OpenGL Phong lighting: specular highlight is wrong - opengl

There seems to be an odd problem with my Phong lighting shader in OpenGL. The specular highlight appears on the wrong side of the object.
The problem at hand:
As you can see, the specular highlight appears on the opposite side of the cube (and also appears in the corners of the perpendicular edges of the cube, from the light's perspective. It should only appear on the side closest to the light.
The cube's vertices:
float cubeVertices[] = {
// positions // normals // texture coords
-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
-1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,
-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
-1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
-1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
-1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
-1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
-1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
-1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
-1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
-1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
-1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
-1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
-1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
-1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
-1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
-1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f,
-1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f
};
The vertex shader:
#version 330 core
layout (location = 0) in vec3 vPos;
layout (location = 1) in vec3 vNormal;
layout (location = 2) in vec2 vTexCoords;
out vec3 FragPos;
out vec3 Normal;
out vec2 TexCoords;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
FragPos = vec3(model * vec4(vPos, 1.0));
Normal = mat3(transpose(inverse(model))) * vNormal;
TexCoords = vTexCoords;
gl_Position = projection * view * vec4(FragPos, 1.0);
}
The fragment shader:
#version 330 core
out vec4 FragColor;
in vec3 FragPos;
in vec3 Normal;
in vec2 TexCoords;
uniform vec3 viewPos;
uniform sampler2D diffuseMap;
struct Light {
vec3 position;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
uniform Light lights[8];
uniform int numLights;
vec3 calculateAmbient(vec3 fragPos, vec3 materialAmbient)
{
vec3 ambient = vec3(0.0);
for (int i = 0; i < numLights && i < 8; i++)
{
ambient += lights[i].ambient * materialAmbient;
}
return ambient * 0.5;
}
vec3 calculateDiffuse(vec3 fragPos, vec3 normal, vec3 materialDiffuse)
{
vec3 diffuse = vec3(0.0);
for (int i = 0; i < numLights && i < 8; i++)
{
vec3 lightDir = normalize(lights[i].position - fragPos);
float diff = max(dot(normal, lightDir), 0.0);
diffuse += lights[i].diffuse * (diff * materialDiffuse);
}
return diffuse;
}
vec3 calculateSpecular(vec3 fragPos, vec3 normal, vec3 viewDir, vec3 materialSpecular, float shininess)
{
vec3 specular = vec3(0.0);
for (int i = 0; i < numLights && i < 8; i++)
{
vec3 lightDir = normalize(lights[i].position - fragPos);
vec3 reflectDir = reflect(-lightDir, normal);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32.0f * shininess);
specular += lights[i].specular * (spec * materialSpecular);
}
return specular;
}
void main()
{
vec4 tex = texture(diffuseMap, TexCoords);
vec3 norm = normalize(Normal);
vec3 viewDir = normalize(viewPos - FragPos);
vec3 ambient = calculateAmbient(FragPos, material.ambient);
vec3 diffuse = calculateDiffuse(FragPos, norm, material.diffuse);
vec3 specular = calculateSpecular(FragPos, norm, viewDir, material.specular, material.shininess);
vec3 result = (ambient + diffuse + specular) * tex.rgb;
FragColor = vec4(result, 1.0);
}

The specular highlight appears also on the faces which are back side facing to the light source, because relfect actually computes:
refelct(I, N) = I - 2.0 * dot(N, I) * N
On back faces the normal vector points away from the light source, but refelct(I, N) == refelct(I, -N), because:
I - 2.0 * dot(N, I) * N == I - 2.0 * dot(-N, I) * -N
In the Phong reflection model, the specular hightlight is only add, if the diffuse light is > 0. e.g:
for (int i = 0; i < numLights && i < 8; i++)
{
vec3 lightDir = normalize(lights[i].position - fragPos);
float NdotL = dot(normal, lightDir);
if (NdotL > 0.0)
{
vec3 reflectDir = reflect(-lightDir, normal);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32.0f * shininess);
specular += lights[i].specular * (spec * materialSpecular);
}
}

Related

How to use keyboard and mouse input to navigate a figure

I'm working on a project involving viewing a 3D from different viewpoints using mouse and keyboard input. When I submitted my first draft, I received the following feedback:
"Your object did not react to any of the buttons I pressed to change the camera view! The object of this project is to have the user control the camera by being able to change different views but your object didn't give me that ability!"
I currently have it coded to zoom in on the object when pressing the up key and out when pressing the down key. The camera view is supposed to move up and down when moving the mouse.
I've tried using some previous code that involved the cameraPosition variable, but it does not function properly when utilized in the pressSpecialKey function or in the rendering function.
/*Header Inclusions*/
#include <iostream>
#include <GL/glew.h>
#include <GL/freeglut.h>
//GLM Math Header Inclusions
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
//SOIL image loader Inclusion
#include "SOIL2/SOIL2.h"
using namespace std; //Standard namespace
#define WINDOW_TITLE "Final Project: Spoon" //Window title Macro
/*Shader program Macro*/
#ifndef GLSL
#define GLSL(Version, Source) "#version " #Version "\n" #Source
#endif
//Global variable declarations
int view_state = 1;
/*Variable declarations for shader, window size initialization, buffer and array objects*/
GLint spoonShaderProgram, lampShaderProgram, WindowWidth = 800, WindowHeight = 600;
GLuint VBO, SpoonVAO, LightVAO, texture;
GLfloat cameraSpeed = 0.0005f; //Movement speed per frame
//TODO: Remove unnessary code
GLchar currentKey; //Will store key pressed
GLfloat lastMouseX = 400, lastMouseY = 300; //Locks mouse cursor at the center of the screen
GLfloat mouseXOffset, mouseYOffset, yaw = 0.0f, pitch = 0.0f; //mouse offset, yaw, and pitch variables
GLfloat sensitivity = 0.5f; //Used for mouse / camera rotation sensitivity
bool mouseDetected = true; //Initially true when mouse movement is detected
//Global vector declarations
glm::vec3 cameraPosition = glm::vec3(-2.0f, 1.0f, 2.0f); //Initial camera position.
