How to implement 3d raypicking in an 3d scene with models that contain high poly meshes?
It takes too much time to iterate over all triangles to perform a triangle-line-intersection test. I know that there exist methods like octree etc. and it should be possible to use these for the models in the scene, but I do not know how I should use these concepts at mesh-level. But if you use an octree at mesh-level, how should one cover problems with polygons, that exceed the boundaries of the octree volumes?
Do you have any advice which method is suitable or recommended for 3d ray-intersections with high poly models for real-time OpenGl applications?
For ray picking rendered objects (like by mouse) the best option is to use the already rendered buffers as there is very little cost of reading them in comparison to ray intersection tests on complex scene. The idea is to render each pick-able rendered object to separate buffer per each info you need about them for example like this:
Depth buffer
this will give you the 3D position of the ray intersection with object.
Stencil buffer
if each object rendered to stencil with its ID (or its index in object list) then you can get the picked object directly.
any other
there are also secondary color attachments and FBO's out there. So you can add any other stuff like normal vector or what ever you need.
If coded right all of this will reduce performance only slightly (even not at all) as you do not need to compute anything its just a single write per fragment per buffer.
The picking itself is easy you just read the corresponding pixel from all the buffers you need and convert to wanted format.
Here simple C++/VCL example using fixed pipeline (no shaders)...
//---------------------------------------------------------------------------
#include <vcl.h>
#include <math.h>
#pragma hdrstop
#include "Unit1.h"
#include "gl_simple.h"
//---------------------------------------------------------------------------
#pragma package(smart_init)
#pragma resource "*.dfm"
TForm1 *Form1;
//---------------------------------------------------------------------------
void matrix_mul_vector(double *c,double *a,double *b,double w=1.0)
{
double q[3];
q[0]=(a[ 0]*b[0])+(a[ 4]*b[1])+(a[ 8]*b[2])+(a[12]*w);
q[1]=(a[ 1]*b[0])+(a[ 5]*b[1])+(a[ 9]*b[2])+(a[13]*w);
q[2]=(a[ 2]*b[0])+(a[ 6]*b[1])+(a[10]*b[2])+(a[14]*w);
for(int i=0;i<3;i++) c[i]=q[i];
}
//---------------------------------------------------------------------------
class glMouse
{
public:
int sx,sy; // framebuffer position [pixels]
double pos[3]; // [GCS] ray end coordinate (or z_far)
double beg[3]; // [GCS] ray start (z_near)
double dir[3]; // [GCS] ray direction
double depth; // [GCS] perpendicular distance to camera
WORD id; // selected object id
double x0,y0,xs,ys,zFar,zNear; // viewport and projection
double *eye; // camera direct matrix pointer
double fx,fy; // perspective scales
glMouse(){ eye=NULL; for (int i=0;i<3;i++) { pos[i]=0.0; beg[i]=0.0; dir[i]=0.0; } id=0; x0=0.0; y0=0.0; xs=0.0; ys=0.0; fx=0.0; fy=0.0; depth=0.0; }
glMouse(glMouse& a){ *this=a; };
~glMouse(){};
glMouse* operator = (const glMouse *a) { *this=*a; return this; };
// glMouse* operator = (const glMouse &a) { ...copy... return this; };
void resize(double _x0,double _y0,double _xs,double _ys,double *_eye)
{
double per[16];
x0=_x0; y0=_y0; xs=_xs; ys=_ys; eye=_eye;
glGetDoublev(GL_PROJECTION_MATRIX,per);
zFar =0.5*per[14]*(1.0-((per[10]-1.0)/(per[10]+1.0)));
zNear=zFar*(per[10]+1.0)/(per[10]-1.0);
fx=per[0];
fy=per[5];
}
void pick(double x,double y) // test screen x,y [pixels] position
{
int i;
double l;
GLfloat _z;
GLint _id;
sx=x; sy=ys-1.0-y;
// read depth z and linearize
glReadPixels(sx,sy,1,1,GL_DEPTH_COMPONENT,GL_FLOAT,&_z); // read depth value
depth=_z; // logarithmic
depth=(2.0*depth)-1.0; // logarithmic NDC
depth=(2.0*zNear)/(zFar+zNear-(depth*(zFar-zNear))); // linear <0,1>
depth=zNear + depth*(zFar-zNear); // linear <zNear,zFar>
// read object ID
glReadPixels(sx,sy,1,1,GL_STENCIL_INDEX,GL_INT,&_id); // read stencil value
id=_id;
// win [pixel] -> GL NDC <-1,+1>
x= (2.0*(x-x0)/xs)-1.0;
y=1.0-(2.0*(y-y0)/ys);
// ray start GL camera [LCS]
beg[2]=-zNear;
beg[1]=(-beg[2]/fy)*y;
beg[0]=(-beg[2]/fx)*x;
// ray direction GL camera [LCS]
for (l=0.0,i=0;i<3;i++) l+=beg[i]*beg[i]; l=1.0/sqrt(l);
for (i=0;i<3;i++) dir[0]=beg[0]*l;
// ray end GL camera [LCS]
pos[2]=-depth;
pos[1]=(-pos[2]/fy)*y;
pos[0]=(-pos[2]/fx)*x;
// convert to [GCS]
matrix_mul_vector(beg,eye,beg);
matrix_mul_vector(pos,eye,pos);
matrix_mul_vector(dir,eye,dir,0.0);
}
};
//---------------------------------------------------------------------------
// camera & mouse
double eye[16],ieye[16]; // direct view,inverse view and perspective matrices
glMouse mouse;
// objects
struct object
{
WORD id; // unique non zero ID
double m[16]; // direct model matrix
object(){}; object(object& a){ *this=a; }; ~object(){}; object* operator = (const object *a) { *this=*a; return this; }; /*object* operator = (const object &a) { ...copy... return this; };*/
};
const int objs=7;
object obj[objs];
// textures
GLuint txr=-1;
//---------------------------------------------------------------------------
void matrix_inv(double *a,double *b) // a[16] = Inverse(b[16])
{
double x,y,z;
// transpose of rotation matrix
a[ 0]=b[ 0];
a[ 5]=b[ 5];
a[10]=b[10];
x=b[1]; a[1]=b[4]; a[4]=x;
x=b[2]; a[2]=b[8]; a[8]=x;
x=b[6]; a[6]=b[9]; a[9]=x;
// copy projection part
a[ 3]=b[ 3];
a[ 7]=b[ 7];
a[11]=b[11];
a[15]=b[15];
// convert origin: new_pos = - new_rotation_matrix * old_pos
x=(a[ 0]*b[12])+(a[ 4]*b[13])+(a[ 8]*b[14]);
y=(a[ 1]*b[12])+(a[ 5]*b[13])+(a[ 9]*b[14]);
z=(a[ 2]*b[12])+(a[ 6]*b[13])+(a[10]*b[14]);
a[12]=-x;
a[13]=-y;
a[14]=-z;
}
//---------------------------------------------------------------------------
void gl_draw()
{
int i; object *o;
double a;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glStencilMask(0xFFFF); // Write to stencil buffer
glStencilFunc(GL_ALWAYS,0,0xFFFF); // Set any stencil to 0
for (o=obj,i=0;i<objs;i++,o++)
{
glMatrixMode(GL_MODELVIEW);
glLoadMatrixd(ieye);
glMultMatrixd(o->m);
glStencilFunc(GL_ALWAYS,o->id,0xFFFF); // Set any stencil to object ID
vao_draw();
}
glStencilFunc(GL_ALWAYS,0,0xFFFF); // Set any stencil to 0
glDisable(GL_STENCIL_TEST); // no need fot testing
// render mouse
glMatrixMode(GL_MODELVIEW);
glLoadMatrixd(ieye);
a=0.1*mouse.depth;
glColor3f(0.0,1.0,0.0);
glBegin(GL_LINES);
glVertex3d(mouse.pos[0]+a,mouse.pos[1],mouse.pos[2]);
glVertex3d(mouse.pos[0]-a,mouse.pos[1],mouse.pos[2]);
glVertex3d(mouse.pos[0],mouse.pos[1]+a,mouse.pos[2]);
glVertex3d(mouse.pos[0],mouse.pos[1]-a,mouse.pos[2]);
glVertex3d(mouse.pos[0],mouse.pos[1],mouse.pos[2]+a);
glVertex3d(mouse.pos[0],mouse.pos[1],mouse.pos[2]-a);
glEnd();
Form1->Caption=AnsiString().sprintf("%.3lf , %.3lf , %.3lf : %u",mouse.pos[0],mouse.pos[1],mouse.pos[2],mouse.id);
// debug buffer views
if ((Form1->ck_depth->Checked)||(Form1->ck_stencil->Checked))
{
glDisable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D,txr);
GLfloat *f=new GLfloat[xs*ys],z;
if (Form1->ck_depth ->Checked)
{
glReadPixels(0,0,xs,ys,GL_DEPTH_COMPONENT,GL_FLOAT,f);
