Heightmap generation finishes halfway through - opengl

Currently, I'm trying to make a noise generated heightmap and display it with opengl. I'm following this tutorial, but my heightmap doesn't seem to work. It seems like it generates (or displays) only half of what it is supposed to.
This is the heightmap with normals for color:
As you can see, even though this is supposed to be a square, it appears rectangular with an unfinished edge.
This is my heightmap generation code:
public class HeightMap extends GameModel {
private static final float START_X = -0.5f;
private static final float START_Z = -0.5f;
public HeightMap(float minY, float maxY, float persistence, int width, int height) {
super(createMesh(minY, maxY, persistence, width, height));
}
protected static Mesh createMesh(final float minY, final float maxY, final float persistence, final int width,
final int height) {
SimplexNoise noise = new SimplexNoise(128, persistence, 2);// Utils.getRandom().nextInt());
float xStep = Math.abs(START_X * 2) / width;
float zStep = Math.abs(START_Z * 2) / height;
List<Float> positions = new ArrayList<>();
List<Integer> indices = new ArrayList<>();
for (int x = 0; x < width; x++) {
for (int z = 0; z < height; z++) {
// scale from [-0.5, 0.5] to [minY, maxY]
float heightY = (float) ((noise.getNoise(x, z) + 0.5f) * (maxY - minY) + minY);
positions.add(START_X + x * xStep);
positions.add(heightY);
positions.add(START_Z + z * zStep);
// Create indices
if (x < width - 1 && z < height - 1) {
int leftTop = z * width + x;
int leftBottom = (z + 1) * width + x;
int rightBottom = (z + 1) * width + x + 1;
int rightTop = z * width + x + 1;
indices.add(leftTop);
indices.add(leftBottom);
indices.add(rightTop);
indices.add(rightTop);
indices.add(leftBottom);
indices.add(rightBottom);
}
}
}
float[] verticesArr = Utils.listToArray(positions);
float[] colorArr = new float[positions.size()];
for (int i = 0; i < colorArr.length; i += 3) {
colorArr[i] = (float) i / colorArr.length;
colorArr[i + 1] = (float) .25f;
colorArr[i + 2] = (float) 0;
}
int[] indicesArr = indices.stream().mapToInt((i) -> i).toArray();
float[] normalArr = calcNormals(verticesArr, width, height);
return new Mesh(verticesArr, colorArr, normalArr, indicesArr);
}
private static float[] calcNormals(float[] posArr, int width, int height) {
Vector3f v0 = new Vector3f();
Vector3f v1 = new Vector3f();
Vector3f v2 = new Vector3f();
Vector3f v3 = new Vector3f();
Vector3f v4 = new Vector3f();
Vector3f v12 = new Vector3f();
Vector3f v23 = new Vector3f();
Vector3f v34 = new Vector3f();
Vector3f v41 = new Vector3f();
List<Float> normals = new ArrayList<>();
Vector3f normal = new Vector3f();
for (int row = 0; row < height; row++) {
for (int col = 0; col < width; col++) {
if (row > 0 && row < height - 1 && col > 0 && col < width - 1) {
int i0 = row * width * 3 + col * 3;
v0.x = posArr[i0];
v0.y = posArr[i0 + 1];
v0.z = posArr[i0 + 2];
int i1 = row * width * 3 + (col - 1) * 3;
v1.x = posArr[i1];
v1.y = posArr[i1 + 1];
v1.z = posArr[i1 + 2];
v1 = v1.sub(v0);
int i2 = (row + 1) * width * 3 + col * 3;
v2.x = posArr[i2];
v2.y = posArr[i2 + 1];
v2.z = posArr[i2 + 2];
v2 = v2.sub(v0);
int i3 = (row) * width * 3 + (col + 1) * 3;
v3.x = posArr[i3];
v3.y = posArr[i3 + 1];
v3.z = posArr[i3 + 2];
v3 = v3.sub(v0);
int i4 = (row - 1) * width * 3 + col * 3;
v4.x = posArr[i4];
v4.y = posArr[i4 + 1];
v4.z = posArr[i4 + 2];
v4 = v4.sub(v0);
v1.cross(v2, v12);
v12.normalize();
v2.cross(v3, v23);
v23.normalize();
v3.cross(v4, v34);
v34.normalize();
v4.cross(v1, v41);
v41.normalize();
normal = v12.add(v23).add(v34).add(v41);
normal.normalize();
} else {
normal.x = 0;
normal.y = 1;
normal.z = 0;
}
normal.normalize();
normals.add(normal.x);
normals.add(normal.y);
normals.add(normal.z);
}
}
return Utils.listToArray(normals);
}
}

