribute pointers for matrix (4 times vec4)
glEnableVertexAttribArray(3);
glVertexAttribPointer(3, 4, GL_FLOAT, GL_FALSE, sizeof(glm::mat4), (void*)0);
glEnableVertexAttribArray(4);
glVertexAttribPointer(4, 4, GL_FLOAT, GL_FALSE, sizeof(glm::mat4), (void*)(sizeof(glm::vec4)));
glEnableVertexAttribArray(5);
glVertexAttribPointer(5, 4, GL_FLOAT, GL_FALSE, sizeof(glm::mat4), (void*)(sizeof(glm::vec4) * 2));
glEnableVertexAttribArray(6);
glVertexAttribPointer(6, 4, GL_FLOAT, GL_FALSE, sizeof(glm::mat4), (void*)(sizeof(glm::vec4) * 3));
glVertexAttribDivisor(3, 1);
glVertexAttribDivisor(4, 1);
glVertexAttribDivisor(5, 1);
glVertexAttribDivisor(6, 1);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
chunk.hpp
#pragma once
#include <stdio.h>
#include <iostream>
#include <vector>
#include <algorithm>
#include "voxel.hpp"
#define GLM_ENABLE_EXPERIMENTAL
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
using std::vector;
using glm::mat4;
using glm::vec3;
class Chunk {
vec3 centerPoint;
int voxelNum;
int shaderProgram;
unsigned int VBO, EBO, VAO;
mat4 VP;
public:
Chunk(vec3 center, float radius, int rinv);
void setVP(mat4 vp);
void setVisible(bool v);
void draw();
};
chunk.cpp
#include "chunk.hpp"
#include <iostream>
#include <vector>
#include <algorithm>
#include <stdlib.h>
#define GLM_ENABLE_EXPERIMENTAL
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
using std::vector;
using glm::mat4;
using glm::vec3;
Chunk::Chunk(vec3 centerPoint, float radius, int rinv) {
vec3 endPoint(centerPoint.x - radius, centerPoint.y - radius, centerPoint.z - radius);
float distVox = 2 * radius/rinv;
voxelNum = pow(rinv, 3);
mat4* modelMatrices = new mat4[voxelNum];
srand(glfwGetTime()); // initialize random seed
for (int z = 0; z < rinv; z++) {
for (int y = 0; y < rinv; y++) {
for (int x = 0; x < rinv; x++) {
glm::mat4 model = glm::mat4(1.0f);
model = translate(model, vec3(endPoint.x + (x + 0.5) * distVox, endPoint.y + (y + 0.5) * distVox, endPoint.z + (z + 0.5) * distVox));
model = scale(model, vec3(radius));
int index = x + y * rinv + z * pow(rinv, 2);
modelMatrices[index] = model;
}
}
}
const char *vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"layout (location = 3) in mat4 aInstanceMatrix;\n"
"uniform mat4 VP;\n"
"void main()\n"
"{\n"
" gl_Position = VP * aInstanceMatrix * vec4(aPos, 1.0);\n"
"}\n\0";
const char *fragmentShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"uniform vec3 color;\n"
"void main()\n"
"{\n"
" FragColor = vec4(color, 1.0f);\n"
"}\n\0";
// vertex shader
int vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
// check for shader compile errors
int success;
char infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// fragment shader
int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
// check for shader compile errors
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// link shaders
shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
// check for linking errors
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, voxelNum * sizeof(mat4), &modelMatrices[0], GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
void Chunk::setVP(mat4 vp) {
VP = vp;
}
void Chunk::draw() {
glUseProgram(shaderProgram);
glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "VP"), 1, GL_FALSE, &VP[0][0]);
Voxel eVox(vec3(0.0f), 1.0f, true, false);
glBindVertexArray(eVox.VAO);
glDrawElementsInstanced(GL_TRIANGLES, 36, GL_UNSIGNED_INT, 0, voxelNum);
glBindVertexArray(0);
}
main.cpp
#include <iostream>
using namespace std;
#include "chunk.hpp"
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
using namespace glm;
//Global Variables
GLFWwindow* window;
const char* SCR_TITLE = "WORKINGPLANET";
const int SCR_WIDTH = 500, SCR_HEIGHT = 500;
float x_rot = 0.0f;
float y_rot = 0.0f;
float y_rot_clamp = 89.999f;
// timing
float deltaTime = 0.0f; // time between current frame and last frame
float lastFrame = 0.0f;
void mouseCallback(GLFWwindow *window, int button, int action, int mods);
vec3 X_AXIS = vec3(1.0f, 0.0f, 0.0f);
vec3 Y_AXIS = vec3(0.0f, 1.0f, 0.0f);
//Main Program
int main()
{
//Constructor Code
if(!glfwInit())
{
cerr << "Error!!GLFW";
return -1;
}
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
if(!(window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, SCR_TITLE, NULL, NULL)))
{
cerr << "Error!!GLFW window";
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
if (!gladLoadGLLoader((GLADloadproc) glfwGetProcAddress)) {
std::cout << "Failed to initialize OpenGL context" << std::endl;
return -1;
}
Chunk chunk(vec3(0.0f), 0.5, 2);
mat4 view = mat4(1.0);
vec3 cameraPos = glm::vec3(0.0f, 0.0f, 4.0f);
view = lookAt(cameraPos, vec3(0,0,0), vec3(0,1,0));
//Loop Events
while(!glfwWindowShouldClose(window))
{
// per-frame time logic
float currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
glClearColor(1.0, 1.0, 1.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
// Tweak these values to change the sensitivity
float scale_x = 7.0f / SCR_WIDTH;
float scale_y = 7.0f / SCR_HEIGHT;
float rotSpeed = 350.0f;
float rot = scale_x * rotSpeed;
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) {
rot = scale_y * rotSpeed;
if (y_rot + rot > y_rot_clamp)
rot = y_rot_clamp - y_rot;
view = rotate(view, (float)radians(rot), X_AXIS);
y_rot += rot;
} if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) {
rot = scale_y * rotSpeed;
