opengl glDepthFunc doesn't work - opengl

I'm writing code that display hidden part of the object.
Here is example : the plate is larger polygonal object, and cylinder is smaller polygonal object. cylinder is hidden by plate. (See the lower half window : cylinder penetrates the plate. some part of the cylinder is hidden by plate. )
The image is made by below code.
draw plate (not draw it to RGB buffer. only catch the depth values)
draw cylinder (if depth test 'less' passes : that means visible part of the cylinder (smaller depth) is drawn)
The model is rotated along y axis for each frame. It gives me a correct result for every frame.
Now, I'd like to display hidden part of the cylinder as transparent.
Before using blending, I want to display only the hidden part of the cylinder. That is, I have to display cylinder's region that have more greater depth values than plate's depth. Then, I just change
glDepthFunc(GL_LESS);
to
glDepthFunc(GL_GREATER);
However, If I changed it to GL_GREATER, it does not give me a correct result.
I got correct result at first frame, but after then, the model is gone. (That means, the model is not displayed on window. Both of upper, and lower viewport)
I cannot catch the reason. Help me!
void MyDisplay()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glRotatef(rot, 0, 1, 0);
glViewport(0,0, width, height/2);
glEnable(GL_DEPTH_TEST);
DrawPlate();
glColor4f(0,0,0,1);
DrawCylinder();
glDisable(GL_DEPTH_TEST);
glViewport(0,height/2, width, height/2);
glEnable(GL_DEPTH_TEST);
glClearDepth(1.0);
//glDrawBuffer(GL_NONE); // No color buffers are written
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
DrawPlate();
glDepthFunc(GL_LESS);
// glDepthFunc(GL_GREATER); // doesn't work !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glColor4f(0,0,0,0.5f);
DrawCylinder();
delay(1);
glFlush();
glutPostRedisplay();
}

Hey guys i found a solution.
That is : depth test (greater) does not initialized after one frame.
the depth goes to 1 after frame, then no pixel passes the test.
Thus I have to input glDepthFunc(GL_LESS) at first line.

Related

Stop two shadows overlapping using the stencil buffer in OpenGL

I have two planar shadows of the same object coming from the same light source - one that casts on the floor and one to cast on the wall when the object is close enough. Everything works just fine as far as the shadows being cast, I'm using the stencil buffer to make sure that the two shadows only cast on their respective surfaces without being rendered outside of the room.
The problem is that the two stencil buffers bleed into each other, specifically whichever shadow I render second bleeds into the stencil buffer for the first one. I figure it's some issue with the stencil function or something, using the wrong parameters, but I can't seem to figure it out.
// Generate the shadow using a shadow matrix (created using light position and vertices of
// the quad on which the shadow will be projected) and the object I'm making a shadow of
void createShadow(float shadowMat[16])
{
glDisable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
glDisable(GL_TEXTURE_2D);
// Set the shadow color
glColor3f(0.1, 0.1, 0.1);
glPushMatrix();
// Create the shadow using the matrix and the object casting a shadow
glMultMatrixf((GLfloat*)shadowMat);
translate, rotate etc;
render object;
glPopMatrix();
// Reset values to render the rest of the scene
glColor3f(1.0, 1.0, 1.0);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glEnable(GL_TEXTURE_2D);
}
// Set up the stencil buffer and render the shadow to it
void renderShadow(float shadowMat[16], float shadowQuad[12])
{
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_ALWAYS, 1, 1);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glDisable(GL_DEPTH_TEST);
// Create a stencil for the shadow, using the vertices of the plane on which it will
// be projected
glPushMatrix();
translate, rotate etc;
glEnableClientState(GL_VERTEX_ARRAY);
// The shadow quad is the same vertices that I use to make the shadow matrix
glVertexPointer(3, GL_FLOAT, 0, shadowQuad);
glDrawArrays(GL_QUADS, 0, 4);
glDisableClientState(GL_VERTEX_ARRAY);
glPopMatrix();
glEnable(GL_DEPTH_TEST);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glStencilFunc(GL_EQUAL, 1, 1);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
// Render the shadow to the plane
createShadow(shadowMat);
glDisable(GL_STENCIL_TEST);
}
// In the render function:
Render floor/surrounding area;
Set up light using the same position used to make the shadow matrix;
renderShadow(wallShadowMatrix, wallVertices);
renderShadow(floorShadowMatrix, floorVertices);
Render rest of scene;
If I render the shadows on their own they work as intended, but when I render them together, whichever one rendered second shows up in the stencil of the first shadow.
I've included a few pictures; the first two show the individual Shadow on the wall and Shadow on the floor, and here is the floor shadow rendered after the wall shadow, and vice versa.
Fixed it, I needed to add the following code between the two renderShadow calls in the render function:
glClear(GL_STENCIL_BUFFER_BIT);

