Need to get global absolute scale of object to display it with OpenGL.
When I just multiply scale vectors of parents and children, I get absolute scale for world axes space. When I rotate object, it scales along global axes, not local.
I decided that I need to rotate scale vector too. But:
When I am trying to rotate it with direction vector - it values sometimes are going to 0, and scale too.
{ scale.x * forward.x , scale.y * forward.y , scale.z * forward.z }
When I am trying to rotate it with glm::rotate, it makes unexpected results, like infinite rotating/scaling, wrench and other effects on meshes.
auto globalScale = glm::vec3(scale.x, scale.y, scale.z);
globalScale = glm::rotate(globalScale, rotation.x, {1,0,0});
globalScale = glm::rotate(globalScale, rotation.y, {0,1,0});
globalScale = glm::rotate(globalScale, rotation.z, {0,0,1});
My rendering code:
void Render(Material *mat, Transform* tr){
glEnable(GL_COLOR_MATERIAL);
glEnable (GL_LIGHTING);
glEnable (GL_LIGHT0);
// Get object transformations
Vector3 pos = tr->globalPosition();
Vector3 rot = tr->globalRotation();
Vector3 scale = (tr->globalScale());
auto globalScale = glm::vec3(scale.x, scale.y, scale.z);
// First, scaling, then rotating, then translating in world space
// ( Initially all objects rendering starts at (0,0,0) )
glScaled(globalScale.x, globalScale.y, globalScale.z);
glRotatef(rot.x, 1.0, 0.0, 0.0);
glRotatef(rot.y, 0.0, 1.0, 0.0);
glRotatef(rot.z, 0.0, 0.0, 1.0);
glTranslated(pos.x, pos.y, pos.z);
// Rendering
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(3,GL_FLOAT,0,vertexArray);
glNormalPointer(GL_FLOAT,0,normalArray);
glClientActiveTexture(GL_TEXTURE0_ARB);
glTexCoordPointer(2,GL_FLOAT,0,uvArray);
glDrawArrays(GL_TRIANGLES,0,numVerts);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
// Rolling transformations back
glTranslated(-pos.x, -pos.y, -pos.z);
glRotated(-rot.z, 0.0, 0.0, 1.0);
glRotated(-rot.y, 0.0, 1.0, 0.0);
glRotated(-rot.x, 1.0, 0.0, 0.0);
glScaled(1/globalScale.x, 1/globalScale.y, 1/globalScale.z);
}
Rendering call:
void RenderObject(GameObject* go){
for(auto goc : go->children)
goc->Update<MeshRenderer>();//RenderObject(goc);
}
void RenderScene(){
auto scene = EditorInstance::GetSingleton()->currentScene;
for(auto go : scene->hierarchy){
RenderObject(go);
if(auto mr = (go->GetComponent<Camera>())){
mr->Update();
}
}
}
... render->setOnRender(RenderScene); ...
Main rendering method:
int render()
{
#ifdef EDITOR
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo); // Bind our frame buffer for rendering
glPushAttrib(GL_VIEWPORT_BIT | GL_ENABLE_BIT); // Push our glEnable and glViewport states
DrawGrid(100);
#else
if(NukeOGL::getSingleton() != this){
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo); // Bind our frame buffer for rendering
glPushAttrib(GL_VIEWPORT_BIT | GL_ENABLE_BIT); // Push our glEnable and glViewport states
}
#endif
//glClearColor(0, 0, 0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity ();
gluLookAt(transform->position.x,
transform->position.y,
transform->position.z,
transform->position.x + transform->direction().x,
transform->position.y + transform->direction().y,
transform->position.z + transform->direction().z,
0.0,
1.0,
0.0);
if(_onRender.size() > 0)
for(auto _rn : _onRender){
_rn();
}
#ifdef EDITOR
glPopAttrib(); // Restore our glEnable and glViewport states
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); // Unbind our texture
#else
if(NukeOGL::getSingleton() != this){
glPopAttrib(); // Restore our glEnable and glViewport states
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); // Unbind our texture
}
#endif
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if(_onGUI.size() > 0)
for(auto _rn : _onGUI){
_rn();
}
glutSwapBuffers();
//glutPostRedisplay();
return 0;
}
What I am doing wrong? What I should do to make it right scale from local to world space?
Scale and rotation are linear transformations, their effects are relative to distance to origin of coordinates system. You must apply them in a proper order and with a proper origin each.
I explain in 2D so it's easier to understand.