glm::vec3 CameraUpY = glm::vec3(0.0f, 1.0f, 0.0f); //Temporary y unit vector
glm::vec3 CameraForwardZ = glm::vec3(0.0f, 0.0f, -1.0f); //Temporary z unit vector
glm::vec3 front; //Temporary z unit vector for mouse
//Subject position and scale
glm::vec3 spoonPosition(0.0f, 0.0f, 0.0f);
glm::vec3 spoonScale(2.0f);
//spoon and light color
glm::vec3 objectColor(1.0f, 1.0f, 1.0f);
glm::vec3 lightColor(1.0f, 1.0f, 1.0f);
//Light position and scale
glm::vec3 lightPosition(0.5f, 0.5f, 3.0f);
glm::vec3 lightScale(0.3f);
/*Function prototypes*/
void UResizeWindow(int, int);
void URenderGraphics(void);
void UCreateShader(void);
void UCreateBuffers(void);
void pressSpecialKey(int key, int xx, int yy);
void UMouseMove(int x, int y);
void UGenerateTexture(void);
/*Spoon Vertex Shader Course Code*/
const GLchar * spoonVertexShaderSource = GLSL(330,
layout (location = 0) in vec3 position; //Vertex data from Vertex Attrib Pointer 0
layout (location = 1) in vec3 normal; //VAP for normals from Vertex Attrib Pointer 1
layout (location = 2) in vec2 textureCoordinate; //Texture vertex data from Vertex Attrib Pointer 2
out vec3 FragmentPos; //For outgoing color / pixels to fragment shader
out vec3 Normal; //For outgoing normals to fragment shader
out vec2 mobileTextureCoordinate;
//Global variables for the transform matrices
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main(){
gl_Position = projection * view * model * vec4(position, 1.0f); //transforms vertices to clip coordinates
FragmentPos = vec3(model * vec4(position, 1.0f)); //Gets fragment / pixel position in world space only (exclude view and projection)
Normal = mat3(transpose(inverse(model))) * normal; //get normal vectors in world space only and exclude normal translation properties
mobileTextureCoordinate = vec2(textureCoordinate.x, 1 - textureCoordinate.y); //flips the texture horizontal
}
);
/*Spoon Fragment Shader Source Code*/
const GLchar * spoonFragmentShaderSource = GLSL(330,
in vec3 FragmentPos; //For incoming fragment position
in vec3 Normal; //For incoming normals
in vec2 mobileTextureCoordinate;
out vec4 spoonColor; //For outgoing spoon color to the GPU
//Uniform / Global variables for object color, light color, light position, and camera/view position
uniform vec3 lightColor;
uniform vec3 lightPos;
uniform vec3 viewPosition;
uniform sampler2D uTexture; //Useful when working with multiple textures
void main(){
/*Phong lighting model calculations to generate ambient, diffuse, and specular components*/
//Calculate Ambient Lighting
float ambientStrength = 0.1f; //Set ambient or global lighting strength
vec3 ambient = ambientStrength * lightColor; //Generate ambient light color
//Calculate Diffuse Lighting
vec3 norm = normalize(Normal); //Normalize vectors to 1 unit
vec3 lightDirection = normalize(lightPos - FragmentPos); //Calculate distance (light direction) between light source and fragments/pixels on
float impact = max(dot(norm, lightDirection), 0.0); //Calculate diffuse impact by generating dot product of normal and light
vec3 diffuse = impact * lightColor; //Generate diffuse light color
//Calculate Specular lighting
float specularIntensity = 1.6f; //Set specular light strength
float highlightSize = 128.0f; //Set specular highlight size
vec3 viewDir = normalize(viewPosition - FragmentPos); //Calculate view direction
vec3 reflectDir = reflect(-lightDirection, norm); //Calculate reflection vector
//Calculate specular component
float specularComponent = pow(max(dot(viewDir, reflectDir), 0.0), highlightSize);
vec3 specular = specularIntensity * specularComponent * lightColor;
//Calculate phong result
vec3 objectColor = texture(uTexture, mobileTextureCoordinate).xyz;
vec3 phong = (ambient + diffuse) * objectColor + specular;
spoonColor = vec4(phong, 1.0f); //Send lighting results to GPU
}
);
/*Lamp Shader Source Code*/
const GLchar * lampVertexShaderSource = GLSL(330,
layout (location = 0) in vec3 position; //VAP position 0 for vertex position data
//Uniform / Global variables for the transform matrices
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
gl_Position = projection * view *model * vec4(position, 1.0f); //Transforms vertices into clip coordinates
}
);
/*Lamp Fragment Shader Source Code*/
const GLchar * lampFragmentShaderSource = GLSL(330,
out vec4 color; //For outgoing lamp color (smaller spoon) to the GPU
void main()
{
color = vec4(1.0f); //Set color to white (1.0f, 1.0f, 1.0f) with alpha 1.0
}
);
/*Main Program*/
int main(int argc, char* argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);
glutInitWindowSize(WindowWidth, WindowHeight);
glutCreateWindow(WINDOW_TITLE);
glutReshapeFunc(UResizeWindow);
glewExperimental = GL_TRUE;
if (glewInit() != GLEW_OK)
{
std::cout << "Failed to initialize GLEW" << std::endl;
return -1;
}
UCreateShader();
UCreateBuffers();
UGenerateTexture();
glClearColor(0.8f, 0.8f, 0.8f, 1.0f); //Set background color
glutDisplayFunc(URenderGraphics);
glutSpecialFunc(pressSpecialKey); //Detects key press
glutPassiveMotionFunc(UMouseMove);
glutMainLoop();
//Destroys Buffer objects once used
glDeleteVertexArrays(1, &SpoonVAO);
glDeleteVertexArrays(1, &LightVAO);
glDeleteBuffers(1, &VBO);
return 0;
}
/*Resizes the window*/
void UResizeWindow(int w, int h)
{
WindowWidth = w;
WindowHeight = h;
glViewport(0, 0, WindowWidth, WindowHeight);
}
/*Renders graphics*/
void URenderGraphics(void)
{
glEnable(GL_DEPTH_TEST); //Enable z-depth
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //Clears the screen
GLint uTextureLoc, lightColorLoc, lightPositionLoc, viewPositionLoc;
/*********Use the Spoon Shader to activate the Spoon Vertex Array Object for rendering and transforming*********/
glUseProgram(spoonShaderProgram);
glBindVertexArray(SpoonVAO);
CameraForwardZ = front; //Replaces camera forward vector with Radians normalized as a unit vector
//Transforms the object
glm::mat4 model;
model = glm::translate(model, glm::vec3(0.0f, 0.0f, 0.0f)); //Place the object at the center of the viewport
model = glm::rotate(model, 45.0f, glm:: vec3(0.0, 1.0f, 0.0f)); //Rotate the object 45 degrees on the X
model = glm::scale(model, glm::vec3(2.0f, 2.0f, 2.0f)); //Increase the object size by a scale of 2
//Transform the camera
glm::mat4 view;
view = glm::lookAt(cameraPosition - CameraForwardZ, cameraPosition, CameraUpY);
//Creates a perspective projection
glm::mat4 projection;
if(view_state == 1){
projection = glm::perspective(45.0f, (GLfloat)WindowWidth / (GLfloat)WindowHeight, 0.1f, 100.0f);
}else if(view_state == 0){
projection = glm::ortho(-5.0f, 5.0f, -5.0f, 5.0f, 0.1f, 100.0f);
}
//Reference matrix uniforms from the spoon Shader program
GLint modelLoc = glGetUniformLocation(spoonShaderProgram, "model");
GLint viewLoc = glGetUniformLocation(spoonShaderProgram, "view");
