How to colour vertices as a grid (like wireframe mode) using shaders? - c++

I've created a plane with six vertices per square that form a terrain.
I colour each vertex using the terrain height value in the pixel shader.
I'm looking for a way to colour pixels between vertexes black, while keeping everything else the same to create a grid effect. The same effect you get from wireframe mode, except for the diagonal line, and the transparent part should be the normal colour.
My terrain, and how it looks in wireframe mode:
How would one go about doing this in pixel shader, or otherwise?

See "Solid Wireframe" - NVIDIA paper from a few years ago.
The idea is basically this: include a geometry shader that generates barycentric coordinates as a varying for each vertex. In your fragment / pixel shader, check the value of the bary components. If they are below a certain threshold, you color the pixel however you'd like your wireframe to be colored. Otherwise, light it as you normally would.
Given a face with vertices A,B,C, you'd generate barycentric values of:
A: 1,0,0
B: 0,1,0
C: 0,0,1
In your fragment shader, see if any component of the bary for that fragment is less than, say, 0.1. If so, it means that it's close to one of the edges of the face. (Which component is below the threshold will also tell you which edge, if you want to get fancy.)
I'll see if I can find a link and update here in a few.
Note that the paper is also ~10 years old. There are ways to get bary coordinates without the geometry shader these days in some situations, and I'm sure there are other workarounds. (Geometry shaders have their place, but are not the greatest friend of performance.)
Also, while geom shaders come with a perf hit, they're significantly faster than a second pass to draw a wireframe. Drawing in wireframe mode in GL (or DX) carries a significant performance penalty because you're asking the rasterizer to simulate Bresenham's line algorithm. That's not how rasterizers work, and it is freaking slow.
This approach also solves any z-fighting issues that you may encounter with two passes.
If your mesh were a single triangle, you could skip the geometry shader and just pack the needed values into a vertex buffer. But, since vertices are shared between faces in any model other than a single triangle, things get a little complicated.
Or, for fun: do this as a post processing step. Look for high ddx()/ddy() (or dFdx()/dFdy(), depending on your API) values in your fragment shader. That also lets you make some interesting effects.

Given that you have a vertex buffer containing all the vertices of your grid, make an index buffer that utilizes the vertex buffer but instead of making groups of 3 for triangles, use pairs of 2 for line segments. This will be a Line List and should contain all the pairs that make up the squares of the grid. You could generate this list automatically in your program.
Rough algorithm for rendering:
Render your terrain as normal
Switch your primitive topology to Line List
Assign the new index buffer
Disable Depth Culling (or add a small height value to each point in the vertex shader so the grid appears above the terrain)
Render the Line List
This should produce the effect you are looking for of the terrain drawn and shaded with a square grid on top of it. You will need to put a switch (via a constant buffer) in your pixel shader that tells it when it is rendering the grid so it can draw the grid black instead of using the height values.

Related

Opengl: coloring a world map?

Here is a task that every GIS application can do: given some polygons, fill each polygon with a chosen color. Like this: image
What is the best way of doing this repeatedly in Opengl? That is, the polygons do not change, and I want to vary the data for coloring to produce difference renderings.
Redrawing polygons for each rendering is the most straightforward solution, but it seems to be a waste, since the geometries do not change at all.
Or is it better to create a stencil for each polygon, and stencil print the entire map? If there are too many polygons, will doing hundreds or thousands of rendering passes create a problem?
For each vertex of a polygon, map a certain color.That means when you send the data to the shaders, with each call the vertex array object sends 2 parameters: a vector which is needed in the vertex shader and a vector which will be used as the fragment color.That is the simplest way.
For example think of a triangle drawn in opengl . if you send its vertices to the vertex shader and set a color in the fragment shader everytime when a vertex enters the shader pipeline it will be positioned accordingly and on the screen set with the given color from the fragment shader.
The technique which I poorly explained ( sry I am not the best at explanations) , is used in the colored triangle example in which colors interpolate.Red maped to a corner , Green maped to another , and Blue to the last. If you set it so the red color maps to every corner you get your colored triangle.That is the basic principle.Oh and you draw the minimum count of triangles and you need one pair of shaders .
Note : a polygon is made out of N triangles and you need to map the same color to every vertex of each triangle drawn in that polygon.
I think a bigger issue will be that OpenGL doesn't support polygons or vector drawing in general, but there are libraries for this. You'll have to use an existing solution for vector drawing, or failing that, you'll have to convert from your GIS data (usually a list of points for a polygon) to triangles. This is likely the biggest obstacle.
The fact that the geometry doesn't change isn't really an issue, you would generally store geometry into one or more buffers, then create logic to only draw what is visible inside your view point area, perhaps even go as far to only generate the geometry for the visible area.
See also this question and it's answers.
Rendering Vector Graphics in OpenGL?