OpenGL C++ Occlusion Query

In Christer Ericson great book on Collision Detection, he gives an accelerated GPU method for detecting collision among convex polygons with the following algorithm.
I'm completely new to OpenGL, and my question is, given two std::vector of Points where:
struct Point{
double x,
double y,
}
How can I pass this std::vector<Point> to the following function and return the result in C++? My vector is a convex polygon order CCW.
// Initialize depth buffer to far Z (1.0)
glClearDepth(1.0f);
glClear(GL_DEPTH_BUFFER_BIT);
// Disable color buffer writes
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
// Enable depth testing
glEnable(GL_DEPTH_TEST);
// Initialize occlusion queries
Gluint query[1], numSamplesRendered;
glGenQueries(1, query);
// Set pixels to always write depth
glDepthFunc(GL_ALWAYS);
glDepthMask(GL_TRUE);
// Draw front faces of object A
glCullFace(GL_BACK);
RenderObject(A);
// Pass pixels if depth is greater than current depth value
glDepthFunc(GL_GREATER);
// Disable depth buffer updates
glDepthMask(GL_FALSE);
// Render back faces of B with occlusion testing enabled
glBeginQuery(GL_SAMPLES_PASSED, query[0]);
glCullFace(GL_FRONT);
RenderObject(B);
glEndQuery(GL_SAMPLES_PASSED);
// If occlusion test indicates no samples rendered, exit with no collision
glGetQueryObjectuiv(query[0], GL_QUERY_RESULT, &numSamplesRendered);
if (numSamplesRendered == 0) return NO_COLLISION;
// Set pixels to always write depth
glDepthFunc(GL_ALWAYS);
glDepthMask(GL_TRUE);
// Draw front faces of object B
glCullFace(GL_BACK);
RenderObject(B);
// Pass pixels if depth is greater than current depth value
glDepthFunc(GL_GREATER);
// Disable depth buffer updates
glDepthMask(GL_FALSE);
// Render back faces of A with occlusion testing enabled
glBeginQuery(GL_SAMPLES_PASSED, query[0]);
glCullFace(GL_FRONT);
RenderObject(A);
glEndQuery(GL_SAMPLES_PASSED);
// If occlusion test indicates no pixels rendered, exit with no collision
glGetQueryObjectuiv(query[0], GL_QUERY_RESULT, &numSamplesRendered);
if (numSamplesRendered == 0) return NO_COLLISION;
// Objects A and B must be intersecting
return COLLISION;
One possible way :
U need to pass your std::vector<Point> to a function which will update object's (A or B or both) buffers (vertex/index).
Call the function which will do the occlusion query and return result. Probably a boolean in your case