GLint projLoc = glGetUniformLocation(spoonShaderProgram, "projection");
//Pass matrix data to the spoon Shader program's matrix uniforms
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(projection));
//Reference matrix uniforms from the spoon Shader program for the spoon color, light color, light position, and camera position
uTextureLoc = glGetUniformLocation(spoonShaderProgram, "uTexture");
lightColorLoc = glGetUniformLocation(spoonShaderProgram, "lightColor");
lightPositionLoc = glGetUniformLocation(spoonShaderProgram, "lightPos");
viewPositionLoc = glGetUniformLocation(spoonShaderProgram, "viewPosition");
//Pass color, light, and camera data to the spoon Shader programs corresponding uniforms
glUniform1i(uTextureLoc, 0); // texture unit 0
glUniform3f(lightColorLoc, lightColor.r, lightColor.g, lightColor.b);
glUniform3f(lightPositionLoc, lightPosition.x, lightPosition.y, lightPosition.z);
glUniform3f(viewPositionLoc, cameraPosition.x, cameraPosition.y, cameraPosition.z);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
glDrawArrays(GL_TRIANGLES, 0, 126); //Draw the primitives / spoon
glBindVertexArray(0); //Deactivate the spoon Vertex Array Object
/***************Use the Lamp Shader and activate the Lamp Vertex Array Object for rendering and transforming ************/
glUseProgram(lampShaderProgram);
glBindVertexArray(LightVAO);
//Transform the smaller spoon used as a visual cue for the light source
model = glm::translate(model, lightPosition);
model = glm::scale(model, lightScale);
//Reference matrix uniforms from the Lamp Shader program
modelLoc = glGetUniformLocation(lampShaderProgram, "model");
viewLoc = glGetUniformLocation(lampShaderProgram, "view");
projLoc = glGetUniformLocation(lampShaderProgram, "projection");
//Pass matrix uniforms from the Lamp Shader Program
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(projection));
//Draws the triangles
glDrawArrays(GL_TRIANGLES, 0, 126);
glBindVertexArray(0); //Deactivate the Vertex Array Object
glutPostRedisplay();
glutSwapBuffers(); //Flips the back buffer with the front buffer every frame. Similar to GL Flush
}
/*Creates the Shader program*/
void UCreateShader()
{
//Spoon Vertex shader
GLint spoonVertexShader = glCreateShader(GL_VERTEX_SHADER); //Create the Vertex shader
glShaderSource(spoonVertexShader, 1, &spoonVertexShaderSource, NULL); //Attaches the vertex shader to the source code
glCompileShader(spoonVertexShader); //Compiles the Vertex shader
//Spoon Fragment shader
GLint spoonFragmentShader = glCreateShader(GL_FRAGMENT_SHADER); //Create the Fragment shader
glShaderSource(spoonFragmentShader, 1, &spoonFragmentShaderSource, NULL); //Attaches the Fragment shader to the source code
glCompileShader(spoonFragmentShader); //Compiles the Fragment shader
//Spoon Shader program
spoonShaderProgram = glCreateProgram(); //Creates the Shader program and returns an id
glAttachShader(spoonShaderProgram, spoonVertexShader); //Attach Vertex shader to the Shader program
glAttachShader(spoonShaderProgram, spoonFragmentShader); //Attach Fragment shader to the Shader program
glLinkProgram(spoonShaderProgram); //Link Vertex and Fragment shaders to Shader program
//Delete the Vertex and Fragment shaders once linked
glDeleteShader(spoonVertexShader);
glDeleteShader(spoonFragmentShader);
//Lamp Vertex shader
GLint lampVertexShader = glCreateShader(GL_VERTEX_SHADER); //Creates the Vertex shader
glShaderSource(lampVertexShader, 1, &lampVertexShaderSource, NULL); //Attaches the Vertex shader to the source code
glCompileShader(lampVertexShader); //Compiles the Vertex shader
//Lamp Fragment shader
GLint lampFragmentShader = glCreateShader(GL_FRAGMENT_SHADER); //Creates the Fragment shader
glShaderSource(lampFragmentShader, 1, &lampFragmentShaderSource, NULL); //Attaches the Fragment shader to the source code
glCompileShader(lampFragmentShader); //Compiles the Fragment shader
//Lamp Shader Program
lampShaderProgram = glCreateProgram(); //Creates the Shader program and returns an id
glAttachShader(lampShaderProgram, lampVertexShader); //Attach Vertex shader to the Shader program
glAttachShader(lampShaderProgram, lampFragmentShader); //Attach Fragment shader to the Shader program
glLinkProgram(lampShaderProgram); //Link Vertex and Fragment shaders to the Shader program
//Delete the lamp shaders once linked
glDeleteShader(lampVertexShader);
glDeleteShader(lampFragmentShader);
}
void UCreateBuffers()
{
GLfloat vertices[] = {
//Position //Normals //Texture //Point Name
//Front of Scoop //Positive Z
-0.4f, 0.05f, 0.1f, 0.0f, 0.0f, 1.0f, 0.3f, 1.0f, //Q
-0.4f, -0.1f, 0.1f, 0.0f, 0.0f, 1.0f, 0.3f, 0.0f, //R
-0.6f, 0.1f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, //U
-0.4f, 0.05f, 0.1f, 0.0f, 0.0f, 1.0f, 0.3f, 1.0f, //Q
-0.2f, 0.0f, 0.1f, 0.0f, 0.0f, 1.0f, 0.6f, 1.0f, //W
-0.4f, -0.1f, 0.1f, 0.0f, 0.0f, 1.0f, 0.3f, 0.0f, //R
-0.4f, -0.1f, 0.1f, 0.0f, 0.0f, 1.0f, 0.3f, 0.0f, //R
-0.2f, -0.1f, 0.1f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, //A
-0.2f, 0.0f, 0.1f, 0.0f, 0.0f, 1.0f, 0.6f, 1.0f, //W
-0.2f, 0.0f, 0.1f, 0.0f, 0.0f, 1.0f, 0.6f, 1.0f, //W
-0.2f, -0.1f, 0.1f, 0.0f, 0.0f, 1.0f, 0.6f, 0.0f, //A_1
0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, //A
0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, //A
-0.2f, -0.1f, 0.1f, 0.0f, 0.0f, 1.0f, 0.6f, 1.0f, //A_1
0.0f, -0.05f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, //B
//Bottom of Scoop Slant //Negative X
-0.6f, 0.1f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.6f, //U
-0.6f, 0.1f, -0.1f, -1.0f, 0.0f, 0.0f, 0.0f, 0.3f, //V
-0.4f, -0.1f, 0.1f, -1.0f, 0.0f, 0.0f, 0.3f, 1.0f, //R
-0.4f, -0.1f, 0.1f, -1.0f, 0.0f, 0.0f, 0.3f, 1.0f, //R
-0.4f, -0.1f, -0.2f, -1.0f, 0.0f, 0.0f, 0.3f, 0.0f, //T
-0.6f, 0.1f, -0.1f, -1.0f, 0.0f, 0.0f, 0.0f, 0.3f, //V
//Bottom of Scoop //Negative Y
-0.4f, -0.1f, -0.2f, 0.0f, -1.0f, 0.0f, 0.3f, 0.0f, //T
-0.4f, -0.1f, 0.1f, 0.0f, -1.0f, 0.0f, 0.3f, 1.0f, //R
-0.2f, -0.1f, -0.2f, 0.0f, -1.0f, 0.0f, 0.6f, 0.0f, //B_1
-0.2f, -0.1f, -0.2f, 0.0f, -1.0f, 0.0f, 0.6f, 0.0f, //B_1
-0.4f, -0.1f, 0.1f, 0.0f, -1.0f, 0.0f, 0.3f, 1.0f, //R
-0.2f, -0.1f, 0.1f, 0.0f, -1.0f, 0.0f, 0.6f, 1.0f, //A_1
-0.2f, -0.1f, 0.1f, 0.0f, -1.0f, 0.0f, 0.6f, 1.0f, //A_1
-0.2f, -0.1f, -0.2f, 0.0f, -1.0f, 0.0f, 0.3f, 0.0f, //B_1
0.0f, -0.05f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.6f, //B
-0.2f, -0.1f, -0.2f, 0.0f, -1.0f, 0.0f, 0.6f, 0.0f, //B_1
0.0f, -0.05f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.6f, //B
0.0f, -0.05f, -0.1f, 0.0f, -1.0f, 0.0f, 1.0f, 0.3f, //D
//Back of Scoop //Negative Z
-0.6f, 0.1f, -0.1f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, //V
-0.4f, 0.05f, -0.2f, 0.0f, 0.0f, -1.0f, 0.3f, 1.0f, //S
-0.4f, -0.1f, -0.2f, 0.0f, 0.0f, -1.0f, 0.3f, 0.0f, //T