for (i=0;i<xs*ys;i++) f[i]=1.0-(2.0*mouse.zNear)/(mouse.zFar+mouse.zNear-(((2.0*f[i])-1.0)*(mouse.zFar-mouse.zNear)));
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, xs, ys, 0, GL_RED, GL_FLOAT, f);
}
if (Form1->ck_stencil->Checked)
{
glReadPixels(0,0,xs,ys,GL_STENCIL_INDEX,GL_FLOAT,f);
for (i=0;i<xs*ys;i++) f[i]/=float(objs);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, xs, ys, 0, GL_GREEN, GL_FLOAT, f);
}
delete[] f;
glColor3f(1.0,1.0,1.0);
glBegin(GL_QUADS);
glTexCoord2f(1.0,0.0); glVertex2f(+1.0,-1.0);
glTexCoord2f(1.0,1.0); glVertex2f(+1.0,+1.0);
glTexCoord2f(0.0,1.0); glVertex2f(-1.0,+1.0);
glTexCoord2f(0.0,0.0); glVertex2f(-1.0,-1.0);
glEnd();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glDisable(GL_TEXTURE_2D);
glEnable(GL_DEPTH_TEST);
}
glFlush();
SwapBuffers(hdc);
}
//---------------------------------------------------------------------------
__fastcall TForm1::TForm1(TComponent* Owner):TForm(Owner)
{
int i;
object *o;
gl_init(Handle);
vao_init();
// init textures
glGenTextures(1,&txr);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D,txr);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,GL_NEAREST);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE,GL_COPY);
glDisable(GL_TEXTURE_2D);
// init objects
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(-1.5,4.7,-8.0);
for (o=obj,i=0;i<objs;i++,o++)
{
o->id=i+1; // unique non zero ID
glGetDoublev(GL_MODELVIEW_MATRIX,o->m);
glRotatef(360.0/float(objs),0.0,0.0,1.0);
glTranslatef(-3.0,0.0,0.0);
}
for (o=obj,i=0;i<objs;i++,o++)
{
glLoadMatrixd(o->m);
glRotatef(180.0*Random(),Random(),Random(),Random());
glGetDoublev(GL_MODELVIEW_MATRIX,o->m);
}
}
//---------------------------------------------------------------------------
void __fastcall TForm1::FormDestroy(TObject *Sender)
{
glDeleteTextures(1,&txr);
gl_exit();
vao_exit();
}
//---------------------------------------------------------------------------
void __fastcall TForm1::FormResize(TObject *Sender)
{
gl_resize(ClientWidth,ClientHeight);
// obtain/init matrices
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0,0,-15.0);
glGetDoublev(GL_MODELVIEW_MATRIX,ieye);
matrix_inv(eye,ieye);
mouse.resize(0,0,xs,ys,eye);
}
//---------------------------------------------------------------------------
void __fastcall TForm1::FormPaint(TObject *Sender)
{
gl_draw();
}
//---------------------------------------------------------------------------
void __fastcall TForm1::Timer1Timer(TObject *Sender)
{
gl_draw();
}
//---------------------------------------------------------------------------
void __fastcall TForm1::FormMouseWheel(TObject *Sender, TShiftState Shift, int WheelDelta, TPoint &MousePos, bool &Handled)
{
GLfloat dz=2.0;
if (WheelDelta<0) dz=-dz;
glMatrixMode(GL_MODELVIEW);
glLoadMatrixd(ieye);
glTranslatef(0,0,dz);
glGetDoublev(GL_MODELVIEW_MATRIX,ieye);
matrix_inv(eye,ieye);
gl_draw();
}
//---------------------------------------------------------------------------
void __fastcall TForm1::FormMouseMove(TObject *Sender, TShiftState Shift, int X, int Y)
{
mouse.pick(X,Y);
}
//---------------------------------------------------------------------------
void __fastcall TForm1::ck_depthClick(TObject *Sender)
{
gl_draw();
}
//---------------------------------------------------------------------------
Here preview of from left RGB,Depth,Stencil:
Here captured GIF:
the first 3 numbers are the 3D position of picked pixel in [GCS] and the last number in caption is the picked ID where 0 means no object.
The example is using gl_simple,h from here:
simple complete GL+VAO/VBO+GLSL+shaders example in C++
You can ignore the VCL stuff as its not important just port the events to your environment...
So what to do:
rendering
You need add stencil buffer to your GL window pixel format so in my case I just add:
pfd.cStencilBits = 16;
into gl_init() function from gl_simple.h. Also add its bit into glClear and set each objects stencil to its ID Like I did in gl_draw().
picking
I wrote a small glMouse class that do all the heavy lifting. On each change of perspective, view, or viewport call its glMouse::resize function. That will prepare all the constants needed for the computations later. Beware it needs direct camera/view matrix !!!
Now on each mouse movement (or click or whatever) call the glMouse::pick function and then use the results like id which will return the ID picked object was rendered with or pos which is the 3D coordinate in global world coordinates ([GCS]) of the ray object intersection.
The function just read the depth and stencil buffers. Linearize depth like here:
depth buffer got by glReadPixels is always 1
and compute the ray beg,dir,pos,depth in [GCS].
Normal
You got 2 options either render your normal as another buffer which is the simplest and most precise. Or read depths of 2 or more neighboring pixels around picked one compute their 3D positions. From that using cross product compute you normal(s) and average if needed. But this can lead to artifacts on edges.
As mentioned in the comments to boost accuracy you should use linear depth buffer instead of linearized logarithmic like this:
Linear depth buffer
Btw I used the same technique in here (in GDI based SW isometric render):
Improving performance of click detection on a staggered column isometric grid
[Edit1] 8bit stencil buffer
Well these days the reliable stencil bitwidth is only 8bit which limits the number of ids to 255. That is in most cases not enough. A workaround is to render the indexes as colors then store the frame into CPU memory and then render colors normaly. Then when needed using the stored frame for picking. Rendering to texture or color attachment is also a possibility.
[Edit2] some related links
objects moving with mouse
objects moving and orienting with mouse
Use an Octree. Make sure it fits in whole of your mesh.
Also, it sounds like you are assigning each to poly to just one leaf/bucket, which is not right. Assign polys to all leafs/buckets they appear in.
Related
I need to plot a set of 3D points (could be curve/fonts) on surface of a mesh such that they can be retrieved later, so rendering points on a texture and attaching the texture does not work. The points will be drawed/edited by mouse clicks. This is for CAD purposes so precision is important.
How can I get 3D vertices in mesh local coordinates from 2D mouse position?
I am using OpenGL for the rendering part with perspective projection created using glm::perspective() with:
FOV = 45.0f
aspect ratio = 16 : 9
zNear = 0.1f
zFar = 100.0f
triangulated mesh
Is it possible to do Ray-Triangle Intersection calculations in the object space?
Does the camera Position (Origin) have to be World Space?
what you need is (Assuming old api OpenGL default notations):
perspective projection: FOVx,FOVy,znear
inverse of Model*View matrix
mouse position converted to <-1,+1> range
list of triangles your mesh is composed of
You can do this like this:
cast ray from camera origin
convert it to mesh local coordinates
compute closest ray/triangle intersection
Yes you can compute this in mesh local coordinates and yes in such case you need Ray in the same coordinates.
