Applying perspective with GLSL matrix - opengl

I am not quite sure what is missing, but I loaded a uniform matrix into a vertex shader and when the matrix was:
GLfloat translation[4][4] = {
{1.0, 0.0, 0.0, 0.0},
{0.0, 1.0, 0.0, 0.0},
{0.0, 0.0, 1.0, 0.0},
{0.0, 0.2, 0.0, 1.0}};
or so, I seemed to be able to translate vertices just fine, depending on which values I chose to change. However, when swapping this same uniform matrix to apply projection, the image would not appear. I tried several matrices, such as:
GLfloat frustum[4][4] = {
{((2.0*frusZNear)/(frusRight - frusLeft)), 0.0, 0.0, 0.0},
{0.0, ((2.0*frusZNear)/(frusTop - frusBottom)), 0.0 , 0.0},
{((frusRight + frusLeft)/(frusRight-frusLeft)), ((frusTop + frusBottom) / (frusTop - frusBottom)), (-(frusZFar + frusZNear)/(frusZFar - frusZNear)), (-1.0)},
{0.0, 0.0, ((-2.0*frusZFar*frusZNear)/(frusZFar-frusZNear)), 0.0}
};
and values, such as:
const GLfloat frusLeft = -3.0;
const GLfloat frusRight = 3.0;
const GLfloat frusBottom = -3.0;
const GLfloat frusTop = 3.0;
const GLfloat frusZNear = 5.0;
const GLfloat frusZFar = 10.0;
The vertex shader, which seemed to apply translation just fine:
gl_Position = frustum * vPosition;
Any help appreciated.

The code for calculating the perspective/frustum matrix looks correct to me. This sets up a perspective matrix that assumes that your eye point is at the origin, and you're looking down the negative z-axis. The near and far values specify the range of distances along the negative z-axis that are within the view volume.
Therefore, with near/far values of 5.0/10.0, the range of z-values that are within your view volume will be from -5.0 to -10.0.
If your geometry is currently drawn around the origin, use a translation by something like (0.0, 0.0, -7.0) as your view matrix. This needs to be applied before the projection matrix.
You can either combine the view and projection matrices, or pass them separately into your vertex shader. With a separate view matrix, containing the translation above, your shader code could then look like this:
uniform mat4 viewMat;
...
gl_Position = frustum * viewMat * vPosition;

First thing I see is that the Z near and far planes is chosen at 5, 10. If your vertices do not lie between these planes you will not see anything.
The Projection matrix will take everything in the pyramid like shape and translate and scale it into the unit volume -1,1 in every dimension.
http://www.lighthouse3d.com/tutorials/view-frustum-culling/