How to set blend function on opengl for two overlapping objects

Hi I needed to draw a round corner rectangle.
I followed the procedure of the above image. I first drew the green rectangle. Then I drew the two black rectangles.And then I drew circles on the edges to make the corner round. Now what I get after doing this is in the image below.
As it can be seen that the corner circles have less transparency on the portions where they overlap with the rectangles. But more transparency when not overlapped with the rectangles. The rectangles have alpha set to 0.5f. and the circle also have 0.5f alpha. So thats why its white on the overlapped portions and transparent on non overlapped portions. I want the overlapped portions to have same transparency as the rectangle so that the overlapped circle portion can not be seen.My blend function is glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); I tried to understand the blend functions in more details in here. But I could not understand anything.
My code is below,
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glViewport(0, 0, (int) screenWidth, (int) screenHeight);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrthof(0.0f, (double)screenWidth / screenHeight, 0.0f, 1.0f, -1.0f, 1.0f);
glEnable(GL_TEXTURE_2D);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_TEXTURE_2D);
glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
glEnableClientState(GL_COLOR_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, bubbleMiddleRectStartCoord);
glColorPointer(4, GL_FLOAT, 0, rectColor);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glVertexPointer(3, GL_FLOAT, 0, bubbleTopRectStartCoord);
glColorPointer(4, GL_FLOAT, 0, rectColor);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glVertexPointer(3, GL_FLOAT, 0, bubbleBottomRectStartCoord);
glColorPointer(4, GL_FLOAT, 0, rectColor);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
//smooth edge of the bubble rectangle
drawCircle(triangleAmount,bubbleEdgeRadius,bubbleMiddleRectStartCoord->upperLeft.x+bubbleEdgeRadius,bubbleMiddleRectStartCoord->upperLeft.y,255,255,255,128);
drawCircle(triangleAmount,bubbleEdgeRadius,bubbleMiddleRectStartCoord->lowerLeft.x+bubbleEdgeRadius,bubbleMiddleRectStartCoord->lowerLeft.y,255,255,255,128);
drawCircle(triangleAmount,bubbleEdgeRadius,bubbleMiddleRectStartCoord->upperRight.x-bubbleEdgeRadius,bubbleMiddleRectStartCoord->upperRight.y,255,255,255,128);
drawCircle(triangleAmount,bubbleEdgeRadius,bubbleMiddleRectStartCoord->lowerRight.x-bubbleEdgeRadius,bubbleMiddleRectStartCoord->lowerRight.y,255,255,255,128);
glDisableClientState(GL_COLOR_ARRAY);
glEnable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_COLOR_MATERIAL);
glDisable(GL_TEXTURE_2D);
swapBuffers();
rectColor has value
GLfloat rectColor[]=
{
1.0f,1.0f,1.0f,0.5,
1.0f,1.0f,1.0f,0.5,
1.0f,1.0f,1.0f,0.5,
1.0f,1.0f,1.0f,0.5
};
drawCircle function generates the points for the circle and draws it. The drawing portion of that function is
glVertexPointer(2, GL_FLOAT, 0, vertices);
glColorPointer(4, GL_UNSIGNED_BYTE, 0, color);
glDrawArrays(GL_TRIANGLE_FAN, 0, triangleAmount+2);
Can anyone help me to solve the problem? Thanks.
EDIT: this is how it looks after using those two blend functions.
I see where you are going with this and seeing your result you probably only need to disable blend while you are drawing the mask (the 3 rectangles and 4 circles), then using glBlendFunc(GL_DST_ALPHA, GL_ZERO). Though this will only work if nothing has already been drawn on the scene.
To explain what you did there is you are drawing a white color with .5 alpha and blending it.
Consider on the beginning the pixel color "destination" is (0,0,0,0) and incoming "source" is always in your case (1,1,1,.5). Lets say source color is "S" and destination is "D" while the components are (r,g,b,a) so that source alpha is "S.a" what you wrote in your blend function is:
output = S*S.a + D*(1.0-S.a) =
(1,1,1,.5)*.5 + (0,0,0,0)*(1.0-.5) =
(.5, .5, .5, .25) + (0,0,0,0) =
(.5, .5, .5, .25)
so when you draw your circle over the already drawn rectangle:
output = S*S.a + D*(1.0-S.a) =
(1,1,1,.5)*.5 + (.5, .5, .5, .25)*(1.0-.5) =
(.5, .5, .5, .25) + (.25, .25, .25, .125) =
(.75, .75, .75, .375)
resulting in alpha difference. So from this I hope you can understand what the 2 parameters mean in the blend function: First one tells what factor to use to multiply the source (incoming) color and the second one how to multiply the destination color. In the end they are summed together.
So for your case you would like to force the alpha channel to some value everywhere you draw those primitives. To achieve that you would need S*1.0 + D*.0 and parameters for that are glBlendFunc(GL_ONE, GL_ZERO), though this is the same as just disabling the blend. Only writing this primitives would produce a white(gray) rounded rect with transparency of .5 while all the rest is fully transparent. Now after this you need to set blend function to multiply your incoming color with the destination alpha glBlendFunc(GL_DST_ALPHA, GL_ZERO).
EDIT:
I did not totally understand what you want to achieve till now. As I mentioned above, this will not work if you already have some scene drawn.
To overlay an existing scene with some complex object (in this case the object is overlapping itself on some parts) it would be most bulletproof to use a stencil buffer. Creating it is much like depth buffer but you may consider it as another color channel, it is easy to draw to it and later use it so you might want to look at it at some point.
In your case it is probably safe to say this is your main buffer and is meant for displaying. In that case you can just use the alpha channel:
To draw only to alpha channel you have to set glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE) and when you are done, put all the parameters to true.
To clear the alpha channel you have to draw a fullscreen rect with some color with desired alpha (I suggest you use (1,1,1,1)) and draw only to alpha channel
To draw that mask (the 3 rects and 4 circles) use glBlendFunc(GL_ONE, GL_ZERO) and color (1,1,1, 1-desiredAlpha)
To draw your rounded label use glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA)
So the procedure would be:
//your background is drawn, time to overly labels
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
glColor(1.0f, 1.0f, 1.0f, 1.0f);
//draw fullscreen rect
glBlendFunc(GL_ONE, GL_ZERO);
glColor(1.0f, 1.0f, 1.0f, 1.0f-.5f);
//draw 3 rects and 4 circles
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
//draw the label as a normal rect (the rounded parts will be trimmed because of alpha channel)
and you can just repeat that in a for loop for all the labels.
I know things got a bit complicated but what you are trying to do is not as easy as it would seem. I presented this solution to you because this way you have least code to change, in general I would suggest to use stencil buffer (already mentioned) or a FBO (frame buffer object). The FBO system would be to create another frame buffer and attach a texture to it, draw the whole label object to it and then use the bound texture to draw it to main screen.

