I'm modelling the solar system and testing the orbit of the Earth around the Sun, using orthogonal projection.
The starting point of the Earth is to the right of the Sun, direction of moving is to the left hand side. But the Earth is not completely rendered when it is in front of the Sun and when go further behind the Sun, as you can see from 3 images below:
Starting point:
Next frame:
Final frame:
Can some one explain what exactly happening here? I think this is the cull face problem, I tried:
glEnable(GL_CULL_FACES);
glCullFace(GL_FRONT);
It doesn't work actually.
This is my code:
// global vars
int width = 1820, height = 960;
#define CENTRE_X static_cast<float>(width/2)
#define CENTRE_Z static_cast<float>(-height/2)
#define EARTH_SIZE glm::vec3(30.0f, 40.0f, 30.0f)
#define SUN_SIZE EARTH_SIZE*3.0f
void renderSun(int i){
glPushMatrix();
glLoadIdentity();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture_ID[0]);
glUniform1i(texture_Location, 0);
glm::mat4 Projection = glm::ortho(0.0f, static_cast<float>(width), 0.0f, static_cast<float>(height), 0.0f, 100.0f);
glm::mat4 View = glm::lookAt(
glm::vec3(0, 120, 1),
glm::vec3(0, 0, 0),
glm::vec3(0, 1, 0)
);
/* Animations */
GLfloat angle = (GLfloat) (i);
View = glm::translate(View, glm::vec3(static_cast<float>(width/2), 0.0f, static_cast<float>(-height/2)));
View = glm::scale(View, SUN_SIZE);
View = glm::rotate(View, angle * 0.5f, glm::vec3(0.0f, 0.0f, 1.0f));
/* ******* */
glm::mat4 Model = glm::mat4(1.0f);
glm::mat4 MVP = Projection * View * Model;
glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "mvpMatrix"), 1, GL_FALSE, glm::value_ptr(MVP));
glDrawElements(GL_TRIANGLES, numsToDraw, GL_UNSIGNED_INT, NULL);
glPopMatrix();
}
void renderEarth(int i){
glPushMatrix();
glLoadIdentity();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture_ID[3]);
glUniform1i(texture_Location, 0);
glm::mat4 Projection = glm::ortho(0.0f, static_cast<float>(width), 0.0f, static_cast<float>(height), 0.0f, 100.0f);
glm::mat4 View = glm::lookAt(
glm::vec3(0, 150, 1),
glm::vec3(0, 0, 0),
glm::vec3(0, 1, 0)
);
/* Animations */
GLfloat angle = (GLfloat) (i);
View = glm::translate(View, glm::vec3(cos(orbitPos)*150, sin(orbitPos)*150, 0.0f));
View = glm::translate(View, glm::vec3(CENTRE_X, 0.0f, CENTRE_Z));
View = glm::scale(View, EARTH_SIZE);
View = glm::rotate(View, angle * 0.5f, glm::vec3(0.0f, 0.0f, 1.0f));
/* ******* */
glm::mat4 Model = glm::mat4(1.0f);
orbitPos += 0.005;
glm::mat4 MVP = Projection * View * Model;
glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "mvpMatrix"), 1, GL_FALSE, glm::value_ptr(MVP));
glDrawElements(GL_TRIANGLES, numsToDraw, GL_UNSIGNED_INT, NULL);
glPopMatrix();
}
You are using inconsistent View matrices, your code is essentially rotating the view of the earth, which causes it to move relative to the sun. This is very unusual way to do things, and is probably the cause of your problems. It is (presumably) causing the models to collide in clip space, and intersect with one another. You should instead use the same View matrix for both, and modify the Model matrix for the earth model. Keeping the renderSun method the same, you could do this by modifying renderEarth:
void renderEarth(int i){
//...
/* Animations */
GLfloat angle = (GLfloat) (i);
glm::mat4 M0 = glm::translate(View, glm::vec3(cos(orbitPos)*150, sin(orbitPos)*150, 0.0f));
glm::mat4 M1 = glm::translate(View, glm::vec3(CENTRE_X, 0.0f, CENTRE_Z));
glm::mat4 M2 = glm::scale(View, EARTH_SIZE);
glm::mat4 M3 = glm::rotate(View, angle * 0.5f, glm::vec3(0.0f, 0.0f, 1.0f));
/* ******* */
orbitPos += 0.005;
glm::mat4 MVP = Projection * View * M3 * M2 * M1 * M0;
// ...
