So I have a 3D openGL application and I wanted to display a 2D HUD, I understand the basic concept of how to do this after a lot of googling but nothing I try makes it show up. My current code after going over many other examples is this:
// HUD ///////////////////////////////////
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, (GLdouble)WIDTH, (GLdouble)HEIGHT, 0, -1, 1);
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glColor3f(1, 1, 1);
glPushMatrix();
glBegin(GL_QUADS);
glVertex3f(-5.0f, 5.0f, 0.0f);
glVertex3f(-5.0f, -5.0f, 0.0f);
glVertex3f(5.0f, -5.0f, 0.0f);
glVertex3f(5.0f, 5.0f, 0.0f);
glEnd();
glPopMatrix();
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
Right now nothing visually changes, I can get the whole screen to clear to a colour but even then I can't seem to draw a quad on it.
EDIT:
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, WIDTH, HEIGHT, 0, -1, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glClear(GL_DEPTH_BUFFER_BIT);
glColor3f(1, 1, 1);
glPushMatrix();
glBegin(GL_QUADS);
glVertex3f(-10.0f, 10.0f, 0.0f);
glVertex3f(-10.0f, -10.0f, 0.0f);
glVertex3f(10.0f, -10.0f, 0.0f);
glVertex3f(10.0f, 10.0f, 0.0f);
glEnd();
glPopMatrix();
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
EDIT 2: SKYBOX CODE
glDisable(GL_CULL_FACE);
glDepthFunc(GL_LEQUAL); // Change depth function so depth test passes when values are equal to depth buffer's content
skyShader.Bind();
view = glm::mat4(glm::mat3(camera.GetViewProjection())); // Remove any translation component of the view matrix
glUniformMatrix4fv(glGetUniformLocation(skyShader.getProg(), "view"), 1, GL_FALSE, glm::value_ptr(view));
glUniformMatrix4fv(glGetUniformLocation(skyShader.getProg(), "projection"), 1, GL_FALSE, glm::value_ptr(projection));
// SKYBOX CUBE /////////////////////////////////
glBindVertexArray(skyboxVAO);
glActiveTexture(GL_TEXTURE0);
glUniform1i(glGetUniformLocation(skyShader.getProg(), "skybox"), 0);
glBindTexture(GL_TEXTURE_CUBE_MAP, skyboxTexture);
glDrawArrays(GL_TRIANGLES, 0, 36);
glBindVertexArray(0);
glDepthFunc(GL_LESS); // Set depth function back to default
I'm not sure what HEIGHT and WIDTH are set to so I just used 100 for both. When I ran the code you posted I can see your quad in the top-left corner of the screen.
What I would recommend is to simply your HUD code until you've got a grasp of what is happening.
For example:
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glPushMatrix();
glBegin(GL_QUADS);
glVertex3f(-0.5f, 0.5f, 0f);
glVertex3f(-0.5f, -0.5f, 0f);
glVertex3f( 0.5f, -0.5f, 0f);
glVertex3f( 0.5f, 0.5f, 0f);
glEnd();
glPopMatrix();
Given the rest of your GL state is unchanged, that should draw a white quad that fills 50% of the screen, positioned in the center:
This is because the view defaults to a glOrtho call that looks like this:
glOrtho(-1f, 1f, -1f, 1f, -1f, 1f);
Now let's set WIDTH and HEIGHT to 10f. This is what your glOrtho call would be:
glOrtho(0f, 10f, 10f, 0f, -1f, 1f);
This is what gets rendered:
If your HEIGHT and WIDTH is bigger, say 800x600, that quad would be so small it wouldn't even appear.
