How to move camera as First Person? - c++

I'm developing a first-person camera in my project of DirectX, the problem is that I don't know how to move my mesh with the camera, It only works like a normal camera that can move around the world and can rotate with the mouse, but can move it with the mesh, It only stays static.
I already try to multiply my view matrix with the Matrix of the Mesh, but it seems to make a really weird thing like deforming the mesh or getting a wrong perspective.
This is my code that moves the camera :
void CManager::cameraMove(ID3D11DeviceContext* &pImmediateContext, ID3D11Buffer*&pCBNeverChanges, WPARAM wParam, float xPos, float yPos)
{
if (wParam == 37) // Left
{
Camera.g_View *= XMMatrixTranslation(m_Cx, 0.0f, 0.0f);
//DwarfMatrix = Camera.g_View;
//DwarfMatrix *= translate;
}
else if (wParam == 'W') // Front
{
Camera.g_View *= XMMatrixTranslation(0.0f, 0.0f, -m_Cz);
}
else if (wParam == 39) // Right
{
Camera.g_View *= XMMatrixTranslation(-m_Cx, 0.0f, 0.0f);
//DwarfMatrix *= translateN;
}
else if (wParam == 'S') // Back
{
Camera.g_View *= XMMatrixTranslation(0.0f, 0.0f, m_Cz);
}
else if (wParam == 38) // Up
{
Camera.g_View *= XMMatrixTranslation(0.0f, -m_Cy, 0.0f);
}
else if (wParam == 40) // Down
{
Camera.g_View *= XMMatrixTranslation(0.0f, m_Cy, 0.0f);
}
else if (wParam == 'C') // Change Texture
{
camChange();
}
Camera.cbNeverChanges.mView = XMMatrixTranspose(Camera.g_View);
pImmediateContext->UpdateSubresource(NeverChangeBuffer.m_Buffer, 0, NULL, &Camera.cbNeverChanges, 0, 0);
}
And here is the code of my model with his matrix:
XMMATRIX ModelMatrix = XMMATRIX(
.03f, 0.0f, 0.0f, m_x,
0.0f, .03f, 0.0f, m_y,
0.0f, 0.0f, .03f, m_z,
0.0f, 0.0f, 0.0f, 1.0f
);
// Asign the Model to his matrix in render
g_manager.m_mesh[i].m_object.mWorld = g_manager.ModelMatrix;
I expect to move the mesh with the camera matrix or with some matrix attached to the camera. I already have the camera working but not as I expect with the model.

Related

Can't rotate object around its own center on mouse click OpenGL

I succesfully managed to rotate my object but I need to right click on the object to stop its rotation. I don't know how to make the object to rotate just around its center and then stop, I'll attach the code to see exactly what's happening with this shape. The problem, I think, is with the spinDisplay() function... the thing is that I need to rotate around its center on left mouse click and on the right mouse click I should change the color of the object....
#include <stdlib.h>
#include <math.h>
#include "dependente\freeglut\freeglut.h"
#include "dependente\glfw\glfw3.h"
#include <stdio.h> //incluziuni librarii
float ORG[3] = { 0,0,0 };
static GLfloat spin = 0.0;
GLfloat viewangle = 0, tippangle = 0, traj[120][3]; //variabila pentru unghi camera
GLfloat d[3] = { 0.1, 0.1, 0.1 }; //vector directie
GLfloat xAngle = 0.0, yAngle = 0.0, zAngle = 0.0;
bool draw_triangle = false; //variabila desenat figuri
bool draw_square = false;
bool draw_decagon = false;
void Triangle(void) //draw the triangle shape
{
glBegin(GL_TRIANGLE_FAN);//triangles have a common vertex, which is the central vertex
glColor3f(1.0f, 0.0f, 0.0f); glVertex3f(0.0f, 1.0f, 0.0f); //V0(red)
glColor3f(0.0f, 1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); //V1(green)
glColor3f(0.0f, 0.0f, 1.0f); glVertex3f(1.0f, -1.0f, 1.0f); //V2(blue)
glEnd();
}
void Square(void) {
glBegin(GL_QUADS);
glVertex2f(-1.0f, 1.0f); // top left