if (y_rot - rot < -y_rot_clamp)
rot = y_rot + y_rot_clamp;
view = rotate(view, (float)radians(-rot), X_AXIS);
y_rot -= rot;
} if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) {
view = rotate(view, (float)radians(-rot), Y_AXIS);
x_rot -= rot;
} if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) {
view = rotate(view, (float)radians(rot), Y_AXIS);
x_rot += rot;
} if (glfwGetKey(window, GLFW_KEY_R) == GLFW_PRESS) {
view = lookAt(cameraPos, vec3(0,0,0), vec3(0,1,0));
x_rot = 0.0f;
y_rot = 0.0f;
}
mat4 projection = perspective(radians(45.0f), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
//Rendering
chunk.setVP(projection * view);
chunk.draw();
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwTerminate();
return 0;
}
I'm totally stuck. Adding more voxels doesn't change how the instanced bug looks.
Interestingly, commenting out the glLinkProgram(shaderProgram); in chunk.cpp makes this bug entirely different, with the chunk appearing as one huge voxel that emcompasses the entire cube.
Your VBO setup doesn't make the slightest sense. You set up your per-instance transformation matrix to use the same data as your geometry in Voxel::generateElement().
You later upload all your transformation matrixes into a separate VBO, but the attribute pointers still point to the geometry VBO. YOu need to move the attribute setup for the instanced attribute out of Voxel::generateElement() and into Chunk::Chunk() so you can tell it to use that VBO as source for the model matrices.

Arc with radius between 2 points [closed]

Closed. This question needs details or clarity. It is not currently accepting answers.
Want to improve this question? Add details and clarify the problem by editing this post.
Closed 3 months ago.
Improve this question
I need to find out how to draw an arc with OpenGL between 2 points with a given radius.Is there any way to do this in OpenGL or to find the center point where I need to draw the arc so the both points get connected with the given radius ? :)
Attached screenshot: https://i.imgur.com/LLP78Ak.png
Here is a simple, but complete and tested opengl program that demonstrates what it sounds like you are looking for. Note that there is not a single answer to the question of what is the arc between two points at radius x, since the arc can bend in either of two directions.
Pay careful attention to the second createArc function overload as this represents the core of the answer, though it calls the first createArc function overload to finish the job.
EDIT: I've realized that I did not account for the ambiguity of "arc between two angles" in my earlier answer (arc from 0 to 90 could be direct or all the way around). I've updated the code to define whether you are interested in the smaller arc or the larger arc.
#define GLEW_STATIC
#define _USE_MATH_DEFINES
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <gl/gl.h>
#include <math.h>
#include <iostream>
const int ARC_VERTEX_COUNT = 100;
// Don't use global variables at home, kids!
GLFWwindow* window;
GLuint shader;
GLint shaderLoc_pos;
GLuint vbo_circle;
GLuint vbo_arc;
float normalizeAngleToSmallestPositive(float angle) {
while (angle < 0.0) { angle += M_PI*2; }
while (angle >= M_PI*2) { angle -= M_PI*2; }
return angle;
}
bool startApp() {
if (!glfwInit()) {
return false;
}
window = glfwCreateWindow(500, 500, "Hello World", NULL, NULL);
if (!window) {
glfwTerminate();
return false;
}
glfwMakeContextCurrent(window);
glewInit();
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glLineWidth(10.0);
return true;
}
void stopApp() {
glfwTerminate();
}
void createShader() {
const char* vsSrc =
"#version 330 core\n"
"in vec2 pos; void main() { gl_Position = vec4(pos, 0.0, 1.0); }";
const char* fsSrc =
"#version 330 core\n"
"out vec4 color; void main() { color = vec4(1.0,1.0,1.0,0.5); }";
GLuint vs = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vs, 1, &vsSrc, nullptr);
glCompileShader(vs);
GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fs, 1, &fsSrc, nullptr);
glCompileShader(fs);
shader = glCreateProgram();
glAttachShader(shader, vs);
glAttachShader(shader, fs);
glLinkProgram(shader);
shaderLoc_pos = glGetAttribLocation(shader, "pos");
}
// Create an arc between two given angles, based on the circle described by the given radius and
// center point
GLuint createArc(float angle1, float angle2, float radius, float x, float y, float useBiggerArc) {
// Prepare angles
angle1 = normalizeAngleToSmallestPositive(angle1);
angle2 = normalizeAngleToSmallestPositive(angle2);
if (angle1 > angle2) {
float buffer = angle1;
angle1 = angle2;
angle2 = buffer;
}
if (useBiggerArc != angle2-angle1 > M_PI) {
angle1 += M_PI*2;
}
// Create opengl geometry
GLfloat pos[ARC_VERTEX_COUNT * 2];
for (int i = 0; i < ARC_VERTEX_COUNT; i++) {
pos[i*2] = sin((float)i / (ARC_VERTEX_COUNT-1) * (angle2 - angle1) + angle1) * radius + x;
pos[i*2+1] = cos((float)i / (ARC_VERTEX_COUNT-1) * (angle2 - angle1) + angle1) * radius + y;
}
GLuint result;
glGenBuffers(1, &result);
glBindBuffer(GL_ARRAY_BUFFER, result);
glBufferData(GL_ARRAY_BUFFER, sizeof(pos), pos, GL_STATIC_DRAW);
return result;
}
GLuint createCircle(float radius, float x, float y) {
return createArc(M_PI*0, M_PI*2, radius, x, y, true);
}
// Create an arc between two given points that is based on a circle with the given radius.