EDIT: Using glPushMatrix and glPopMatrix to isolate modifications to the model-view and projection matrices
After reading your edits and comments let me add some sample code that I believe illustrates what you want. It doesn't deal with the depth buffer, which may be what is causing you issues, but I wanted to keep it simple and build on what I had before:
int width = 500; // window width
int height = 500; // window height
// define our GL viewport
glViewport(0, 0, width, height);
// setup 3d projection
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glPerspective(60f, width/height, 1f, 50f);
// setup 3d modelview
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
// move the camera to put the tetrahedron behind the UI element
glRotatef(135f, 0f, 0f, 1f);
glTranslatef(0f, 5f, -30f);
// draw 3d object (tetrahedron)
glBegin(GL_TRIANGLES);
// triangle 1
glColor3f(1f, 0f, 0f); // red
glVertex3f(0f, 10f, 0f); // a
glColor3f(1f, 1f, 0f); // yellow
glVertex3f(0f, -10f, -10f); // b
glColor3f(0f, 1f, 0f); // green
glVertex3f(-10f, -10f, 10f); // c
// triangle 2
glColor3f(1f, 0f, 0f); // red
glVertex3f(0f, 10f, 0f); // a
glColor3f(1f, 0f, 1f); // purple
glVertex3f(10f, -10f, 10f); // d
glColor3f(1f, 1f, 0f); // yellow
glVertex3f(0f, -10f, -10f); // b
// triangle 3
glColor3f(1f, 0f, 0f); // red
glVertex3f(0f, 10f, 0f); // a
glColor3f(0f, 1f, 0f); // green
glVertex3f(-10f, -10f, 10f); // c
glColor3f(1f, 0f, 1f); // purple
glVertex3f(10f, -10f, 10f); // d
// triangle 4
glColor3f(1f, 1f, 0f); // yellow
glVertex3f(0f, -10f, -10f); // b
glColor3f(1f, 0f, 1f); // purple
glVertex3f(10f, -10f, 10f); // d
glColor3f(0f, 1f, 0f); // green
glVertex3f(-10f, -10f, 10f); // c
glEnd();
// revert to original modelview matrix
glPopMatrix();
// revert to original projection matrix
glMatrixMode(GL_PROJECTION);
glPopMatrix();
// setup 2d projection
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0f, 1f, 1f, 0f, -1f, 1f);
// setup 2d modelview
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
// draw the 2d interface
glBegin(GL_QUADS);
glColor3f(0.5f, 0.5f, 0.5f); // grey
glVertex3f(0.05f, 0.05f, 0f); // top-left
glVertex3f(0.95f, 0.05f, 0f); // top-right
glVertex3f(0.95f, 0.2f, 0f); // bottom-right
glVertex3f(0.05f, 0.2f, 0f); // bottom-left
glEnd();
// revert to original modelview matrix
glPopMatrix();
// revert to original projection matrix
glMatrixMode(GL_PROJECTION);
glPopMatrix();
This renders the following:
You'll notice when we setup the ModelView matrix for the 2d interface we're using this to define the view frustum:
glOrtho(0f, 1f, 1f, 0f, -1f, 1f);
This defines our view space as top-left being 0,0 and bottom right being 1,1. This allows us to place things on the screen without regard for the viewport size. When we draw our 2d interface we just have to supply values within a 0.0 to 1.0 range and it will fit it to the viewport.
Important:
You should always remember that the model-view and projection matrices are stacks. Before you make any modifications to them remember to push a new layer on the stack and then pop it back off when you're done. By doing this you can isolate your changes.
Related
I need to create a 3d cube, and so far I've created all the vertices but when I run the program I can only see the cube (or what I hope is a cube, I can't tell) from one face, so it looks like a square. I want to know how to view my cube from above, so I can check whether or not it actually looks the way I want it to.
I created the 24 vertices using glVertex3f but like I said I can't tell if it is a cube or not because I cannot look at it from an angle other than the default.
I tried downloading GLM but I am very confused on how, if at all, to use that to change the viewing perspective.
glEnable(GL_DEPTH_TEST);
// Loop until the user closes the window
while (!glfwWindowShouldClose(window))
{
// Render here
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBegin(GL_QUADS);
glColor3f(0.0f, 1.0f, 0.0f);
glVertex3f(0.5f, 0.5f, 0.5f);
glVertex3f(-0.5f, 0.5f, 0.5f);
glVertex3f(-0.5f, -0.5f, 0.5f);
glVertex3f(0.5f, -0.5f, 0.5f);
... // Repeating drawing the vertices for each vertex of the cube
glEnd();
// Swap front and back buffers
glfwSwapBuffers(window);
// Poll for and process events
glfwPollEvents();
}
No error messages but I cant tell if its a cube or not.