Quad texture stretching on OpenGL

So when drawing a rectangle on OpenGL, if you give the corners of the rectangle texture coordinates of (0,0), (1,0), (1,1) and (0, 1), you'll get the standard rectangle.
However, if you turn it into something that's not rectangular, you'll get a weird stretching effect. Just like the following:
I saw from this page below that this can be fixed, but the solution given is only for trapezoidal values only. Also, I have to be doing this over many rectangles.
And so, the questions is, what is the proper way, and most efficient way to get the right "4D" texture coordinates for drawing stretched quads?
Implementations are allowed to decompose quads into two triangles and if you visualize this as two triangles you can immediately see why it interpolates texture coordinates the way it does. That texture mapping is correct ... for two independent triangles.
That diagonal seam coincides with the edge of two independently interpolated triangles.
Projective texturing can help as you already know, but ultimately the real problem here is simply interpolation across two triangles instead of a single quad. You will find that while modifying the Q coordinate may help with mapping a texture onto your quadrilateral, interpolating other attributes such as colors will still have serious issues.
If you have access to fragment shaders and instanced vertex arrays (probably rules out OpenGL ES), there is a full implementation of quadrilateral vertex attribute interpolation here. (You can modify the shader to work without "instanced arrays", but it will require either 4x as much data in your vertex array or a geometry shader).
Incidentally, texture coordinates in OpenGL are always "4D". It just happens that if you use something like glTexCoord2f (s, t) that r is assigned 0.0 and q is assigned 1.0. That behavior applies to all vertex attributes; vertex attributes are all 4D whether you explicitly define all 4 of the coordinates or not.

How should I use glNormal() for a vertex shared between a triangle and a quad?

Let there be a vertex which is part of a triangle, and of a quad.
To my best understanding, the normal of that vertex is the average of the normal of the quad and the normal of the triangle.
The triangle is drawn before the quad. When should I call glNormal and with what vector?
Should I call glNormal 2 times, each time with the same vector (the average normal vector)?
Should I call glNormal the last time the vertex is drawn, with the average normal vector?
To my best understanding, the normal of that vertex is the average of
the normal of the quad and the normal of the triangle.
Ideally, the normal vector should be orthogonal to the surface that you are rendering, on any point. However, the GL only supports rendering surfaces only as polygonal models (at least directly). So there are two principal possibilities:
The polygonal representation does exactly represent the object you want to visualize. A simple example would be a cube.
The polygonal represantation is just an (picewise linear) approximation of the surface you want to visualize. Think of smooth surfaces.
In case 1, you need one nomral per triangle (as the normal is unchaning for a flat surface defined by a triangle). However, this means that either for neighboring triangles who share an edge or corner, the normals will have to be different. From GL's point of view, each of the trianlges use different vertices, even if those vertices share the position in space. A vertex is the set of all attributes, not just the position. For the cube, that means that you will need not just 8 different vertices, but 24, so you have 3 at each corner.
In case 2, you do want to cover up the polygonal structure of the model as good as possible. One aspect of this is using smooth shading techniques. Averaging the normales of adjacent traingles at each vertex is one heuristic of doing so. In this case, neighboring primitives actually can share vertices, as the normal and the position of some corner point is the same for any triangle connected to it.
This heuristic has some drawbacks, especially if your surface does contain both smooth parts and "sharp edges" you want to preserve. There are some improved heuristics which try to detect sharp edges and splitting vertices to allow different normals for the connected triangles to not shooth such edges. But all such heuristics might fail in some cases - ideally, the normals are provided when the model is created in the first place.
The triangle is drawn before the quad. When should I call glNormal and
with what vector?
OpenGL is a state machine, meaning that things you set kepp that way until you channge them again - and setting normals is no exception. The second thing to note is that normals are a vertex attribute. So for every vertex, every arrtibute has always some value (but depending on the rest of your GL state, not all of these attributes are used when rendering).
Since you use the fixed-function GL, normals are builtin vertex attributes - so every vertex you issue in some way has some value as its normal attribute - in immediate mode rendering with glBegin()/End(), it will be the one you set with the most recent glNormal() call (or it will have the initial default value if you never called glNormal()).
So to answer you question:
YOu have to set that normal before you issue the glVertex() call for that particular vertex for the first time, and you have to re-issue that normal command for the second time drawing with "this" vertex (which technically is a different vertex anyway) if you did change it inbetween when specifying some other vertices.
To my best understanding, the normal of that vertex is the average of the normal of the quad and the normal of the triangle.
No. The normal of a plane is a vector pointing 'out of' the plane at a 90 degree angle. In OpenGL, this is used in shading calculations, and to support various effects, OpenGL lets you specify whatever normal you want instead of calculating it from the primitive. For flat lighting, the normal should be set to the mathematical definition of the normal for each primitive, while for smooth lighting, the normal should be set to the average normal of all primitives that share the vertex.
glNormal sets a value in OpenGL that is read whenever you call glVertex, and is persistent until you call glNormal again. So this code
glNormal3d(0,0,1)
glVertex3d(1,0,0)
glVertex3d(1,1,0)
glVertex3d(0,1,0)
glVertex3d(0,0,0)
specifies 4 vertices, each with a normal of (0,0,1).