GLuint createArc(
float x1, float y1, float x2, float y2, float radius, bool arcDirection, bool useBiggerArc)
{
// distance between points
float distance = sqrt((x1-x2)*(x1-x2) + (y1-y2)*(y1-y2));
// halfway point
float xAverage = (x1+x2)/2.0;
float yAverage = (y1+y2)/2.0;
// circle center
float xCenter = sqrt(radius*radius - distance*distance/4.0) * (y1-y2) / distance;
float yCenter = sqrt(radius*radius - distance*distance/4.0) * (x2-x1) / distance;
xCenter = xAverage + (arcDirection ? xCenter : -xCenter);
yCenter = yAverage + (arcDirection ? yCenter : -yCenter);
// angles
float angle1 = atan2(x1-xCenter, y1-yCenter);
float angle2 = atan2(x2-xCenter, y2-yCenter);
// create the arc
return createArc(angle1, angle2, radius, xCenter, yCenter, useBiggerArc);
}
void runMainLoop() {
while (!glfwWindowShouldClose(window)) {
int width, height;
glfwGetFramebufferSize(window, &width, &height);
glViewport(0, 0, width, height);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shader);
glEnableVertexAttribArray(shaderLoc_pos);
glBindBuffer(GL_ARRAY_BUFFER, vbo_circle);
glVertexAttribPointer(shaderLoc_pos, 2, GL_FLOAT, GL_FALSE, 0, (void*)0);
glDrawArrays(GL_LINE_STRIP, 0, ARC_VERTEX_COUNT);
glBindBuffer(GL_ARRAY_BUFFER, vbo_arc);
glVertexAttribPointer(shaderLoc_pos, 2, GL_FLOAT, GL_FALSE, 0, (void*)0);
glDrawArrays(GL_LINE_STRIP, 0, ARC_VERTEX_COUNT);
glfwSwapBuffers(window);
glfwPollEvents();
}
}
int main(void) {
if (startApp())
{
createShader();
vbo_circle = createCircle(0.75, 0.0, 0.0);
vbo_arc = createArc(0.0, 0.75, 0.75, 0.0, 0.75, false, false);
runMainLoop();
stopApp();
return 0;
}
else
{
return -1;
}
}
This is more of a maths question, I feel.
If you have the coordinates of the two points suppose:
and the given radius is 'R'
then the coordinates of the centre, say can be calculated using
where
,
there shall be two centres, one for an upward arc and another for a downward arc.
the other centre can be found through
now, you can find the inverse cosine using the acos() function included in the <cmath> library.

How to ripple on a sphere

I'm trying to implement a program that turns a cube into a sphere based on key presses, and ripples whenever it's clicked. I managed to implement the cube-to-sphere-and-back part, but I have completely no idea where to start on the rippling. I've looked at tons of sources online, I get the math, but I have no idea how to implement it on my vertex shader. Can anyone help me with my dilemma? Thank you!