// Render here
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// need the window width & height to compute aspect ratio
int width, height;
glfwGetWindowSize(window, &width, &height);
// set up the camera projection (if you haven't done this in init)
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f, float(width) / height, 0.1f, 100.0f);
// set camera position & orientation
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(1, 1, -3, //< eye position
0, 0, 0, //< aim position
0, 1, 0); //< up direction
// now draw stuff
glBegin(GL_QUADS);
glEnd();
I was wondering if anyone could help me figure out how to add a light source to my 3D objects. I have four objects that are rotating and I want the light source to be at a fixed position, and I want to be able to see lighting on the object.
I tried doing this (********):
//*******Initializing the light position
GLfloat pos[] = {-2,4,5,1};
void display() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
//*******adding the light to the display method
glLoadIdentity();
glLightfv(GL_LIGHT0, GL_POSITION, pos);
// rectangle
glPushMatrix();
glTranslatef(0.0f, 2.5f, -8.0f);
glRotatef(angleRectangle, 0.0f, 1.0f, 0.0f);
drawRectangle();
glPopMatrix();
//small cylinder
glPushMatrix();
glTranslatef(0.0f, 2.0f, -8.0f);
glRotatef(90, 1, 0, 0);
glRotatef(anglePyramid, 0.0f, 0.0f, 1.0f);
drawCylinder(0.2, 0.7);
glPopMatrix();
//big cylinder
glPushMatrix();
glTranslatef(0.0f, 1.5f, -8.0f);
glRotatef(90, 1, 0, 0);
glRotatef(anglePyramid, 0.0f, 0.0f, 1.0f);
drawCylinder(0.7, 2.7);
glPopMatrix();
//pyramid
glPushMatrix();
glTranslatef(0.0f, -2.2f, -8.0f);
glRotatef(180, 1, 0, 0);
glRotatef(anglePyramid, 0.0f, 1.0f, 0.0f);
drawPyramid();
glPopMatrix();
glutSwapBuffers();
anglePyramid += k * 0.2f; //- is CW, + is CCW
angleRectangle += -k * 0.2f;
}
//******* Then i added these to the main method
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
However when I do this and I run the entire program, my objects turn gray, and at certain points in the rotation they turn white. And this isnt what I want. I want to keep my colorful objects, but I want to be able to see the light source on them.
Any help would be greatly appreciated. Also let me know if you need to see more of my code to figure out the issue. Thanks
When lighting (GL_LIGHTING) is enabled, then the color is taken from the material parameters (glMaterial).
If you still want to use the current color, the you have to enable GL_COLOR_MATERIAL
and to set the color material paramters (glColorMaterial):
glEnable(GL_LIGHTING);
glEnable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
See also Basic OpenGL Lighting.
But note, that drawing by glBegin/glEnd sequences, the fixed function pipeline matrix stack and fixed function pipeline per vertex light model, is deprecated since decades.
Read about Fixed Function Pipeline and see Vertex Specification and Shader for a state of the art way of rendering.
void text(string str)
{
for (int i = 0; i < str.length(); i++)
{
glColor3f(0.0f, 0.0f, 0.0f);
glutBitmapCharacter(GLUT_BITMAP_TIMES_ROMAN_24, str[i]);
}
}
void render(void)
{
int width = glutGet(GLUT_WINDOW_WIDTH);
int height = glutGet(GLUT_WINDOW_HEIGHT);
if (height == 0) height = 1;
GLfloat aspect = (GLfloat)width / (GLfloat)height;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_SCISSOR_TEST);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f, aspect, 0.1f, 100.0f);
// Top view - top left
glViewport(0, 0, width/2, height/2);
glScissor(0, 0, width/2, height/2);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
PilotView(0.0f, 0.0f, -5.0f, 0.0f, 0.0f, 0.0f, 1.0f);
glRasterPos3f(-0.1f, -0.1f, 4.0f);
text("Front");
diode();
// Corner view - top right
glViewport(width/2, 0, width/2, height/2);
glScissor(width/2, 0, width/2, height/2);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
PilotView(0.0f, 0.0f, -5.0f, 0.0f, -90.0f, 0.0f, 1.0f);
glRasterPos3f(4.0f, -0.1f, 0.1f);
text("Right");
diode();
// Front view - bottom left
glViewport(0, height/2, width/2, height/2);
glScissor(0, height/2, width/2, height/2);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
PilotView(0.0f, 0.0f, -5.0f, 90.0f, 0.0f, 0.0f, 1.0f);
glRasterPos3f(-0.1f, 4.0f, 0.0f);
text("Top");
diode();
// Right view - bottom right
glViewport(width/2, height/2, width/2, height/2);
glScissor(width/2, height/2, width/2, height/2);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
PilotView(0.0f, 0.0f, -5.0f, 20.0f, 0.0f, 0.0f, 1.0f);
glRasterPos3f(-0.1f, 4.0f, 0.0f);
text("Fro4nt");
diode();
glDisable(GL_SCISSOR_TEST);
glutSwapBuffers();
}
I'm not sure where the white "Front" and the yellow "Top"/"Right" is coming from (in terms of color). They all should be black. Does anyone know what the issue is?