glVertex2f(1.0f, 1.0f); // top right
glVertex2f(1.0f, -1.0f); // bottom right
glVertex2f(-1.0f, -1.0f); // bottom left
glEnd();
}
void Decagon(void) //draw the decagon shape
{
glBegin(GL_POLYGON);
glColor3f(0.0f, 0.0f, 1.0f);
glVertex3f(0.72f,0.8f, 0.0f); //a1
glVertex3f(0.52f, 0.8f,0.0f); //z
glVertex3f(0.35f, 0.64f, 0.0f); //b1
glVertex3f(0.3f, 0.48f, 0.0f); //d1
glVertex3f(0.35f, 0.3f, 0.0f); //e1
glVertex3f(0.52f, 0.16f, 0.0f); //l1
glVertex3f(0.72f, 0.16f, 0.0f); //m1
glVertex3f(0.9f, 0.3f, 0.0f); //o1
glVertex3f(0.95f, 0.48f, 0.0f); //p1
glVertex3f(0.9f, 0.64f, 0.0f); //c1
glScalef(10, 10, 10);
glTranslatef(1, 2, 3);
glEnd();
}
void Keyboard(unsigned char key, int x, int y) //press a key to perform actions
{
switch (key) {
case 'd': d[0] += 0.1; break; //camera right
case 'a': d[0] -= 0.1; break; //camera left
case 'w': d[1] += 0.1; break; //camera up
case 's': d[1] -= 0.1; break; //camera down
case 'm': d[2] += 0.1; break; //magnify
case 'n': d[2] -= 0.1; break; //minify
case 't': draw_triangle = true; draw_decagon = false; break; //draw pyramid when key is pressed
case 'q': draw_square = true; draw_decagon = false; draw_triangle = false; break; //draw cube when key is pressed
case 'l': draw_decagon = true; draw_triangle = false; draw_square = false; break; //draw prism when key is pressed
case 'x': xAngle += 5; break; //modify x axis angle
case 'y': yAngle += 5; break; //modify y axis angle
case 'z': zAngle += 5; break; //modify z axis angle
default: printf(" Keyboard %c == %d", key, key); //see what key it's pressed
}
glutPostRedisplay();
}
void spinDisplay() //here it's the problematic function
{
spin = spin + 0.1;
if (spin > 360.0)
{
spin = 0.0;
}
glutPostRedisplay();
}
void mouse(int buton, int state, int x, int y)
{
switch (buton) {
case GLUT_LEFT_BUTTON:
if (state == GLUT_DOWN)
glutIdleFunc(spinDisplay);
break;
case GLUT_RIGHT_BUTTON: //here I don't know how to change the color of the shape
glutIdleFunc(NULL);
default:glutIdleFunc(NULL);
break;
}
}
void redraw(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glLoadIdentity();
glTranslatef(0, 0, -3);
glRotatef(tippangle, 1, 0, 0); // Up and down arrow keys 'tip' view.
glRotatef(viewangle, 0, 1, 0); // Right/left arrow keys 'turn' view.
glDisable(GL_LIGHTING);
glPushMatrix();
glTranslatef(d[0], d[1], d[2]); // Move box down X axis.
glScalef(0.7f, 0.7f, 0.7f); //increase the object size
glRotatef(zAngle, 0, 0, 1);
glRotatef(yAngle, 0, 1, 0);
glRotatef(xAngle, 1, 0, 0);
glRotatef(spin, 0.0, 0.0, 1.0);
if (draw_triangle)
Triangle();
if (draw_decagon)
Decagon();
if (draw_square)
Square();
glPopMatrix();
glutSwapBuffers();
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitWindowSize(900, 600);
glutInitWindowPosition(300, 300);
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE);
glutCreateWindow("Figure Rotation");
glutDisplayFunc(redraw);
glutKeyboardFunc(Keyboard);
glutMouseFunc(mouse);
glClearColor(0.1, 0.0, 0.1, 1.0);
glMatrixMode(GL_PROJECTION);//specify which matrix is the current matrix, matrix that represents your camera's lens (aperture, far-field, near-field, etc).
gluPerspective(60, 1.5, 1, 10); //set up a perspective projection matrix
glMatrixMode(GL_MODELVIEW); //specify which matrix is the current matrix,matrix that represents your camera (position, pointing, and up vector).
glutMainLoop();
return 1;
}
Solely based on your code, the main problem is at Decagon() for its shape vertices definition.