Related

normal map not applying correctly

I am currently trying to apply a normal map in my shader but the shading in the final image is way off.
Surfaces that should be shaded are completely bright, surfaces that should be bright are completely shaded and the top surface, which should have the same shade regardless of rotation of the y-axis, is alternating between bright and dark.
After some trial and error i found out that i can get the correct shading by changing this
vec3 normal_viewspace = normal_matrix * normalize((normal_color.xyz * 2.0) - 1.0);
to this
vec3 normal_viewspace = normal_matrix * normalize(vec3(0.0, 0.0, 1.0));
Diffuse and specular lighting are now working correctly,
but obviously without the normal map applied. I honestly have no idea where exactly the error is originating. I am quite new to shader programming and was following this tutorial. Below are the shader sources, with all irrelevant parts cut.
Vertex shader:
#version 450
layout(location = 0) in vec3 position;
layout(location = 1) in vec3 normal;
layout(location = 2) in vec3 tangent;
layout(location = 3) in vec3 bitangent;
layout(location = 4) in vec2 texture_coordinates;
layout(location = 0) out mat3 normal_matrix;
layout(location = 3) out vec2 texture_coordinates_out;
layout(location = 4) out vec4 vertex_position_viewspace;
layout(set = 0, binding = 0) uniform Matrices {
mat4 world;
mat4 view;
mat4 projection;
} uniforms;
void main() {
mat4 worldview = uniforms.view * uniforms.world;
normal_matrix = mat3(worldview) * mat3(normalize(tangent), normalize(bitangent), normalize(normal));
vec4 vertex_position_worldspace = uniforms.world * vec4(position, 1.0);
vertex_position_viewspace = uniforms.view * vertex_position_worldspace;
gl_Position = uniforms.projection * vertex_position_viewspace;
texture_coordinates_out = texture_coordinates;
}
Fragment shader:
#version 450
layout(location = 0) in mat3 normal_matrix;
layout(location = 3) in vec2 texture_coordinates;
layout(location = 4) in vec4 vertex_position_viewspace;
layout(location = 0) out vec4 fragment_color;
layout(set = 0, binding = 0) uniform Matrices {
mat4 world;
mat4 view;
mat4 projection;
} uniforms;
// ...
layout (set = 0, binding = 2) uniform sampler2D normal_map;
// ...
const vec4 LIGHT = vec4(1.25, 3.0, 3.0, 1.0);
void main() {
// ...
vec4 normal_color = texture(normal_map, texture_coordinates);
// ...
vec3 normal_viewspace = normal_matrix * normalize((normal_color.xyz * 2.0) - 1.0);
vec4 light_position_viewspace = uniforms.view * LIGHT;
vec3 light_direction_viewspace = normalize((light_position_viewspace - vertex_position_viewspace).xyz);
vec3 view_direction_viewspace = normalize(vertex_position_viewspace.xyz);
vec3 light_color_intensity = vec3(1.0, 1.0, 1.0) * 7.0;
float distance_from_light = distance(vertex_position_viewspace, light_position_viewspace);
float diffuse_strength = clamp(dot(normal_viewspace, light_direction_viewspace), 0.0, 1.0);
vec3 diffuse_light = (light_color_intensity * diffuse_strength) / (distance_from_light * distance_from_light);
// ...
fragment_color.rgb = (diffuse_color.rgb * diffuse_light);
fragment_color.a = diffuse_color.a;
}
There are some things i am a bit uncertain about. For example i noticed that in the tutorial, the light is called lightPosition_worldSpace, making me think i need to multiply the light by the world matrix first, but doing so only makes my light rotate with the cube and still doesn't fix my lighting issue.
Any help or ideas on what i could be doing wrong would be greatly appreciated.
I'm the one who created the tutorial site you're referencing.
If possible could you share a link to your normal map as well? When you say that when you changed the line where the normal of the fragment is calculated using the normal map from this
vec3 normal_viewspace = normal_matrix * normalize((normal_color.xyz * 2.0) - 1.0);
to one where you hardcode a value like this
vec3 normal_viewspace = normal_matrix * normalize(vec3(0.0, 0.0, 1.0));
and that fixes the rendering issue, it seems to indicate an issue with the normal map itself.
One way to verify this is to set your entire normal map image to the RGB value (128, 128, 255), which is exactly the same as the vec3(0.0, 0.0, 1.0) value you were using in your changed line. If this results in the object rendering correctly the same as when you were using a hardcoded value, that means you were using a bad normal map.
The normal map is just a texture/image that stores the directions of the normals of your object in "tangent-space" (think of it as like if you had to flatten out your entire object into a 2D surface, and then the normals for each point of that surface is plotted on the map). For each pixel, the red channel represents the X-axis, the green channel represents the Y-axis, and the blue channel represents the Z-axis.
With colors, the range of colors in a normal map goes from (0, 0, 128) to (255, 255, 255) (for images where each color channel uses 8 bits/1 byte), but in GLSL this would be a range from (0.0, 0.0, 0.5) to (1.0, 1.0, 1.0). Let's just work with the range that is used in GLSL for the sake of simplicity.
When looking at the actual possible values for normals, their range actually is (-1.0, -1.0, 0.0) to (1.0, 1.0, 1.0) because you can have a normal direction be either forwards or backwards in either the X-axis or Y-axis.