Related
The output of this code is 25 cubs rotating .
The problem that I'm facing is the location of each cubes I don not know how to make them be in one line , Like for example every 5 cubes in one line and so on.
Note : I have added the Positions of cubes.
glm::vec3 cubePositions[] = {
glm::vec3(0.0f, 0.0f, 0.0f),
glm::vec3(2.0f, 5.0f, -15.0f),
glm::vec3(-1.5f, -2.2f, -2.5f),
glm::vec3(-3.8f, -2.0f, -12.3f),
glm::vec3(2.4f, -0.4f, -3.5f),
glm::vec3(-1.7f, 3.0f, -7.5f),
glm::vec3(1.3f, -2.0f, -2.5f),
glm::vec3(1.5f, 2.0f, -2.5f),
glm::vec3(1.5f, 0.2f, -1.5f),
glm::vec3(-1.3f, 1.0f, -1.5f)
};
while (!glfwWindowShouldClose(mainWindow))
{
glfwPollEvents();
glClearColor(0.0f, 0.1f, 0.2f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//Camera transformation
glm::mat4 projection = glm::mat4(1.0f);
glm::mat4 view = glm::mat4(1.0f);
projection = glm::perspective(glm::radians(45.0f), (float)WIDTH / (float)HEIGHT, 0.1f, 100.0f);
view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
//Get uniform locations
GLint viewlLoc = glGetUniformLocation(ourShader.Program, "view");
glUniformMatrix4fv(viewlLoc, 1, GL_FALSE, glm::value_ptr(view));
GLint projlLoc = glGetUniformLocation(ourShader.Program, "projection");
glUniformMatrix4fv(projlLoc, 1, GL_FALSE, glm::value_ptr(projection));
// Call Shader Program
ourShader.Use();
glBindVertexArray(VAO);
for(unsigned int i = 0; i < 25; i++)
{
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, cubePositions[i]);
float angle = 20.0f * i;
angle = glfwGetTime() * 25.0f;
model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
GLint modelLoc = glGetUniformLocation(ourShader.Program, "model");
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
glDrawArrays(GL_TRIANGLES, 0, 36);
}
glBindVertexArray(0);
glfwSwapBuffers(mainWindow);
glfwPollEvents();
}
Use glm::translate to add a translation to the model matrix of each individual cube, dependent on the index of the cube. e.g.:
for(unsigned int i = 0; i < 25; i++)
{
float dist = ; // distance between the cubes
float x = (i % 5) * dist;
float y = (i / 5) * dist;
float angle = 20.0f * i;
angle = glfwGetTime() * 25.0f;
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, glm::vector3(x, y, 0.0f));
model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
GLint modelLoc = glGetUniformLocation(ourShader.Program, "model");
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
glDrawArrays(GL_TRIANGLES, 0, 36);
}
Note, you've to define the distance (dist) between the cubes.
Note, the concatenation (multiplication *) of matrices is not Commutative.
If you want to rotate the entire block of cubes, then you've to do the translation before the rotation:
model = rotate * translate
Since glm::rotate respectively glm::translate, define a matrix and multiply the input matrix by the new matrix, glm::rotate has to be done before glm::translate:
glm::mat4 model = glm::mat4(1.0f);
model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
model = glm::translate(model, glm::vector3(x, y, 0.0f));
You can use the algorithm to calculate the cubePositions:
#include <vector>
std::vector<glm::vec3> cubePositions;
for(unsigned int i = 0; i < 25; i++)
{
float dist = 5.0f; // distance between the cubes
float x = (i % 5) * dist;
float y = (i / 5) * dist;
cubePositions.push_back(glm::vec3(x, y, 0.0f));
}
Before adding a perspective matrix (orthographic or perspective) my object would print out completely fine, but after adding them i can no longer view my object. I have debugged the program enough to know that the object's normal drawing procedures are being used; however i do not know whether it is being deleted/not loaded, or if it is simply out of view. I've included where i declared the matrices and my animation loop. Any help would be much appreciated!
