How can assign values to a array after initialization - c++

I am initializing an array
float verticesRect[] = {
// Positions // Normal Coords // Texture Coords
width, height, 0.0f, 0.0 , 0.0, 1.0 , 1.0f, 0.0f, // Top Right
width, -height, 0.0f, 0.0 , 0.0, 1.0 , 1.0f, 1.0f, // Bottom Right
-width, -height, 0.0f, 0.0 , 0.0, 1.0 , 0.0f, 1.0f, // Bottom Left
-width, height, 0.0f, 0.0 , 0.0, 1.0 , 0.0f, 0.0f // Top Left
};
after initializing i can again write values to the array using array index operator []
verticesRect[0] = 3;
but to change all the values i would have to go through all the indices , can i do something like this ?
verticesRect = {
// Positions // Normal Coords // Texture Coords
0.0, height, 0.0f, 0.0 , 0.0, 1.0 , 1.0f, 0.0f, // Top Right
0.0, -height, 0.0f, 0.0 , 0.0, 1.0 , 1.0f, 1.0f, // Bottom Right
-10.0, -height, 0.0f, 0.0 , 0.0, 1.0 , 0.0f, 1.0f, // Bottom Left
-10.0, height, 0.0f, 0.0 , 0.0, 1.0 , 0.0f, 0.0f // Top Left
};

You can use std::vector for this.
std::vector<float> verticesRect = {
// Positions // Normal Coords // Texture Coords
width, height, 0.0f, 0.0 , 0.0, 1.0 , 1.0f, 0.0f, // Top Right
width, -height, 0.0f, 0.0 , 0.0, 1.0 , 1.0f, 1.0f, // Bottom Right
-width, -height, 0.0f, 0.0 , 0.0, 1.0 , 0.0f, 1.0f, // Bottom Left
-width, height, 0.0f, 0.0 , 0.0, 1.0 , 0.0f, 0.0f // Top Left
};
verticesRect = {
// Positions // Normal Coords // Texture Coords
width, height, 0.0f, 0.0 , 0.0, 1.0 , 1.0f, 0.0f, // Top Right
width, -height, 0.0f, 0.0 , 0.0, 1.0 , 1.0f, 1.0f, // Bottom Right
-width, -height, 0.0f, 0.0 , 0.0, 1.0 , 0.0f, 1.0f, // Bottom Left
-width, height, 0.0f, 0.0 , 0.0, 1.0 , 0.0f, 0.0f // Top Left
};

In case of c++ you should 100% of the time use an std::vector or even better an std::array if you know the size at compile time. But if you want to stick to using c-style arrays instead, you can do this using pointers and dynamic allocation instead:
float* verticesRect = new float[32]{
// Positions // Normal Coords // Texture Coords
width, height, 0.0f, 0.0 , 0.0, 1.0 , 1.0f, 0.0f, // Top Right
width, -height, 0.0f, 0.0 , 0.0, 1.0 , 1.0f, 1.0f, // Bottom Right
-width, -height, 0.0f, 0.0 , 0.0, 1.0 , 0.0f, 1.0f, // Bottom Left
-width, height, 0.0f, 0.0 , 0.0, 1.0 , 0.0f, 0.0f // Top Left
};
delete verticesRect;
verticesRect = new float[32]{
// Positions // Normal Coords // Texture Coords
0.0, height, 0.0f, 0.0 , 0.0, 1.0 , 1.0f, 0.0f, // Top Right
0.0, -height, 0.0f, 0.0 , 0.0, 1.0 , 1.0f, 1.0f, // Bottom Right
-10.0, -height, 0.0f, 0.0 , 0.0, 1.0 , 0.0f, 1.0f, // Bottom Left
-10.0, height, 0.0f, 0.0 , 0.0, 1.0 , 0.0f, 0.0f // Top Left
};