Say you have a rectangle of size axb, whose center is at {cx,cy} and you want to scale and rotate (in this order). Then you first translate to {0,0} then scale, then rotate, then translate it back to {cx,cy}. Since each transformation is defined by a matrix, and usually OpenGL matrices are defined in column-mayor order, the composed matrix for this object may be:
MObj_i = MObj_i_trans(cx,cy) * MObj_i_rot(cangle, caxis) * MObj_i_sca(cfactor) * MObj_i_trans(-cx,-cy)
After you do those transformations for each object (with its own center/scale/rotation each) you want a "global" scale and rotation. Again you need a center of scale/rotation:
MGlobal = MGlo_trans(gx,gy) * MGlo_rot(gangle, gaxis) * MGlo_sca(gfactor) * MGlo_trans(-gx,-gy)
Usually the world center is `{0,0}' so you can avoid translations:
MGlobal = MGlo_rot(gangle, gaxis) * MGlo_sca(gfactor)
The good news is that the transformations can be combined into an only matrix. So, for each object, you apply the matrix:
MObjec_i = MGlobal * MObj_i
If you use glm for these maths, don't forget to inializate an Identity matrix:
glm::mat4 objScale(1.0);
objScale(objScale, vec3(fx, fy, fz));
glm::mat4 objRotate(1.0);
objRotate(objRotate, angle, vec3(axis.x, axis.y, axis.z));
etc.
Related
So im rendering a curve with openGL. The curve is completely streched for a 1920 x 1080 Pixel Window. With this given relation i now want to analyse the proxy position in world coordinates of my haptic device and draw a 3D/2D Cursor for my window coordinates. How exactly do i have to transform my GL_MODELVIEW_MATRIX, GL_PROJECTION and GL_VIEWPORT to fit my proxy world coordinates (haptic device position) into screen coordinates? Or do i even have to do transformation. Even after researching i dont really understand the transformation of those matrix. So it would be very nice if you could help me here.
display func:
void renderDisplay() {
glClearColor(1.0, 1.0, 1.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
glColor3f(1.0, 0.0, 1.0);
glBegin(GL_LINE_STRIP);
for (int i = 0; i < vertices.size(); i += 3) {
glVertex2f(vertices[i], vertices[i+2]);
}
glEnd();
glFlush();
hlBeginFrame();
hlCheckEvents();
drawCursor();
hlEndFrame();
}
Draw Cursor Func:
void drawCursor()
{
static const double kCursorRadius = 0.5;
static const double kCursorHeight = 1.5;
static const int kCursorTess = 15;
HLdouble proxyxform[16];
GLUquadricObj *qobj = 0;
glPushAttrib(GL_CURRENT_BIT | GL_ENABLE_BIT | GL_LIGHTING_BIT);
glPushMatrix();
if (!gCursorDisplayList)
{
gCursorDisplayList = glGenLists(1);
glNewList(gCursorDisplayList, GL_COMPILE);
qobj = gluNewQuadric();
gluCylinder(qobj, 0.0, kCursorRadius, kCursorHeight,
kCursorTess, kCursorTess);
glTranslated(0.0, 0.0, kCursorHeight);
gluCylinder(qobj, kCursorRadius, 0.0, kCursorHeight / 5.0,
kCursorTess, kCursorTess);
gluDeleteQuadric(qobj);
glEndList();
}
// Get the proxy transform in world coordinates.
hlGetDoublev(HL_PROXY_TRANSFORM, proxyxform);
glMultMatrixd(proxyxform);
// Apply the local cursor scale factor.
glScaled(gCursorScale, gCursorScale, gCursorScale);
glEnable(GL_LIGHTING);
glEnable(GL_COLOR_MATERIAL);
glColor3f(0.0, 0.5, 1.0);
glCallList(gCursorDisplayList);
glPopMatrix();
glPopAttrib();
}
setup3DCursor Func:
void setup3DCursor(int width, int height)
{
GLdouble modelview[16];
GLdouble projection[16];
GLint viewport[4];
glGetDoublev(GL_MODELVIEW_MATRIX, modelview);
glGetDoublev(GL_PROJECTION_MATRIX, projection);
glGetIntegerv(GL_VIEWPORT, viewport);
hlMatrixMode(HL_TOUCHWORKSPACE);
hlLoadIdentity();
// Fit haptic workspace to view volume.
hluFitWorkspace(projection);
// Compute cursor scale.
gCursorScale = hluScreenToModelScale(modelview, projection, (HLint*)viewport);
gCursorScale *= CURSOR_SIZE_PIXELS;
}
main func:
findExtrema(); // Find limits for projection
gluOrtho2D(minX, maxX, minY, maxY) // Params: Left, right, bottom, top
glutDisplayFunc(renderDisplay);
glutReshapefunc(setup3DCursor);
So what exactly am i doing wrong here?
