I'm just a noob to GLSL and don't know how to do this in GLSL.
What I trying to do is making alpha value to 1 on center of sphere and drop gradually on outer.
So I made a prototype using Blender node editor and that's how I did.
Now I am trying to do this in glsl.
Maybe i can use gl_Normal to replace "normal on Geometry" on Blender.
(Though it's removed after version 140, my final goal is just "make" it, so ignore that.)
And there are also dot function to calculate "dot product on vector math" on glsl.
Now i need is "View vector of camera data" and "ColorRamp".
I think "ColorRamp" can be done with mix and sin functions,
but have no idea how to get "View vector of camera data".
I already read this, and understand what it is, but don't know how to get.
So How can I get "View vector of camera data"?
Well without depth the shaders are simple enough:
// Vertex
varying vec2 pos; // fragment position in world space
void main()
{
pos=gl_Vertex.xy;
gl_Position=ftransform();
}
// Fragment
varying vec2 pos;
uniform vec4 sphere; // sphere center and radius (x,y,z,r)
void main()
{
float r,z;
r=length(pos-sphere.xy); // radius = 2D distance to center (ignoring z)
if (r>sphere.a) discard; // throw away fragments outside sphere
r=0.2*(1.0-(r/sphere[3])); // color gradient from 2D radius ...
gl_FragColor=vec4(r,r,r,1.0);
}
Yes you can also use gl_ModelViewProjectionMatrix * gl_Vertex; instead of the ftransform(). As you can see I used world coordinates so I do not need to play with radius scaling... If you want also the gl_FragDepth to make this 3D then you have to work in screen space which is much more complicated and I am too lazy to try it. Anyway change the gradient color to whatever you like.
The rendering in C++ is done like this:
void gl_draw()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
GLint id;
float aspect=float(xs)/float(ys);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60.0/aspect,aspect,0.1,100.0);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glRotatef(15.0,0.0,1.0,0.0);
glTranslatef(1.0,1.0,-10.0);
glDisable(GL_DEPTH_TEST);
glDisable(GL_TEXTURE_2D);
float xyzr[4]={ 0.7,0.3,-5.0,1.5 };
// GL 1.0 circle for debug
int e; float a,x,y,z;
glBegin(GL_LINE_STRIP);
for (a=0.0,e=1;e;a+=0.01*M_PI)
{
if (a>=2.0*M_PI) { e=0; a=2.0*M_PI; }
x=xyzr[0]+(xyzr[3]*cos(a));
y=xyzr[1]+(xyzr[3]*sin(a));
z=xyzr[2];
glVertex3f(x,y,z);
}
glEnd();
// GLSL sphere
glUseProgram(prog_id);
id=glGetUniformLocation(prog_id,"sphere"); glUniform4fv(id,1,xyzr);
glBegin(GL_QUADS);
glColor3f(1,1,1);
glVertex3f(xyzr[0]-xyzr[3],xyzr[1]-xyzr[3],xyzr[2]);
glVertex3f(xyzr[0]+xyzr[3],xyzr[1]-xyzr[3],xyzr[2]);
glVertex3f(xyzr[0]+xyzr[3],xyzr[1]+xyzr[3],xyzr[2]);
glVertex3f(xyzr[0]-xyzr[3],xyzr[1]+xyzr[3],xyzr[2]);
glEnd();
glUseProgram(0);
glFlush();
SwapBuffers(hdc);
}
And result:
In white is the debug GL 1.0 circle to see if the two are placed in the same place. Change the gradient to match your needs. I did not use transparency so if you need it change the alpha component and enable/set BLENDing.