Related

OpenGL 3.3 texture mapping 3D objects

I'm trying to texture a 3D pool table with two different textures, one for the table top and one for the legs and the walls. The table top is basically a 2D rectangle on which I applied some green texture and everything worked fine. On the other hand when I try to texture the cubes composing the table I run into some sampling or mapping problems.
This is my code:
create the vaos and map
// Cube vertex data
float cubeVertices[ CUBE_NUM_VERTICES * VALS_PER_VERT ] = {
-1.0, -1.0, 1.0,
1.0, -1.0, 1.0,
1.0, 1.0, 1.0,
-1.0, 1.0, 1.0,
-1.0, -1.0, -1.0,
1.0, -1.0, -1.0,
1.0, 1.0, -1.0,
-1.0, 1.0, -1.0 };
// 12 triangles - 2 per face of the cube
unsigned int legWallIndices[CUBE_NUM_TRIS*3] = {
0,1,2, 2,3,0,
1,5,6, 6,2,1,
5,4,7, 7,6,5,
4,0,3, 3,7,4,
3,2,6, 6,7,3,
4,5,1, 1,0,4
};
float tableTopVertices[4 * VALS_PER_VERT] = {
-2.5f, 0.26f, -5.0f,
2.5f, 0.26f, -5.0f,
2.5f, 0.26f, 5.0f,
-2.5f, 0.26f, 5.0f,
};
unsigned int tableTopIndices[2*3] = {
0,1,2, 2,3,0,
};
float tabletTopTexCoord[4 * VALS_PER_TEX] = {
0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f
};
float legWallTexCoord[8 * VALS_PER_TEX] = {
1.0f, 0.0f,
0.0f, 0.0f,
0.0f, 1.0f,
1.0f, 1.0f,
// not working properly idk why
1.0f, 0.0f,
0.0f, 0.0f,
0.0f, 1.0f,
1.0f, 1.0f,
};
vertex shader
in vec2 green_tex_coord;
in vec2 wood_tex_coord;
out vec2 st1;
out vec2 st2;
void main(void)
{
st1 = green_tex_coord;
st2 = wood_tex_coord;
}
fragment shader
in vec2 st1;
in vec2 st2;
uniform sampler2D greenTexMap;
uniform sampler2D woodTexMap;
void main(void)
{
vec4 topClr = vec4(0.04, 0.42, 0.1, 1.0);
vec4 sideClr = vec4(0.5, 0.35, 0.05, 1.0);
if (predicate){
fragColour = topClr * texture(greenTexMap, st1);
}else{
fragColour = sideClr * texture(woodTexMap, st2);
}
}
This is the result (the green texture is working but the wood one is not) table
If I remove * texture(woodTexMap, st2) the colour changes (it shows sideClr), this means the texture reaches the fragment but it is badly sampled or mapped. If I remove sideClr * the colour changes again showing a plain colour and not a texture (actually it looks like it samples the bottom left corner of my picture).
Am I mapping it the wrong way or is it a sampling problem?