-0.4f, 0.05f, -0.2f, 0.0f, 0.0f, -1.0f, 0.3f, 1.0f, //S
-0.4f, -0.1f, -0.2f, 0.0f, 0.0f, -1.0f, 0.3f, 0.0f, //T
-0.2f, -0.1f, -0.2f, 0.0f, 0.0f, -1.0f, 0.6f, 0.0f, //B_1
-0.4f, 0.05f, -0.2f, 0.0f, 0.0f, -1.0f, 0.3f, 1.0f, //S
-0.2f, -0.1f, -0.2f, 0.0f, 0.0f, -1.0f, 0.6f, 0.0f, //B_1
-0.2f, 0.0f, -0.2f, 0.0f, 0.0f, -1.0f, 0.6f, 1.0f, //Z
-0.2f, 0.0f, -0.2f, 0.0f, 0.0f, -1.0f, 0.6f, 1.0f, //Z
-0.2f, -0.1f, -0.2f, 0.0f, 0.0f, -1.0f, 0.6f, 0.0f, //B_1
0.0f, 0.0f, -0.1f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, //C
0.0f, 0.0f, -0.1f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, //C
-0.2f, -0.1f, -0.2f, 0.0f, 0.0f, -1.0f, 0.6f, 0.0f, //B_1
0.0f, -0.05f, -0.1f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, //D
//Top of Scoop //Positive Y
-0.6f, 0.1f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.3f, //U
-0.6f, 0.1f, -0.1f, 0.0f, 1.0f, 0.0f, 0.0f, 0.6f, //V
-0.4f, 0.05f, -0.2f, 0.0f, 1.0f, 0.0f, 0.3f, 1.0f, //S
-0.6f, 0.1f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.3f, //U
-0.4f, 0.05f, -0.2f, 0.0f, 1.0f, 0.0f, 0.3f, 1.0f, //S
-0.4f, 0.05f, 0.1f, 0.0f, 1.0f, 0.0f, 0.3f, 0.0f, //Q
-0.4f, 0.05f, -0.2f, 0.0f, 1.0f, 0.0f, 0.3f, 1.0f, //S
-0.4f, 0.05f, 0.1f, 0.0f, 1.0f, 0.0f, 0.3f, 0.0f, //Q
-0.2f, 0.0f, -0.2f, 0.0f, 1.0f, 0.0f, 0.6f, 1.0f, //Z
-0.4f, 0.05f, 0.1f, 0.0f, 1.0f, 0.0f, 0.3f, 0.0f, //Q
-0.2f, 0.0f, -0.2f, 0.0f, 1.0f, 0.0f, 0.6f, 1.0f, //Z
-0.2f, 0.0f, 0.1f, 0.0f, 1.0f, 0.0f, 0.6f, 0.0f, //W
-0.2f, 0.0f, 0.1f, 0.0f, 1.0f, 0.0f, 0.6f, 0.0f, //W
-0.2f, 0.0f, -0.2f, 0.0f, 1.0f, 0.0f, 0.6f, 1.0f, //Z
0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.3f, //A
-0.2f, 0.0f, -0.2f, 0.0f, 1.0f, 0.0f, 0.6f, 1.0f, //Z
0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.3f, //A
0.0f, 0.0f, -0.1f, 0.0f, 1.0f, 0.0f, 1.0f, 0.6f, //C
//Front of Handle //Positive Z
0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.1f, //A
0.0f, -0.05f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, //B
0.6f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, //E
0.6f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, //E
0.0f, -0.05f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, //B
0.6f, -0.1f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, //F
//Bottom of Handle //Negative Y
0.0f, -0.05f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, //B
0.0f, -0.05f, -0.1f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, //D
0.6f, -0.1f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, //F
0.0f, -0.05f, -0.1f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, //D
0.6f, -0.1f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, //F
0.6f, -0.1f, -0.1f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, //H
//Back of Handle //Negative Z
0.0f, 0.0f, -0.1f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, //C
0.0f, -0.05f, -0.1f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, //D
0.6f, 0.0f, -0.1f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, //G
0.0f, -0.05f, -0.1f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, //D
0.6f, 0.0f, -0.1f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, //G
0.6f, -0.1f, -0.1f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, //H
//Top of Handle //Positive Y
0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, //A
0.0f, 0.0f, -0.1f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, //C
0.6f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, //E
0.0f, 0.0f, -0.1f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, //C
0.6f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, //E
0.6f, 0.0f, -0.1f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, //G
//Grip Connection //Negative X
0.6f, 0.0f, 0.1f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, //I
0.6f, 0.0f, -0.2f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, //J
0.6f, -0.1f, 0.1f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, //K
0.6f, 0.0f, -0.2f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, //J
0.6f, -0.1f, 0.1f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, //K
0.6f, -0.1f, -0.2f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, //L
//Front to Grip //Positive Z
0.6f, 0.0f, 0.1f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, //I
1.0f, 0.0f, 0.05f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, //M
0.6f, -0.1f, 0.1f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, //K
1.0f, 0.0f, 0.05f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, //M
0.6f, -0.1f, 0.1f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, //K
1.0f, -0.1f, 0.05f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, //N
//Bottom to Grip //Negative Y
0.6f, -0.1f, 0.1f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, //K
1.0f, -0.1f, 0.05f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, //N
0.6f, -0.1f, -0.2f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, //L
1.0f, -0.1f, 0.05f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, //N
0.6f, -0.1f, -0.2f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, //L
1.0f, -0.1f, -0.15f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, //P
//Back to Grip //Negative Z
0.6f, 0.0f, -0.2f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, //J
0.6f, -0.1f, -0.2f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, //L
1.0f, 0.0f, -0.15f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, //O
0.6f, -0.1f, -0.2f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, //L
1.0f, 0.0f, -0.15f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, //O
1.0f, -0.1f, -0.15f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, //P
//Top to Grip //Positive Y
1.0f, 0.0f, -0.15f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, //O
1.0f, 0.0f, 0.05f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, //M
0.6f, 0.0f, -0.2f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, //J
1.0f, 0.0f, 0.05f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0, //M
0.6f, 0.0f, -0.2f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, //J
0.6f, 0.0f, 0.1f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, //I
//Base of Grip //Positive X
1.0f, 0.0f, 0.05f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, //M
1.0f, -0.1f, 0.05f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, //N
1.0f, 0.0f, -0.15f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, //O
1.0f, -0.1f, 0.05f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, //N
1.0f, 0.0f, -0.15f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, //O
1.0f, -0.1f, -0.15f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f //P
};
//Generate buffer ids
glGenVertexArrays(1, &SpoonVAO);
glGenBuffers(1, &VBO);
//Activate the Vertex Array Object before binding and setting any VBOs and Vertex Attribute Pointers.