The xs,ys is resolution of my GL window. and xyzr is your sphere { x,y,z,r } definition. Hope I did not forget to copy something. This code and answer take advantage of (so look there for more info in case I miss something):
GLSL render Disc pattern
complete GL+GLSL+VAO/VBO C++ example
Related
So I'm trying to render a basic overlay onto my 3D scene, and currently I can either have the 3D scene or the 2D overlay, I cant work out how to get both
In my main method, where render is called, I moved specific render functions to manager classes, so in the main render I call :
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glEnable(GL_COLOR_MATERIAL);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-aspect, aspect, -1, 1, -10, 10);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
material.setColour(new Vector3f(1,1,1));
sLight.getPointLight().setPosition(camera.getPosition());
sLight.setDirection(camera.getForward());
DayCycle.getInstance().update(Time.getDelta());
shader.updateUniforms(transform.getTransformation(), transform.getProjectedTransformation(), material);
//material is a wrapper class for textures and specular value etc
//transform is a matrix wrapper for getting projected transformations, taking the camera position when its created
WorldManager.renderAll(true); //true denotes yes to wireframe mode
InterfaceManager.renderAll();
glfwSwapBuffers(window);
glfwPollEvents();
If i comment out WorldManager.renderAll(), I get the little 2d square in the right part of the screen, If i dont comment it, I get the world render but no little square
WorldManager.renderAll()
public static void renderAll(boolean wireframeMode)
{
RendererUtils.setWireframeMode(wireframeMode);
for (String s : chunks.keySet())
{
Chunk actingChunk = chunks.get(s);
Transform transform = new Transform();
Shader shader = PhongShader.getInstance();
transform.setTranslation(new Vector3f(actingChunk.getLocation().getX() * (Chunk.ChunkSize),0.0f, actingChunk.getLocation().getY() * (Chunk.ChunkSize)));
transform.setScale(1.0f, 50f, 1.0f);
shader.updateUniforms(transform.getTransformation(), transform.getProjectedTransformation(), actingChunk.getMaterial());
shader.bind();
actingChunk.getMesh().draw();
//transform.setRotation(new Vector3f(0,0,0));
}
}
InterfaceManager.renderAll()
public static void renderAll()
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, width, 0, height, -10, 10);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
RendererUtils.setWireframeMode(false);
for (Interface i : interfaces)
{
Transform transform = new Transform();
transform.setTranslation(new Vector3f(0,0,0));
InterfaceShader.getInstance().updateUniforms(transform.getProjectedTransformation());
InterfaceShader.getInstance().bind();
i.getMesh().draw();
}
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
}
When I have WorldManager.renderAll() uncommented, i get a nice sea of triangles (as its meant to look) but no 2D square
With it commented, I get a nice little square where its meant to be and nothing else
Shaders are here : https://pastebin.com/xWaWhQHy because I felt this post was getting too long to have them inlined
What's my problem? I cant figure out where it is
Edit : If i've missed any pertinent code, tell me and i'll upload it to a pastebin
Edit 2 : updated my code here to reflect that i'd removed a shader in interfaceManager to actually get a square to draw at all : https://pastebin.com/pHHDsCvF for the shader code
Edit 3 : Ive determined it's something to do with my interface shaders, If i use PhongShader instead of InterfaceShader then it works exactly how I wanted it to
I can suggest you to modify the code this way:
WorldManager.renderAll(true); //true denotes yes to wireframe mode
glClear(GL_DEPTH_BUFFER_BIT);
InterfaceManager.renderAll();
This way you will clear depth buffer before rendering 2d interface.
The problem was that I was still applying transformations to the vertices after passing them to the shader.
By editing out the transformation (and later scrapping the entire vertex shader) in the InterfaceShader instance, the little squares were appearing in the right place
I'm making a weather simulation in Opengl 4.0 and am trying to create the sky by creating a fullscreen quad in the background. I'm trying to do that by having the vertex shader generate four vertexes and then drawing a triangle strip. Everything compiles just fine and I can see all the other objects I've made before, but the sky is nowhere to be seen. What am I doing wrong?
main.cpp
GLint stage = glGetUniformLocation(myShader.Program, "stage");
//...
glBindVertexArray(FS); //has four coordinates (-1,-1,1) to (1,1,1) in buffer object
glUniform1i(stage, 1);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindVertexArray(0);
vertex shader
uniform int stage;
void main()
{
if (stage==1)
{
gl_Position = vec4(position, 1.0f);
}
else
{
//...
}
}
fragment shader
uniform int stage;
void main()
{
if (stage==1)
{ //placeholder gray colour so I can see the sky
color = vec4(0.5f, 0.5f, 0.5f, 1.0f);
}
else
{
//...
}
}
I should also mention that I'm a beginner in OpenGL and that it really has to be in OpenGL 4.0 or later.
EDIT:
I've figured out where's the problem, but still don't know how to fix it. The square exists, but only displays if I multiply it with the view and projection matrix (but then it doesn't stay glued to the screen and just rotates along with the rest of the scene, which I do not want). Essentially, I somehow need to switch back to 2D or to screen space or however it's called, draw the square, and switch back to 3D so that all the other objects work fine. How?
The issue was with putting a 1 as the z coord – putting 0.999f instead solved the issue.
I want to draw an oval by projection the sphere on the screen (like rasterize). Here is my code but it doesn't show anything on the screen. Should I use more functions to initialize the projection? Is this way possible to draw oval on screen by using sphere?