Creating and blending a dynamic texture in OpenGL

I need to render a sphere to a texture (done using a Framebuffer Object (FBO)), and then alpha blend that texture with the back buffer. So far I'm not doing any processing with the texture except clearing it at the beginning of every frame.
I should say that my scene consists of nothing but a planet in empty space, the sphere should appear next to or around the planet (kind of like a moon for now). When I render the sphere directly to the back buffer, it displays correctly; but when I do the intermediary step of rendering it to a texture and then blending that texture with the back buffer, the sphere only shows up when it is in front of the planet, the part that isn't in front is just "cut off":
I render the sphere using glutSolidSphere to a RGBA8 fullscreen texture that's bound to an FBO, making sure that every sphere pixel receives an alpha value of 1.0. I then pass the texture to a fragment shader program, and use this code to render a fullscreen quad - with the texture mapped onto it - to the backbuffer while alpha blending:
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glBegin(GL_QUADS);
glTexCoord2i(0, 1);
glVertex3i(-1, 1, -1); // TOP LEFT
glTexCoord2i(0, 0);
glVertex3i(-1, -1, -1); // BOTTOM LEFT
glTexCoord2i(1, 0);
glVertex3i( 1, -1, -1); // BOTTOM RIGHT
glTexCoord2i(1, 1);
glVertex3i( 1, 1, -1); // TOP RIGHT
glEnd();
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glEnable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
This is the shader code (taken from an FX file written in Cg):
sampler2D BlitSamp = sampler_state
{
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = LINEAR;
AddressU = Clamp;
AddressV = Clamp;
};
float4 blendPS(float2 texcoords : TEXCOORD0) : COLOR
{
float4 outColor = tex2D(BlitSamp, texcoords);
return outColor;
}
I don't even know whether this is a problem with the depth buffer or with alpha blending, I've tried a lot of combinations of enabling and disabling depth testing (with a depth buffer attached to the FBO) and alpha blending.
EDIT: I tried just rendering a blank fullscreen quad straight to the back buffer and even that was cropped around the planet's edges. For some reason, enabling depth testing for rendering the quad (that is, removing the lines glDisable(GL_DEPTH_TEST) and glEnable(GL_DEPTH_TEST) in the code above) got rid of the problem, but now everything but the planet and the sphere appears white:
I made sure (and could confirm) that the alpha channel of the texture is 0 at every pixel but the sphere's, so I don't understand where the whiteness could be introduced. (Would also still be interested in an explanation why enabling depth testing has this effect.)
I see two possible sources of error here:
1. Rendering to the FBO
If the missing pixels are not even present in the FBO after rendering, there must be some mechanism which discarded the corresponding fragments. The OpenGL pipeline includes four different types of fragment tests which can lead to fragments being discarded:
Scissor Test: Unlikely to be the cause, as the scissor test only affects a rectangular portion of the screen.
Alpha Test: Equally unlikely, as your fragments should all have the same alpha value.
Stencil Test: Also unlikely, unless you use stencil operations when drawing the background planet and copy over the stencil buffer from the back buffer to the FBO.
Depth Test: Same as for stencil test.
So there's a good chance that rendering into FBO is not the issue here. But just to be absolutely sure, you should read back your color attachment texture and dump it into a file for inspection. You can use the following function for that:
void TextureToFile(GLuint texture, const char* filename) {
glBindTexture(GL_TEXTURE_2D, texture);
GLint width, height;
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width);
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height);
std::vector<GLubyte> pixels(3 * width * height);
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGB, GL_UNSIGNED_BYTE, &pixels[0]);
std::ofstream out(filename, std::ios::out | std::ios::binary);
out << "P6\n"
<< width << '\n'
<< height << '\n'
<< 255 << '\n';
out.write(reinterpret_cast<const char*>(&pixels[0]), pixels.size());
}
The resulting file is a portable pixmap (.ppm). Be sure to unbind the FBO before reading back the texture.
2. Texture mapping
Assuming rendering into the FBO works as expected, the only other source of error is blending the texture over the previously rendered scene. There are two scenarios:
a) Fragments get discarded
The possible reasons for fragments to get discarded are the same as in 1.:
Scissor Test: Nope, affects rectangular areas only.
Alpha Test: Probably not, the texels covered sphere should all have the same alpha value.
Stencil Test: Might be the cause if you use stencil operations/stencil testing when drawing the background planet and the old stencil state is still active.
Depth Test: Might be the cause, but as you already disable it, it really shouldn't have any effect.
So you should make sure that all of these tests are disabled, especially the stencil test.
b) Wrong results from blending
Assuming all fragments reach the back buffer, blending is the only thing which could still cause the wrong result. With your blending function (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) the values in the back buffer are irrelevant for blending, and we assume that the alpha values in the texture are correct. So I see no reason for why blending should be the root cause here.
Conclusion
In conclusion, the only sensible cause for the observed result seems to be stencil testing. If it's not, I'm out of options :)
I solved it or at least came up with a work around.
First off, the whiteness stems from the fact that glClearColor had been set to glClearColor(1.0f, 1.0f, 1.0f, 1000.0f), so everything but the planet wasn't even written to in the end. I now copy the contents of the back buffer (which is the planet, the atmosphere, and the space around it) to the texture before rendering the sphere, and I render the atmosphere and space before that copy/blit operation, so they are included in it. Previously, everything but the planet itself was rendered after my quad, which - when using depth testing - apparently placed everything behind the quad, making it invisible.
The reference implementation of the effect I'm trying to achieve has always used this kind of blit operation in its code but I didn't think it was necessary for the effect. Now I feel like there might be no other way...