Here's my cpp, vsh, and fsh: https://drive.google.com/file/d/0B4hkcF9foOTgbUozMjZmSHJhQWM/view?usp=sharing
I'm using GLSL, OpenGL 4.4.0
Here's my code for the vertex shader:
#version 120
attribute vec3 pos;
varying vec4 out_color;
uniform float t;
float PI = 3.14159265357;
int factor = 2; //for determining colors
int num_colors; // = factor * 3 (because RGB)
float currang = 0;
float angfac;
vec4 calculate( float a )
{
//this is just to calculate for the color
}
void main() {
num_colors = factor*3;
angfac = 2*PI/num_colors;
float ang = atan( pos.z, pos.x )+PI;
out_color = calculate(ang);
//rotation
mat3 rotateX = mat3(
vec3( 1, 0, 0),
vec3( 0, cos(t), sin(t)),
vec3( 0, -sin(t), cos(t))
);
mat3 rotateY = mat3(
vec3( cos(t), 0, -sin(t)),
vec3( 0, 1, 0),
vec3( sin(t), 0, cos(t))
);
mat3 rotateZ = mat3(
vec3( cos(t), sin(t), 0),
vec3(-sin(t), cos(t), 0),
vec3( 0, 0, cos(t))
);
gl_Position = gl_ModelViewProjectionMatrix * vec4((pos.xyz*rotateY*rotateX) , 1.0 );
}
and here's parts of my cpp file:
//usual include statements
using namespace std;
enum { ATTRIB_POS };
GLuint mainProgram = 0;
// I use this to indicate the position of the vertices
struct Vtx {
GLfloat x, y, z;
};
const GLfloat PI = 3.14159265357;
const int sideLength = 10;
const size_t nVertices = (sideLength*sideLength*sideLength)-((sideLength-2)*(sideLength-2)*(sideLength-2));
Vtx cube[nVertices];
Vtx sphere[nVertices];
Vtx diff[nVertices];
const double TIME_SPEED = 0.01;
int mI = 4*(sideLength-1);
const int sLCubed = sideLength*sideLength*sideLength;
int indices[nVertices*nVertices];
GLfloat originX = 0.0f; //offset
GLfloat originY = 0.0f; //offset
bool loadShaderSource(GLuint shader, const char *path) {...}
void checkShaderStatus(GLuint shader) {...}
bool initShader() {...}
//in this part of the code, I instantiate an array of indices to be used by glDrawElements()
void transform(int fac)
{
//move from cube to sphere and back by adding/subtracting values and updating cube[].xyz
//moveSpeed = diff[]/speedFac
//fac is to determine direction (going to sphere or going to cube; going to sphere is plus, going back to cube is minus)
for( int i = 0; i<nVertices; i++ )
{
cube[i].x += fac*diff[i].x;
cube[i].y += fac*diff[i].y;
cube[i].z += fac*diff[i].z;
}
}
void initCube() {...} //computation for the vertices of the cube depending on sideLength
void initSphere() {...} //computation for the vertices of the sphere based on the vertices of the cube
void toSphere() {...} //changes the values of the array of vertices of the cube to those of the sphere
void initDiff() {...} //computes for the difference of the values of the vertices of the sphere and the vertices of the cube for the slow transformation
int main() {
//error checking (GLEW, OpenGL versions, etc)
glfwSetWindowTitle("CS177 Final Project");
glfwEnable( GLFW_STICKY_KEYS );
glfwSwapInterval( 1 );
glClearColor(0,0,0,0);
if ( !initShader() ) {
return -1;
}
glEnableVertexAttribArray(ATTRIB_POS);
glVertexAttribPointer(ATTRIB_POS, 3, GL_FLOAT, GL_FALSE, sizeof(Vtx), cube);
initCube();
initIndices();
initSphere();
initDiff();
glUseProgram(mainProgram);
GLuint UNIF_T = glGetUniformLocation(mainProgram, "t");
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
float t = 0;
glUniform1f(UNIF_T, t);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glPointSize(2.0);
glEnable(GL_POINT_SMOOTH);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
glfwOpenWindowHint(GLFW_FSAA_SAMPLES,16);
glEnable(GL_MULTISAMPLE);
do {
int width, height;
glfwGetWindowSize( &width, &height );
glViewport( 0, 0, width, height );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
t += TIME_SPEED;
glUniform1f(UNIF_T, t);
if (glfwGetKey(GLFW_KEY_DEL)) transform(-1);
if (glfwGetKey(GLFW_KEY_INSERT)) transform( 1 );
if (glfwGetKey(GLFW_KEY_HOME)) initCube();
if (glfwGetKey(GLFW_KEY_END)) toSphere();
glDrawElements( GL_TRIANGLES, nVertices*nVertices, GL_UNSIGNED_INT, indices);
glfwSwapBuffers();
} while ( glfwGetKey(GLFW_KEY_ESC) != GLFW_PRESS &&
glfwGetWindowParam(GLFW_OPENED) );
glDeleteProgram(mainProgram);
glfwTerminate();
return 0;
}

BillBoarding Implementation

I am trying to implement soft particles in my projects.
Everything is fine , I implement the texture also. But when the mouse is moved to a certain angle,
the particles get distorted. The particle is generated in view space.