glBindVertexArray(SpoonVAO);
//Activate the VBO
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); //Copy vertices to VBO
//Set attribute pointer 0 to hold position data
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0); //Enables vertex attribute
//Set attribute pointer 1 to hold Normal data
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
glEnableVertexAttribArray(1); //Enables vertex attribute
//Set attribute pointer 2 to hold Texture coordinate data
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat)));
glEnableVertexAttribArray(2);
glBindVertexArray(0); //Deactivate the Spoon VAO which is good practice
}
void pressSpecialKey(int key, int xx, int yy)
{
switch(key){
//Zoom object in
case GLUT_KEY_UP:
front.x += 0.1f;
front.y += 0.1f;
front.z += 0.1f;
break;
//Zoom object out
case GLUT_KEY_DOWN:
front.x -= 0.1f;
front.y -= 0.1f;
front.z -= 0.1f;
break;
//Change view to orthogonal state
case GLUT_KEY_LEFT:
view_state = 0;
break;
//Change view to perspective state
case GLUT_KEY_RIGHT:
view_state = 1;
break;
}
}
/*Implements the UMouseMove function*/
void UMouseMove(int x, int y)
{
//Immediately replaces center locked coordinated with new mouse coordinates
if(mouseDetected)
{
lastMouseX = x;
lastMouseY = y;
mouseDetected = false;
}
//Gets the direction the mouse was moved in x and y
mouseXOffset = x - lastMouseX;
mouseYOffset = lastMouseY - y; //Inverted Y
//Updates with new mouse coordinates
lastMouseX = x;
lastMouseY = y;
//Applies sensitivity to mouse direction
mouseXOffset *= sensitivity;
mouseYOffset *= sensitivity;
//Accumulates the yaw and pitch variables
yaw += mouseXOffset;
pitch += mouseYOffset;
//Maintains a 90 degree pitch for gimbal lock
if(pitch > 89.0f)
pitch = 89.0f;
if(pitch < -89.0f)
pitch = -89.0f;
//Converts mouse coordinates / degrees into Radians, then to vectors
front.x = cos(glm::radians(pitch)) * cos(glm::radians(yaw));
front.y = sin(glm::radians(pitch));
front.z = cos(glm::radians(pitch)) * sin(glm::radians(yaw));
}
/*Generate and load the texture*/
void UGenerateTexture(){
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
int width, height;
unsigned char* image = SOIL_load_image("spoon.jpg", &width, &height, 0, SOIL_LOAD_RGB); //Loads texture file
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
glGenerateMipmap(GL_TEXTURE_2D);
SOIL_free_image_data(image);
glBindTexture(GL_TEXTURE_2D, 0); //Unbind the texture
}
Expected: Spoon in center of the screen, mousemovement changes the camera view (horizontally and vertically), up arrow causes camera to zoom in, and down arrow causes camera to zoom out.
Actual: Spoon not in center. Mousemovement causes the object to move (horizontally and vertically). Arrows not detected (?).
Zooming at perspective projection can be achieved by shifting the the camera position along the line of sight:
void pressSpecialKey(int key, int xx, int yy)
{
switch(key){
case GLUT_KEY_UP: cameraPosition += front * 0.1f; break;
case GLUT_KEY_DOWN: cameraPosition -= front * 0.1f; break;
// [...]
}
or by changing the field of view angle:
float fov_angle = 45.0f;
projection = glm::perspective(glm::radians(fov_angle),
(GLfloat)WindowWidth / (GLfloat)WindowHeight, 0.1f, 100.0f);
void pressSpecialKey(int key, int xx, int yy)
{
switch(key){
case GLUT_KEY_UP: fov_angle -= 0.1f; break;
case GLUT_KEY_DOWN: fov_angle += 0.1f; break;
// [...]
}
If you want to keep the spoon in the center of the view ant to orbit around the spoon, then you've to change the camera position according to the viewing direction:
void UMouseMove(int x, int y)
{
// [...]
cameraPosition = - front * glm::length( cameraPosition );
}
The matrices of the OpenGL Mathematics (GLM) have to be initialized. An identity matrix can be initialized by the single parameter 1.0:
e.g.
glm::mat4 model(1.0f);
The angles which are passed to the OpenGL Mathematics (GLM) library functions have to be set in radians rather than degrees. (In glm version 0.9.4 or less this was different).
glm::perspective():
LM_FUNC_DECL tmat4x4<T, defaultp> glm::perspective(T fovy, T aspect, T near, T far)
Creates a matrix for a symetric perspective-view frustum based on the default handedness.
Parameters
fovy Specifies the field of view angle in the y direction. Expressed in radians.
glm::rotate()
GLM_FUNC_DECL mat<4, 4, T, Q> glm::rotate (mat< 4, 4, T, Q > const & m, T angle, vec<3, T, Q> const & axis)
Builds a rotation 4 * 4 matrix created from an axis vector and an angle.
Parameters
angle Rotation angle expressed in radians.
Initialize the matrices and use glm::radians() to convert from degree to radians:
//Transforms the object
glm::mat4 model(1.0f); // <--- init
model = glm::translate(model, glm::vec3(0.0f, 0.0f, 0.0f)); //Place the object at the center of the viewport
// model = glm::rotate(model, 45.0f, glm:: vec3(0.0, 1.0f, 0.0f));
model = glm::rotate(model, glm::radians(45.0f), glm:: vec3(0.0, 1.0f, 0.0f));
model = glm::scale(model, glm::vec3(2.0f, 2.0f, 2.0f)); //Increase the object size by a scale of 2
//Transform the camera
glm::mat4 view(1.0f); // <--- init
view = glm::lookAt(cameraPosition - CameraForwardZ, cameraPosition, CameraUpY);
//Creates a perspective projection
glm::mat4 projection(1.0f); // <--- init
if(view_state == 1){
// projection = glm::perspective(45.0f,
(GLfloat)WindowWidth / (GLfloat)WindowHeight, 0.1f, 100.0f);
projection = glm::perspective(glm::radians(45.0f),
(GLfloat)WindowWidth / (GLfloat)WindowHeight, 0.1f, 100.0f);
} else if(view_state == 0){
projection = glm::ortho(-5.0f, 5.0f, -5.0f, 5.0f, 0.1f, 100.0f);
}

OpenGL - Going 3D

I have a script that I am unable to make fully 3D. So far on ortho the background shows up only. In perspective, almost nothing shows up but when I move the camera it does change color.