GLfloat xRotated, yRotated, zRotated;
GLdouble radius=1;
void display(void);
void reshape(int x, int y);
int main (int argc, char **argv)
{
glutInit(&argc, argv);
glutInitWindowSize(800,800);
glutCreateWindow("OVAL");
zRotated = 30.0;
xRotated=43;
yRotated=50;
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutMainLoop();
return 0;
}
void display(void)
{
glMatrixMode(GL_PROJECTION);
glOrtho(0.1, 1.0, 0.1, 1.0, -1.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
glLoadIdentity();
glTranslatef(0.0,0.0,-5.0);
glColor3f(0.9, 0.3, 0.2);
glRotatef(xRotated,1.0,0.0,0.0);
glRotatef(yRotated,0.0,1.0,0.0);
glRotatef(zRotated,0.0,0.0,1.0);
glScalef(1.0,1.0,1.0);glutSolidSphere(radius,20,20);
glFlush();
}
void reshape(int x, int y)
{
if (y == 0 || x == 0) return;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(39.0,(GLdouble)x/(GLdouble)y,0.6,21.0);
glMatrixMode(GL_MODELVIEW);
glViewport(0,0,x,y);
}
You are drawing a sphere compltely outside of the viewing volume, so it should be no surprise that it can't be seen.
There are a couple of issues with your code:
All OpenGL matrix functions besides glLoadIndentity and glLoadMatrix always post-multiply a matrix to the current top element of the current matrix stack. In your display function, you call glOrtho without resetting the projection matrix to identity before. This will result in totally weird - and different - results if the display callback is called more than once.
You should add a call to glLoadIdentity() right before calling glOrtho.
You set up the model view transformations so that the sphere's center will always end up at (0,0,-5) in eye space. However, you set a projectiom matrix which defines a viewing volume which goes from z=1 (near plane) to z=-1 (far plane) in eye space, so your spehre is actually behind the far plane.
There are several ways this could be fixed. Changing the viewing frustum by modifying the parameters of glOrtho might be the easisest. You could for example try (-2, 2, -2, 2, 1, 10) to be able to see the sphere.
It is not really clear what
I want to draw an oval by projection the sphere on the screen (like rasterize).
exactly means. If you just want the sphere to be distorted to an ellipsoid, you could just apply some non-uniform scaling. This in principle could be done in the projection matrix (if no other objects are to be shown), but this would make much more sense to apply it to the model matrix of the sphere - you already have the glScale call there, you could try something like glScalef(1.0f, 0.5f, 1.0f);.
Also note that the ortho parameters I suggested previously will result in some distortion if your viewport is not exactly square. In a real world, one wants to incorporate the aspect ratio of the viewport into the projection matrix.
If you want to see the sphere deformed as by a perspective projection, you would have to skip the glOrtho altogheter and switch to a perspective projection matrix.
The code you are using is totally outdated. The OpenGL matrix stack has been deprecated in OpenGL 3.0 (2008) and is not available in core profiles of modern OpenGL. The same applies for builtin vertex attributes like glColor or immediate mode drawing and client-side vertex arrays. As a result, GLUT's drawing functions can also not be used with modern GL any more.
If you really intend learning OpenGL nowadays, I stronly advise you to ignore this old cruft and star learning the modern way.
I want to construct a Orthographic projection to make my sun's shadow map look right. Unfortunately, the code is not achieving the desired results as using the regular perspective projection. Here's my code for setting up the projection matrix:
glViewport (0, 0, (GLsizei)shadowMap.x, (GLsizei)shadowMap.y);
glMatrixMode (GL_PROJECTION);
glLoadIdentity();
//suns use this
glOrtho(0, shadowMap.x, 0, shadowMap.y, 0.1,1000.0);
glMatrixMode (GL_MODELVIEW);
glLoadIdentity();
From what I understand that should be correct. However, after a quick debug render, I noticed that the scene was rendering in a tiny portion of the screen. After some experimentation, I found changing the shadowMap values in glOrtho made it cover the whole texture, but it was really zoomed in. In my perspective projection I use 0.1 and 1000.0 for my near and far, and I've experimented with those and it does change the results, but not get the desired results still. The only time that I get the correct results is when the values are kept with shadowMap.x and shadowMap.y, but like I said, its rendering really small.
What am I doing wrong here? Everything I've read said that the initial code is correct.
EDIT:
Apparently it wasn't clear that this is for the shadow map pass, the regular pass is rendered with perspective and is fine.
Shadow mapping is multi pass algorithm.
You are reffering to the first pass (point 1).
Render scene form light source view into depth texture
Render scene from camera view with depth texture projection mapping enabled.
current fragment xy+depth is then transformed into light projection coordinates and is compared to stored depth on depth texture
if both depths are equal (or nearly equal) current fragment should be considered as lit, otherwise as shadowed.