Overlaping rectangels and clipping at the bottom in opengl

I have to make some 3D figures using opengl (the older versions). I created 3 GL_POLYGON rectangles that are connected to one another and which have different colors.
My problem is that when the figure rotates the last color added (last added rectangle) is always above the other ones. For example the cyan one is above the pink and the yellow one, and the pink one is above the yellow one. I also noted some clipping at the bottom of the figure, which I think is caused by gluPerspective(). What I'm trying to achieve is having the eye look from z+ to the center and the figure rotating around the y+ axis ( which I think I managed to do) and also to have the overlapping and clipping removed.
Any ideas why this happens and how to fix it?
The code is bellow:
#include <GL/glfw.h>
int main()
{
int width, height;
int frame = 0;
bool running = true;
glfwInit();
if( !glfwOpenWindow( 700, 800, 0, 0, 0, 0, 0, 0, GLFW_WINDOW ) )
{
glfwTerminate();
return 0;
}
glfwSetWindowTitle("GLFW Application");
while(running)
{
frame++;
glfwGetWindowSize( &width, &height );
height = height > 0 ? height : 1;
glViewport( 0, 0, width, height );
glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
glClear( GL_COLOR_BUFFER_BIT );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
gluPerspective( 65.0f, (GLfloat)width/(GLfloat)height, 1.0f, 100.0f );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
gluLookAt(0.0f, 0.0f, 40.0f,
0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f );
glRotatef(frame, 0.0f, 1.0f, 0.0f);
glColor3ub(255,255,0);
glBegin( GL_POLYGON );
glVertex3f(5.0f, 0.0f, 0.0f);
glVertex3f(0.0f, 0.0f, 0.0f);
glVertex3f(0.0f, 10.0f, 0.0f);
glVertex3f(5.0f, 10.0f, 0.0f);
glEnd();
glColor3ub(255,0,255);
glBegin( GL_POLYGON );
glVertex3f(5.0f, 0.0f, -2.0f);
glVertex3f(0.0f, 0.0f, -2.0f);
glVertex3f(0.0f, 10.0f, -2.0f);
glVertex3f(5.0f, 10.0f, -2.0f);
glEnd();
glColor3ub(0,255,255);
glBegin( GL_POLYGON );
glVertex3f(5.0f, 0.0f, 0.0f);
glVertex3f(5.0f, 0.0f, -2.0f);
glVertex3f(5.0f, 10.0f, -2.0f);
glVertex3f(5.0f, 10.0f, 0.0f);
glEnd();
glfwSwapBuffers();
running = !glfwGetKey(GLFW_KEY_ESC) && glfwGetWindowParam( GLFW_OPENED);}
glfwTerminate();
return 0;
}
I don't see depth feature in your code, try looking for depth buffer and GL_DEPTH_TEST, if not implemented, drawing order rules..