Wild guess: You're using 16bit indices but specify the size of the index buffer as if it were 8bit indices (by setting the size of the buffer to number of elements in the buffer)?
Judging from the screenshot, it clearly looks like only the first half is drawn, so I would assume the problem lies in the creation of the index buffer or the draw call.
Maybe you used the wrong number of indices in the draw call? Like you used the number of triangles instead? Or assumes the number for a triangle fan instead of triangles?
You'll have to post the actual draw call and generation of the buffer objects to get more information.
Or at least tag your question according to the rendering library you are using, as it is not plain OpenGL.

Related

3D Cylinder how to calculate vertexSize, indicesSize and textCoordinateSize In openGl

I am trying to draw a 3D cylinder by LWJGL,
and i am trying to generate the vertices, indices and textCoordinate
and storing them in arrays
, but i am stuck how to calculate the size of the vertices, indices and textCoordinate arrays...etc.
anyone knows how i can do it please:
Here the snippet of the code:
// generate vertices for a cylinder
void buildVerticesSmooth() {
//=====> vertices = new float[]; <========
//=====> normals = new float[]; <========
//=====> texcoords = new float[]; <========
int texCoordsIndex = -1;
int verticesIndex = -1;
int normalsIndex = -1;
int indicesIndex = -1; // get unit circle vectors on XY-plane
float[] unitVertices = getUnitCircleVertices();
// put side vertices to arrays
for (int i = 0; i < 2; ++i) {
float h = -height / 2.0f + i * height; // z value; -h/2 to h/2
float t = 1.0f - i; // vertical tex coord; 1 to 0
for (int j = 0, k = 0; j <= sectors; ++j, k += 3) {
float ux = unitVertices[k];
float uy = unitVertices[k + 1];
float uz = unitVertices[k + 2];
// position vector
vertices[++verticesIndex] = (ux * radius); // vx
vertices[++verticesIndex] = (uy * radius); // vy
vertices[++verticesIndex] = (h); // vz
// normal vector
normals[++normalsIndex] = (ux); // nx
normals[++normalsIndex] = (uy); // ny
normals[++normalsIndex] = (uz); // nz
// texture coordinate
texcoords[++texCoordsIndex] = ((float) j / sectors); // s
texcoords[++texCoordsIndex] = (t); // t
}
}
// the starting index for the base/top surface
//NOTE: it is used for generating indices later
int baseCenterIndex = vertices.length / 3;
int topCenterIndex = baseCenterIndex + sectors + 1; // include center vertex
// put base and top vertices to arrays
for (int i = 0; i < 2; ++i) {
float h = -height / 2.0f + i * height; // z value; -h/2 to h/2
float nz = -1 + i * 2; // z value of normal; -1 to 1
// center point
vertices[++verticesIndex] = 0;
vertices[++verticesIndex] = 0;
vertices[++verticesIndex] = h;
normals[++normalsIndex] = 0;
normals[++normalsIndex] = 0;
normals[++normalsIndex] = nz;
texcoords[++texCoordsIndex] = 0.5f;
texcoords[++texCoordsIndex] = 0.5f;
for (int j = 0, k = 0; j < sectors; ++j, k += 3) {
float ux = unitVertices[k];
float uy = unitVertices[k + 1];
// position vector
vertices[++verticesIndex] = (ux * radius); // vx
vertices[++verticesIndex] = (uy * radius); // vy
vertices[++verticesIndex] = (h); // vz
// normal vector
normals[++normalsIndex] = (0); // nx
normals[++normalsIndex] = (0); // ny
normals[++normalsIndex] = (nz); // nz
// texture coordinate
texcoords[++texCoordsIndex] = (-ux * 0.5f + 0.5f); // s
texcoords[++texCoordsIndex] = (-uy * 0.5f + 0.5f); // t
}
}
int[] indices;
int k1 = 0; // 1st vertex index at base
int k2 = sectors + 1; // 1st vertex index at top
// indices for the side surface
for(int i = 0; i < sectors; ++i, ++k1, ++k2)
{
// 2 triangles per sector
// k1 => k1+1 => k2
indices[++indicesIndex] = (k1);
indices[++indicesIndex] = (k1 + 1);
indices[++indicesIndex] = (k2);
// k2 => k1+1 => k2+1
indices[++indicesIndex] = (k2);
indices[++indicesIndex] = (k1 + 1);
indices[++indicesIndex] = (k2 + 1);
}
// indices for the base surface
// NOTE: baseCenterIndex and topCenterIndices are pre-computed during vertex generation
// please see the previous code snippet
for(int i = 0, k = baseCenterIndex + 1; i < sectors; ++i, ++k)
{
if(i < sectors - 1)
{
indices[++indicesIndex] = (baseCenterIndex);
indices[++indicesIndex] = (k + 1);
indices[++indicesIndex] = (k);
}
else // last triangle
{
indices[++indicesIndex] = (baseCenterIndex);
indices[++indicesIndex] = (baseCenterIndex + 1);
indices[++indicesIndex] = (k);
}
}
// indices for the top surface
for(int i = 0, k = topCenterIndex + 1; i < sectors; ++i, ++k)
{
if(i < sectors - 1)
{
indices[++indicesIndex] = (topCenterIndex);
indices[++indicesIndex] = (k);
indices[++indicesIndex] = (k + 1);
}
else // last triangle
{
indices[++indicesIndex] = (topCenterIndex);
indices[++indicesIndex] = (k);
indices[++indicesIndex] = (topCenterIndex + 1);
}
}
}
As httpdigest said:
you know how many iterations every loop performs and you know how
many increments/additions you do per each array. Should be very simple
math now.