My 3D world draws perfectly every time but the 2D text never draws. The code below features my latest effort using a tutorial from lighthouse3D. I get the feeling its something stupidly simple and im just not seeing it.
Rendering code :
void ScreenGame::draw(SDL_Window * window)
{
glClearColor(0.5f,0.5f,0.5f,1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Set up projection matrix
glm::mat4 projection(1.0);
projection = glm::perspective(60.0f,800.0f/600.0f,1.0f,150.0f);
rt3d::setUniformMatrix4fv(shaderProgram, "projection", glm::value_ptr(projection));
GLfloat scale(1.0f); // just to allow easy scaling of complete scene
glm::mat4 modelview(1.0); // set base position for scene
mvStack.push(modelview);
mvStack.top() = glm::lookAt(camera->getEye(),camera->getAt(),camera->getUp());
glm::vec4 tmp = mvStack.top()*lightPos;
light0.position[0] = tmp.x;
light0.position[1] = tmp.y;
light0.position[2] = tmp.z;
rt3d::setLightPos(shaderProgram, glm::value_ptr(tmp));
glUseProgram(skyBoxShader); // Switch shaders, reset uniforms for skybox
rt3d::setUniformMatrix4fv(skyBoxShader, "projection", glm::value_ptr(projection));
glDepthMask(GL_FALSE); // make sure depth test is off
glm::mat3 mvRotOnlyMat3 = glm::mat3(mvStack.top());
mvStack.push( glm::mat4(mvRotOnlyMat3) );
skyBox->draw(mvStack); // drawing skybox
mvStack.pop();
glDepthMask(GL_TRUE); // make sure depth test is on
mvStack.top() = glm::lookAt(camera->getEye(),camera->getAt(),camera->getUp());
glUseProgram(shaderProgram); // Switch back to normal shader program
rt3d::setUniformMatrix4fv(shaderProgram, "projection", glm::value_ptr(projection));
rt3d::setLightPos(shaderProgram, glm::value_ptr(tmp));
rt3d::setLight(shaderProgram, light0);
// Draw all visible objects...
Ball->draw(mvStack);
ground->draw(mvStack);
building1->draw(mvStack);
building2->draw(mvStack);
setOrthographicProjection();
glPushMatrix();
glLoadIdentity();
renderBitmapString(5,30,1,GLUT_BITMAP_HELVETICA_18,"Text Test");
glPopMatrix();
restorePerspectiveProjection();
SDL_GL_SwapWindow(window); // swap buffers
}
using the following methods :
void setOrthographicProjection() {
// switch to projection mode
glMatrixMode(GL_PROJECTION);
// save previous matrix which contains the
//settings for the perspective projection
glPushMatrix();
// reset matrix
glLoadIdentity();
// set a 2D orthographic projection
glOrtho(0.0F, 800, 600, 0.0F, -1.0F, 1.0F);
// switch back to modelview mode
glMatrixMode(GL_MODELVIEW);
}
void restorePerspectiveProjection() {
glMatrixMode(GL_PROJECTION);
// restore previous projection matrix
glPopMatrix();
// get back to modelview mode
glMatrixMode(GL_MODELVIEW);
}
void renderBitmapString(
float x,
float y,
int spacing,
void *font,
char *string) {
char *c;
int x1=x;
for (c=string; *c != '\0'; c++) {
glRasterPos2f(x1,y);
glutBitmapCharacter(font, *c);
x1 = x1 + glutBitmapWidth(font,*c) + spacing;
}
}
In OpenGL's fixed pipeline, by default, specifying vertex coordinates using glVertex3f is equivalent to specifying a location between -1.0 and +1.0 in screen space. Therefore, given a set of 4 perfectly adjacent screen-space vertices using GL_TRIANGLE_STRIP (or even GL_QUADS), and unless your window is already perfectly square, you will always render a rectangle instead of a perfect square...
Knowing the width, height and aspect ratio of a window, is there some way to correct this?
I have tried multiplying the vertex coordinates by the aspect ratio, which unfortunately seemed to achieve the same visual effect.