As such vertices are defined not at the center of the shape itself but defined towards the top right, thus it won't rotate around itself but seem to orbit around the center although your sequence of matrix multiplications are working ok.
For simplicity, I would visualize centering it at 0,0 along xy plane, then define right half of its shape then mirror it back to the left one. You can take advantage of - minus sign. Implicitly take advantage of defining shape in NDC (Normalizd Device Coordinate) space.
Note: not exactly the same ratio as per your original definition, but to get you an idea. You can try swapping the following into yours, then it should rotate around itself.
glBegin(GL_POLYGON);
glColor3f(0.0f, 0.0f, 1.0f);
glVertex3f(0.25f, 0.5f, 0.0f);
glVertex3f(0.45f, 0.30f, 0.0f);
glVertex3f(0.55f, 0.0f, 0.0f);
glVertex3f(0.45f, -0.30f, 0.0f);
glVertex3f(0.25f, -0.5f, 0.0f);
glVertex3f(-0.25f, -0.5f, 0.0f);
glVertex3f(-0.45f, -0.30f, 0.0f);
glVertex3f(-0.55f, 0.0f, 0.0f);
glVertex3f(-0.45f, 0.30f, 0.0f);
glVertex3f(-0.25f, 0.5f, 0.0f);
//glScalef(10, 10, 10); // this won't have any effect on result
//glTranslatef(1, 2, -3);// the same
glEnd();
You have 2 options here
Completely change the vertices definition (only with Decagon to be similar to above relative to the origin). Other shapes are already good, it's defined relative to the origin.
Carefully determine the origin of the shape regardless of how your defined shape's vertices. Use such position to translate back the shape as part of matrix operation firstly before all other operations (please read on to know why).
Concept of rotation around itself
The concept of rotation around itself is that we need to do the following operations in order
Scale (in this case we don't have)
Rotation
Translation
Scaling although we don't have in this case, should be last otherwise it might affect other two operations.
If we translate first to the arbitrary position, then the rotation will happen around such point. In fact, rotation works relatively to the origin 0,0, thus we just need to do by any means to place the object back to origin first before we proceed, then we can rotate, translate to desire position it should be, and scale.
Let's see your matrix multiplication order
glScalef(0.7f, 0.7f, 0.7f); //increase the object size
glTranslatef(d[0], d[1], d[2]); // Move box down X axis.
glRotatef(zAngle, 0, 0, 1);
glRotatef(yAngle, 0, 1, 0);
glRotatef(xAngle, 1, 0, 0);
glRotatef(spin, 0.0, 0.0, 1.0);
This means we do the following in order
rotate around z-axis with spin angle
rotate around x-axis with xAngle angle
rotate around y-axis with yAngle angle
rotate around z-axis with zAngle angle
Although we could possibly combine the first and last together, but anyway it's ok.
Also you might want to further look at Euler Angles when we rotate around 3 cardinal axes like this, it can lead to Gimbal lock problem but it can be solved by limiting angles user can rotate around a certain axis.
The order is right. This is translated into mathematics terms as S * T * Rz * Ry * Rx * Rspin in which you can see it's inverse of the order in code. Rspin happen first, then Rx then so on.
Now what happen if Decagon shape is defined not relative to the origin, but defined to in the way that it translated to the right.
Take my vertices definition, but + 0.55f for all x position, we will have
glBegin(GL_POLYGON);
glColor3f(0.0f, 0.0f, 1.0f);
glVertex3f(0.80f, 0.5f, 0.0f);
glVertex3f(1.0f, 0.30f, 0.0f);
glVertex3f(1.10f, 0.0f, 0.0f);
glVertex3f(1.0f, -0.30f, 0.0f);
glVertex3f(0.80f, -0.5f, 0.0f);
glVertex3f(0.30f, -0.5f, 0.0f);
glVertex3f(0.10f, -0.30f, 0.0f);
glVertex3f(0.0f, 0.0f, 0.0f);
glVertex3f(0.1f, 0.30f, 0.0f);
glVertex3f(0.30f, 0.5f, 0.0f);
glEnd();
If you swap above code to your vertices definition, then it won't rotate around itself anymore. But we know that it takes -0.55f in x-axis to bring this shape back to origin, thus if we add glTranslatef(-0.55f, 0.0f, 0.0f) to be the first operation to execute then it will work the same.