Sobel Edge Detection without a buffer

For an embedded design I am attempting to implement sobel's edge detection on a board without the use of a buffer. i.e. I am reading and writing directly from the screen. I can however, store about one or two imge width full of data to be referenced later. This is due to limitations set forth by the board. However I have fallen into some issue. All that I recieve is noise regardless if I attempt to do sobel or another edge detection algorithm. The code is below, does anyone have any suggestions
Version 1
void sobelEdgeDetection2() {
int GX[3][3];
int GY[3][3];
int sumX[3];
int sumY[3];
int SUM[3];
int piX = 0;
int piY = 0;
//uint8_t R, G, B = 0;
int I, J = 0;
//UnpackedColour pixVal;
uint16_t *buffer;
// allocate space for even scan lines and odd scan lines
buffer = new uint16_t[_gl->getWidth()];
//buffer for previous line
uint16_t *bufT;
// allocate space for even scan lines and odd scan lines
bufT = new uint16_t[_gl->getWidth()];
// Masks //////////////////////////////////////
//X//
GX[0][0] = -1;
GX[0][1] = 0;
GX[0][2] = 1;
GX[1][0] = -2;
GX[1][1] = 0;
GX[1][2] = 2;
GX[2][0] = -1;
GX[2][1] = 0;
GX[2][2] = 1;
//Y//
GY[0][0] = 1;
GY[0][1] = 2;
GY[0][2] = 1;
GY[1][0] = 0;
GY[1][1] = 0;
GY[1][2] = 0;
GY[2][0] = -1;
GY[2][1] = -2;
GY[2][2] = -1;
for (int Y = 0; Y < _gl->getHeight(); Y++) {
for (int X = 0; X < _gl->getWidth(); X++) {
sumX[0] = sumX[1] = sumX[2] = 0;
sumY[0] = sumY[1] = sumY[2] = 0;
if (Y == 0 || Y == _gl->getHeight() - 1) {
SUM[0] = SUM[1] = SUM[2] = 0;
} else if (X == 0 || X == _gl->getWidth() - 1) {
SUM[0] = SUM[1] = SUM[2] = 0;
} else {
for (I = -1; I <= 1; I++) {
for (J = -1; J <= 1; J++) {
piX = J + X;
piY = I + Y;
pixel16 pix = getPixel(piX, piY);
uint8_t Red = pix.Red;
uint8_t Green = pix.Green;
uint8_t Blue = pix.Blue;
sumX[0] += (Red) * GX[J + 1][I + 1];
sumX[1] += (Green) * GX[J + 1][I + 1];
sumX[2] += (Blue) * GX[J + 1][I + 1];
sumY[0] += (Red) * GY[J + 1][I + 1];
sumY[1] += (Green) * GY[J + 1][I + 1];
sumY[2] += (Blue) * GY[J + 1][I + 1];
}
}
SUM[0] = abs(sumX[0]) + abs(sumY[0]);
SUM[1] = abs(sumX[1]) + abs(sumY[1]);
SUM[2] = abs(sumX[2]) + abs(sumY[2]);
}
if (SUM[0] > 255)
SUM[0] = 255;
if (SUM[0] < 0)
SUM[0] = 0;
if (SUM[1] > 255)
SUM[1] = 255;
if (SUM[1] < 0)
SUM[1] = 0;
if (SUM[2] > 255)
SUM[2] = 255;
if (SUM[2] < 0)
SUM[2] = 0;
int newPixel[3];
newPixel[0] = (255 - ((unsigned char) (SUM[0])));
newPixel[1] = (255 - ((unsigned char) (SUM[1])));
newPixel[2] = (255 - ((unsigned char) (SUM[2])));
pixel16 pix(newPixel[0], newPixel[1], newPixel[2]);
buffer[X] = packColour(pix).packed565;
}
//Need to move cursor back
// draw it
this->paintRow(Point(0, Y), buffer, _gl->getWidth());
}
delete[] buffer;
}
Version2
/**
* https://www.cl.cam.ac.uk/projects/raspberrypi/tutorials/image-processing/edge_detection.html
* 1 Iterate over every pixel in the image
* 2 Apply the x gradient kernel
* 3 Apply the y gradient kernel
* 4 Find the length of the gradient using pythagoras' theorem
* 5 Normalise the gradient length to the range 0-255
* 6 Set the pixels to the new values
*/
void sobelEdgeDetection4() {
UnpackedColour colour;
for (int x = 1; x < _gl->getWidth() - 1; x++) {
for (int y = 1; y < _gl->getHeight() - 1; y++) {
// initialise Gx and Gy to 0
int Gx = 0;
int Gy = 0;
unsigned int intensity = 0;
// Left column
pixel16 pixel = this->getPixel(x - 1, y - 1);
intensity = pixel.Red + pixel.Green + pixel.Blue;
Gx += -intensity;
Gy += -intensity;
pixel = this->getPixel(x - 1, y);
intensity = pixel.Red + pixel.Green + pixel.Blue;
Gx += -2 * intensity;