Pre Z buffer pass with OpenGL?

How exactly can I do a Z buffer prepass with openGL.
I'v tried this:
glcolormask(0,0,0,0); //disable color buffer
//draw scene
glcolormask(1,1,1,1); //reenable color buffer
//draw scene
//flip buffers
But it doesn't work. after doing this I do not see anything. What is the better way to do this?
Thanks
// clear everything
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// z-prepass
glEnable(GL_DEPTH_TEST); // We want depth test !
glDepthFunc(GL_LESS); // We want to get the nearest pixels
glcolormask(0,0,0,0); // Disable color, it's useless, we only want depth.
glDepthMask(GL_TRUE); // Ask z writing
draw()
// real render
glEnable(GL_DEPTH_TEST); // We still want depth test
glDepthFunc(GL_LEQUAL); // EQUAL should work, too. (Only draw pixels if they are the closest ones)
glcolormask(1,1,1,1); // We want color this time
glDepthMask(GL_FALSE); // Writing the z component is useless now, we already have it
draw();
You're doing the right thing with glColorMask.
However, if you're not seeing anything, it's likely because you're using the wrong depth test function.
You need GL_LEQUAL, not GL_LESS (which happens to be the default).
glDepthFunc(GL_LEQUAL);
If i get you right, you are trying to disable the depth-test performed by OpenGL to determine culling. You are using color functions here, which does not make sense to me. I think you are trying to do the following:
glDisable(GL_DEPTH_TEST); // disable z-buffer
// draw scene
glEnable(GL_DEPTH_TEST); // enable z-buffer
// draw scene
// flip buffers
Do not forget to clear the depth buffer at the beginning of each pass.