We'd have
glScalef(0.7f, 0.7f, 0.7f);
glTranslatef(d[0], d[1], d[2]);
glRotatef(zAngle, 0, 0, 1);
glRotatef(yAngle, 0, 1, 0);
glRotatef(xAngle, 1, 0, 0);
glRotatef(spin, 0.0, 0.0, 1.0);
glTranslatef(-0.55f, 0.0f, 0.0f); // <------ add this
In short, translate target object to be at origin first before rotating (around itself), then proceed proper sequence as before.
If you desire to have such object to be located at the location you've defined the shape's vertices i.e. it's to the right +0.55f along x-axis and still rotate around itself. Then you use glTranslatef(d[0] + 0.55f, d[1], d[2]) instead.
Further Notes
The last two gl operations glScalef() and glTranslatef() won't have any effect as you already drew the shape. These two operations get discarded every frame when you call glLoadIdentity().
Just note that source code is still based on fixed-function pipeline of OpenGL. You might want to also take a look at modern programmable pipeline. This will allows you more flexibility in controlling virtual camera thus matrix operations are more clear cut and separated to the object itself whenever we need to move around. So this will make matrix operations easier to grasp, and to understand.
Edit
For additional control and satisfy application requirement as follows
Left click to rotate indefinitely, then left click again to stop
Right click to cycle through the color for rendered shape
We have to have control flags, and information for us to change at any frame time as follows.
bool isSpinning = false;
#define NUM_COLOR 4
int sCurrColor = 0;
GLfloat sColor[NUM_COLOR][3] = {
{1.0f, 1.0f, 1.0f},
{1.0f, 0.0f, 0.0f},
{0.0f, 1.0f, 0.0f},
{0.0f, 0.0f, 1.0f}
};
So for colors, we have white, red, blue, and green. Total in 4 colors, each color has 3 component values for RGB. We start with white color as seen in sCurrColor for our index.
Now your mouse() function would looks like this
void mouse(int buton, int state, int x, int y)
{
switch (buton) {
case GLUT_LEFT_BUTTON:
if (state == GLUT_DOWN && !isSpinning)
isSpinning = true;
else if (state == GLUT_DOWN && isSpinning)
isSpinning = false;
break;
case GLUT_RIGHT_BUTTON: //here I don't know how to change the color of the shape
if (state == GLUT_DOWN)
sCurrColor = (sCurrColor + 1) % NUM_COLOR;
break;
default:glutIdleFunc(NULL);
break;
}
}
We optimized moving glutIdleFunc(spinDisplay); to be called inside main() function just before glutMainLoop(). As your requirements, we don't have to change it every frame.
Thus, spinDisplay() is now changed to be
void spinDisplay() //here it's the problematic function
{
if (isSpinning)
{
spin = spin + 3.0;
if (spin > 360.0)
{
spin = 0.0;
}
}
glutPostRedisplay();
}
Probably better to change the name of function to something like display() as it's more generic to not confuse that we have to spin everytime. Anyway, I didn't change this for the sake of brevity and consistency of your code.
Now the last part is to plug in sColor to be used by all those shapes in rendering. For example for Decagon you can do this
glColor3f(sColor[sCurrColor][0], sColor[sCurrColor][1], sColor[sCurrColor][2]);
This will be the same for other shapes if you like to have the same effect by right clicking to cycle through the color.

C++ Raytracer - Only one object appearing in scene

I am using a raytracer to render a Sphereflake, but I am having trouble trying to have more than object appear in the scene. In the scene below I am just trying to test out having two spheres in a scene, but for some reason only ever one sphere appears in the scene, and usually its the sphere with the largest radius.
Another peculiar thing is, even though there is a camera set in the scene, it seems as though the output window always shows the predominant object at the centre ((0,0) with screen coordinates between [-1,-1]->[1,1]) rather than in relevance to the camera coordinate space.
I am unsure if it is a parent hierarchy problem or how I'm rendering the objects, but any insight into why the problem is persisting would be greatly appreciated.
main.cpp (creates scenes renders objects)
#include <stdio.h>
#include <iostream>
#include <vector>
#include <math.h>
#include <glm.hpp>
#include <gtc/matrix_transform.hpp>
#include <Raytracer/Raytracer.h>
using namespace glm;
using namespace Raytracer;
using namespace Raytracer::Scenes;
using namespace Raytracer::Objects;
/**
* Places a few spheres in the scene and adds some lights.