pixel = this->getPixel(x - 1, y + 1);
intensity = pixel.Red + pixel.Green + pixel.Blue;
Gx += -intensity;
Gy += +intensity;
// middle column
pixel = this->getPixel(x, y - 1);
intensity = pixel.Red + pixel.Green + pixel.Blue;
Gy += -2 * intensity;
pixel = this->getPixel(x, y + 1);
intensity = pixel.Red + pixel.Green + pixel.Blue;
Gy += +2 * intensity;
// right column
pixel = this->getPixel(x + 1, y - 1);
intensity = pixel.Red + pixel.Green + pixel.Blue;
Gx += +intensity;
Gy += -intensity;
pixel = this->getPixel(x + 1, y);
intensity = pixel.Red + pixel.Green + pixel.Blue;
Gx += +2 * intensity;
pixel = this->getPixel(x + 1, y + 1);
intensity = pixel.Red + pixel.Green + pixel.Blue;
Gx += +intensity;
Gy += +intensity;
// calculate the gradient length
unsigned int length = (unsigned int) sqrt(
(float) (Gx * Gx) + (float) (Gy * Gy));
// normalise the length to 0 to 255
length = length / 17;
// draw the pixel on the edge image
pixel16 pixel2(length,length,length);
this->setPixel(x, y, pixel2);
}
}
}
Version 3
// sobel map for the x axis
const double _SOBEL_Gx[3][3] = { { -1.0, +0.0, +1.0 }, { -2.0, +0.0, +2.0 },
{ -1.0, +0.0, +1.0 } };
// sobel map for the y axis
const double _SOBEL_Gy[3][3] = { { +1.0, +2.0, +1.0 }, { +0.0, +0.0, +0.0 },
{ -1.0, -2.0, -1.0 } };
double get_sobel_gradient(int width, int height, int x, int y) {
double sobel_gradient_x = 0, sobel_gradient_y = 0;
int mx = 0, my = 0, sx = 0, sy = 0;
for (mx = x; mx < x + 3; mx++) {
sy = 0;
for (my = y; my < y + 3; my++) {
if (mx < width && my < height) {
//int r, g, b, idx;
int idx = (mx + width * my) * 3;
pixel16 pixVal = this->getPixel(idx);
//r = pixVal.Red;
//g = pixVal.Green;
//b = pixVal.Blue;
UnpackedColour col = this->packColour(pixVal);
sobel_gradient_x += col.packed565 * _SOBEL_Gx[sx][sy];
sobel_gradient_y += col.packed565 * _SOBEL_Gy[sx][sy];
}
sy++;
}
sx++;
}
return abs(sobel_gradient_x) + abs(sobel_gradient_y);
}
void sobelEdgeDetection3() {
double threshold = 50000.0;
UnpackedColour colour;
for (int y = 0; y < _gl->getHeight(); y++) {
for (int x = 0; x < _gl->getWidth(); x++) {
if (get_sobel_gradient(_gl->getWidth(), _gl->getHeight(), x, y)
>= threshold) {
colour.packed565 = 0x0000; //set white
} else {
colour.packed565 = 0xFFFF; //set black
}
this->setPixel(x, y, colour);
}
}
}
For Version 1, after you allocate 2 buffers (just use buffer and bufT), create 2 pointers to point to the current and previous rows, like this:
uint16_t *currentRow = buffer;
uint16_t *prevRow = bufT;
Inside the row loop, write to currentRow instead of buffer:
pixel16 pix(newPixel[0], newPixel[1], newPixel[2]);
currentRow[X] = packColour(pix).packed565;
Because the Sobel filter reads from the previous row, you can't overwrite a row until after you have finished calculating the filtered values for the row after it. So at the end of the loop, where you are currently calling paintRow(), draw the previous row (if one exists), and then swap the buffers so that the current becomes the previous, and the previous becomes the new current row (to be overwritten on the next pass through the loop). On the last row the current row is also drawn, because otherwise it won't be since the outer loop is about to terminate.
if(Y > 0) // draw the previous row if this is not the first row:
this->paintRow(Point(0, Y-1), prevRow, _gl->getWidth());
if(Y == _gl->getHeight()-1) // draw the current row if it is the last:
this->paintRow(Point(0, Y), currentRow, _gl->getWidth());
// swap row pointers:
uint16_t *temp = prevRow;
prevRow = currentRow;
currentRow = temp;
The same strategy should work for the other versions.