Here simple C++/old api OpenGL/VCL example:
//---------------------------------------------------------------------------
#include <vcl.h>
#include <math.h>
#include "gl_simple.h"
#include "GLSL_math.h"
#pragma hdrstop
#include "Unit1.h"
//---------------------------------------------------------------------------
#pragma package(smart_init)
#pragma resource "*.dfm"
TForm1 *Form1;
//---------------------------------------------------------------------------
float mx=0.0,my=0.0; // mouse position
//---------------------------------------------------------------------------
// Icosahedron
#define icoX .525731112119133606
#define icoZ .850650808352039932
const GLfloat vdata[12][3] =
{
{-icoX,0.0,icoZ}, {icoX,0.0,icoZ}, {-icoX,0.0,-icoZ}, {icoX,0.0,-icoZ},
{0.0,icoZ,icoX}, {0.0,icoZ,-icoX}, {0.0,-icoZ,icoX}, {0.0,-icoZ,-icoX},
{icoZ,icoX,0.0}, {-icoZ,icoX,0.0}, {icoZ,-icoX,0.0}, {-icoZ,-icoX,0.0},
};
const int tindices=20;
const GLuint tindice[tindices][3] =
{
{0,4,1}, {0,9,4}, {9,5,4}, {4,5,8}, {4,8,1},
{8,10,1}, {8,3,10}, {5,3,8}, {5,2,3}, {2,7,3},
{7,10,3}, {7,6,10}, {7,11,6}, {11,0,6}, {0,1,6},
{6,1,10}, {9,0,11}, {9,11,2}, {9,2,5}, {7,2,11}
};
//---------------------------------------------------------------------------
void icosahedron_draw() // renders mesh using old api
{
int i;
GLfloat nx,ny,nz;
glEnable(GL_CULL_FACE);
glFrontFace(GL_CW);
glBegin(GL_TRIANGLES);
for (i=0;i<tindices;i++)
{
nx =vdata[tindice[i][0]][0];
ny =vdata[tindice[i][0]][1];
nz =vdata[tindice[i][0]][2];
nx+=vdata[tindice[i][1]][0];
ny+=vdata[tindice[i][1]][1];
nz+=vdata[tindice[i][1]][2];
nx+=vdata[tindice[i][2]][0]; nx/=3.0;
ny+=vdata[tindice[i][2]][1]; ny/=3.0;
nz+=vdata[tindice[i][2]][2]; nz/=3.0;
glNormal3f(nx,ny,nz);
glVertex3fv(vdata[tindice[i][0]]);
glVertex3fv(vdata[tindice[i][1]]);
glVertex3fv(vdata[tindice[i][2]]);
}
glEnd();
}
//---------------------------------------------------------------------------
vec3 ray_pick(float mx,float my,mat4 _mv) // return closest intersection using mouse mx,my <-1,+1> position and inverse of ModelView _mv
{
// Perspective settings
const float deg=M_PI/180.0;
const float _zero=1e-6;
float znear=0.1;
float FOVy=45.0*deg;
float FOVx=FOVy*xs/ys; // use aspect ratio if you do not know screen resolution
// Ray endpoints in camera local coordinates
vec3 pos=vec3(mx*tan(0.5*FOVx)*znear,my*tan(0.5*FOVy)*znear,-znear);
vec3 dir=vec3(0.0,0.0,0.0);
// Transform to mesh local coordinates
pos=(_mv*vec4(pos,1.0)).xyz;
dir=(_mv*vec4(dir,1.0)).xyz;
// convert endpoint to direction
dir=normalize(pos-dir);
// needed variables
vec3 pnt=vec3(0.0,0.0,0.0);
vec3 v0,v1,v2,e1,e2,n,p,q,r;
int i,ii=1;
float t=-1.0,tt=-1.0,u,v,det,idet;
// loop through all triangles
for (int i=0;i<tindices;i++)
{
// load v0,v1,v2 with actual triangle
v0.x=vdata[tindice[i][0]][0];
v0.y=vdata[tindice[i][0]][1];
v0.z=vdata[tindice[i][0]][2];
v1.x=vdata[tindice[i][1]][0];
v1.y=vdata[tindice[i][1]][1];
v1.z=vdata[tindice[i][1]][2];
v2.x=vdata[tindice[i][2]][0];
v2.y=vdata[tindice[i][2]][1];
v2.z=vdata[tindice[i][2]][2];
//compute ray(pos,dir) triangle(v0,v1,v2) intersection
e1=v1-v0;
e2=v2-v0;
// Calculate planes normal vector
p=cross(dir,e2);
det=dot(e1,p);
// Ray is parallel to plane
if (abs(det)<1e-8) continue;
idet=1.0/det;
r=pos-v0;
u=dot(r,p)*idet;
if ((u<0.0)||(u>1.0)) continue;
q=cross(r,e1);
v=dot(dir,q)*idet;
if ((v<0.0)||(u+v>1.0)) continue;
t=dot(e2,q)*idet;
// remember closest intersection to camera
if ((t>_zero)&&((t<=tt)||(ii!=0)))
{
ii=0; tt=t;
// barycentric interpolate position
t=1.0-u-v;
pnt=(v0*t)+(v1*u)+(v2*v);
}
}
return pnt; // if (ii==1) no intersection found
}
//---------------------------------------------------------------------------
void gl_draw()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glDisable(GL_TEXTURE_2D);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHT0);
glEnable(GL_CULL_FACE);
// glDisable(GL_CULL_FACE);
glFrontFace(GL_CCW);
glEnable(GL_COLOR_MATERIAL);
/*
glPolygonMode(GL_FRONT,GL_FILL);
glPolygonMode(GL_BACK,GL_LINE);
glDisable(GL_CULL_FACE);
*/
// set projection
glMatrixMode(GL_PROJECTION); // operacie s projekcnou maticou
glLoadIdentity(); // jednotkova matica projekcie
gluPerspective(45,float(xs)/float(ys),0.1,100.0); // matica=perspektiva,120 stupnov premieta z viewsize do 0.1
// set view
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.2,0.0,-5.0);
static float ang=0.0;
glRotatef(ang,0.2,0.7,0.2); ang+=5.0; if (ang>=360.0) ang-=360.0;
// obtain actual modelview matrix (mv) and its inverse (_mv)
mat4 mv,_mv;
float m[16];
glGetFloatv(GL_MODELVIEW_MATRIX,m);
mv.set(m);
_mv=inverse(mv);
// render mesh
glColor3f(0.5,0.5,0.5);
glEnable(GL_LIGHTING);
icosahedron_draw();
glDisable(GL_LIGHTING);
// get point mouse points to
vec3 p=ray_pick(mx,my,_mv);
// render it for visual check
float r=0.1;
glColor3f(1.0,1.0,0.0);
glBegin(GL_LINES);
glVertex3f(p.x-r,p.y,p.z); glVertex3f(p.x+r,p.y,p.z);
glVertex3f(p.x,p.y-r,p.z); glVertex3f(p.x,p.y+r,p.z);
glVertex3f(p.x,p.y,p.z-r); glVertex3f(p.x,p.y,p.z+r);
glEnd();
// glFlush();
glFinish();
SwapBuffers(hdc);
}
//---------------------------------------------------------------------------
__fastcall TForm1::TForm1(TComponent* Owner):TForm(Owner)
{
// Init of program
gl_init(Handle); // init OpenGL
}
//---------------------------------------------------------------------------
void __fastcall TForm1::FormDestroy(TObject *Sender)
{
// Exit of program
gl_exit();
}
//---------------------------------------------------------------------------
void __fastcall TForm1::FormPaint(TObject *Sender)
{
// repaint
gl_draw();
}
//---------------------------------------------------------------------------
void __fastcall TForm1::FormResize(TObject *Sender)
{
// resize
gl_resize(ClientWidth,ClientHeight);
}
//---------------------------------------------------------------------------
void __fastcall TForm1::tim_redrawTimer(TObject *Sender)
{
gl_draw();
}
//---------------------------------------------------------------------------
void __fastcall TForm1::FormMouseMove(TObject *Sender, TShiftState Shift, int X, int Y)
{
// just event to obtain actual mouse position
// and convert it from screen coordinates <0,xs),<0,ys) to <-1,+1> range
mx=X; mx=(2.0*mx/float(xs-1))-1.0;
my=Y; my=1.0-(2.0*my/float(ys-1)); // y is mirrored in OpenGL
}
//---------------------------------------------------------------------------
The only imnportant thing is function ray_pick which returns your 3D point based on mouse 2D position and actual inverse of ModelView matrix...
Here preview:
I render yellow cross at the found 3D position as you can see its in direct contact to surface (as half of its line are below surface).
On top of usual stuff I used mine libs: gl_simple.h for the OpenGL context creation and GLSL_math.h instead of GLM for vector and matrix math. But the GL context can be created anyhow and you can use what you have for the math too (I think even the syntax is the same as GLM as they tried to mimic GLSL too...)
Looks like for aspects 1:1 this works perfectly, and in rectangular aspects its slightly imprecise the further away from screen center you get (most likely because I used raw gluPerspective which has some imprecise terms in it, or I missed some correction while ray creation but I doubt that)
In case you do not need high precision (not your case as CAD/CAM needs as high precision as you can get) You can get rid of the ray mesh intersection and directly pick depth buffer at mouse position and compute the resulting point from that (no need for mesh).
For more info see related QAs:
Understanding 4x4 homogenous transform matrices
OpenGL 3D-raypicking with high poly meshes
I am implementing a simple center of mass/centroid algorithm for 2D rasters. This is rather trivial on the CPU but has proven difficult to port to the GPU.
My CPU version is something like:
float sumX = 0., sumY = 0., c = 0.
for y in imageH:
for x in imageW:
if image[x, y] > threshold:
sumX += x
sumY += y
c += 1.