So everything's fine with your code, store depth values from this pass to depth texture and proceed to point 2.
One thing you should think about is how wide area your light should cover (in world space). With loadidentity on modelview you are attempting to cover 1 world unit x 1 world unit area for you light only.
Consider we have a sphere at 0,0,0 with radius 5.0
We have depth texture of 256,256 dims.
We want to project it along Z onto sphere.
glVieport(0,0,256,256);
glMatrixMode(GL_PROJECTION);
glLoadidentity();
glOrtho(-2.5,2.5,-2.5,2.5,-1000,1000);
glMatrixMode(GL_MODELVIEW);
glLoadidentity();
//flip z, we cast light from obove
glRotate(1,0,0,180);
I don't see where you set the light modelview matrix. You can render a shadow map using the code below:
double* getOrthoMVPmatrix(vector3 position,vector3 lookat,
GLdouble left, GLdouble right,
GLdouble bottom, GLdouble top,
GLdouble nearVal, GLdouble farVal)
{
glPushMatrix();
double projection[16];
double modelView[16];
double *matrix = new double [16];
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho( left, right, bottom, top, nearVal, farVal) ;
glMatrixMode(GL_MODELVIEW);
glEnable(GL_DEPTH_TEST);
glLoadIdentity();
gluLookAt(position.x,position.y,position.z,lookat.x,lookat.y,lookat.z,0,1,0);
glGetDoublev(GL_MODELVIEW_MATRIX, modelView);
glGetDoublev(GL_PROJECTION_MATRIX, projection);
glPopMatrix();
matrix = projection*modelView;
return matrix ;
}
void renderShadowMap(void)
{
//"Bind your depth framebuffer"
glViewport(0,0,"Your SM SIZE","Your SM SIZE");
glEnable(GL_CULL_FACE);
glCullFace(GL_FRONT);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
double *MVP = getOrthoMVPmatrix( "your light position","your light position" + "your light direction",
-"left","right",
"bottom","top",
"near","far"
) ;
//"call glUseProgram to bind your shader"
// set the uniform MVP we made "
//"Draw your scene "
glViewport(0,0,"screen width","screen height");
}
Your will need to make a multiplication operator for double [16] array. In my case i made a matrix class but do it your way.
Dont forget to call glCullFace(GL_BACK) before drawing your real scene and free MVP after.
I just started working with OpenGL, but I ran into a problem after implementing a Font system.
My plan is to simply visualize several Pathfinding Algorithms.
Currently OpenGL gets set up like this (OnSize gets called once on window creation manually):
void GLWindow::OnSize(GLsizei width, GLsizei height)
{
// set size
glViewport(0,0,width,height);
// orthographic projection
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0.0,width,height,0.0,-1.0,1.0);
glMatrixMode(GL_MODELVIEW);
m_uiWidth = width;
m_uiHeight = height;
}
void GLWindow::InitGL()
{
// enable 2D texturing
glEnable(GL_TEXTURE_2D);
// choose a smooth shading model
glShadeModel(GL_SMOOTH);
// set the clear color to black
glClearColor(0.0, 0.0, 0.0, 0.0);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.0f);
}
In theory I don't need blending, because I will only use untextured Quads to visualize obstacles and line etc to draw paths... So everything will be untextured, except the fonts...
The Font Class has a push and pop function, that look like this (if I remember right my Font system is based on a NeHe Tutorial that I was following quite a while ago):
inline void GLFont::pushScreenMatrix()
{
glPushAttrib(GL_TRANSFORM_BIT);
GLint viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(viewport[0],viewport[2],viewport[1],viewport[3], -1.0, 1.0);
glPopAttrib();
}
inline void GLFont::popProjectionMatrix()
{
glPushAttrib(GL_TRANSFORM_BIT);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glPopAttrib();
}
So the Problem:
If I don't draw a Text I can see the Quads I want to draw, but they are quite dark, so there must be something wrong with my general OpenGL Matrix Properties.
If I draw Text (so the font related push and pop functions get called) I can't see any Quads.
The question:
How do I solve this problem and some background information why this happened would also be nice, because I am still a beginner/student, who just started.
If your quads are untextured, you will run into undefined behaviour. What will probably happen is that any previous texture will be used, and the colour at point (0,0) will be used, which could be what is causing them to be invisible.
Really, you need to disable texturing before trying to draw untextured quads using glDisable(GL_TEXTURE_2D). Again, if you don't, it'll just use the previous texture and texture co-ordinates, which without seeing your draw() loop, I'm assuming to be undefined.