*
* #param scene The scene
*/
Scene *BuildScene(int depth, float aspect)
{
const int materialCount = 6;
vec3 colors[materialCount] =
{
vec3(1.0f, 0.0f, 0.0f),
vec3(1.0f, 1.0f, 0.0f),
vec3(0.0f, 1.0f, 0.0f),
vec3(0.0f, 1.0f, 1.0f),
vec3(0.0f, 0.0f, 1.0f),
vec3(1.0f, 0.0f, 1.0f)
};
Material *materials[materialCount];
for (int i = 0; i < materialCount; i++)
{
materials[i] = new Material();
if (materials[i] == NULL)
return NULL;
vec3 ambient = colors[i] * 0.01f;
materials[i]->SetAmbient(ambient);
materials[i]->SetDiffuse(colors[i]);
materials[i]->SetShininess(25.0f);
}
if (depth <= 0)
return NULL;
// Create the scene.
Scene *scene = new Scene();
if (scene == NULL)
return NULL;
Sphere * s1 = new Sphere(0.33f, materials[5]);
s1->SetPosition(vec3(5.0f, 0.0f, -2.0f));
Sphere * s2 = new Sphere(0.33f, materials[1]);
s2->SetPosition(vec3((5.0f, 0.33f, -2.0f));
s1->AddChild(s2);
// Create a light.
Light *light = new PointLight(vec3(10.0f));
if (light == NULL)
{
delete scene;
return NULL;
}
light->SetPosition(vec3(-5.0f, 3.0f, 2.0f));
scene->AddChild(light);
// Create a camera.
Camera *camera = new Camera(vec3(-2.0f, 2.0f, 4.0f), vec3(0.0f, 0.0f, 0.0f),
vec3(0.0f, 1.0f, 0.0f), Camera::DefaultFov, aspect);
scene->AddChild(s1);
if (camera == NULL)
{
delete scene;
return NULL;
}
scene->AddChild(camera);
scene->SetActiveCamera(camera);
return scene;
}
/**
* Renders the scene and saves the result to a BMP file.
*
* #param fileName The name of the file
* #param width The image width
* #param height The image height
*/
void Render(const char *fileName, int width, int height)
{
if (fileName == NULL || width <= 0 || height <= 0)
return;
SimpleRenderer renderer;
renderer.SetAccelerator(new SimpleAccelerator());
renderer.SetIntegrator(new PhongIntegrator());
puts("Generiere Szene...");
Scene *scene = BuildScene(3, (float)width / height);
if (scene == NULL)
return;
puts("Rendere Bild...");
Image *image = renderer.Render(*scene, width, height);
if (image != NULL)
{
puts("Speichere Ergebnis...");
image->SaveBMP(fileName, 2.2f);
delete image;
}
delete scene;
}
/**
* The main program
*/
int main()
{
Render("image.bmp", 512, 512);
return 0;
}
example of a scene with two spheres as stated above with s1.radius = 0.33f & s2.radius = 0.33f
scene 1
another example of a scene with two spheres with s1.radius = 0.33f & s2.radius = 1.0f
scene 2
As you can see, it seems the camera is invalid as a point of perspective, as no matter what the position of the sphere is, the only difference is its lighting, but it will always be at the centre of the display window
Since s2 is attached as a child of s1, it's being drawn 5 units further down the X axis than s1:
s2->SetPosition(vec3((5.0f, 0.33f, -2.0f));
...
s1->AddChild(s2);
And since your camera is looking down the positive x axis:
Camera *camera = new Camera(vec3(-2.0f, 2.0f, 4.0f),
vec3(0.0f, 0.0f, 0.0f), vec3(0.0f, 1.0f, 0.0f), Camera::DefaultFov, aspect);
s2 is simply being drawn behind s1.
It turns out it was not a problem with my scene builder, but how the child/parent inherritance works in another class SceneObject*. Anyway, I fixed the AddChild function and now the code now works with the camera perspective and with mulitple items in the scene

How to select a specific viewport to transform, while keeping the previous transformations in OpenGL

So this is for an assignment that I'm supposed to do, where the guidelines that I'm currently focusing on are :
 The user can select the “active” viewport by clicking on it (you should change the color of the
border when a viewport is selected). Any transformation (rotation, translation, etc…) should be
performed on the active viewport only.