Point2D centroid = Point2D( sumX / c, sumY / c )
My GPU version (GLSL with backbuffers/Ping Pong) that currently does not work and basically should sum neighbor pixels if they meet the condition (the input texture could have a bitmask image consisting of black and white shapes, for now one shape would suffice and I will start from there).
vec2 pixSize = 1. / resolution;
vec4 originalTexture = texture( myTex, uv );
if( frame == 0 && originalTex.r > treshold )
{
gl_FragColor = vec4( gl_FragCoord, 0., 0. );
else
{
for( int y = -1; y <= 1; ++y )
for( int x = -1; x <= 1; ++x )
{
vec4 data = texture( backbuffer, uv + pixSize * vec2( x, y );
if( originalTexture.r > threshold )
{
sumCoord += data.xy;
counter += 1.;
}
}
gl_FragColor = vec4( sumCoord / counter, 0., 0. );
}
EDIT: On second thoughts I see that I am not adding the current fragCoord after the first frame so that is something I must take into account.
This is a straight-forward reduction problem.
Create a three-channel texture T with the values
if(image[x,y] > threshold) {
T[x,y,0] = x;
T[x,y,1] = y;
T[x,y,2] = 1;
} else {
T[x,y,0] = T[x,y,1] = T[x,y,2] = 0;
}
Then reduce the texture by a constant factor till you get a single 1x1 pixel. This takes O(log(max(w,h))) GPU friendly steps, thus is extremely efficient. Here are some slides about how to do reduction on GPU. In fact even something like glGenerateMipmap() will work, though the exact filter it uses is implementation-specefic.
Next, after you reduced the texture to a single pixel, you extract the center of mass by
x = T[0,0,0]/T[0,0,2];
y = T[0,0,1]/T[0,0,2];
Done.
EDIT: a simple factor-two reduction with a fragment shader can be done as simple as follows:
layout(binding = 0) uniform sampler2D TEX;
void main() {
vec2 uv = 2*gl_FragCoord.xy/textureSize(TEX, 0);
gl_FragColor = texture(TEX, uv);
}
You need to bind the previous texture to TEX with a bilinear minification filter and (0,0,0,0) clamp-to-border wrapping mode. Setup the next texture layer as the render target.
render ROI 2D texture with unique color for each object
for each object (unique color) render pixel at specified location
Using GLSL shaders compute the CoM for all pixels with the "same" color.
glReadPixels at specified locations for each object
convert color back to 2D position
Here naive GLSL implementation of mine I just busted for fun:
//---------------------------------------------------------------------------
// Vertex
//---------------------------------------------------------------------------
#version 420 core
//---------------------------------------------------------------------------
layout(location=0) in vec4 vertex;
layout(location=3) in vec4 color;
flat out vec4 col; // object color
uniform mat4 mvp; // texture resolution
void main()
{
col=color;
gl_Position=mvp*vertex;
}
//---------------------------------------------------------------------------
CPU sise C++/OpenGL/VCL code:
//---------------------------------------------------------------------------
// Fragment
//---------------------------------------------------------------------------
#version 420 core
//---------------------------------------------------------------------------
flat in vec4 col; // object color
out vec4 gl_FragColor; // fragment output color
uniform sampler2D txr; // texture to blur
uniform float xs,ys; // texture resolution
//---------------------------------------------------------------------------
void main()
{
float x,y,dx,dy,xx,yy,nn;
vec3 dc;
dx=1.0/(xs-1.0); xx=0.0;
dy=1.0/(ys-1.0); yy=0.0; nn=0.0;
for (x=0.0;x<=1.0;x+=dx)
for (y=0.0;y<=1.0;y+=dy)
if (length(texture(txr,vec2(x,y)).rgb-col.rgb)<0.05)
{ xx+=x; yy+=y; nn++; }
if (nn!=0){ xx/=nn; yy/=nn; }
gl_FragColor=vec4(xx,yy,1.0,1.0);
}
//---------------------------------------------------------------------------
//---------------------------------------------------------------------------
#include <vcl.h>
#pragma hdrstop
#include "Unit1.h"
#include "gl_simple.h"
//---------------------------------------------------------------------------
#pragma package(smart_init)
#pragma resource "*.dfm"
TForm1 *Form1;
GLuint txr_img;
//---------------------------------------------------------------------------
struct _obj
{
DWORD col; // color
int x,y; // CoM
};
const int _max_objs=32;
_obj obj[_max_objs];
int objs=0;
//---------------------------------------------------------------------------
void gl_draw()
{
glClear(GL_COLOR_BUFFER_BIT);
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(-1.0,-1.0,0.0);
glScalef(2.0/xs,2.0/ys,1.0);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D,txr_img);
// compute CoM using GLSL
float m[16];
int i,x,y,r;
glUseProgram(prog_id);
glUniform1i(glGetUniformLocation(prog_id,"txr" ),0);
glUniform1f(glGetUniformLocation(prog_id,"xs" ),xs);
glUniform1f(glGetUniformLocation(prog_id,"ys" ),ys);
glGetFloatv(GL_MODELVIEW_MATRIX,m);
glUniformMatrix4fv(glGetUniformLocation(prog_id,"mvp" ),1,false,m);
glBegin(GL_POINTS);
for (x=0,y=0,i=0;i<objs;i++,x++)
{
glColor4ubv((BYTE*)&(obj[i].col));
glVertex2i(x,y);
}
glEnd();
glUseProgram(0);
glFlush();
// obtain data
DWORD dat[_max_objs];
glReadPixels(0,0,_max_objs,1,GL_BGRA,GL_UNSIGNED_BYTE,dat);
for (i=0;i<objs;i++)
{
obj[i].x=(xs*( ((dat[i]>>16)&255)))>>8;
obj[i].y=(ys*(255-((dat[i]>> 8)&255)))>>8;
}
// render image (old API)
glBegin(GL_QUADS);
glColor3f(1.0,1.0,1.0);
glTexCoord2f(0.0,1.0); glVertex2i( 0, 0);
glTexCoord2f(0.0,0.0); glVertex2i( 0,ys);
glTexCoord2f(1.0,0.0); glVertex2i(xs,ys);
glTexCoord2f(1.0,1.0); glVertex2i(xs, 0);
glEnd();
glBindTexture(GL_TEXTURE_2D,0);
glDisable(GL_TEXTURE_2D);
// render computed CoM
r=10;
glLineWidth(5.0);
glColor3f(0.1,0.1,0.1);
glBegin(GL_LINES);
for (i=0;i<objs;i++)
{
x=obj[i].x;
y=obj[i].y;
glVertex2i(x-r,y-r);
glVertex2i(x+r,y+r);
glVertex2i(x-r,y+r);
glVertex2i(x+r,y-r);
}
glEnd();
r=9;
glLineWidth(2.0);
glBegin(GL_LINES);
for (i=0;i<objs;i++)
{
x=obj[i].x;
y=obj[i].y;
glColor4ubv((BYTE*)&obj[i].col);
glVertex2i(x-r,y-r);
glVertex2i(x+r,y+r);
glVertex2i(x-r,y+r);
glVertex2i(x+r,y-r);
}
glEnd();
glFlush();
SwapBuffers(hdc);
}
//---------------------------------------------------------------------------
__fastcall TForm1::TForm1(TComponent* Owner):TForm(Owner)
{
gl_init(Handle);
// textures
Byte q;
unsigned int *pp;
int i,xs,ys,x,y,adr,*txr;
union { unsigned int c32; Byte db[4]; } c;
Graphics::TBitmap *bmp=new Graphics::TBitmap; // new bmp
objs=0;
// image texture
bmp->LoadFromFile("texture.bmp"); // load from file
bmp->HandleType=bmDIB; // allow direct access to pixels
bmp->PixelFormat=pf32bit; // set pixel to 32bit so int is the same size as pixel
xs=bmp->Width; // resolution should be power of 2
ys=bmp->Height;
txr=new int[xs*ys]; // create linear framebuffer
for(adr=0,y=0;y<ys;y++)
{
pp=(unsigned int*)bmp->ScanLine[y];
for(x=0;x<xs;x++,adr++)
{
// rgb2bgr and copy bmp -> txr[]
c.c32=pp[x]; c.db[3]=0;
q =c.db[2];
c.db[2]=c.db[0];
c.db[0]=q;
txr[adr]=c.c32;
for (i=0;i<objs;i++)
if (obj[i].col==c.c32)
{ i=-1; break; }
if (i>=0)
{
obj[objs].col=c.c32;
obj[objs].x=0;
obj[objs].y=0;
objs++;
}
}
}
glGenTextures(1,&txr_img);
glEnable(GL_TEXTURE_2D); // copy it to gfx card
glBindTexture(GL_TEXTURE_2D,txr_img);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,GL_NEAREST);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE,GL_MODULATE);
// glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE,GL_DECAL);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, xs, ys, 0, GL_RGBA, GL_UNSIGNED_BYTE, txr);
glDisable(GL_TEXTURE_2D);
delete[] txr;
delete bmp;
int hnd,siz; char vertex[4096],fragment[4096];
hnd=FileOpen("center_of_mass.glsl_vert",fmOpenRead); siz=FileSeek(hnd,0,2); FileSeek(hnd,0,0); FileRead(hnd,vertex ,siz); vertex [siz]=0; FileClose(hnd);
hnd=FileOpen("center_of_mass.glsl_frag",fmOpenRead); siz=FileSeek(hnd,0,2); FileSeek(hnd,0,0); FileRead(hnd,fragment,siz); fragment[siz]=0; FileClose(hnd);
glsl_init(vertex,NULL,fragment); // old version of gl_simple is without the NULL !!!