So, I would like to know how could I implement the billboard in my project so that every particles seem uniform.Here is my code:
bool CETSmokeRenderer::InitBuffers()
{
size_t vertexSize = 3 * 4 * m_NumVertex * sizeof(float);
size_t colorSize = 4 * 4 * m_NumVertex * sizeof(float);
size_t texCoordSize = 2 * 4 * m_NumVertex * sizeof(float);
if(!vertexBuffer)
{
glDeleteBuffersARB(1, &vertexBuffer);
glDeleteBuffersARB(1, &colorBuffer);
glDeleteBuffersARB(1, &texCoordBuffer);
}
glGenBuffersARB(1, &vertexBuffer);
glGenBuffersARB(1, &colorBuffer);
glGenBuffersARB(1, &texCoordBuffer);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, vertexBuffer);
glBufferDataARB(GL_ARRAY_BUFFER_ARB, vertexSize, NULL, GL_STREAM_DRAW_ARB);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, colorBuffer);
glBufferDataARB(GL_ARRAY_BUFFER_ARB, colorSize, NULL, GL_STREAM_DRAW_ARB);
// Creates the static texture data
size_t len = 2 * 4 * m_NumVertex;
if(0 > m_NumVertex)
{
return false;
}
else if(0 == m_NumVertex)
{
return true;
}
float *texCoords = new float[len];
{
size_t i = 0;
while(i < len)
{
// u v
texCoords[i++] = 0.0f; texCoords[i++] = 0.0f;
texCoords[i++] = 1.0f; texCoords[i++] = 0.0f;
texCoords[i++] = 1.0f; texCoords[i++] = 1.0f;
texCoords[i++] = 0.0f; texCoords[i++] = 1.0f;
}
}
glBindBufferARB(GL_ARRAY_BUFFER_ARB, texCoordBuffer);
glBufferDataARB(GL_ARRAY_BUFFER_ARB, texCoordSize, (void*)texCoords, GL_STATIC_DRAW_ARB);
delete texCoords;
glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
return 0;
}
void CETSmokeRenderer::Draw(Camera &cam, bool useTex)
{
if(useTex)
glBindTexture(GL_TEXTURE_2D, texID);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
mBaseView->SetupViewingTransform();
size_t len = particleStore.size();
std::vector<SimpleSmokeParticle> toDraw;
for(size_t i = 0; i < len; i++)
{
SimpleSmokeParticle sp;
sp.transP = particleStore[i].p;
sp.index = i;
toDraw.push_back(sp);
}
//std::sort(toDraw.begin(), toDraw.end(), ParticleCmp);
#ifdef USE_VBO
glBindBufferARB(GL_ARRAY_BUFFER_ARB, vertexBuffer);
glBufferDataARB(GL_ARRAY_BUFFER_ARB, 3 * 4 * m_NumVertex * sizeof(float), NULL, GL_STREAM_DRAW_ARB);
float *vertexPtr = (float*)glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_WRITE_ONLY_ARB);
assert(vertexPtr);
for(size_t i = 0, count = 0; count < len; count++)
{
SmokeParticle &prt = particleStore[ toDraw[count].index ];
Point3f &p = toDraw[count].transP;
float w = prt.w / 0.5f;
float h = prt.h / 1.0f;
vertexPtr[i++] = p.x - w; vertexPtr[i++] = p.y - h; vertexPtr[i++] = p.z;
vertexPtr[i++] = p.x + w; vertexPtr[i++] = p.y - h; vertexPtr[i++] = p.z;
vertexPtr[i++] = p.x + w; vertexPtr[i++] = p.y + h; vertexPtr[i++] = p.z;
vertexPtr[i++] = p.x - w; vertexPtr[i++] = p.y + h; vertexPtr[i++] = p.z;
}
glUnmapBufferARB(GL_ARRAY_BUFFER_ARB);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, colorBuffer);
glBufferDataARB(GL_ARRAY_BUFFER_ARB, 4 * 4 * m_NumVertex * sizeof(float), NULL, GL_STREAM_DRAW_ARB);
float *colorPtr = (float*)glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_WRITE_ONLY_ARB);
assert(colorBuffer);
for(size_t i = 0, count = 0; count < len; count++)
{
SmokeParticle &prt = particleStore[ toDraw[count].index ];
// r g b a
colorPtr[i++] = prt.r; colorPtr[i++] = prt.g; colorPtr[i++] = prt.b; colorPtr[i++] = prt.alpha;
colorPtr[i++] = prt.r; colorPtr[i++] = prt.g; colorPtr[i++] = prt.b; colorPtr[i++] = prt.alpha;
colorPtr[i++] = prt.r; colorPtr[i++] = prt.g; colorPtr[i++] = prt.b; colorPtr[i++] = prt.alpha;
colorPtr[i++] = prt.r; colorPtr[i++] = prt.g; colorPtr[i++] = prt.b; colorPtr[i++] = prt.alpha;
}
glUnmapBufferARB(GL_ARRAY_BUFFER_ARB);
// Draws buffered data
glBindBufferARB(GL_ARRAY_BUFFER_ARB, vertexBuffer);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, 0);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, colorBuffer);
glEnableClientState(GL_COLOR_ARRAY);
glColorPointer(4, GL_FLOAT, 0, 0);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, texCoordBuffer);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 0, 0);
glDrawArrays(GL_QUADS, 0, (GLsizei)len *4);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
#else
{..}
glPopMatrix();
}
void CETSmokeRenderer::Render()
{