Here is what the output looks like:
As suspected, this may come as a shock but glRasterPos (...) actually tracks the "current" color when you call that function. That is, whatever color was set before glRasterPos (...) was called, applies as the "current color" for drawing operations at that position. Think of it almost as the rasterizer's analog to glVertex (...), as I will explain below.
You need to set the current color before you call glRasterPos (...), to that end you should remove the glColor3f (...) call completely from your text (...) function, or perhaps modify that function to do both - set the color and then the raster pos, then draw the text.
glRasterPos — specify the raster position for pixel operations:
The current raster position consists of three window coordinates (x, y, z), a clip coordinate value (w), an eye coordinate distance, a valid bit, and associated color data and texture coordinates.
I've implemented shadow mapping using ARB extensions following this tutorial
http://www.paulsprojects.net/tutorials/smt/smt.html
I've modified the code to add another light source. I've created and initialized 2 more matrices (lightViewMatrix2 and lightProjectionMatrix2) and another shadowMap texture.
At step 3 of the tutorial, after binding the first shadowmap texture, I've binded the second one.
The result I get is that I see only the intersections between the 2 shadows produced by the 2 different light sources.
I've initialized all the matrices in the init function as shown in the tutorial, this is my display function.
void Display(void){
//First pass - from light's point of view
//Calculate & save matrices LIGHT 1
glPushMatrix();
glLoadIdentity();
gluLookAt( lightPosition[0], lightPosition[1], lightPosition[2],
0.0f, 0.0f , 0.0f,
0.0f, 1.0f, 0.0f);
glGetFloatv(GL_MODELVIEW_MATRIX, lightViewMatrix);
glPopMatrix();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(lightProjectionMatrix);
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf(lightViewMatrix);
//Use viewport the same size as the shadow map
glViewport(0, 0, shadowMapSize, shadowMapSize);
//Draw back faces into the shadow map
glCullFace(GL_FRONT);
//Disable color writes, and use flat shading for speed
glShadeModel(GL_FLAT);
glColorMask(0, 0, 0, 0);
//Draw the scene
DrawScene();
//Read the depth buffer into the shadow map texture
glBindTexture(GL_TEXTURE_2D, shadowMapTexture[0]);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, shadowMapSize, shadowMapSize);
//First pass - from light's point of view
//Calculate & save matrices LIGHT 2
glPushMatrix();
glLoadIdentity();
gluLookAt( lightPosition2[0], lightPosition2[1], lightPosition2[2],
0.0f, 0.0f , 0.0f,
0.0f, 1.0f, 0.0f);
glGetFloatv(GL_MODELVIEW_MATRIX, lightViewMatrix2);
glPopMatrix();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(lightProjectionMatrix2);
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf(lightViewMatrix2);
//Use viewport the same size as the shadow map
glViewport(0, 0, shadowMapSize, shadowMapSize);
//Draw the scene
DrawScene();
//Read the depth buffer into the shadow map texture
glBindTexture(GL_TEXTURE_2D, shadowMapTexture[1]);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, shadowMapSize, shadowMapSize);
//restore states
glCullFace(GL_BACK);
glShadeModel(GL_SMOOTH);
glColorMask(1, 1, 1, 1);
//2nd pass - Draw from camera's point of view
glClear(GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(cameraProjectionMatrix);
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf(cameraViewMatrix);
glViewport(0, 0, windowWidth, windowHeight);
float white2[3]={0.2f,0.2f,0.2f};
//light to represent shadowed areas
glLightfv(GL_LIGHT1, GL_POSITION, VECTOR4D(lightPosition));
glLightfv(GL_LIGHT1, GL_AMBIENT, white2);
glLightfv(GL_LIGHT1, GL_DIFFUSE, white2);
glLightfv(GL_LIGHT1, GL_SPECULAR, black1);
glEnable(GL_LIGHT1);