hnd=FileCreate("GLSL.txt"); FileWrite(hnd,glsl_log,glsl_logs); FileClose(hnd);
ClientWidth=xs;
ClientHeight=ys;
}
//---------------------------------------------------------------------------
void __fastcall TForm1::FormDestroy(TObject *Sender)
{
glDeleteTextures(1,&txr_img);
gl_exit();
glsl_exit();
}
//---------------------------------------------------------------------------
void __fastcall TForm1::FormPaint(TObject *Sender)
{
gl_draw();
}
//---------------------------------------------------------------------------
void __fastcall TForm1::Timer1Timer(TObject *Sender)
{
gl_draw();
}
//---------------------------------------------------------------------------
void __fastcall TForm1::FormResize(TObject *Sender)
{
gl_resize(ClientWidth,ClientHeight);
gl_draw();
}
//---------------------------------------------------------------------------
it uses gl_simple.h
This is input ROI texture:
And output:
for better precision you can use more pixels per single object output, or use framebuffer with more than 8bit per channel ...
I would like to render a cube map layout (orthographic projection) - something like this. Let's focus on the +X face (right on the picture). The code which renders +X face looks this way:
glBegin(GL_QUADS);
glTexCoord3f(1, 1, -1);
glVertex2i(0,0);
glTexCoord3f(1, 1, 1);
glVertex2i(256,0);
glTexCoord3f(1, -1, 1);
glVertex2i(256, 256);
glTexCoord3f(1, -1, -1);
glVertex2i(0, 256);
glEnd();
It looks like that glTexCoord3f uses ndc values, but I don't understand why y value is positive for the first two vertices and negative for the next, from my understanding it should be opposite ( I imagine that I observe cube faces from the cube center).
No glTexCoord3D does not use NDC !!! its a direction vector instead.
I was struggling in the past with the same ... GL_TEXTURE_CUBE_MAP are hard to start with ...
To make things easier here is mine render in old API (C++ member from mine engine) for those:
void OpenGL_TXR::cube_draw_CW(double size,int unit)
{
int i,j;
double a=size;
double pnt[8][3]=
{
+a,-a,+a,
+a,+a,+a,
-a,+a,+a,
-a,-a,+a,
+a,-a,-a,
+a,+a,-a,
-a,+a,-a,
-a,-a,-a
};
int tab[24]=
{
0,1,2,3,
7,6,5,4,
4,5,1,0,
5,6,2,1,
6,7,3,2,
7,4,0,3
};
glColor3f(1,1,1);
glBegin(GL_QUADS);
for (i=23;i>=0;i--)
{
j=tab[i];
glMultiTexCoord3dv(GL_TEXTURE0+unit,pnt[j]);
glVertex3dv(pnt[j]);
}
glEnd();
}
size is the cube half size and unit is texture unit where is your cube map binded.
But it renders a textured cube. If you want to render your layout then just use different vertexes but the same texture coords. Something like this:
void cube_draw2D_CW(double size,int unit)
{
int i,j;
// U
// W N E S
// D
const double a=size,a0=-3.0*a,a1=a0+a+a,a2=a1+a+a,a3=a2+a+a;
const double b=1.7320508075688772935274463415059; // sqrt(3.0)
double pnttxr[8][3]=
{
+b,-b,+b,
+b,+b,+b,
-b,+b,+b,
-b,-b,+b,
+b,-b,-b,
+b,+b,-b,
-b,+b,-b,
-b,-b,-b
};
double pntver[24][3]=
{
a1+a,a0+a-a,+0.0,
a1+a,a0+a+a,+0.0,
a1-a,a0+a+a,+0.0,
a1-a,a0+a-a,+0.0,
a1+a,a2+a-a,+0.0,
a1+a,a2+a+a,+0.0,
a1-a,a2+a+a,+0.0,
a1-a,a2+a-a,+0.0,
a0+a,a1+a-a,+0.0,
a0+a,a1+a+a,+0.0,
a0-a,a1+a+a,+0.0,
a0-a,a1+a-a,+0.0,
a1+a,a1+a-a,+0.0,
a1+a,a1+a+a,+0.0,
a1-a,a1+a+a,+0.0,
a1-a,a1+a-a,+0.0,
a2+a,a1+a-a,+0.0,
a2+a,a1+a+a,+0.0,
a2-a,a1+a+a,+0.0,
a2-a,a1+a-a,+0.0,
a3+a,a1+a-a,+0.0,
a3+a,a1+a+a,+0.0,
a3-a,a1+a+a,+0.0,
a3-a,a1+a-a,+0.0,
};
int tabtxr[24]=
{
4,0,3,7, // D
1,5,6,2, // U
3,2,6,7, // W
0,1,2,3, // N
4,5,1,0, // E
7,6,5,4, // S
};
int tabver[24]=
{
0,1,2,3,
4,5,6,7,
8,9,10,11,
12,13,14,15,
16,17,18,19,
20,21,22,23,
};
glColor3f(1,1,1);
glBegin(GL_QUADS);
for (i=23;i>=0;i--)
{
j=tabtxr[i];
glMultiTexCoord3dv(GL_TEXTURE0+unit,pnttxr[j]);
j=tabver[i];
glVertex3dv(pntver[j]);
}
glEnd();
}
Here preview:
I hope you can help me with a little problem...
I know how to draw a circle, that's not a problem - here is the code in c#
void DrawEllipse()
{
GL.Color3(0.5, 0.6, 0.2);
float x, y, z;
double t;
GL.Begin(BeginMode.Points);
for (t = 0; t <= 360; t += 0.25)
{
x = (float)(3*Math.Sin(t));
y = (float)(3*Math.Cos(t));
z = (float)0;
GL.Vertex3(x, y, z);
}
GL.End();
}
But there is a problem - when I Rotate 'Gl.Rotate(angle, axis)' and then redraw a circle - yeah, it's still circle in the 3D, but I want a circle in the screen - I mean static circle which is not rotating with 3D object in it... Is that possible? How to repair the code?
Are you trying to draw a 2D circle on top of a 3D scene to create a HUD or similar? If you are then you should research 2D OpenGL, glOrtho and using multiple viewports in a scene. There is a discussion around this here:
http://www.gamedev.net/topic/388298-opengl-hud/
Just draw it at a position before the camera!
Use pushMatrix() and popMatrix().
Or you can draw the other things between pushMatrix() and popMatrix(). Then draw the circle.
HUD (heads-up display): http://en.wikipedia.org/wiki/HUD_(video_gaming)
void setupScene ()
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// set the perspective
glFrustum(...) // or glu's perspective
}
void loop ()
{
// main scene
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glViewport (...)
// push the camera position into GL_MODELVIEW
// (i.e. the inverse matrix of its object position)
// draw your normal 3D objects
// switch to 2D projection (for the HUD)
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(....)
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// draw the objects onto the HUD
// switch back to 3d projection (i.e. restore GL_PROJECTION)
// glEnable (GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
// glMatrixMode(GL_MODELVIEW);
// swap buffers
}
The commented code is optional, depending on what you're gonna do in the end. Take it as hints.
my next question(or problem) in line is that when i load a model with glm, im able to see through parts of the model for example: if there were two mountains one in front of the other, i could see through the nearer mountain.
i would show a picture but it wouldnt be understandable since the texture doesnt work.
heres that problem here:
OLDER STUFF:vvvvvvvvvvvvvvvvvvvvvvv
all im wondering is: what is the best Matrix mode for using glm?
i have been used to GL_PROJECTION but its giving me too many problems when loading my model
and with GL_MODELVIEW im not able to move the camera back
i am also wondering: if i use GL_MODELVIEW, then how can i move the "camera" in the scene? is there a way to maybe setup one since ima have to eventually?