So when we have a color value of (0.0, 0.0, 0.5), we're actually talking about a normal direction vector (-1.0, -1.0, 0.0). Similarly, a color value of (0.5, 0.5, 0.5) means the normal direction vector (0.0, 0.0, 0.0), and a color value of (1.0, 1.0, 1.0) means a normal value of (1.0, 1.0, 1.0).
So the goal now becomes transforming the value from the normal map from the color value range ((0.0, 0.0, 0.5) to (1.0, 1.0, 1.0)) to the actual range for normals ((-1.0, -1.0, 0.0) to (1.0, 1.0, 1.0)).
If you multiply a value from a normal map by 2.0, you change the possible range of the value from (0.0, 0.0, 0.5) - (1.0, 1.0, 1.0) to (0.0, 0.0, 1.0) - (2.0, 2.0, 2.0). And then if you subtract 1.0 from the result, the range now changes from (0.0, 0.0, 1.0) - (2.0, 2.0, 2.0) to (-1.0, -1.0, 0.0) - (1.0, 1.0, 1.0), which is exactly the possible range of the normals of an object.
So you have to make sure that when you're creating your normal map, the range of the RGB color values is between (0, 0, 128) - (255, 255, 255).
Side note: As for why the range of the blue channel (Z-axis) in the normal map can only be between 128 to 255, a value less than 128 means that a negative value on the Z-axis, meaning that the normal of the fragment is pointing into the surface, not out of it. Since a normal map is supposed to represent the values of the normals when the surface of the object is flattened and facing towards you, having a normal with a negative Z-axis value would mean that at that point the surface is actually facing away from you, which doesn't really make sense, hence why negative values are not allowed.
You could still try having the blue channel be a value less than 128 and see what interesting results pop out.
Also with regards to the doubt you mentioned in the end and in the comments:
What does lightPosition_worldSpace mean?
lightPosition_worldSpace represents the coordinate at which light is present relative to the center of the world (relative to the entire world you're rendering), hence the world-space suffix. You just need to multiply this position with the your view-matrix if you wish to know the position of the light is view-space (relative to your camera).
If you have a coordinate that is relative to the center of the object you're rendering, then you should multiply it with your model matrix (uniforms.world) to transform that coordinate from one that's relative to the center of your model to one that's relative to the center of the world. Since the lightPosition_worldSpace is the position of the light already relative to the center of the world, you don't need to multiply them. This is why you saw the behavior of the light moving with the cube when you did try to do so (the light was moved since its coordinates were thought to be placed relative to the cube itself).
Your comment regarding confusion with the line vec3 view_direction_viewspace = normalize(vertex_position_viewspace.xyz - vec3(0.0, 0.0, 0.0));
This is bad on my part for not representing what vec3(0.0, 0.0, 0.0) is with a variable. This is supposed to represent the position of the camera in view-space. Since in view-space the camera is at the center, its coordinate is vec3(0.0, 0.0, 0.0).
As for why I'm doing
vec3 view_direction_viewspace = normalize(vertex_position_viewspace.xyz - vec3(0.0, 0.0, 0.0));
when
vec3 view_direction_viewspace = normalize(vertex_position_viewspace.xyz);
is simpler and is basically the same thing, I had written it so to make it more obvious what was happening (which it appears I failed to do).
Typically, when you have two coordinates and you want to find the direction from a source coordinate to a destination coordinate you subtract the two coordinates to get their direction + magnitude. By normalizing that difference, you then just the directional component, with the magnitude part removed. So the equation for finding a direction from a source coordinate to a destination coordinate becomes:
direction = normalize(destination coordinate - source coordinate)
view_direction_viewspace Is supposed to represent the direction from the camera towards the fragment. To calculate this, we can just subtract the position of the camera (vec3(0.0, 0.0, 0.0)) from the position of the fragment (vertex_position_viewspace.xyz) and then run normalize(...) on the difference to get that result.
I've generally tried to maintain this consistency where when I'm calculating a direction using two coordinates I always have a destination and source coordinate explicitly written out, hence why you see the line vec3 view_direction_viewspace = normalize(vertex_position_viewspace.xyz - vec3(0.0, 0.0, 0.0)); in the fragment shader code.
I've updated the code by setting vec3(0.0, 0.0, 0.0) to a variable cameraPosition_viewSpace and using that to better clarify this intention.
Feel free to reach out through GitHub issues if you want to ask anything else or help improve the tutorial.
I haven't updated this post in a while because i have completely shifted away from using normal mapping (for now) but still wanted to post an answer, in case that someone else runs into the same problem. I still can't be 100% sure but i am fairly certain, that this behavior was caused by the library i was using to load the normal map. Special thanks to sabarnac who has been a huge help to me in solving this.