//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Renders depth information
if(useSoftParticles)
{
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);
glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, GL_FALSE);
glClampColorARB(GL_CLAMP_FRAGMENT_COLOR_ARB, GL_FALSE);
glClampColorARB(GL_CLAMP_READ_COLOR_ARB, GL_FALSE);
glClearColor(FLT_MAX, FLT_MAX, FLT_MAX, FLT_MAX);
glClear(GL_COLOR_BUFFER_BIT);;
glUseProgramObjectARB(0);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, GL_TRUE);
glClampColorARB(GL_CLAMP_FRAGMENT_COLOR_ARB, GL_TRUE);
glClampColorARB(GL_CLAMP_READ_COLOR_ARB, GL_TRUE);
glBindTexture(GL_TEXTURE_2D, 0);
// renders the soft particles
glUseProgramObjectARB(particleShader);
// Sets texture data
GLint texloc = glGetUniformLocationARB(particleShader, "tex");
GLint depthTexloc = glGetUniformLocationARB(particleShader, "depthInfo");
GLint powerloc = glGetUniformLocationARB(particleShader, "power");
glUniform1fARB(powerloc, (float)softParticlePower);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, TextureID());
glUniform1iARB(texloc, 0);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, depthTex);
glUniform1iARB(depthTexloc, 1);
Draw(m_pCamera, false);
// Unbinds shader and textures
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, 0);
glUseProgramObjectARB(0);
}
else
{
glUseProgramObjectARB(particleShader);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, TextureID());
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, depthTex);
Draw(m_pCamera, true);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, 0);
glUseProgramObjectARB(0);
}
}
One way of achieving what you are looking for is to utilise point sprites, I have attached some code below that illustrates this in a simple way, hope this helps:
main.cpp
/*
Simple point-sprite particle demo - renders particles using spheres
Requirements:
GLM maths library
Freeglut
*/
#include <gl/glew.h>
#include <gl/freeglut.h>
#include <iostream>
#include "GLSLShader.h"
#include <glm/glm.hpp>
#include <glm/gtc/matrix_projection.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <cassert>
#define GL_CHECK_ERRORS assert(glGetError()== GL_NO_ERROR)
using namespace std;
class Screen
{
public:
int width, height;
string title;
unsigned int displayFlags, contextFlags;
Screen(string ititle, int iwidth = 1024, int iheight = 768){
Screen(ititle, (GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA), (GLUT_CORE_PROFILE | GLUT_DEBUG), iwidth, iheight)
}
Screen(string ititle, unsigned int disFlags, unsigned int contFlags, int iwidth = 1024, int iheight = 768){
title = ititle; width = iwidth; height = iheight;
displayFlags = disFlags;
contextFlags = contFlags;
}
};
const int TOTAL= 9;
GLfloat positions[3*TOTAL]={-1,0,-1, 0,0,-1, 1,0,-1,-1,0, 0, 0,0, 0, 1,0, 0,-1,0, 1, 0,0, 1, 1,0,1};
GLuint vboID, vaoID;
GLsizei stride = sizeof(GLfloat)*3;
GLSLShader shader;
int filling=1;
// Absolute rotation values (0-359 degrees) and rotiation increments for each frame
float rotation_x=0, rotation_x_increment=0.1f;
float rotation_y=0, rotation_y_increment=0.05f;
float rotation_z=0, rotation_z_increment=0.03f;
glm::mat4 P; //projection matrix;
bool bRotate=true;
void InitShaders(void)
{
shader.LoadFromFile(GL_VERTEX_SHADER, "shader.vert");
shader.LoadFromFile(GL_FRAGMENT_SHADER, "shader.frag");
shader.CreateAndLinkProgram();
shader.Use();
shader.AddAttribute("vVertex");
shader.AddUniform("Color");
shader.AddUniform("lightDir");
shader.AddUniform("MVP");
glUniform3f(shader("lightDir"), 0,0,1);
glUniform3f(shader("Color"),1,0,0);
shader.UnUse();
GL_CHECK_ERRORS;
}
void InitVAO() {
GL_CHECK_ERRORS;
//Create vao and vbo stuff
glGenVertexArrays(1, &vaoID);
glGenBuffers (1, &vboID);
GL_CHECK_ERRORS;
glBindVertexArray(vaoID);
glBindBuffer (GL_ARRAY_BUFFER, vboID);
glBufferData (GL_ARRAY_BUFFER, sizeof(positions), &positions[0], GL_STATIC_DRAW);
GL_CHECK_ERRORS;
glEnableVertexAttribArray(shader["vVertex"]);
glVertexAttribPointer (shader["vVertex"], 3, GL_FLOAT, GL_FALSE,stride,0);
glBindVertexArray(0);
GL_CHECK_ERRORS;
}
void SetupGLBase() {
glGetError();
GL_CHECK_ERRORS;
glClearColor(0.0f,0.0f,0.2f,0.0f);
GL_CHECK_ERRORS;
InitShaders();
InitVAO();
glEnable(GL_DEPTH_TEST); // We enable the depth test (also called z buffer)