EDIT: alright heres some code to give you guys some kind of vision:
#include <SFML/Graphics.hpp>
#include <SFML/Window.hpp>
#include <iostream>
#include <string>
#include <stdio.h>
#include <fstream>
#include <assert.h>
#include <vector>
#include <glm/glm.h>
#include <glm/glmint.h>
#include "Item.hpp"
#include "Player.hpp"
///GOLD WAVE
using namespace std;
///GLOBAL VARIABLES
vector<sf::Sprite> SpriteList;
vector<GLMmodel*> ModelList;
vector<GLuint> _texture;
vector<Item*> DefItemList;
Player *pPlayer=new Player();
sf::RenderWindow GameWind(sf::VideoMode(800,600,32),"Carperon Game Window",sf::Style::Titlebar);
sf::View GameView(sf::FloatRect(0,0,25,18.75));//65x45 and 8x 0,0,65,45
///PROTOTYPE FUNCTIONS
void SFMLcreate();
void SFMLdraw();
void GLMcreate();
void GLdraw();
GLuint LoadTexture();
void GLiniti();
void ITEMdefault();
///////////////////////////////////STOP PROTOTYPES//////////////////////////////
//////////////////////////////////FUNCTIONS//////////////////////////////////
int main()
{
GLiniti();
SFMLcreate();
GLMcreate();
ITEMdefault();
sf::Event EventMain;
vector<sf::Sprite> ShowingBag;
sf::Image isbItem[45],iseItem[6];
sf::Sprite sbItem[45],seItem[6];
int BagSlotX[45] {0,15,30,0,15,30,0,15,30,0,15,30,0,15,30,0,15,30,0,15,30,0,15,30,0,15,30,0,15,30,0,15,30,0,15,30,0,15,30,0,15,30,0,15,30};
int BagSlotY[45] {0,0,0,15,15,15,30,30,30,0,0,0,15,15,15,30,30,30,0,0,0,15,15,15,30,30,30,0,0,0,15,15,15,30,30,30,0,0,0,15,15,15,30,30,30};
int EquipSlotY[6] {0,15,30,0,15,30};
bool BagUpdate = true;
int click = 0;
///MAIN PLAYER
pPlayer->PlayerCreate("Molma");
pPlayer->EquipFill(DefItemList[0]);
pPlayer->AddItem(DefItemList[1]);
pPlayer->AddItem(DefItemList[2]);
pPlayer->AddItem(DefItemList[3]);
pPlayer->AddItem(DefItemList[4]);
while(GameWind.IsOpened())
{
while(GameWind.GetEvent(EventMain))
{
//If its closed
if(EventMain.Type==sf::Event::Closed)
{
//Close the whole thing!
//GameWind.Close();
GameWind.Close();
}
}
float MouseX = (GameWind.GetInput().GetMouseX()/32.f);
float MouseY = (GameWind.GetInput().GetMouseY()/32.f);
if(GameWind.GetInput().IsKeyDown(sf::Key::Escape))
{
GameWind.Close();
//GameWind.Close();
}
/////////////////////////////BEGIN INPUT/////////////////////////////////////////////////
if(GameWind.GetInput().IsKeyDown(sf::Key::Return))
{
pPlayer->RandHealth();
BagUpdate = true;
}
if(GameWind.GetInput().IsKeyDown(sf::Key::Z))
{
pPlayer->GetHit();
}
if(GameWind.GetInput().IsMouseButtonDown(sf::Mouse::Right)&&click<=0)
{
for(int a=0;a<pPlayer->Bag.size();++a)
{
if(MouseX>((17.f+(BagSlotX[a]))/16.f)&&MouseX<(((32.f+(BagSlotX[a]))/16.f))&&MouseY>((60.f+(BagSlotY[a]))/16.f)&&MouseY<(((75.f+(BagSlotY[a]))/16.f)))
{
pPlayer->ItemUse(pPlayer->Bag[a],a);
BagUpdate = true;
click=20;
//cout << "Item used!" << endl;
}
}
for(int b=0;b<6;++b)
{
if(MouseX>2.f/16.f&&MouseX<17.f/16.f&&MouseY>((60.f+(EquipSlotY[b]))/16.f)&&MouseY<((75.f+(EquipSlotY[b]))/16.f)&&pPlayer->EqSpot[b]->get_Type()!="Blank Spot")
{
pPlayer->Unequip(pPlayer->EqSpot[b],DefItemList[0],b);
BagUpdate = true;
click=20;
}
}
}
///////////////////////////////END INPUT/////////////////////////////////////////////////
//////////////////////////////AUTO FUNCTIONS//////////////////////////////////////////////
pPlayer->Guarding();
pPlayer->HitTiming();
if(BagUpdate)
{
for(int a=0;a<pPlayer->Bag.size();++a)
{
isbItem[a].LoadFromFile("Graphics/Items.png");
sbItem[a].SetImage(isbItem[a]);
sbItem[a].SetPosition(((17.f+(BagSlotX[a]))/16.f),((60.f+(BagSlotY[a]))/16.f));
}
for(int b=0;b<6;++b)
{
iseItem[b].LoadFromFile("Graphics/Items.png");
seItem[b].SetImage(iseItem[b]);
seItem[b].SetPosition(2.f/16.f,((60.f+(EquipSlotY[b]))/16.f));
}
BagUpdate=false;
}
if(click>0)
{
click-=1;
}
SpriteList[22].SetPosition(MouseX,MouseY);
GameWind.SetView(GameView);
GLdraw();
SFMLdraw();
for(int a=((pPlayer->get_BagShow())*9);a<((pPlayer->get_BagShow()*9)+9);++a)//18-27=A
{
if(a<pPlayer->Bag.size())
{
sbItem[a].Resize(15.f/16.f,15.f/16.f);
sbItem[a].SetSubRect(sf::IntRect((pPlayer->Bag[a]->get_Index()*15),0,((pPlayer->Bag[a]->get_Index()*15)+15),15));
GameWind.Draw(sbItem[a]);
//cout << "Items Drawn! Position: " << BagSlotX[a] << "," << BagSlotY[a] << "Item: " << a << endl;
//image pos resize subrect
}
}
for(int b=((pPlayer->get_EquipShow())*3);b<((pPlayer->get_EquipShow()*3)+3);++b)
{
seItem[b].Resize(15.f/16.f,15.f/16.f);
seItem[b].SetSubRect(sf::IntRect((pPlayer->EqSpot[b]->get_Index()*15),0,((pPlayer->EqSpot[b]->get_Index()*15)+15),15));
GameWind.Draw(seItem[b]);
}
GameWind.Draw(SpriteList[16]);
GameWind.Draw(SpriteList[20]);
GameWind.Draw(SpriteList[21]);
GameWind.Draw(SpriteList[22]);
GameWind.Display();
GameWind.SetFramerateLimit(60);
}
return EXIT_SUCCESS;
}
void SFMLcreate()
{
sf::Image iStatBack,iStatWindow,ipHealth,ipEnergy,ipStr,ipDex,ipInt,ipEnd,ipCrit,ipSwd,ipAxe,ipBow,ipStar,ipWand,ipStaff,ipBag,ipEquip,ipSkills,ipNumHP,ipNumEP,ipGuard,ipRank,ipRankXP,iCursor;
sf::Sprite StatBack,StatWindow,pHealth,pEnergy,pStr,pDex,pInt,pEnd,pCrit,pSwd,pAxe,pBow,pStar,pWand,pStaff,pBag,pEquip,pSkills,pNumHP,pNumEP,pGuard,pRank,pRankXP,Cursor;
sf::Font MainFont;
//LoadFromFile
iStatBack.LoadFromFile("Graphics/Player Stats/Stats Back.png");
iStatWindow.LoadFromFile("Graphics/Player Stats/StatWindow2.png");
ipHealth.LoadFromFile("Graphics/Player Stats/Health.png");
ipEnergy.LoadFromFile("Graphics/Player Stats/Energy.png");
ipStr.LoadFromFile("Graphics/Player Stats/Strength.png");
ipDex.LoadFromFile("Graphics/Player Stats/Dexterity.png");
ipInt.LoadFromFile("Graphics/Player Stats/Intellegence.png");
ipEnd.LoadFromFile("Graphics/Player Stats/Endurance.png");
ipCrit.LoadFromFile("Graphics/Player Stats/Critical.png");
ipSwd.LoadFromFile("Graphics/Player Stats/Sword Mast.png");
ipAxe.LoadFromFile("Graphics/Player Stats/Axe Mast.png");
ipBow.LoadFromFile("Graphics/Player Stats/Bow Mast.png");
ipStar.LoadFromFile("Graphics/Player Stats/Star Mast.png");
ipWand.LoadFromFile("Graphics/Player Stats/Wand Mast.png");
ipStaff.LoadFromFile("Graphics/Player Stats/Staff Mast.png");
ipBag.LoadFromFile("Graphics/Player Stats/Bag.png");
ipEquip.LoadFromFile("Graphics/Player Stats/Bag.png");
ipSkills.LoadFromFile("Graphics/Player Stats/Skill.png");
ipNumHP.LoadFromFile("Graphics/Player Stats/Number HE.png");
ipNumEP.LoadFromFile("Graphics/Player Stats/Number HE.png");
ipGuard.LoadFromFile("Graphics/Player Stats/Guard.png");
ipRank.LoadFromFile("Graphics/Player Stats/Rank.png");
ipRankXP.LoadFromFile("Graphics/Player Stats/RankXP.png");
iCursor.LoadFromFile("Graphics/Cursor.png");
//SetSmooth()
ipStr.SetSmooth(false);
ipDex.SetSmooth(false);
ipInt.SetSmooth(false);
ipEnd.SetSmooth(false);
ipCrit.SetSmooth(false);
ipSwd.SetSmooth(false);
ipAxe.SetSmooth(false);
ipBow.SetSmooth(false);
ipStar.SetSmooth(false);
ipWand.SetSmooth(false);
ipStaff.SetSmooth(false);
ipSkills.SetSmooth(false);
ipHealth.SetSmooth(false);
ipEnergy.SetSmooth(false);
ipGuard.SetSmooth(false);
ipNumHP.SetSmooth(false);
ipNumEP.SetSmooth(false);
ipRankXP.SetSmooth(false);
ipRank.SetSmooth(false);
//SetImage!!