 User should be able to navigate the scene in the selected viewport using WASD keys and/or arrow
keys (for ortho projections). Mouse control (like in an FPS game) and WASD keys and/or arrows
for the perspective projection. Navigation should be allowed only in the active viewport. The
other viewports should remain static.
I already have code that can transform the perspective view in fps fashion, and hardcoded some camera transformations for the front view, but I can't seem to figure out how to make a function or something that can differentiate between the viewports, cause if I could I would be able to just insert the code for transforming into that. I'm currently using a mouseclickcallbackfunction to detect where the mouse is, but the main problem being it runs after my displaycallbackfunction, which is where viewports are created and run, thus meaning i have to find a way to make it so i can transform from the display funciton instead of the mouse one detecting it.
some of my code is this:
void DisplayCallbackFunction(void)
{
/* clear the screen */
glViewport(0, 0, windowWidth, windowHeight);
glClearColor(0.2f, 0.2f, 0.2f, 0.8f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
//create viewport
setViewport(1);
//Perspective
//glFrustum(-1.0f,1.0f, -1.0f, 1.0f, 1.0f, 100);
gluPerspective(45.0f,1.0f, 0.1f, 100.0f);
//Orthographic
//glOrtho(-1.0f, 1.0f, -1.0, 1.0, 1.0f, 100.0f);
//gluOrtho2D(1.0f, 1.0f, 1.0f, 1.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
/*
if (x < windowWidth / 2 && y < windowHeight / 2) {
viewport = 3;
std::cout << "Viewport =" << viewport << std::endl;
}
if (x > windowWidth / 2 && y < windowHeight / 2) {
viewport = 4;
std::cout << "Viewport =" << viewport << std::endl;
}
if (x > windowWidth / 2 && y > windowHeight / 2) {
viewport = 2;
std::cout << "Viewport =" << viewport << std::endl;
}
if (x < windowWidth / 2 && y > windowHeight / 2) {
viewport = 1;
std::cout << "Viewport =" << viewport << std::endl;
}
break;*/
gluLookAt(
cameraPosition.x, cameraPosition.y, cameraPosition.z,// camera position
cameraPosition.x + forwardVector.x,
cameraPosition.y + forwardVector.y,
cameraPosition.z + forwardVector.z,// what the camera is looking at
0.0f, 1.0f, 0.0f);//what the camera thinks is up
/* This is where we draw things */
//glColor3f(0.5f, 0.8f, 0.1f); //RGB or 4f-> RGBA
//drawObjects();
//cube code is here
//second viewport
setViewport(2);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(
rz, rz2, 6.0f,// camera position
rz, rz2, 0.0f,// what the camera is looking at
0.0f, 1.0f, 0.0f);//what the camera thinks is up
//other cube
//third viewport
setViewport(3);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(
-6.0f, 0.0f, 0.0f,// camera position
0.0f, 0.0f, 0.0f,// what the camera is looking at
0.0f, 1.0f, 0.0f);//what the camera thinks is up
//3rd cube
//fourth viewport
setViewport(4);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(
0.0f, 6.0f, 0.0f,// camera position
0.0f, 0.0f, 0.0f,// what the camera is looking at
0.0f, 0.0f, 1.0f);//what the camera thinks is up
//fourth cube
//HUD or Overlay viewport
glViewport(0, 0, windowWidth, windowHeight);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glBegin(GL_QUADS);
glVertex3f(-0.02, -1.0, 0.0);// bottom left
glVertex3f(0.02, -1.0, 0.0); //bottom right
glVertex3f(0.02, 1.0, 0.0); // top right
glVertex3f(-0.02, 1.0, 0.0); // top left
glBegin(GL_QUADS);
glVertex3f(-1.0, -0.02, 0.0);// bottom left
glVertex3f(1.0, -0.02, 0.0); //bottom right
glVertex3f(1.0, 0.02, 0.0); // top right
glVertex3f(-1.0, 0.02, 0.0); // top left
glBegin(GL_QUADS);
glVertex3f(0.0, 0.0, 0.0);// bottom left
glVertex3f(0.02, 0.0, 0.0); //bottom right
glVertex3f(0.02, 1.0, 0.0); // top right