GL_CHECK_ERRORS;
glPointSize(50);
}
void OnRender() {
GL_CHECK_ERRORS;
glClear(GL_COLOR_BUFFER_BIT| GL_DEPTH_BUFFER_BIT);
//setup matrices
glm::mat4 T = glm::translate(glm::mat4(1.0f),glm::vec3(0.0f, 0.0f, -5));
glm::mat4 Rx = glm::rotate(T, rotation_x, glm::vec3(1.0f, 0.0f, 0.0f));
glm::mat4 Ry = glm::rotate(Rx, rotation_y, glm::vec3(0.0f, 1.0f, 0.0f));
glm::mat4 MV = glm::rotate(Ry, rotation_z, glm::vec3(0.0f, 0.0f, 1.0f));
glm::mat4 MVP = P*MV;
//draw the points
shader.Use();
glUniformMatrix4fv(shader("MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
glBindVertexArray(vaoID);
glDrawArrays(GL_POINTS, 0, TOTAL);
glBindVertexArray(0);
shader.UnUse();
glutSwapBuffers();
}
void OnResize(int w, int h)
{
glViewport (0, 0, (GLsizei) w, (GLsizei) h);
//setup the projection matrix
P = glm::perspective(45.0f, (GLfloat)w/h, 1.f, 1000.f);
}
void OnShutdown() {
glDeleteBuffers(1, &vboID);
glDeleteVertexArrays(1, &vaoID);
}
void OnKey(unsigned char key, int x, int y)
{
switch (key)
{
case ' ': bRotate=!bRotate; break;
case 'r': case 'R':
if (filling==0)
{
glPolygonMode (GL_FRONT_AND_BACK, GL_FILL); // Filled Polygon Mode
filling=1;
}
else
{
glPolygonMode (GL_FRONT_AND_BACK, GL_LINE); // Outline Polygon Mode
filling=0;
}
break;
}
}
void OnSpecialKey(int key, int x, int y)
{
switch (key)
{
case GLUT_KEY_UP: rotation_x_increment = rotation_x_increment +0.005f; break;
case GLUT_KEY_DOWN: rotation_x_increment = rotation_x_increment -0.005f; break;
case GLUT_KEY_LEFT: rotation_y_increment = rotation_y_increment +0.005f; break;
case GLUT_KEY_RIGHT: rotation_y_increment = rotation_y_increment -0.005f; break;
}
}
void OnIdle() {
if(bRotate) {
rotation_x = rotation_x + rotation_x_increment;
rotation_y = rotation_y + rotation_y_increment;
rotation_z = rotation_z + rotation_z_increment;
}
if (rotation_x > 359) rotation_x = 0;
if (rotation_y > 359) rotation_y = 0;
if (rotation_z > 359) rotation_z = 0;
glutPostRedisplay();
}
void glTestAndInfo(GLEnum glewInitResponse)
{
if (GLEW_OK != glewInitResponse) {
cerr<<"Error: "<<glewGetErrorString(glewInitResponse)<<endl;
} else {
if (GLEW_VERSION_3_3)
{
cout<<"Driver supports OpenGL 3.3 or greater.\nDetails:"<<endl;
}
}
cout<<"Using GLEW "<<glewGetString(GLEW_VERSION)<<endl;
cout<<"Vendor: "<<glGetString (GL_VENDOR)<<endl;
cout<<"Renderer: "<<glGetString (GL_RENDERER)<<endl;
cout<<"Version: "<<glGetString (GL_VERSION)<<endl;
cout<<"GLSL: "<<glGetString (GL_SHADING_LANGUAGE_VERSION)<<endl;
}
void main(int argc, char** argv) {
Screen *screen = news Screen("Point sprites as spheres in OpenGL 3.3");
atexit(OnShutdown);
glutInit(&argc, argv);
glutInitDisplayMode(screen->displayFlags);
glutInitContextVersion (3, 3);
glutInitContextFlags (screen->contextFlags);
glutInitWindowSize(screen->width, screen->height);
glutCreateWindow(screen->title);
glewExperimental = GL_TRUE;
glTestAndInfo(glewInit());
SetupGLBase();
glutDisplayFunc(OnRender);
glutReshapeFunc(OnResize);
glutKeyboardFunc(OnKey);
glutSpecialFunc(OnSpecialKey);
glutIdleFunc(OnIdle);
glutMainLoop();
}
GLSLShader.h
#pragma once
#ifndef GLSL_SHADER_H
#define GLSL_SHADER_H
#include <GL/glew.h>
#include <map>
#include <string>
using namespace std;
class GLSLShader
{
public:
GLSLShader(void);
~GLSLShader(void);
void LoadFromString(GLenum whichShader, const string source);
void LoadFromFile(GLenum whichShader, const string filename);
void CreateAndLinkProgram();
void Use();
void UnUse();
void AddAttribute(const string attribute);
void AddUniform(const string uniform);
GLuint operator[](const string attribute);// indexer: returns the location of the named attribute
GLuint operator()(const string uniform);
private:
enum ShaderType {VERTEX_SHADER, FRAGMENT_SHADER, GEOMETRY_SHADER};
GLuint _program;
int _totalShaders;
GLuint _shaders[3];//0 vertexshader, 1 fragmentshader, 2 geometryshader
map<string,GLuint> _attributeList;
map<string,GLuint> _uniformLocationList;
};
#endif
GLSLShader.cpp
/*
Really basic glsl shader class
*/
#include "GLSLShader.h"
#include <iostream>
#include <fstream>
// constructor
GLSLShader::GLSLShader(void)
{
_totalShaders=0;
_shaders[VERTEX_SHADER]=0;
_shaders[FRAGMENT_SHADER]=0;
_shaders[GEOMETRY_SHADER]=0;