how to convert world coordinates to screen coordinates

I am creating a game that will have 2d pictures inside a 3d world.
I originally started off by not caring about my images been stretched to a square while I learnt more about how game mechanics work... but it's now time to get my textures to display in the correct ratio and... size.
Just a side note, I have played with orthographic left hand projections but I noticed that you cannot do 3d in that... (I guess that makes sense... but I could be wrong, I tried it and when I rotated my image, it went all stretchy and weirdosss).
the nature of my game is as follows:
In the image it says -1.0 to 1.0... i'm not fussed if the coordinates are:
topleft = 0,0,0
bottom right = 1920, 1200, 0
But if that's the solution, then whatever... (p.s the game is not currently set up so that -1.0 and 1.0 is left and right of screen. infact i'm not sure how i'm going to make the screen edges the boundaries (but that's a question for another day)
Question:
The issue I am having is that my image for my player (2d) is 128 x 64 pixels. After world matrix multiplication (I think that's what it is) the vertices I put in scale my texture hugely... which makes sense but it looks butt ugly and I don't want to just whack a massive scaling matrix into the mix because it'll be difficult to work out how to make the texture 1:1 to my screen pixels (although maybe you will tell me it's actually how you do it but you need to do a clever formula to work out what the scaling should be).
But basically, I want the vertices to hold a 1:1 pixel size of my image, unstretched...
So I assume I need to convert my world coords to screen coords before outputting my textures and vertices??? I'm not sure how it works...
Anyways, here are my vertices.. you may notice what I've done:
struct VERTEX
{
float X, Y, Z;
//float R, G, B, A;
float NX, NY, NZ;
float U, V; // texture coordinates
};
const unsigned short SquareVertices::indices[ 6 ] = {
0, 1, 2, // side 1
2, 1, 3
};
const VERTEX SquareVertices::vertices[ 4 ] = {
//{ -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f }, // side 1
//{ 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f },
//{ -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f },
//{ 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f }
{ -64.0f, -32.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f }, // side 1
{ 64.0f, -32.0f, 0.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f },
{ -64.0f, 32.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f },
{ 64.0f, 64.0f, 0.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f }
};
(128 pixels / 2 = 64 ), ( 64 / 2 = 32 ) because the centre is 0.0... but what do I need to do to projections, world transdoobifications and what nots to get the worlds to screens?
My current setups look like this:
// called 1st
void Game::SetUpViewTransformations( )
{
XMVECTOR vecCamPosition = XMVectorSet( 0.0f, 0.0f, -20.0f, 0 );
XMVECTOR vecCamLookAt = XMVectorSet( 0, 0, 0, 0 );
XMVECTOR vecCamUp = XMVectorSet( 0, 1, 0, 0 );
matView = XMMatrixLookAtLH( vecCamPosition, vecCamLookAt, vecCamUp );
}
// called 2nd
void Game::SetUpMatProjection( )
{
matProjection = XMMatrixPerspectiveFovLH(
XMConvertToRadians( 45 ), // the field of view
windowWidth / windowHeight, // aspect ratio
1, // the near view-plane
100 ); // the far view-plan
}
and here is a sneaky look at my update and render methods:
// called 3rd
void Game::Update( )
{
world->Update();
worldRotation = XMMatrixRotationY( world->rotation );
player->Update( );
XMMATRIX matTranslate = XMMatrixTranslation( player->x, player->y, 0.0f );
//XMMATRIX matTranslate = XMMatrixTranslation( 0.0f, 0.0f, 1.0f );
matWorld[ 0 ] = matTranslate;
}
// called 4th
void Game::Render( )
{
// set our new render target object as the active render target
d3dDeviceContext->OMSetRenderTargets( 1, rendertarget.GetAddressOf( ), zbuffer.Get( ) );
// clear the back buffer to a deep blue
float color[ 4 ] = { 0.0f, 0.2f, 0.4f, 1.0f };
d3dDeviceContext->ClearRenderTargetView( rendertarget.Get( ), color );
d3dDeviceContext->ClearDepthStencilView( zbuffer.Get( ), D3D11_CLEAR_DEPTH, 1.0f, 0 ); // clear the depth buffer
CBUFFER cBuffer;
cBuffer.DiffuseVector = XMVectorSet( 0.0f, 0.0f, 1.0f, 0.0f );
cBuffer.DiffuseColor = XMVectorSet( 0.5f, 0.5f, 0.5f, 1.0f );
cBuffer.AmbientColor = XMVectorSet( 0.2f, 0.2f, 0.2f, 1.0f );
//cBuffer.Final = worldRotation * matWorld[ 0 ] * matView * matProjection;
cBuffer.Final = worldRotation * matWorld[ 0 ] * matView * matProjection;
cBuffer.Rotation = XMMatrixRotationY( world->rotation );
// calculate the view transformation
SetUpViewTransformations();
SetUpMatProjection( );
//matFinal[ 0 ] = matWorld[0] * matView * matProjection;
UINT stride = sizeof( VERTEX );
UINT offset = 0;
d3dDeviceContext->PSSetShaderResources( 0, 1, player->texture.GetAddressOf( ) ); // Set up texture
d3dDeviceContext->IASetVertexBuffers( 0, 1, player->vertexbuffer.GetAddressOf( ), &stride, &offset ); // Set up vertex buffer
d3dDeviceContext->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST ); // How the vertices be drawn
d3dDeviceContext->IASetIndexBuffer( player->indexbuffer.Get( ), DXGI_FORMAT_R16_UINT, 0 ); // Set up index buffer
d3dDeviceContext->UpdateSubresource( constantbuffer.Get( ), 0, 0, &cBuffer, 0, 0 ); // set the new values for the constant buffer
d3dDeviceContext->OMSetBlendState( blendstate.Get( ), 0, 0xffffffff ); // DONT FORGET IF YOU DISABLE THIS AND YOU WANT COLOUR, * BY Color.a!!!
d3dDeviceContext->DrawIndexed( ARRAYSIZE( player->indices ), 0, 0 ); // draw
swapchain->Present( 1, 0 );
}
Just to clarify, if I make my vertices use 2 and 1 respective of the fact my image is 128 x 64.. I get a normal looking size image.. and yet at 0,0,0 it's not at 1:1 size... wadduuuppp buddyyyy
{ -2.0f, -1.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f }, // side 1
{ 2.0f, -1.0f, 0.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f },
{ -2.0f, 1.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f },
{ 2.0f, 2.0f, 0.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f }
Desired outcome 2 teh max:
Cool picture isn't it :D ?
Comment help:
I'm not familliar with direct-x but as far as I can see the thing with your image that is screen coordinates are [-1...+1] on x and y. So total length on both axis equals 2 and your image is scaled times 2. Try consider this scale in camera matrix.