projection = glm::perspective(glm::radians(44.0f), static_cast<GLfloat>(Width) / static_cast<GLfloat>(Height), 0.1f, 100.0f);
projection = glm::ortho(0.0f, static_cast<GLfloat>(Width), static_cast<GLfloat>(Height), 0.0f, -1.0f, 1.0f);
See below for images:
Image 1:
3D version - Ortho
Image 2:
3D version - Ortho
Image 3:
2D version - Stable and works perfectly
Here is my code that creates and renders sprites:
#ifndef SPRITE_H
#define SPRITE_H
#include <GL/glew.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include "ShaderClass.h"
#include "TextureClass.h"
class Sprite
{
public:
Shader shader;
// Set up Vertex Array Object && Vertex Buffer Object
GLuint VAO,
VBO;
// Constructor
Sprite(Shader &shader){ this->shader = shader; setBuffers(); }
// Deconstructor
~Sprite(){ glDeleteVertexArrays(1, &VAO); }
// Initializes and configures the buffers and vertex attributes
void setBuffers()
{
// Define vertices for the sprite
GLfloat vertices[] = {
// x y z u v
0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
1.0f, 0.0f, 1.0f, 1.0f, 0.0f,
1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
0.0f, 1.0f, 1.0f, 0.0f, 1.0f,
0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 1.0f, 1.0f, 1.0f, 0.0f,
0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
0.0f, 0.0f, 0.0f, 0.0f, 1.0f,
0.0f, 0.0f, 0.0f, 0.0f, 1.0f,
0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 1.0f, 1.0f, 1.0f, 0.0f,
1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
1.0f, 0.0f, 1.0f, 0.0f, 0.0f,
1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f, 1.0f,
1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
1.0f, 0.0f, 1.0f, 1.0f, 0.0f,
1.0f, 0.0f, 1.0f, 1.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f, 1.0f,
0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
0.0f, 1.0f, 1.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f, 1.0f
};
//
// OpenGL buffers
// Initialization code using Vertex Array Object (VAO) (done once (unless the object frequently changes))
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
// Copy our vertices array in a buffer for OpenGL to use
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// Bind Vertex Array Object
glBindVertexArray(VAO);
//Attributes
glEnableVertexAttribArray(0); // location = 0
glVertexAttribPointer(
0, // location = 0
3, // 3 components (x, y, z)
GL_FLOAT, GL_FALSE,
5 * sizeof(GLfloat), // stride: 5 * float (x, y, z, u, v)
(GLvoid*)0); // offset: 0
glEnableVertexAttribArray(1); // location = 1
glVertexAttribPointer(
1, // location = 1
2, // 2 components (u, v)
GL_FLOAT, GL_FALSE,
5 * sizeof(GLfloat), // stride: 5 * float (x, y, z, u, v)
(GLvoid*)(3 * sizeof(GLfloat))); // offset: 3 * float (x, y, z)
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
//Unbind the VAO
glBindVertexArray(0);
}
// Renders the sprite
void DrawSprite(Texture &texture, glm::vec2 position, glm::vec2 size = glm::vec2(10, 10), GLfloat rotate = 0.0f, glm::vec3 colour = glm::vec3(1.0f))
{
// Apply the shader
this->shader.Use();
// Transform the object
glm::mat4 transformObject;
transformObject = glm::translate(transformObject, glm::vec3(position, 0.0f));
transformObject = glm::translate(transformObject, glm::vec3(0.5f * size.x, 0.5f * size.y, 0.0f));
transformObject = glm::rotate(transformObject, rotate, glm::vec3(0.0f, 0.0f, 1.0f));
transformObject = glm::translate(transformObject, glm::vec3(-0.5f * size.x, -0.5f * size.y, 0.0f));
transformObject = glm::scale(transformObject, glm::vec3(size, 1.0f));
this->shader.SetVector3f("spriteColour", colour);
this->shader.SetMatrix4("transformObject", transformObject);
glActiveTexture(GL_TEXTURE0);
// Bind the appropriate texture to *this* model
texture.Bind();
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 36 * 5);
glBindVertexArray(0);
}
};
#endif
These are the shaders that I am using:
Vertex shader:
#version 440 core
layout (location = 0) in vec3 Position;
layout (location = 1) in vec2 texCoord;
out vec2 TexCoords;
uniform mat4 transformObject;
uniform mat4 view;
uniform mat4 projection;
void main()
{
TexCoords = vec2(texCoord.x, texCoord.y);
gl_Position = projection * view * transformObject * vec4(Position.x, Position.y, Position.z, 1.0);
}
Fragment shader:
#version 440 core
in vec2 TexCoords;
out vec4 colour;
uniform sampler2D tex;
uniform vec3 spriteColour;
void main()
{
colour = vec4(spriteColour, 1.0) * texture(tex, TexCoords);
}

Rendering two overlapping 2D objects with 2 shaders

I want to render two triangles in blue and a "windmill" in red. To do this I have created 2 shaders, which are the same except for the color. The two triangles are a lot bigger than the "windmill". The problem I'm facing is that if I switch between shaders, ONLY the last object will be rendered. If I switch to using only 1 shader, both objects will be drawn, but I can barely see the "windmill" because of the same color. So my question is how to draw both objects with two shaders? (I know I can just pass a color to the fragment shader, but I don't want to do that).
Render loop:
GLint index, index2;
index = glGetUniformLocation(shaders[LINE], "projectionMatrix");
index2 = glGetUniformLocation(shaders[TRIANGLE], "projectionMatrix");
glUniformMatrix3fv(index, 1, true, value_ptr(projectionMatrix));
glUniformMatrix3fv(index2, 1, true, value_ptr(projectionMatrix));
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shaders[TRIANGLE]);
glBindVertexArray(vaos[TRIANGLE]);
glDrawArrays(GL_TRIANGLES, 0, tbufindex/sizeof(glm::vec3));
glUseProgram(shaders[LINE]); // If I comment out this line both objects will be drawn
glBindVertexArray(vaos[LINE]);
glDrawArrays(GL_LINE_STRIP, 0, sizeof(vertices_position)/sizeof(glm::vec3));
Line/Triangle.vert:
#version 450
layout (location = 0) in vec3 vPosition;
uniform mat3 projectionMatrix;
void main()
{
vec3 tmp = projectionMatrix*vPosition;
gl_Position = vec4(tmp, 1.0f);
}
Line/triangle.frag:
#version 450
in vec4 gl_FragCoord;
out vec4 fColor;
void main()
{
fColor = vec4(0.0, 0.0, 1.0, 1.0);
}
Also note that I don't have GL_DEPTH_TEST enabled, I'm using 2D coordinates.