Reverse triangle lookup from affected pixels?

Assume I have a 3D triangle mesh, and a OpenGL framebuffer to which I can render the mesh.
For each rendered pixel, I need to build a list of triangles that rendered to that pixel, even those that are occluded.
The only way I could think of doing this is to individually render each triangle from the mesh, then go through each pixel in the framebuffer to determine if it was affected by the triangle (using the depth buffer or a user-defined fragment shader output variable). I would then have to clear the framebuffer and do the same for the next triangle.
Is there a more efficient way to do this?
I considered, for each fragment in the fragment shader, writing out a triangle identifier, but GLSL doesn't allow outputting a list of integers.
For each rendered pixel, I need to build a list of triangles that rendered to that pixel, even those that are occluded.
You will not be able to do it for entire scene. There's no structure that allow you to associate "list" with every pixel.
You can get list of primitives that affected certain area using select buffer (see glRenderMode(GL_SELECT)).
You can get scene depth complexity using stencil buffer techniques.
If there are 8 triangles total, then you can get list of triangles that effected every pixel using stencil buffer (basically, assign unique (1 << n) stencil value to each triangle, and OR it with existing stencil buffer value for every stencil OP).
But to solve it in generic case, you'll need your own rasterizer and LOTS of memory to store per-pixel triangle lists. The problem is quite similar to multi-layered depth buffer, after all.
Is there a more efficient way to do this?
Actually, yes, but it is not hardware accelerated and OpenGL has nothing to do it. Store all rasterized triangles in OCT-tree. Launch a "ray" through that OCT-tree for every pixel you want to test, and count triangles this ray hits. That's collision detection problem.

Approach for writing a GLSL fragment shader with a solid color per triangle/face

I have vertex and triangle data which contains a color for each triangle (face), not for each vertex. i.e. A single vertex is shared by multiple faces, each face potentially a different color.
How should I approach this problem in GLSL to obtain a solid color assignment for each face being rendered? Calculating and assigning a "vertex color" buffer by averaging the colors of a vertex's neighboring polys is easy enough, but this of course produces a blurry result where the colors are interpolated in the fragment shader.
What I really need shouldn't be interpolated color values at all, I'll have about 40k triangles shaded with approx 15 possible solid colors once this is working as intended.
While you maybe could do this in high end GLSL, the right way to do solid shading is to make unique vertices for every triangle. This is a trivial loop. For every vertex, count how many triangles share it. That's how often you have to replicate it. Make sure your loop to do this is O(n). Then just set each vertex color or normal to that of the triangle. Again one straight loop. Do not bother to optimize for shared colors, it is not worth it.
Edit much later, because this is a popular answer:
To do flat per face shading you can interpolate the vertex position in world or view space. Then in the fragment shader compute ddx(dFdx) and ddy(dFdy) of this variable. Take the cross product of those two vectors and normalize it - you got a flat normal! No mesh changes or per vertex data needed at all.
OpenGL does not have "per-face" attributes. See:
How can I specify per-face colors when using indexed vertex arrays in OpenGL 3.x?
Here are a few possible options I see:
Ditch the index arrays and use separate vertices for each face like starmole suggested
Create an index array for each color used. Use materials instead of vertex colors and change the material after drawing the triangles from the index array for each color.
If the geometry allows it, you can make sure the last vertex specified by the index array has the correct vertex color for the face, and then use GL_FLAT shading, or have the fragment shader only use at the last vertex color.
In addition to the other answers, you could maybe employ the gl_PrimitiveID variable, that's an input to the fragment shader (don't know since which version) and is incremented implicitly for each triangle. You could then use this to lookup the color (either from a 40k buffer texture of colors or color indices into a 15 color color map, or just some direct computation from the primitive id). But don't ask me about the performance of this approach.