glVertex3f(0.0, 1.0, 0.0); // top left
glEnd();
/* Swap Buffers to Make it show up on screen */
glutSwapBuffers();
}
void KeyboardCallbackFunction(unsigned char key, int x, int y)
{
std::cout << "Key Down:" << (int)key << std::endl;
switch (key)
{
case 32: // the space bar
break;
case 27: // the escape key
//case 'q': // the 'q' key
exit(0);
break;
case 'W':
case 'w':
cameraPosition += (forwardVector * movementScalar);
break;
case 'S':
case 's':
cameraPosition -= (forwardVector * movementScalar);
break;
case 'A':
case 'a':
rightVector = glm::cross(forwardVector, glm::vec3(0.0f, 1.0f, 0.0f));
rightVector = glm::normalize(rightVector);
cameraPosition -= (rightVector * movementScalar);
break;
case 'D':
case 'd':
rightVector = glm::cross(forwardVector, glm::vec3(0.0f, 1.0f, 0.0f));
rightVector = glm::normalize(rightVector);
cameraPosition += (rightVector * movementScalar);
break;
}
}
void SpecialInput(int key, int x, int y)
{
switch (key)
{
case GLUT_KEY_LEFT:
rz += 1.0;
break;
case GLUT_KEY_RIGHT:
rz -= 1.0f;
break;
case GLUT_KEY_UP:
rz2 -= 1.0f;
break;
case GLUT_KEY_DOWN:
rz2 += 1.0f;
break;
}
glutPostRedisplay();
}
void MouseClickCallbackFunction(int button, int state, int x, int y)
{
// Handle mouse clicks
switch (button) {
if (state == GLUT_DOWN) {
case GLUT_RIGHT_BUTTON:
std::cout << "Mouse X: " << x << "Mouse Y: " << y << std::endl;
break;
case GLUT_LEFT_BUTTON:
std::cout << "Mouse X: " << x << "Mouse Y: " << y << std::endl;
if (x < windowWidth / 2 && y < windowHeight / 2) {
viewport = 3;
std::cout << "Viewport =" << viewport<<std::endl;
}
if (x > windowWidth / 2 && y < windowHeight / 2) {
viewport = 4;
std::cout << "Viewport ="<< viewport << std::endl;
}
if (x > windowWidth / 2 && y > windowHeight / 2) {
viewport = 2;
std::cout << "Viewport ="<< viewport << std::endl;
}
if (x < windowWidth / 2 && y > windowHeight / 2) {
viewport = 1;
std::cout << "Viewport ="<< viewport << std::endl;
}
break;
}
}
}
So I'm probably screwed since this is supposed to be due midnight, and the teacher didn't tell us enough information to complete this properly. I would appreciate help if someone could tell me how to select a specific viewport to transform with left click, that would then transform the camera by the arrow keys.
Actually you know everything you need to do that. OpenGL won't save the state for you. Instead you are responsible for remembering the state and transferring it to OpenGL for each viewport you render. So define:
struct ViewportState {
int vp[2], vs[2]; // position annd size of the viewport on screen
vec3 pos; // camera position in the world
vec3 rot; // euler angles of camera rotation
};
ViewportState viewports[number_of_viewports];
int active_viewport = 0;
Write a function to calculate the view matrix of a viewport:
mat4 ViewMatrix(const ViewportState &vp)
{
// build a view matrix m based on vp.pos and vp.rot
return m;
}
Now use these during rendering:
void DisplayViewport(int i)
{
const ViewportState &vp = viewports[i];
glViewport(vp.vp[0], vp.vp[1], vp.vs[0], vp.vs[1]);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
if(i == active_vieport)
{
// draw a highlighted border around viewport
}
// load ViewMatrix(vp)
// draw the actual 3d content of the viewport
}
void DisplayCallbackFunction(void)
{
// ...
for(int i = 0; i < nviewports; ++i)
DisplayViewport(i);
//...
}
The keyboard and the mouse will modify the active viewport:
void KeyboardCallbackFunction(unsigned char key, int x, int y)
{
// ...
case 'w':
viewports[active_viewport].pos -= (ViewMatrix(viewports[active_viewport]) * vec4(0,0,movementScalar,1)).xyz;
break;
case 'a':
viewports[active_viewport].pos -= (ViewMatrix(viewports[active_viewport]) * vec4(movementScalar,0,0,1)).xyz;
break;
// ...