StatBack.SetImage(iStatBack);
StatWindow.SetImage(iStatWindow);
pHealth.SetImage(ipHealth);
pEnergy.SetImage(ipEnergy);
pStr.SetImage(ipStr);
pDex.SetImage(ipDex);
pInt.SetImage(ipInt);
pEnd.SetImage(ipEnd);
pCrit.SetImage(ipCrit);
pSwd.SetImage(ipSwd);
pAxe.SetImage(ipAxe);
pBow.SetImage(ipBow);
pStar.SetImage(ipStar);
pWand.SetImage(ipWand);
pStaff.SetImage(ipStaff);
pBag.SetImage(ipBag);
pEquip.SetImage(ipEquip);
pSkills.SetImage(ipSkills);
pNumHP.SetImage(ipNumHP);
pNumEP.SetImage(ipNumEP);
pGuard.SetImage(ipGuard);
pRank.SetImage(ipRank);
pRankXP.SetImage(ipRankXP);
Cursor.SetImage(iCursor);
//SetPosition(x,y)!!
StatBack.SetPosition(0,0);
StatWindow.SetPosition(-5.f/16.f,-5.f/16.f);
pHealth.SetPosition(5.f/16.f,23.25f/16.f);
pEnergy.SetPosition(5.f/16.f,31.5f/16.f);
pStr.SetPosition(59.f/16.f,23.f/16.f);
pDex.SetPosition(59.f/16.f,35.f/16.f);
pInt.SetPosition(59.f/16.f,47.f/16.f);
pEnd.SetPosition(3.f/16.f,37.f/16.f);
pCrit.SetPosition(32.f/16.f,37.f/16.f);
pSwd.SetPosition(63.f/16.f,21.f/16.f);
pAxe.SetPosition(63.f/16.f,29.f/16.f);
pBow.SetPosition(63.f/16.f,33.f/16.f);
pStar.SetPosition(63.f/16.f,41.f/16.f);
pWand.SetPosition(63.f/16.f,45.f/16.f);
pStaff.SetPosition(63.f/16.f,53.f/16.f);
pBag.SetPosition(2.f/16.f,60.f/16.f);
pEquip.SetPosition(2.f/16.f,60.f/16.f);
pSkills.SetPosition(71.f/16.f,61.f/16.f);
pNumHP.SetPosition(4.f/16.f,22.f/16.f);
pNumEP.SetPosition(4.f/16.f,30.f/16.f);
pGuard.SetPosition(4.f/16.f,22.5f/16.f);
pRank.SetPosition(41.5f/16.f,25.f/16.f);
pRankXP.SetPosition(39.5f/16.f,23.f/16.f);
//VECTOR STORE
SpriteList.push_back(StatWindow);
SpriteList.push_back(pHealth);
SpriteList.push_back(pEnergy);
SpriteList.push_back(pStr);
SpriteList.push_back(pDex);
SpriteList.push_back(pInt);
SpriteList.push_back(pEnd);
SpriteList.push_back(pCrit);
SpriteList.push_back(pSwd);
SpriteList.push_back(pAxe);
SpriteList.push_back(pBow);
SpriteList.push_back(pStar);
SpriteList.push_back(pWand);
SpriteList.push_back(pStaff);
SpriteList.push_back(pBag);
SpriteList.push_back(pEquip);
SpriteList.push_back(pSkills);
SpriteList.push_back(pNumHP);
SpriteList.push_back(pNumEP);
SpriteList.push_back(pGuard);
SpriteList.push_back(pRank);
SpriteList.push_back(pRankXP);
SpriteList.push_back(Cursor);
}
void SFMLdraw()
{
//////////////////////////////STAT RESIZE/SUBRECT///////////////////////////////////////
SpriteList[1].SetSubRect(sf::IntRect(0,0,120,12)); //30,3
SpriteList[2].SetSubRect(sf::IntRect(0,0,120,12)); //30,3
SpriteList[3].SetSubRect(sf::IntRect(pPlayer->get_Str()*28,0,(pPlayer->get_Str()*28)+28,7)); //28,7
SpriteList[4].SetSubRect(sf::IntRect(pPlayer->get_Dex()*28,0,(pPlayer->get_Dex()*28)+28,7)); //28,7
SpriteList[5].SetSubRect(sf::IntRect(pPlayer->get_Int()*28,0,(pPlayer->get_Int()*28)+28,7)); //28,7
SpriteList[6].SetSubRect(sf::IntRect(pPlayer->get_End()*28,0,(pPlayer->get_End()*28)+28,7)); //28,7
SpriteList[7].SetSubRect(sf::IntRect(pPlayer->get_Crit()*28,0,(pPlayer->get_Crit()*28)+28,7)); //28,7
SpriteList[8].SetSubRect(sf::IntRect(pPlayer->get_Sword()*18,0,(pPlayer->get_Sword()*18)+18,3)); //18,3
SpriteList[9].SetSubRect(sf::IntRect(pPlayer->get_Axe()*18,0,(pPlayer->get_Axe()*18)+18,3)); //18,3
SpriteList[10].SetSubRect(sf::IntRect(pPlayer->get_Bow()*18,0,(pPlayer->get_Bow()*18)+18,3)); //18,3
SpriteList[11].SetSubRect(sf::IntRect(pPlayer->get_Star()*18,0,(pPlayer->get_Star()*18)+18,3)); //18,3
SpriteList[12].SetSubRect(sf::IntRect(pPlayer->get_Wand()*18,0,(pPlayer->get_Wand()*18)+18,3)); //18,3
SpriteList[13].SetSubRect(sf::IntRect(pPlayer->get_Staff()*18,0,(pPlayer->get_Staff()*18)+18,3)); //18,3
SpriteList[14].SetSubRect(sf::IntRect((pPlayer->get_BagShow()*60)+120,0,(pPlayer->get_BagShow()*60)+180,48));
SpriteList[15].SetSubRect(sf::IntRect(pPlayer->get_EquipShow()*60,0,(pPlayer->get_EquipShow()*60)+60,48));
SpriteList[16].SetSubRect(sf::IntRect(pPlayer->get_SkillShow()*30,0,(pPlayer->get_SkillShow()*30)+30,64));
SpriteList[17].SetSubRect(sf::IntRect(pPlayer->get_Health()*7,0,(pPlayer->get_Health()*7)+7,5));
SpriteList[18].SetSubRect(sf::IntRect(pPlayer->get_Energy()*7,0,(pPlayer->get_Energy()*7)+7,5));
SpriteList[19].SetSubRect(sf::IntRect(0,0,128,20));
SpriteList[20].SetSubRect(sf::IntRect(pPlayer->get_Rank()*14,0,(pPlayer->get_Rank()*14)+14,6));//10
SpriteList[21].SetSubRect(sf::IntRect(pPlayer->get_tRankXPN()*18,0,(pPlayer->get_tRankXPN()*18)+18,10));//16
/////////////////////RESIZE PART
SpriteList[0].Resize(410.f/16.f,310.f/16.f);
SpriteList[1].Resize(pPlayer->get_tHealth()/64.f,12.f/64.f);
SpriteList[2].Resize(pPlayer->get_tEnergy()/64.f,12.f/64.f);
SpriteList[3].Resize(28.f/16.f,7.f/16.f);
SpriteList[4].Resize(28.f/16.f,7.f/16.f);
SpriteList[5].Resize(28.f/16.f,7.f/16.f);
SpriteList[6].Resize(28.f/16.f,7.f/16.f);
SpriteList[7].Resize(28.f/16.f,7.f/16.f);
SpriteList[8].Resize(18.f/16.f,3.f/16.f);
SpriteList[9].Resize(18.f/16.f,3.f/16.f);
SpriteList[10].Resize(18.f/16.f,3.f/16.f);
SpriteList[11].Resize(18.f/16.f,3.f/16.f);
SpriteList[12].Resize(18.f/16.f,3.f/16.f);
SpriteList[13].Resize(18.f/16.f,3.f/16.f);
SpriteList[14].Resize(60.f/16.f,48.f/16.f);
SpriteList[15].Resize(60.f/16.f,48.f/16.f);
SpriteList[16].Resize(30.f/16.f,64.f/16.f);
SpriteList[17].Resize(7.f/16.f,5.f/16.f);
SpriteList[18].Resize(7.f/16.f,5.f/16.f);
SpriteList[19].Resize(pPlayer->get_tGuard()/64.f,20.f/64.f);
SpriteList[20].Resize(14.f/16.f,6.f/16.f);
SpriteList[21].Resize(18.f/16.f,10.f/16.f);
SpriteList[22].Resize(15.f/16.f,15.f/16.f);
///////////////////////////////////END RESIZE/SUBRECT!!!////////////////////////////////
////////////////////////////////////DONT TOUCH/////////////////////////////////////////
///////////////////////////////NOW YOU CAN TOUCH//////////////////////////////////////////
//////////////////////////////DRAW STARTS///////////////////////////////////////////////
GameWind.Draw(SpriteList[0]);
GameWind.Draw(SpriteList[19]);
GameWind.Draw(SpriteList[1]);