OpenGL perspective projection and camera location

I am rendering a scene with some map image in OpenGL and using lat, lon of the map as coordinates directly. So my scene does not start at 0,0 and goes up to width, height. Although I can see my polygon (very small), I can't zoom by changing the z-value of the eye in the gluLookAt().
/*
* My boundary for map quad with texture
*/
#define TOP 41.9061
#define BOTTOM 41.8546
#define LEFT -87.7012
#define RIGHT -87.6054
/*
* window size
*/
const unsigned int window_width = 1024;
const unsigned int window_height = 739;
/*
* drawing a polygon with texture
*/
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, mainMapTextureId);
glBegin( GL_POLYGON );
//bottom left
glTexCoord2f( 0.0f, 1.0f );
glVertex3f(LEFT, BOTTOM, 0.0);
//bottom right
glTexCoord2f( 1.0f, 1.0f );
glVertex3f(RIGHT, BOTTOM, 0.0);
//top right
glTexCoord2f( 1.0f, 0.0f );
glVertex3f(RIGHT, TOP, 0.0);
//top left
glTexCoord2f( 0.0f, 0.0f );
glVertex3f(LEFT, TOP, 0.0);
glEnd();
/*
* Setting up the camera
*/
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60.0, (GLfloat)window_width/(GLfloat)window_height, 0.0, 10.0);
gluLookAt( (float)(LEFT+RIGHT)/2.0, (float)(TOP+BOTTOM)/2.0, 1.0,
(float)(LEFT+RIGHT)/2.0, (float)(TOP+BOTTOM)/2.0, 0.0,
0.0f, 1.0f, 0.0f);
It is not legal to have a value of 0.0 for the near plane of gluPerspective. Try replacing it with a nominal small value (0.1f).
Also always put a glGetError call in your code at the end, it will alert you to problems.

OpenGL Color Matrix

How do I get the OpenGL color matrix transforms working?
I've modified a sample program that just draws a triangle, and added some color matrix code to see if I can change the colors of the triangle but it doesn't seem to work.
static float theta = 0.0f;
glClearColor( 1.0f, 1.0f, 1.0f, 1.0f );
glClearDepth(1.0);
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef( theta, 0.0f, 0.0f, 1.0f );
glMatrixMode(GL_COLOR);
GLfloat rgbconversion[16] =
{
0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f
};
glLoadMatrixf(rgbconversion);
glMatrixMode(GL_MODELVIEW);
glBegin( GL_TRIANGLES );
glColor3f( 1.0f, 0.0f, 0.0f ); glVertex3f( 0.0f, 1.0f , 0.5f);
glColor3f( 0.0f, 1.0f, 0.0f ); glVertex3f( 0.87f, -0.5f, 0.5f );
glColor3f( 0.0f, 0.0f, 1.0f ); glVertex3f( -0.87f, -0.5f, 0.5f );
glEnd();
glPopMatrix();
As far as I can tell, the color matrix I'm loading should change the triangle to black, but it doesn't seem to work. Is there something I'm missing?
The color matrix only applies to pixel transfer operations such as glDrawPixels which aren't hardware accelerated on current hardware. However, implementing a color matrix using a fragment shader is really easy. You can just pass your matrix as a uniform mat4 then mulitply it with gl_FragColor
It looks like you're doing it correctly, but your current color matrix sets the triangle's alpha value to 0 as well, so while it is being drawn, it does not appear on the screen.
"Additionally, if the ARB_imaging extension is supported, GL_COLOR is also accepted."
From the glMatrixMode documentation. Is the extension supported on your machine?
I have found the possible problem.
The color matrix is supported by the "Image Processing Subset". In most HW, it was supported by driver.(software implementation)
Solution:
Add this line after glEnd():
glCopyPixels(0,0, getWidth(), getHeight(),GL_COLOR);
It's very slow....