Rotating a light around a stationary object in openGL/glsl

So, I'm trying to rotate a light around a stationary object in the center of my scene. I'm well aware that I will need to use the rotation matrix in order to make this transformation occur. However, I'm unsure of how to do it in code. I'm new to linear algebra, so any help with explanations along the way would help a lot.
Basically, I'm working with these two right now and I'm not sure of how to make the light circulate the object.
mat4 rotation = mat4(
vec4( cos(aTimer), 0.0, sin(aTimer), 0.0),
vec4( 0, 1.0, 0.0, 0.0),
vec4(-sin(aTimer), 0.0, cos(aTimer), 0.0),
vec4( 0.0, 0.0, 0.0, 1.0)
);
and this is how my light is set up :
float lightPosition[4] = {5.0, 5.0, 1.0, 0};
glLightfv(GL_LIGHT0, GL_POSITION, lightPositon);
The aTimer in this code is a constantly incrementing float.
Even though you want the light to rotate around your object, you must not use a rotation matrix for this purpose but a translation one.
The matrix you're handling is the model matrix. It defines the orientation, the position and the scale of your object.
The matrix you have here is a rotation matrix, so the orientation of the light will change, but not the position, which is what you want.
So there is two problems to fix here :
1.Define your matrix properly. Since you want a translation (circular), I think this is the matrix you need :
mat4 rotation = mat4(
vec4( 1.0, 0.0, 0.0, 0.0),
vec4( 0.0, 1.0, 0.0, 0.0),
vec4( 0.0, 0.0, 1.0, 0.0),
vec4( cos(aTimer), sin(aTimer), 0.0, 1.0)
);
2.Define a good position vertex for your light. Since it's a single vertex and it's the job of the model matrix (above) to move the light, the light vector 4D should be :
float lightPosition[4] = {0.0f, 0.0f, 0.0f, 1.0f};
//In C, 0.0 is a double, you may have warnings at compilation for loss of precision, so use the suffix "f"
The forth component must be one since it's thanks to it that translations are possible.
You may find additional information here
Model matrix in 3D graphics / OpenGL
However they are using column vectors. Judging from your rotation matrix I do belive you use row vectors, so the translation components are in the last row, not the last column of the model matrix.

How do you write a GLSL vertex program that transforms verticies?

...and have it actually work. I get the principle, you write a vertex program, something like, this say:
attribute vec3 v_pos;
attribute vec4 v_color;
attribute vec2 v_uv;
attribute vec3 v_rotation; // [angle, x, y]
uniform mat4 modelview_mat;
uniform mat4 projection_mat;
varying vec4 frag_color;
varying vec2 uv_vec;
void main (void) {
mat4 trans_in = mat4(
1.0, 0.0, 0.0, 50.0, // <--- Transformation matrix
0.0, 1.0, 0.0, 50.0,
0.0, 0.0, 1.0, 50.0,
0.0, 0.0, 0.0, 1.0
);
vec4 pos = trans_in * vec4(v_pos,1.0); // <--- apply to input
// Mark a vertex using color to prove a transformation is actually happening...
if (v_rotation[0] > 10.0) {
frag_color = vec4(1.0, 0.0, 0.0, 1.0);
gl_Position = projection_mat * vec4(pos[0], pos[1], 1.0, 1.0);
}
// And leave all the other verticies untouched.
else {
frag_color = v_color;
gl_Position = projection_mat * vec4(v_pos, 1.0); // <--- Untransformed output
}
uv_vec = v_uv; // <--- Pass UV to fragment program
}
The problem is, this doesn't actually work.
After applying the matrix transformation trans_in * v_pos, I expect a point [1, 2, 3] to become [51, 52, 53, 1].
...but it doesn't. In fact, it renders this:
(ie. no transformation of the point location; pos = trans_in * v_pos == vec4(v_pos, 1.0)!!!!!! O_o)
Notice the red marked vertices that prove that I am actually setting the gl_Position for them; indeed, if I do this:
gl_Position = projection_mat * vec4(1.0, 1.0, 1.0, 1.0);
Each of those red points is jumped down to the bottom corner, as you would expect.
I've also tried various 3x3 matrix multiplications and it seems that while the scale operations work, and to some extent, the rotation operations work, I cannot for the life of me get any 2d translation operations to run; the matrix multiplication just seems to... do nothing.
What am I doing wrong?
You got the matrix order wrong. GLSL uses column-major oder, so each row in your intializer will become a column of the matrix. This refelcts the same convention which was used with the (now deprecated) GL matrix stack. It is also consistent to the setting of the transpose parameter of glUinformMatrix*() calls which has to be set to GL_FALSE for column major input (where translation part are elements m[12],m[13],m[14] in an 1D array).
Your matrix actually only alters the w component of your vector, which you then ignore, so it does not have any visible effect.