//enables matrix uniform
GLuint uTransform = glGetUniformLocation(mProgram, "u_transform");
//enables depth testing
glEnable(GL_DEPTH_TEST);
//creates aspect ratio variable
float aspect = 500.0f / 500.0f;
//enables projection matrix
glm::mat4 pmat = glm::perspective(70.0f, aspect, 0.01f, 1000.0f);
//enables view matrix
glm::vec3 eye(0, -5, 2);
glm::vec3 center(0, 0, 0);
glm::vec3 up(0, 0, 1);
glm::mat4 vmat = glm::lookAt(eye, center, up);
while (!glfwWindowShouldClose(mWindow)) //animation loop
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
tmat = pmat * vmat * tmat;
glUniformMatrix4fv(uTransform, 1, GL_FALSE, glm::value_ptr(tmat)); //sets data type of matrix
for(int i = 0; i <= numberofshapes; i++)
{
glBindVertexArray(shapes[i].vao);
glDrawArrays(shapes[i].drawtype, 0, shapes[i].numOfvertices);
}
if(w==true){
tmat = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.001f, 0.0f)) * tmat;
}if(a==true){
tmat = glm::translate(glm::mat4(1.0f), glm::vec3(-0.001f, 0.0f, 0.0f)) * tmat;
}if(s==true){
tmat = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, -0.001f, 0.0f)) * tmat;
}if(d==true){
tmat = glm::translate(glm::mat4(1.0f), glm::vec3(0.001f, 0.0f, 0.0f)) * tmat;
}if(r==true){
tmat = glm::rotate(glm::mat4(1.0f), glm::radians(0.1f), glm::vec3(0.0f, 1.0f, 0.0f)) * tmat;
}
glfwSwapBuffers(mWindow);
counter+=1;
glfwPollEvents();
}
Following the documentation of glm::perspective, the filed of view angle has to be in radians not in degrees (since glm version 0.9.4).
Convert the angle from degrees to radians:
glm::perspective(glm::radians(70.0f), aspect, 0.01f, 1000.0f);
With the code
tmat = pmat * vmat * tmat;
glUniformMatrix4fv(uTransform, 1, GL_FALSE, glm::value_ptr(tmat));
you are continually concatenating the view and projection matrix to the final model view projection matrix in every frame.
Change it to:
glm::mat4 mvp = pmat * vmat * tmat;
glUniformMatrix4fv(uTransform, 1, GL_FALSE, glm::value_ptr(mvp));
I'm trying to model the Solar System and I'm experiencing the Fish-eyes effects.
As you can see from the picture, the sun is at the centre, the Earth is translated 20 units to the x-axis and it doesn't look like a sphere anymore.
In glm::lookAt function, I set the field of view (is this FoVx?, I read from wiki, this is horizontal field of view so I think this is FoVx.) to be 80 degree, aspect ratio is 5.4f / 3.0f (most of application set the aspect ratio to be 4/3 but if I use this ratio, these planets look exactly like an ellipse!).
So how can I solve this problem? As the Earth would be orbiting around the Sun, and it should be always be a sphere at any angle and distance of view. Maybe I haven't completely understand the perspective, view matrix etc. Really need some help.
Here is the code which I used to render the Sun and the Earth:
void renderSun(int i){
glPushMatrix();
glLoadIdentity();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture_ID[0]);
glUniform1i(texture_Location, 0);
glm::mat4 Projection = glm::perspective(90.0f, 5.4f / 3.0f, 1.0f, 100.0f);
glm::mat4 View = glm::lookAt(
glm::vec3(0, 30, 1),
glm::vec3(0, 0, 0),
glm::vec3(0, 1, 0)
);
/* Animations */
GLfloat angle = (GLfloat) (i);
//View = glm::translate(View, glm::vec3(-2.0f, 0.0f, 0.0f));
View = glm::rotate(View, angle * 0.5f, glm::vec3(0.0f, 0.0f, 1.0f));
/* ******* */
glm::mat4 Model = glm::mat4(1.0f);
glm::mat4 MVP = Projection * View * Model;
glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "mvpMatrix"), 1, GL_FALSE, glm::value_ptr(MVP));
glDrawElements(GL_TRIANGLES, numsToDraw, GL_UNSIGNED_INT, NULL);
glPopMatrix();
}
void renderEarth(int i){
glPushMatrix();
glLoadIdentity();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture_ID[3]);
glUniform1i(texture_Location, 0);
//glm::mat4 Projection = glm::ortho(0.f, 800.f, 0.f, 400.f, -5.f, 5.f );
glm::mat4 Projection = glm::perspective(80.0f, 5.4f / 3.0f, 1.0f, 100.0f);
glm::mat4 View = glm::lookAt(
glm::vec3(0, 30, 2),
glm::vec3(0, 0, 0),
glm::vec3(0, 1, 0)
);
/* Animations */
GLfloat angle = (GLfloat) (i);
View = glm::translate(View, glm::vec3(30.0f, 0.0f, 0.0f));
//View = glm::scale(View, glm::vec3(4.0f, 5.0f, 4.0f));
View = glm::rotate(View, angle * 0.5f, glm::vec3(0.0f, 0.0f, 1.0f));
/* ******* */
glm::mat4 Model = glm::mat4(1.0f);
glm::mat4 MVP = Projection * View * Model;
glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "mvpMatrix"), 1, GL_FALSE, glm::value_ptr(MVP));
glDrawElements(GL_TRIANGLES, numsToDraw, GL_UNSIGNED_INT, NULL);
glPopMatrix();
}
I'm trying to set up an orthographic view matrix using glm and pass it to glsl. this poster has the same problem, I want to be able to render pixels drawn further away from the camera but they are being clipped when they are anything but 1.0 distance.