GameWind.Draw(SpriteList[17]);
GameWind.Draw(SpriteList[2]);
GameWind.Draw(SpriteList[18]);
GameWind.Draw(SpriteList[3]);
GameWind.Draw(SpriteList[4]);
GameWind.Draw(SpriteList[5]);
GameWind.Draw(SpriteList[6]);
GameWind.Draw(SpriteList[7]);
GameWind.Draw(SpriteList[8]);
GameWind.Draw(SpriteList[9]);
GameWind.Draw(SpriteList[10]);
GameWind.Draw(SpriteList[11]);
GameWind.Draw(SpriteList[12]);
GameWind.Draw(SpriteList[13]);
GameWind.Draw(SpriteList[14]);
GameWind.Draw(SpriteList[15]);
}
void GLMcreate()
{
GLMmodel* World = glmReadOBJ("3Dobject/WorldMap3Dv1.obj");
glmUnitize(World);
glmScale(World,1);
}
void GLdraw()
{
GameWind.SetActive();
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
////////AMBIENT LIGHT
GLfloat AmbientColor[] = {0.05f,0.05f,0.2f,1.0f};
glLightModelfv(GL_LIGHT_MODEL_AMBIENT,AmbientColor);
////////POSITIONED LIGHT
GLfloat LightColor0[] = {0.5f,0.5f,0.5f,1.0f};
GLfloat LightPos0[] = {4.0f,4.0f,0.0f,1.0f};
glLightfv(GL_LIGHT0,GL_DIFFUSE,LightColor0);
glLightfv(GL_LIGHT0,GL_POSITION,LightPos0);
////////DIRECTED LIGHT
GLfloat LightColor1[] = {0.9f,0.9f,0.6f,1.0f};
/////Coming from direction (x,y,z)
GLfloat LightPos1[] = {-1.0f,0.5f,0.5f,0.0f};
glLightfv(GL_LIGHT1,GL_DIFFUSE,LightColor1);
glLightfv(GL_LIGHT1,GL_POSITION,LightPos1);
///DRAWING MODELS
}
void GLiniti()
{
GameWind.PreserveOpenGLStates(true);
GameWind.ShowMouseCursor(false);
glClearDepth(1.f);
glClearColor(0.2f,0.2f,0.8f,1.f);
/////z buffer
glEnable(GL_POLYGON_STIPPLE);
glEnable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_CULL_FACE);
glEnable(GL_LIGHT1);
glEnable(GL_NORMALIZE);
glEnable(GL_TEXTURE_2D);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glCullFace(GL_FRONT);
glFrontFace(GL_CW);
glShadeModel(GL_SMOOTH);
glDepthMask(GL_TRUE);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glDepthFunc(GL_LEQUAL);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(50.f,(double)800 / (double)600,200.f,0.f);
glTranslatef(0.f, 0.f, -10.0f);
}
GLuint LoadTexture(sf::Image image)
{
GLuint Texture;
glGenTextures(1, &Texture);
glBindTexture(GL_TEXTURE_2D, Texture);
gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA,image.GetWidth(),image.GetHeight(), GL_RGBA, GL_UNSIGNED_BYTE,image.GetPixelsPtr());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
return Texture;
}
void ITEMdefault()
{
Blank *BlankSpot=new Blank();
BlankSpot->ItemCreate(0,0,0,0,0,0,0);
///TEST ITEMS
Weapon *sword=new Weapon();
sword->ItemCreate(0,0,0,sf::Randomizer::Random(0,5),1,0,sf::Randomizer::Random(1,4));
Armor *sword2=new Armor();
sword2->ItemCreate(0,0,0,sf::Randomizer::Random(0,5),2,0,sf::Randomizer::Random(1,4));
Necklace *sword3=new Necklace();
sword3->ItemCreate(0,0,0,sf::Randomizer::Random(0,5),3,0,sf::Randomizer::Random(1,4));
Consume *hppotion=new Consume();
hppotion->ItemCreate(0,0,0,6,83,0,6);
DefItemList.push_back(BlankSpot);
DefItemList.push_back(sword);
DefItemList.push_back(sword2);
DefItemList.push_back(sword3);
DefItemList.push_back(hppotion);
}
There is not one certain matrix mode you switch OpenGL too. I explained it already in this post OpenGL: What is MatrixMode? , which I'll simple copy here:
OpenGL uses several matrices to transform geometry and associated data. Those matrices are:
Modelview – places object geometry in the global, unprojected space
Proection – projects global coordinates into clip space; you may think of it as kind of a lens
Texture – adjusts texture coordinates before; mostly used to implement texture projection (i.e. projecting a texture as if it was a slide in a projector)
Color – adjusts the vertex colors. Seldomly touched at all
All these matrices are used all the time. Since they follow all the same rules OpenGL has only one set of matrix manipulation functions: glPushMatrix, glPopMatrix, glLoadIdentity, glLoadMatrix, glMultMatrix, glTranslate, glRotate, glScale, glOrtho, glFrustum.
glMatrixMode selects on which matrix those operations act upon. Say you wanted to write some C++ namespacing wrapper, it could look like this:
namespace OpenGL {
// A single template class for easy OpenGL matrix mode association
template<GLenum mat> class Matrix
{
public:
void LoadIdentity() const
{ glMatrixMode(mat); glLoadIdentity(); }
void Translate(GLfloat x, GLfloat y, GLfloat z) const
{ glMatrixMode(mat); glTranslatef(x,y,z); }
void Translate(GLdouble x, GLdouble y, GLdouble z) const
{ glMatrixMode(mat); glTranslated(x,y,z); }
void Rotate(GLfloat angle, GLfloat x, GLfloat y, GLfloat z) const
{ glMatrixMode(mat); glRotatef(angle, x, y, z); }
void Rotate(GLdouble angle, GLdouble x, GLdouble y, GLdouble z) const
{ glMatrixMode(mat); glRotated(angle, x, y, z); }
// And all the other matrix manipulation functions
// using overloading to select proper OpenGL variant depending on
// function parameters, and all the other C++ whiz.
// ...
};
//
const Matrix<GL_MODELVIEW> Modelview;
const Matrix<GL_PROJECTION> Projection;
const Matrix<GL_TEXTURE> Texture;
const Matrix<GL_COLOR> Color;
}
Later on in a C++ program you could write then
void draw_something()
{
OpenGL::Projection::LoadIdentity();
OpenGL::Projection::Frustum(...);
OpenGL::Modelview::LoadIdentity();
OpenGL::Modelview::Translate(...);
// drawing commands
}
Unfortunately C++ can't template namespaces, or apply using (or with) on instances (other languages have this), otherwise I'd had written something like (invalid C++)
void draw_something_else()
{
using namespace OpenGL;
with(Projection) { // glMatrixMode(GL_PROJECTION);
LoadIdentity(); // glLoadIdentity();
Frustum(...); // glFrustum(...);
}
with(Modelview) { // glMatrixMode(GL_MODELVIEW);
LoadIdentity(); // glLoadIdentity();
Translate(...); // glTranslatef(...);
}
}
I think this last snipped of (pseudo-)code makes it clear: glMatrixMode is kind of a with statement of OpenGL.
All the matrices are used during rendering!
You move the camera by using glTranslate().