Draw cylinder in shader based opengl

I'm looking for a good way to draw cylinder on opengl, i tried to draw multiple circles
for (GLuint m = 0; m <= segments; ++m) {
for (GLuint n = 0; n <= segments; ++n) {
GLfloat const t = 2 * M_PI * (float) n / (float) segments;
//position
points[num++] = x + sin(t) * r;
points[num++] = .0005 * m;
points[num++] = y + cos(t) * r;
//color
points[num++] = 1;
points[num++] = 1;
points[num++] = 1;
//texture
points[num++] = sin(t) * 0.5 + 0.5;
points[num++] = cos(t) * 0.5 + 0.5;
}
}
and on display function
GLuint pointer = 0;
for (GLuint i = 0; i <= segments; ++i) {
glDrawArrays(GL_TRIANGLE_FAN, pointer, segments + 1);
pointer += segments + 1;
}
I'm asking if there is a direct way to draw this cylinder
drawing many discs one on top of the other is too slow (unless you really want to draw the cylinder as slices of discs)
You should just draw the sides of the cylinder. For example a quad mesh would be
// for (GLuint m = 0; m <= segments; ++m)
float const bottom = .0005f * 0.f;
float const top = .0005f * (segments-1.f);
for(GLuint n = 0; n <= segments; ++n)
{
GLfloat const t0 = 2 * M_PI * (float)n / (float)segments;
GLfloat const t1 = 2 * M_PI * (float)(n+1) / (float)segments;
//quad vertex 0
points[num++] = x + sin(t0) * r;
points[num++] = bottom;
points[num++] = y + cos(t0) * r;
//quad vertex 1
points[num++] = x + sin(t1) * r;
points[num++] = bottom;
points[num++] = y + cos(t1) * r;
//quad vertex 2
points[num++] = x + sin(t1) * r;
points[num++] = top;
points[num++] = y + cos(t1) * r;
//quad vertex 3
points[num++] = x + sin(t0) * r;
points[num++] = top;
points[num++] = y + cos(t0) * r;
}
You can add 2 disks (the bases) to close the cylinder.
You can reduce fetching vertices form memory using a vertex+index buffer.
In new versions of OGL you can eliminate vertex memory read by indexing the mesh using gl_VertexID