Edit positions:
triangles[2] = { { vec3(-0.90f, -0.90f, 1.0f), vec3(0.85f, -0.90f, 1.0f), vec3(-0.90f, 0.85f, 1.0f) },
{ vec3(0.90f, -0.85f, 1.0f), vec3(0.90f, 0.90f, 1.0f), vec3(-0.85f, 0.90f, 1.0f) } };
lines[39] = {
0.0f, 0.0f, 1.0f,
0.5f, 0.0f, 1.0f,
0.5f, 0.5f, 1.0f,
0.0f, 0.0f, 1.0f,
0.0f, 0.5f, 1.0f,
-0.5f, 0.5f, 1.0f,
0.0f, 0.0f, 1.0f,
-0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, 1.0f,
0.0f, 0.0f, 1.0f,
0.0f, -0.5f, 1.0f,
0.5f, -0.5f, 1.0f,
0.0f, 0.0f, 1.0f
};
glUniform..() must be called after binding the program (source). So the following should work:
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shaders[TRIANGLE]);
glUniformMatrix3fv(index2, 1, true, value_ptr(projectionMatrix));
glBindVertexArray(vaos[TRIANGLE]);
glDrawArrays(GL_TRIANGLES, 0, tbufindex/sizeof(glm::vec3));
glUseProgram(shaders[LINE]); // If I comment out this line both objects will be drawn
glUniformMatrix3fv(index, 1, true, value_ptr(projectionMatrix));
glBindVertexArray(vaos[LINE]);
glDrawArrays(GL_LINE_STRIP, 0, sizeof(vertices_position)/sizeof(glm::vec3));

How can I calculate the vertex normals for my model(house)

I just recently drew a house in my Direct3D11 application and it seems to look ok. But the only problem that I have is calculating the vertex normals for the house. Everytime the light strikes the house, it looks a little awkward, and the worst part is that the light wont even strike the inside of the house. (BTW I am using the spotlight technique to create light).
Down below is the vertex buffer that contains the vertices, texture coordinates, and the normals for my poorly drawn model. Can someone show me how to calculate the normals for the house?
void Create_Vertex_Buffer_for_House()
{
D3D11_BUFFER_DESC VertexBufferDesc;
D3D11_SUBRESOURCE_DATA VertexBufferData;
ZeroMemory(&VertexBufferDesc, sizeof(VertexBufferDesc));
VertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
VertexBufferDesc.ByteWidth = sizeof(Vertex_Buffer) * 34;
VertexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
VertexBufferDesc.CPUAccessFlags = 0;
/* Vertex coordinates, Texture Coordinates, and vertex normals (respectably)*/
Vertex_Buffer Vertices[] =
{
/* Front wall of the house*/
Vertex_Buffer(-1.0f, -1.0f, 1.0f, 0.0f, 10.0f, -1.0f, -1.0f, 1.0f),
Vertex_Buffer(-1.0f, 1.0f, 1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f),
Vertex_Buffer(1.0f, 1.0f, 1.0f, 10.0f, 0.0f, 1.0f, 1.0f, 1.0f),
Vertex_Buffer(1.0f, -1.0f, 1.0f, 10.0f, 10.0f, 1.0f, -1.0f, 1.0f),
/* Front wall of the house*/
Vertex_Buffer(-4.0f, -1.0f, 1.0f, 0.0f, 10.0f, -4.0f, -1.0f, 1.0f),
Vertex_Buffer(-4.0f, 1.0f, 1.0f, 0.0f, 0.0f, -4.0f, 1.0f, 1.0f),
Vertex_Buffer(-2.0f, 1.0f, 1.0f, 10.0f, 0.0f, -2.0f, 1.0f, 1.0f),
Vertex_Buffer(-2.0f, -1.0f, 1.0f, 10.0f, 10.0f, -2.0f, -1.0f, 1.0f),
/* Rooftop of house (front)*/
Vertex_Buffer(-4.0f, 1.0f, 1.0f, 0.0f, 10.0f, -4.0f, 1.0f, 1.0f),
Vertex_Buffer(-4.0f, 2.5f, -1.0f, 0.0f, 0.0f, -4.0f, 2.5f, -1.0f),
Vertex_Buffer(1.0f, 2.5f, -1.0f, 10.0f, 0.0f, 1.0f, 2.5f, -1.0f),
Vertex_Buffer(1.0f, 1.0f, 1.0f, 10.0f, 10.0f, 1.0f, 1.0f, 1.0f),
/* Rooftop of the house(back)*/
Vertex_Buffer(-4.0f, 2.5f, -1.0f, 0.0f, 10.0f, -4.0f, 2.5f, 1.0f),
Vertex_Buffer(-4.0f, 1.0f, -3.0f, 0.0f, 0.0f, -4.0f, 2.5f, -3.0f),
Vertex_Buffer(1.0f, 1.0f, -3.0f, 10.0f, 0.0f, 1.0f, 1.0f, -3.0f),
Vertex_Buffer(1.0f, 2.5f, -1.0f, 10.0f, 10.0f, 1.0f, 2.5f, -1.0f),
/* Right wall of the house*/
Vertex_Buffer(1.0f, -1.0f, 1.0f, 0.0f, 10.0f, 1.0f, -1.0f, 1.0f),
Vertex_Buffer(1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f),
Vertex_Buffer(1.0f, 1.0f, -3.0f, 10.0f, 0.0f, 1.0f, 1.0f, -3.0f),
Vertex_Buffer(1.0f, -1.0f, -3.0f, 10.0f, 10.0f, 1.0f, -1.0f, -3.0f),
/* right wall of the house(small triangle strip)*/
Vertex_Buffer(1.0f, 1.0f, 1.0f, 0.0f, 10.0f, 1.0f, 1.0f, 1.0f),
Vertex_Buffer(1.0f, 2.5f, -1.0f, 0.0f, 0.0f, 1.0f, 2.5f, -1.0f),
Vertex_Buffer(1.0f, 1.0f, -3.0f, 10.0f, 0.0f, 1.0f, 1.0f, -3.0f),
/* Left wall of the house*/
Vertex_Buffer(-4.0f, -1.0f, -3.0f, 0.0f, 10.0f, -4.0f, -1.0f, -3.0f),
Vertex_Buffer(-4.0f, 1.0f, -3.0f, 0.0f, 0.0f, -4.0f, 1.0f, -3.0f),
Vertex_Buffer(-4.0f, 1.0f, 1.0f, 10.0f, 0.0f, -4.0f, -1.0f, 1.0f),
Vertex_Buffer(-4.0f, -1.0f, 1.0f, 10.0f, 10.0f, -4.0f, -1.0f, 1.0f),
/* Left wall of the house (triangle strip)*/
Vertex_Buffer(-4.0f, 1.0f, 1.0f, 0.0f, 10.0f, -4.0f, 1.0f, 1.0f),
Vertex_Buffer(-4.0f, 2.5f, -1.0f, 0.0f, 0.0f, -4.0f, 2.5f, -1.0f),
Vertex_Buffer(-4.0f, 1.0f, -3.0f, 10.0f, 0.0f, -4.0f, 1.0f, -3.0f),
/* Back side of the house*/
Vertex_Buffer(-4.0f, -1.0f, -3.0f, 0.0f, 10.0f, -4.0f, -1.0f, -3.0f),
Vertex_Buffer(-4.0f, 1.0f, -3.0f, 0.0f, 0.0f, -4.0f, 1.0f, -3.0f),
Vertex_Buffer(1.0f, 1.0f, -3.0f, 10.0f, 0.0f, 1.0f, 1.0f, -3.0f),
Vertex_Buffer(1.0f, -1.0f, -3.0f, 10.0f, 10.0f, 1.0f, -1.0f, -3.0f),
};
ZeroMemory(&VertexBufferData, sizeof(VertexBufferData));
VertexBufferData.pSysMem = Vertices;
device->CreateBuffer(&VertexBufferDesc, &VertexBufferData, &HouseVertexBuffer);
}
I am not sure if this will help, but down below is my method of implementing the spotlight technique in my pixel shader.