_attributeList.clear();
_uniformLocationList.clear();
}
// destructor
GLSLShader::~GLSLShader(void)
{
_attributeList.clear();
_uniformLocationList.clear();
glDeleteProgram(_program);
}
// loader functions
void GLSLShader::LoadFromString(GLenum type, const string source) {
GLuint shader = glCreateShader (type);
const char * ptmp = source.c_str();
glShaderSource (shader, 1, &ptmp, NULL);
//check whether the shader loads fine
GLint status;
glCompileShader (shader);
glGetShaderiv (shader, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE) {
GLint infoLogLength;
glGetShaderiv (shader, GL_INFO_LOG_LENGTH, &infoLogLength);
GLchar *infoLog= new GLchar[infoLogLength];
glGetShaderInfoLog (shader, infoLogLength, NULL, infoLog);
cerr<<"Compile log: "<<infoLog<<endl;
delete [] infoLog;
}
_shaders[_totalShaders++]=shader;
}
void GLSLShader::LoadFromFile(GLenum whichShader, const string filename){
ifstream fp;
fp.open(filename.c_str(), ios_base::in);
if(fp) {
string line, buffer;
while(getline(fp, line)) {
buffer.append(line);
buffer.append("\r\n");
}
//copy to source
LoadFromString(whichShader, buffer);
} else {
cerr<<"Error loading shader: "<<filename<<endl;
}
}
// utilitarian functions
void GLSLShader::CreateAndLinkProgram() {
_program = glCreateProgram ();
if (_shaders[VERTEX_SHADER] != 0) {
glAttachShader (_program, _shaders[VERTEX_SHADER]);
}
if (_shaders[FRAGMENT_SHADER] != 0) {
glAttachShader (_program, _shaders[FRAGMENT_SHADER]);
}
if (_shaders[GEOMETRY_SHADER] != 0) {
glAttachShader (_program, _shaders[GEOMETRY_SHADER]);
}
//link and check whether the program links fine
GLint status;
glLinkProgram (_program);
glGetProgramiv (_program, GL_LINK_STATUS, &status);
if (status == GL_FALSE) {
GLint infoLogLength;
glGetProgramiv (_program, GL_INFO_LOG_LENGTH, &infoLogLength);
GLchar *infoLog= new GLchar[infoLogLength];
glGetProgramInfoLog (_program, infoLogLength, NULL, infoLog);
cerr<<"Link log: "<<infoLog<<endl;
delete [] infoLog;
}
glDeleteShader(_shaders[VERTEX_SHADER]);
glDeleteShader(_shaders[FRAGMENT_SHADER]);
glDeleteShader(_shaders[GEOMETRY_SHADER]);
}
void GLSLShader::Use() {
glUseProgram(_program);
}
void GLSLShader::UnUse() {
glUseProgram(0);
}
void GLSLShader::AddAttribute(const string attribute) {
_attributeList[attribute]= glGetAttribLocation(_program, attribute.c_str());
}
// indexer: returns the location of the named attribute
GLuint GLSLShader::operator [](const string attribute) {
return _attributeList[attribute];
}
void GLSLShader::AddUniform(const string uniform) {
_uniformLocationList[uniform] = glGetUniformLocation(_program, uniform.c_str());
}
GLuint GLSLShader::operator()(const string uniform){
return _uniformLocationList[uniform];
}
This code is pretty old and I have no way to test rendering here (no distinct GFX card) so if there are any issues let me know and I can fix it once at my GFX dev machine.
Addendum:
Shaders may help too (dont know how I forgot them, old age maybe catching up on me!) so here they are:
Vertex shader (shader.vert)
#version 330 // set this to whatever minimum version you want to support
in vec3 vVertex;
uniform mat4 MVP;
void main()
{
gl_Position = MVP*vec4(vVertex,1);
}
Fragment shader (shader.frag)
#version 330
out vec4 vFragColour;
uniform vec3 Colour;
uniform vec3 lightDirection;
void main(void)
{
// calculate normal from texture coordinates
vec3 N;
N.xy = gl_PointCoord* 2.0 - vec2(1.0);
float mag = dot(N.xy, N.xy);
if (mag > 1.0) discard; // kill pixels outside the circle we want
N.z = sqrt(1.0-mag); // this might be expensive depending on your hardware
float diffuse = max(0.0, dot(lightDirection, N)); // calculate lighting
vFragColour = vec4(Colour,1) * diffuse;
}
Addendum 2:
To add the freeglut libraries to your build and resolve LNK 1104 errors simply go to *Project >> Properties >> VC++ Directories* and add the directories where your freeglut includes, source libraries and dlls are stored, for example for lib files go to
Add the folders as follows:
DLL Directories: add to Executable Directories
.h file Directories(include folder): add to Include Directories
.cpp file Directories: add to Source Directories
.lib file Directories: add to Library Directories
Hope this helps:)