}
To activate a different viewport:
void MouseClickCallbackFunction(int button, int state, int x, int y)
{
// iterate over viewports, find the one within x/y coordinates and set active_viewport accordingly
}
You have 2 choices.
Render your viewport scene to a frame buffer backed by a texture. Then render the texture to the screen
Transform your scene from viewport space to screen space using matrices. To prevent yourself drawing out the box use a scissor test to clip to the viewport

Matrix scale issue

I am trying to apply scale, but nothing happens. Looks like scale() matrix is incorrect? I tried simply to copy formula, but id doesn't help.
glm::scale(mat4,vec3);
Any help would appreciate.
void specialKey(int key, int x, int y) {
switch (key) {
case 100: //left
if (transop == view) Transform::left(amount, eye, up);
else if (transop == scale)
{
sx -= amount * 0.01;
std::cout << "left scale";
}
break;
case 101: //up
if (transop == view) Transform::up(amount, eye, up);
else if (transop == scale) sy += amount * 0.01;
break;
case 102: //right
if (transop == view) Transform::left(-amount, eye, up);
else if (transop == scale) sx += amount * 0.01;
break;
case 103: //down
if (transop == view) Transform::up(-amount, eye, up);
else if (transop == scale) sy -= amount * 0.01;
break;
}
glutPostRedisplay();
}
mat4 Transform::scale(const float &sx, const float &sy, const float &sz)
{
glm::mat4 mat = glm::mat4(
glm::vec4(sx, 0.0f, 0.0f, 0.0f),
glm::vec4(0.0f, sy, 0.0f, 0.0f),
glm::vec4(0.0f, 0.0f, sz, 0.0f),
glm::vec4(0.0f, 0.0f, 0.0f, 1.0f)
);
glm::vec3 vec_scale = vec3(2.0f);
mat4 ret = glm::scale(mat, vec_scale);
return ret;
}

Creating a fractal tree in opengl

Having a little trouble creating a fractal in opengl. Here is my current code
void generateTree(){
Point3f startPoint({0.0f,0.0f,0.0f});
Point3f endPoint({1.0f,0.0f,0.0f});
float rotation = 90.0f;
glutWireSphere(0.05, 4, 4);
_generateTreeBranches(startPoint,1.0f,rotation,0);
}
void _generateTreeBranches(const Point3f& newPosition,
float length,
float rotation,
const int depth)
{
if(depth > MAX_DEPTH) return;
cout << "at depth = " << depth << endl;
if(depth == 0){
glColor3f(1.0f,1.0f,1.0f);
}else if(depth == 1){
glColor3f(1.0f,0.0f,0.0f);
}else{
glColor3f(0.0f,1.0f,0.0f);
}
glTranslatef(newPosition.x,newPosition.y,newPosition.z);
glRotatef(rotation, 0.0f, 0.0f, 1.0f);
drawLine(length);
glRotatef(-rotation, 0.0f, 0.0f, 1.0f);
glTranslatef(-newPosition.x,-newPosition.y,-newPosition.z);
const float newLength = length * BRANCH_LENGTH_DECREASE_FACTOR;
int nextDepth = depth + 1;
Point3f nextPosition = {newPosition.x+length, newPosition.y, newPosition.z};
float leftRotation = rotation + CHILD_BRANCH_ANGLE * nextDepth;
_generateTreeBranches(nextPosition,newLength,leftRotation,nextDepth);
float rightRotation = rotation - CHILD_BRANCH_ANGLE * nextDepth;
_generateTreeBranches(nextPosition,newLength,rightRotation,nextDepth);
}
The positioning isn't correct, although the rotation seems to be right. The new branches arent' being draw starting at the end point of the parent's branch. Can someone help me on fixing this problem. Check out the full code here
The formula for nextPosition is incorrect as it didn't factor in the direction which the current branch is facing
Point3f nextPosition = {newPosition.x+length, newPosition.y, newPosition.z};
It should be something like this (please check exactly):
Point3f nextPosition = {newPosition.x+length*cos(rotation), newPosition.y+length*sin(rotation), newPosition.z};
Also, please use glLoadIdentity() to reset the matrix immediately like this:
glTranslatef(newPosition.x,newPosition.y,newPosition.z);
glRotatef(rotation, 0.0f, 0.0f, 1.0f);
drawLine(length);
glLoadIdentity();
It will be much clearer than what you are trying to do.