struct Light
{
float3 SpotLight_Position;
float range;
float3 SpotLight_Direction;
float cone;
float3 attenuation;
float3 directional;
float4 ambient;
float4 diffuse;
};
cbuffer Constant_Buffer
{
float4x4 TRANSFORMEDMATRIX; /* The final transformed matrix */
float4x4 WORLDSPACE;
Light LIGHT;
};
struct Vertex_Shader_Output
{
float4 Positions : SV_POSITION;
float2 TextureCoord : TEXTURECOORD;
float4 WorldSpace : POSITION;
float3 normal : NORMAL;
};
struct Sky_Vertex_Shader_Output
{
float4 Positions : SV_POSITION;
float3 TextureCoord : TEXTURECOORD;
};
Texture2D Texture; /* Shader Resource for Pixel Shader*/
SamplerState Sampler; /* Shader Resource for Pixel Shader*/
/* PIXEL SHADER THAT WILL BE USED TO CREATE THE FLASH LIGHT*/
float4 Pixelshader(Vertex_Shader_Output input) : SV_TARGET
{
float4 TextureFormat;
float3 lightToPixelVector;
float3 finalAmbient;
float HowMuchLight;
float distance;
float3 FinalColor = float3 (0.0f, 0.0f, 0.0f);
/* Sampling the texture and storing the format into an object*/
TextureFormat = Texture.Sample(Sampler, input.TextureCoord);
/* Scaling the normal vector to a unit length*/
input.normal = normalize(input.normal);
/* Creating a vector between the light source and the pixel positions of every object*/
lightToPixelVector = LIGHT.SpotLight_Position - input.WorldSpace;
/* Getting the actual distance between the light source and the pixel position*/
distance = length(lightToPixelVector);
/* Adding the ambient and the colors of the texture*/
finalAmbient = TextureFormat * LIGHT.ambient;
/* If the pixel is too far from the light source*/
if (distance > LIGHT.range)
{
/* Return the objects color without the light source*/
return float4(finalAmbient, TextureFormat.a);
}
/* Normalizing the vector to make sure its a unit length*/
lightToPixelVector = normalize(lightToPixelVector);
/* Getting the angle between the light source and the vertex normal to see how much light that pixel will receive*/
HowMuchLight = dot(lightToPixelVector, input.normal);
if (HowMuchLight > 0.0f)
{
/* Adding the diffuse and colors of the texture to make the final color*/
FinalColor += TextureFormat * LIGHT.diffuse;
/* Calculating the attenuation for the Final Color*/
FinalColor /= (LIGHT.attenuation[0] + (LIGHT.attenuation[1] * distance)) + (LIGHT.attenuation[2] * (distance * distance));
/* */
FinalColor *= pow(max(dot(-lightToPixelVector, LIGHT.SpotLight_Direction), 0.0f), LIGHT.cone);
}
FinalColor = saturate(FinalColor + finalAmbient);
/* Returning the final colors of the texture and the alpha value*/
return float4(FinalColor, TextureFormat.a);
}

Texture loaded and bound, but fragment shader doesn't render it

I'm trying to draw a cube with an FBO texture. The texture is rendered to correctly (which I can see in gDebugger), but it doesn't render on the cube. I thought that this might be a problem with the FBO texture so I loaded an ordinary texture and tried it as well, but I get the same problem, just a black cube.
Stepping through the program in gDebugger, I can see that the texture is both loaded correctly and bound, but nothing is drawn. There also doesn't seem to be any problems with the texcoords. Note that I've also tried to output a solid color in the fragment shader which works correctly.
This is my vertex shader:
#version 420
uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
layout(location = 0) in vec3 vertex;
layout(location = 1) in vec2 texcoord;
out vec2 f_texcoord;
void main() {
gl_Position = projection * view * model * vec4(vertex, 1.0);
f_texcoord = texcoord;
}
And this is my fragment shader:
#version 420
uniform sampler2D tex;
in vec2 f_texcoord;
out vec4 gl_FragColor;
void main() {
gl_FragColor = texture2D(tex, f_texcoord);
}
And this is where I draw the cube:
ShaderManager::Get("world")->Use();
glBindVertexArray(cube_vao);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex);
glDrawArrays(GL_TRIANGLES, 0, 36);
glBindTexture(GL_TEXTURE_2D, 0);
glBindVertexArray(0);
I must be blind, because I see no errors.
(Also, please note that I am using SFML and GLEW for context creation and extensions.)
EDIT:
I don't know if this will be helpful, but this is how I set up the cube VBO, uniforms, etc.:
glClearColor(1.0, 0.0, 0.0, 1.0);
glEnable(GL_DEPTH_TEST);
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
sf::Image img;
img.LoadFromFile("test.png");
img.FlipVertically();
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img.GetWidth(), img.GetHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img.GetPixelsPtr());
glBindTexture(GL_TEXTURE_2D, 0);
ShaderTime = 0.0;
camz = -4.0f;
rotation_y = 0.0f;
Shader* shader = ShaderManager::Load("shader", "fx.vert", "fx.frag");
Shader* world = ShaderManager::Load("world", "world.vert", "world.frag");
shader->Use();
glUniform1f(glGetUniformLocation(shader->GetId(), "time"), ShaderTime);
world->Use();
glm::mat4 proj = glm::perspective(60.0f, (float)WINDOW_WIDTH / (float)WINDOW_HEIGHT, 0.1f, 1000.0f);
glm::mat4 view = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, camz));
glm::mat4 model;
glUniformMatrix4fv(glGetUniformLocation(world->GetId(), "projection"), 1, GL_FALSE, glm::value_ptr(proj));
glUniformMatrix4fv(glGetUniformLocation(world->GetId(), "view"), 1, GL_FALSE, glm::value_ptr(view));
glUniformMatrix4fv(glGetUniformLocation(world->GetId(), "model"), 1, GL_FALSE, glm::value_ptr(model));
glUniform1i(glGetUniformLocation(world->GetId(), "tex"), 0);
glGenVertexArrays(1, &cube_vao);
glBindVertexArray(cube_vao);
glGenBuffers(1, &cube_vbo);
glBindBuffer(GL_ARRAY_BUFFER, cube_vbo);
GLfloat* data = new GLfloat[5 * 36] {
// Front
-1.0f, -1.0f, 1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f,
// Back
-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f,
1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f,
// Top
-1.0f, 1.0f, 1.0f, 0.0f, 1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f,
1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
// Bottom
-1.0f, -1.0f, 1.0f, 0.0f, 1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f,
1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 1.0f,
// Left
-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
-1.0f, 1.0f, 1.0f, 0.0f, 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f,
// Right
1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f
};
glBufferData(GL_ARRAY_BUFFER, (5 * 36) * sizeof(GLfloat), data, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 5, (GLvoid*)(0));
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 5, (GLvoid*)(sizeof(GLfloat) * 3));
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
===EDIT===
It looks like you're missing the texture setup for the minification filter, which is a problem if you're not using a mipmapped texture. See here: http://www.opengl.org/wiki/Common_Mistakes#Creating_a_complete_texture