Here's the full source code I'm currently using:
#include "main.h"
#pragma comment(lib, "glut32.lib")
int g_width = 800;
int g_height = 600;
int g_aspectRatio = double(g_width) / double(g_height);
bool g_bInitialized = false;
int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);
glutInitWindowPosition(0, 0);
glutInitWindowSize(g_width, g_height);
glutCreateWindow("OpenGL Test App");
glutDisplayFunc(onRender);
glutReshapeFunc(onSize);
glutIdleFunc(onRender);
glutMainLoop();
return 0;
}
void onInit()
{
glFrontFace(GL_CW);
}
void onRender()
{
if(!g_bInitialized)
onInit();
static float angle = 0.0f;
const float p = 0.5f * g_aspectRatio;
glLoadIdentity();
gluLookAt(
0.0f, 0.0f, 10.0f,
0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f
);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glScalef(1, -1, 1); // Flip the Y-axis
glRotatef(angle, 0.0f, 1.0f, 0.0f);
glBegin(GL_TRIANGLE_STRIP);
{
glColor4f(1.0, 0.0, 0.0, 1.0); // Red
glVertex3f(-p, -p, 0.0); // Top-Left
glColor4f(0.0, 1.0, 0.0, 1.0); // Green
glVertex3f(p, -p, 0.0); // Top-Right
glColor4f(0.0, 0.0, 1.0, 1.0); // Blue
glVertex3f(-p, p, 0.0); // Bottom-Left
glColor4f(1.0, 1.0, 0.0, 1.0); // Yellow
glVertex3f(p, p, 0.0); // Bottom-Left
}
glEnd();
angle += 0.6f;
glutSwapBuffers();
}
void onSize(int w, int h)
{
g_width = max(w, 1);
g_height = max(h, 1);
g_aspectRatio = double(g_width) / double(g_height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glViewport(0, 0, w, h);
gluPerspective(45, g_aspectRatio, 1, 1000);
glMatrixMode(GL_MODELVIEW);
}
EDIT:
This has been solved... In the above code, I had defined g_aspectRatio as an int instead of a floating-point value. Therefore, it's value was always 1...
In my (old) experience, that's just why you have an aspect ratio argument to gluPerspective().
The manual page says:
In general, the aspect ratio in gluPerspective should match
the aspect ratio of the associated viewport. For example, aspect = 2.0
means the viewer's angle of view is twice as wide in x as it is in y.
If the viewport is twice as wide as it is tall, it displays the image
without distortion.
Check your g_aspectRatio value.
by default, specifying vertex coordinates using glVertex3f is equivalent to specifying a location between -1.0 and +1.0 in screen space
Wrong. Coordinates passed to OpenGL through glVertex or a glVertexPointer vertex array are in model space. The transformation to screen space happens by transforming into view space by the modelview matrix and from view space to clip space by the projection matrix. Then clipping is applied and the perspective divide applied to reach normalized coordinate space.
Hence the value range for glVertex can be whatever you like it to be. By applying the right projection matrix you get your view space to be in [-aspect; aspect]×[-1, 1] if you like that.
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-aspect, aspect, -1, 1, -1, 1);
I am trying to make a tank game. I have successfully loaded an OBJ model, and calculated its bounding box for the model at the origin.
I am now trying to apply the transformations done to my model in the game logic to the original coordinates for the bounding box. For this, I grab the modelview matrix right before drawing my model, then multiply this matrix for the two vectors that define the BBox.
Here is the code that draws my tank:
void drawTank()
{
bBox = calcBBox(modelo, 1);
glPushMatrix();
glBindTexture(GL_TEXTURE_2D, texTank);
glScalef(0.2, 0.2, 0.2);
glTranslatef(posTank.x,posTank.y,posTank.z);
glRotatef(anguloTanque, 0, 1, 0); // rotate around Y (horizontal)
glRotatef(90, 0, 1, 0);
glRotatef(-90, 1, 0, 0);
glGetFloatv(GL_MODELVIEW_MATRIX, matrix);
glmDraw(modelo, GLM_TEXTURE | GLM_MATERIAL);
glColor3f(1,0,0);
drawBBox(bBox);
glPopMatrix();
}
With this snippet, my bbox is properly drawn over the tank model (transformations are applied in rendering by the glTranslate & glRotate functions). As you can see I also grab here my ModelView matrix.