Transform light worldspace coordinates to eyespace coordinates

I am attempting to model a spotlight in a scene for an introduction to graphics class. The assignment specifies that I must do everything in modernGL, therefore I can't use anything from legacy.
I have been reading the OpenGL 4.0 Shading Language Cookbook for assistance with this, but I can't figure out how to get the eyespace coordinates for my lights. I know the position and direction that I want the lights to be in in worldspace and I have attempted to transform them to eyespace by the following.
//mv = inverse(mv);
vec3 light = vec3(vec4(0.0, 15.0, 0.0, 1.0) * mv);
vec3 direction = vec3(vec4(0.0, -1.0, 0.0, 1.0) * mv);
Where mv is my modelview matrix generated by
glm::mat4 modelview_matrix = glm::lookAt(glm::vec3(window.camera.x, window.camera.y, window.camera.z), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f));
without any transforms on it. As you can see I have attempted to multiply by the inverse of the modelview and the modelview to get the eyespace. I am positive that neither of these have worked as the specular highlight on my object follows as I move to the opposite side of the object. (ie if I am looking at the opposite side of the object that the light I shouldn't see a specular highlight.)
I'm fairly certain that you want:
vec3 light = vec3(mv * vec4(0.0, 15.0, 0.0, 1.0));
vec3 direction = vec3(mv * vec4(0.0, -1.0, 0.0, 0.0));
// ^ Note the 0 in the w coordinate
Where you have not inverted your mv matrix. Yes, the order of multiplication does matter. The reason you leave a 0 in the w coordinate is because you don't want direction vectors to be translated, only scaled or rotated.

OpenGL: ShadowMapping: Shadows only visible at y=0

i have implemented shadowmapping with an FBO and GLSL.
it is used on a heightfield. that is some objects (trees, plants, ...) cast shadows on the heightfield.
the problem i have, is that the shadows are only visible on the ground of the heightfield. that is, where the heightfield's height = 0. as soon as there is some height involved, the shadows disappear. if i look at the shadowmap itself, everything looks fine... objects that are closer to the light are darker.
here is my GLSL vertexshader:
uniform mat4 lightView, lightProjection;
const mat4 biasMatrix = mat4( 0.5, 0.0, 0.0, 0.0,
0.0, 0.5, 0.0, 0.0,
0.0, 0.0, 0.5, 0.0,
0.5, 0.5, 0.5, 1.0); //bias from [-1, 1] to [0, 1]
void main()
{
gl_Position = ftransform();
mat4 shadowMatrix = biasMatrix * lightProjection * lightView;
shadowTexCoord = shadowMatrix * gl_Vertex;
}
fragmentshader:
uniform sampler2DShadow shadowmap;
varying vec4 shadowTexCoord;
void main()
{
vec4 shadow = shadow2DProj(shadowmap, shadowTexCoord, 0.0);
float colorshadow = shadow.r < 0.1 ? 0.5 : 1.0;
vec4 color = vec4(1,1,1,1);
gl_FragColor = vec4( color*colorshadow, color.w );
}
thanks a lot for any help on this!
I think there might be some confusion between the different spaces here. As written, it looks like your code would only work if gl_ModelViewMatrix for the ground contains only camera transformations. This is because ftransform basically goes
gl_Position = gl_ProjectionMatrix * (gl_ModelViewMatrix * gl_Vertex)
that means that the gl_Vertex is specified in object coordinates. However typically the view matrix of the light maps from world coordinates to the light's view space so this code would only work if object space = world space. So basically, lets say you scale the terrain, well then object space doesn't equal world space anymore. Because of this you need to separate out the gl_ModelViewMatrix into two parts: the camera view matrix and the modeling transform (eg object -> world space)
I havent tested this code, but I would try something like this:
uniform mat4 lightView, lightProjection;
uniform mat4 camView, camProj, modelTrans;
const mat4 biasMatrix = mat4( 0.5, 0.0, 0.0, 0.0,
0.0, 0.5, 0.0, 0.0,
0.0, 0.0, 0.5, 0.0,
0.5, 0.5, 0.5, 1.0); //bias from [-1, 1] to [0, 1]
void main()
{
mat4 modelViewProjMatrix = camProj * camView * modelTrans;
gl_Position = modelViewProjMatrix * gl_Vertex;
mat4 shadowMatrix = biasMatrix * lightProjection * lightView * modelTrans;
shadowTexCoord = shadowMatrix * gl_Vertex;
}
Technically it's faster to multiply the matrices on the CPU and only pass the exact ones you need but for getting stuff working sometimes its easier to do this way.
Maybe you just missed it copy-pasting, but I don't see shadowTexCoord as varying in the vertex shader. This should result in a compilation error, though.