The MVP matrix is set up like so:
// Setup MVP Matrix
glm::mat4 model = glm::mat4(1.0);
model = glm::translate(model, glm::vec3(sprite->getPositionX(), sprite->getPositionY(), 0.0f));
model = glm::rotate(model, rotation, glm::vec3(0.0f, 0.0f, 1.0f));
model = glm::translate(model, glm::vec3(-sprite->getOffsetX(), -sprite->getOffsetY(), 0.0f));
//model = glm::scale(model, glm::vec3(1.0f, 1.0f, 1.0f)); // Unused for now
glm::mat4 view = glm::lookAt(glm::vec3(0,0,0), glm::vec3(0,0,-1), glm::vec3(0,1,0));
glm::mat4 projection = glm::ortho(0.0f, 800.0f, 600.0f, 0.0f, 1.0f, 1000.0f);
glm::mat4 mvp = projection * view * model;
// Set mpv matrix in shader
GLint mvpLoc = glGetUniformLocation(this->m_shader, "u_mvpMatrix");
glProgramUniformMatrix4fv(this->m_shader, mvpLoc, 1, GL_FALSE, &mvp[0][0]);
I can see the quad being rendered with the translation and rotation applied but when the verticies are anywhere but -1.0f on the z axis they are not drawn when I expect it to draw anything from -1.0 to -1000.0 units away as specified in the call to glm::ortho. Anybody know how this can be achieved?
I'm drawing a bunch of points inside a 64x64x64 cube and can't figure out how to displace the origin so that rotations are done around the center of the cube.
My vertex data is stored inside a 1D array, going from {(0,0,0), (0,0,1), ..., (63, 63, 63)}.
This is my current code to setup the matrices each frame:
// Set ProjectionMatrix
projectionMatrix = glm::perspective(90.0f, (GLfloat)width / (GLfloat) height,0.1f, 1000.f);
glUniformMatrix4fv(location_projectionMatrix, 1, GL_FALSE, glm::value_ptr(projectionMatrix));
// Set ModelViewMatrix
glm::mat4 identity = glm::mat4(1.0);
glm::mat4 viewTranslate = glm::translate(identity, glm::vec3(0.0f, 0.0f, -translate_z));
glm::mat4 viewRotateX = glm::rotate(viewTranslate, rotate_x, glm::vec3(1.0f, 0.0f, 0.0f));
glm::mat4 viewRotateY = glm::rotate(viewRotateX, rotate_y, glm::vec3(0.0f, 1.0f, 0.0f));
modelViewMatrix = viewRotateY;
glUniformMatrix4fv(location_modelViewMatrix, 1, GL_FALSE, glm::value_ptr(modelViewMatrix));
I tried to just translate the cube by -32 into the x and y direction, but without success.
Matrix operations are non commutative .It means that doing translation first and then rotation is not the same as doing rotation and then translation.Usually the order is :scale-> rotation -> translation.
So try this instead:
glm::mat4 viewRotateX = glm::rotate(identity, rotate_x, glm::vec3(1.0f, 0.0f, 0.0f));
glm::mat4 viewRotateY = glm::rotate(viewRotateX, rotate_y, glm::vec3(0.0f, 1.0f, 0.0f));
glm::mat4 viewTranslate = glm::translate(viewRotateY , glm::vec3(0.0f, 0.0f, -translate_z));