Then I apply this matrix as follows (this is my entire display function):
void Display(void) {
// Clear the window with current clearing color
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glPushMatrix();
camera();
glEnable(GL_TEXTURE_2D);
//glTranslatef(0,-40,150);
//PLANE
glBindTexture(GL_TEXTURE_2D, texArena);
glBegin(GL_POLYGON);
glTexCoord2f( 0.0f, 0.0f );
glVertex3f(-500, 0, -500);
glTexCoord2f( 5.0f, 5.0f );
glVertex3f(500, 0, -500);
glTexCoord2f(5.0f, 0.0f );
glVertex3f(500, 0, 500);
glTexCoord2f( 0.0f, 5.0f );
glVertex3f(-500, 0, 500);
glEnd();
drawTank();
glPopMatrix();
point3D max = bBox.max;
point3D min = bBox.min;
point3D resultMax;
point3D resultMin;
//Transformacion
multVectorByMatrix(matrix, max, resultMax);
multVectorByMatrix(matrix, min, resultMin);
bBox.max.x = resultMax.x; bBox.max.y = resultMax.y; bBox.max.z = resultMax.z;
bBox.min.x = resultMin.x; bBox.min.y = resultMin.y; bBox.min.z = resultMin.z;
glPushMatrix();
glColor3f(1,1,1);
drawBBox(bBox);
glPopMatrix();
glFlush();
glutSwapBuffers();
}
The function that multiplies a vector by a matrix:
void multVectorByMatrix(float* matrix, point3D vector, point3D &result)
{
result.x = (matrix[0] * vector.x) +
(matrix[4] * vector.y) +
(matrix[8] * vector.z) +
matrix[12];
result.y = (matrix[1] * vector.x) +
(matrix[5] * vector.y) +
(matrix[9] * vector.z) +
matrix[13];
result.z = (matrix[2] * vector.x) +
(matrix[6] * vector.y) +
(matrix[10] * vector.z) +
matrix[14];
}
If I draw the bounding box with this render loop, then my bounding box gets drawn but transformations are not applied properly. I can see the bounding box moving correctly with translations, but rotations are not done right.
What might be the problem here?
edit: some screenshots
Your problem is in this code.
point3D max = bBox.max;
point3D min = bBox.min;
point3D resultMax;
point3D resultMin;
//Transformacion
multVectorByMatrix(matrix, max, resultMax);
multVectorByMatrix(matrix, min, resultMin);
bBox.max.x = resultMax.x; bBox.max.y = resultMax.y; bBox.max.z = resultMax.z;
bBox.min.x = resultMin.x; bBox.min.y = resultMin.y; bBox.min.z = resultMin.z;
glPushMatrix();
glColor3f(1,1,1);
drawBBox(bBox);
glPopMatrix();
You take two vertices from your box and then apply transformations to them, then you use this transformed vertices to display a box, which of course will be axis aligned, because that's the only box you can get from just two opposite vertices. And you can see on your screenshot, that you bbox and the correct bbox have common vertices - these are exactly the vertices you applied your transformations to. So, in order to get a correct bbox, you need to get all vertices of the bbox and apply these transformations to all of them. Then you'll get exactly what you want.
I have the following code that takes snapshots to the framebuffer. I verified the framebuffer works correctly and the camera is facing the object correctly. I used to get pictures done correctly, but it was based on faulty code, using the wrong frustum. So I decided to start fresh (with the frustums).
The object is centered at the middle and is 32*32 blocks with each block 2*2, so 64 * 64.
My distance is 100 and my viewport is 128x256. My frustum is 1 to 1000.0.
I'm relatively new to Opengl so I'm having trouble understanding the concepts of frustrums and perspectives fully.
I do not get a picture at all.
saveGLState();
const int nrPics = 360 / DEGREES_BETWEEN_PICTURES;
for (int i = 0; i < nrPics; i++) {
catchFbo->bind();
glViewport(0, 0, PICTURE_WIDTH, PICTURE_HEIGHT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
float rat = PICTURE_WIDTH / PICTURE_HEIGHT;
glFrustum(- 1.0, + 1.0, - rat, + rat, 1.0, 1000.0);
gluPerspective(90.0f,rat,CAPT_FRUSTRUM_NEAR,CAPT_FRUSTRUM_FAR);
glColorMask(true, true, true, true);
glClearColor(0,0,0,0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glEnable(GL_MULTISAMPLE);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
drawScreenshot(i);
catchFbo->release();
QImage catchImage = catchFbo->toImage();
catchImage.save("object/test" + QString::number(i) + ".png");
}
glDisable(GL_MULTISAMPLE);
restoreGLState();
void VoxelEditor::saveGLState()
{
glPushAttrib(GL_ALL_ATTRIB_BITS);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
}
void VoxelEditor::restoreGLState()
{
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glPopAttrib();
}
EDIT: I tried using only glFrustum or glPerspective. No luck.
You shouldn't use both glFrustum and gluProjection. They both are operations which setup the projection matrix, and if you use them together you'll multiply them together and get a weird result. Generally you'd just apply glFrustum OR gluProjection on an identity matrix, not both.
If that doesn't solve the problem, what are your values of NEAR, FAR, WIDTH, and HEIGHT?
Also make sure you're not doing integer divide for your screen ratio (a common bug).