Rotating image not working

I'm trying to rotate an image using openFrameworks, but I have a problem. My rotated image is red instead of its original color.
void testApp::setup(){
image.loadImage("abe2.jpg");
rotatedImage.allocate(image.width, image.height, OF_IMAGE_COLOR);
imageCenterX = image.getWidth() / 2;
imageCenterY = image.getHeight() / 2;
w = image.getWidth();
h = image.getHeight();
int degrees = 180;
float radians = (degrees*(PI / 180));
for (int y = 0; y < h; y++) {
for (int x = 0; x < w; x++) {
int index = image.getPixelsRef().getPixelIndex(x, y);
int newX = (cos(radians) * (x - imageCenterX) - sin(radians) * (y - imageCenterY) + imageCenterX);
int newY = (sin(radians) * (x - imageCenterX) + cos(radians) * (y - imageCenterY) + imageCenterY);
int newIndex = rotatedImage.getPixelsRef().getPixelIndex(newX, newY);
rotatedImage.getPixelsRef()[newIndex] = image.getPixelsRef()[index];
}
}
rotatedImage.update();
}
void testApp::update(){
}
void testApp::draw(){
image.draw(0,0);
rotatedImage.draw(0,400);
}
Can someone tell me what I am doing wrong?
If your image has three color components (Red, Green, Blue), you need to transform all three of those. The following should do the trick:
rotatedImage.getPixelsRef()[newIndex] = image.getPixelsRef()[index];
rotatedImage.getPixelsRef()[newIndex+1] = image.getPixelsRef()[index+1];
rotatedImage.getPixelsRef()[newIndex+2] = image.getPixelsRef()[index+2];

How come the bounding box isn't being set properly in this mesh?

I have some Irrlicht code that generates a rectangular mesh given a width and height. Here is the code that generates the vertices and indices:
int iNumVertices = (width + 1) * (height + 1);
S3DVertex * vertices = new S3DVertex[iNumVertices];
memset(vertices,0,sizeof(S3DVertex) * iNumVertices);
for(int i=0;i<=height;++i)
{
for(int j=0;j<=width;++j)
{
int iIndex = (i*(width + 1)) + j;
vertices[iIndex].Pos.X = i * 2.0f;
vertices[iIndex].Pos.Y = 0.0f;
vertices[iIndex].Pos.Z = j * 2.0f;
vertices[iIndex].Color.color = 0xFFFFFFFF;
vertices[iIndex].TCoords.X = i;
vertices[iIndex].TCoords.Y = j;
}
}
int iNumIndices = 6 * width * height;
u16 * indices = new u16[iNumIndices];
for(int i=0;i<height;++i)
{
for(int j=0;j<width;++j)
{
int iIndex = ((i*width) + j) * 6;
int tmp_offset = j + (i * (width + 1));
indices[iIndex + 0] = tmp_offset + 1;
indices[iIndex + 1] = tmp_offset + width + 1;
indices[iIndex + 2] = tmp_offset;
indices[iIndex + 3] = tmp_offset + 1;
indices[iIndex + 4] = tmp_offset + width + 2;
indices[iIndex + 5] = tmp_offset + width + 1;
}
}
Then the vertices and indices are added to the mesh and the bounding box is recalculated:
SMeshBuffer * buffer = new SMeshBuffer();
buffer->append(vertices,iNumVertices,indices,iNumIndices);
buffer->recalculateBoundingBox();
However, when rendered, the bounding box is nowhere close to the right size:
The end result of this is that the mesh doesn't get rendered when the small bounding box goes behind the camera.
Turns out that the problem was that I was calling recalculateBoundingBox() on the buffer instead of the mesh.