glEnable(GL_LIGHTING);
DrawScene();
//3rd pass
//Draw with bright light LIGHT1
glLightfv(GL_LIGHT1, GL_DIFFUSE, white1);
glLightfv(GL_LIGHT1, GL_SPECULAR, white1);
//Calculate texture matrix for projection
//This matrix takes us from eye space to the light's clip space
//It is postmultiplied by the inverse of the current view matrix when specifying texgen
static MATRIX4X4 biasMatrix(0.5f, 0.0f, 0.0f, 0.0f,
0.0f, 0.5f, 0.0f, 0.0f,
0.0f, 0.0f, 0.5f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f); //bias from [-1, 1] to [0, 1]
MATRIX4X4 textureMatrix=biasMatrix*lightProjectionMatrix*lightViewMatrix;
//Set up texture coordinate generation.
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGenfv(GL_S, GL_EYE_PLANE, textureMatrix.GetRow(0));
glEnable(GL_TEXTURE_GEN_S);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGenfv(GL_T, GL_EYE_PLANE, textureMatrix.GetRow(1));
glEnable(GL_TEXTURE_GEN_T);
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGenfv(GL_R, GL_EYE_PLANE, textureMatrix.GetRow(2));
glEnable(GL_TEXTURE_GEN_R);
glTexGeni(GL_Q, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGenfv(GL_Q, GL_EYE_PLANE, textureMatrix.GetRow(3));
glEnable(GL_TEXTURE_GEN_Q);
//Bind & enable shadow map texture
glBindTexture(GL_TEXTURE_2D, shadowMapTexture[0]);
glEnable(GL_TEXTURE_2D);
//Enable shadow comparison
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE);
//Shadow comparison should be true (ie not in shadow) if r<=texture
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL);
//Shadow comparison should generate an INTENSITY result
glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE_ARB, GL_INTENSITY);
//Set alpha test to discard false comparisons
glAlphaFunc(GL_GEQUAL, 0.99f);
glEnable(GL_ALPHA_TEST);
DrawScene();
//3rd pass
//Draw with bright light LIGHT2
MATRIX4X4 textureMatrix2=biasMatrix*lightProjectionMatrix2*lightViewMatrix2;
//Set up texture coordinate generation.
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGenfv(GL_S, GL_EYE_PLANE, textureMatrix2.GetRow(0));
glEnable(GL_TEXTURE_GEN_S);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGenfv(GL_T, GL_EYE_PLANE, textureMatrix2.GetRow(1));
glEnable(GL_TEXTURE_GEN_T);
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGenfv(GL_R, GL_EYE_PLANE, textureMatrix2.GetRow(2));
glEnable(GL_TEXTURE_GEN_R);
glTexGeni(GL_Q, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGenfv(GL_Q, GL_EYE_PLANE, textureMatrix2.GetRow(3));
glEnable(GL_TEXTURE_GEN_Q);
//Bind & enable shadow map texture
glBindTexture(GL_TEXTURE_2D, shadowMapTexture[1]);
glEnable(GL_TEXTURE_2D);
//Enable shadow comparison
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE);
//Shadow comparison should be true (ie not in shadow) if r<=texture
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL);
//Shadow comparison should generate an INTENSITY result
glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE_ARB, GL_INTENSITY);
//Set alpha test to discard false comparisons
glAlphaFunc(GL_GEQUAL, 0.99f);
glEnable(GL_ALPHA_TEST);
DrawScene();
//Disable textures and texgen
glDisable(GL_TEXTURE_2D);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glDisable(GL_TEXTURE_GEN_R);
glDisable(GL_TEXTURE_GEN_Q);
//Restore other states
glDisable(GL_LIGHTING);
glDisable(GL_ALPHA_TEST);
//Set matrices for ortho
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
gluOrtho2D(-1.0f, 1.0f, -1.0f, 1.0f);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
//reset matrices
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glFinish();
glutSwapBuffers();}
What you are doing here is you are first generating the shadow map for the first light, then you are generating a shadow map for the second light at the same time doing comparisons with the first shadow map. As a result you end up with a shadow that is some kind of combination of the two.
You would need to generate your second shadow the same way you generate your first (shadow generation for each light should be independent of every other light) and then finally since you would need to use some multi-texturing to somehow do the same comparison check for each z-texture independently.
Consider using a shader-based approach as all these fixed-function calls are outdated and have no advantage over shaders. The best article I read about shadow mapping with many lights is "Massive Number of Shadow-Casting Lights with Layered Rendering" By Daniel Rákos. It presents a very efficient way of doing this.
I've been searching on how to draw an Indicator-Axis in my OpenGL scene. The project's nested in a Qt OpenGL widget, but I think the problem is independent of Qt.
I have found on here and forums from years ago that suggest storing the viewport and data, loading new ones for the botttom corner, apply my rotations and draw, then restore the matrices. This seems the most beneficial to me, but I'm guessing I'm still missing some critical info in my OpenGL knowledge.
For now I just have it drawing a red line from -x to x, so I expected to have a red square in the bottom left of the screen:
void GLWidget::drawAxis()
{
float tempPro[16];
float tempMod[16];
glGetFloatv(GL_PROJECTION_MATRIX, &tempPro[0]);
glGetFloatv(GL_MODELVIEW_MATRIX, &tempMod[0]);
glViewport(0, 0, 50, 50);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f, 1.0f, 0.1f, 20.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glPushMatrix();
glBegin(GL_LINES);
glColor3f(1.0f, 0.0f, 0.0f);
glEnable( GL_LINE_SMOOTH );
glLineWidth( 1.5 );
glVertex3f(-1000, 0, 0);
glVertex3f(1000, 0, 0);
glEnd();
glPopMatrix();
glViewport(0, 0, 960, 600);
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(tempPro);
gluPerspective(45.0f, (960.0/600.0), 0.1f, 400.0f);
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf(tempMod);
}
Instead I get nothing, just a large empty scene, and I'm unsure how to proceed. My paintGL is essentially:
void GLWidget::paintGL()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
Camera.Render();
glTranslatef(0.0, 0.0, 0.0);
glBegin(GL_QUADS);
glColor3f(1.0f, 1.0f, 1.0f);
glVertex3f(50.0f, 0.0f, 50.0f);
glVertex3f(50.0f, 0.0f, -50.0f);
glVertex3f(-50.0f, 0.0f, -50.0f);
glVertex3f(-50.0f, 0.0f, 50.0f);
glEnd();
drawAxis();
}
Not calling the draw-axis function still gives me my plane, with it, I get a large blank scene. Am I missing something in how I'm implementing the drawAxis? Should I setup another camera for the function or something like that?
You can use glPushMatrix() and glPopMatrix() to save and restore the state of your Projection and ModelView matrices.
Your not setting up your ModelView matrix to anything useful.
Try something like this:
void GLWidget::drawAxis()
{
glViewport(0, 0, 50, 50);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
gluPerspective(45.0f, 1.0f, 0.1f, 20.0f);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
//This really has to come from your camera....
gluLookAt(10.0f,10.0f,10.0f, 0.0f,0.0f,0.0f, 0.0f,0.1f,0.0f);
glColor3f(1.0f, 0.0f, 0.0f);
glEnable( GL_LINE_SMOOTH );
glLineWidth( 1.5 );
glBegin(GL_LINES);
glVertex3f(-1000, 0, 0);
glVertex3f(1000, 0, 0);
glEnd();
//Restore View
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glViewport(0, 0, 960, 600);
}