I want to draw a sphere using VBO for vertex, color and UV coordinates for texture. My problem is that the sphere is not 'closed', there is a hole in the origin. I know that this is because my code depends on (1/segments) distance between each vertex; I am working with segments = 40.
I know that, if I rise that value, the hole will be lower, but program is slower. I don't know if there's a way to eliminate the hole without rise the variable.
Here's the code:
for(int i = 0; i <= segments; i++){
double lat0 = pi * (-0.5 + (double)(i - 1) / segments);
double z0 = sin(lat0);
double zr0 = cos(lat0);
// lat1 = [-pi/2..pi/2]
double lat1 = pi * (-0.5 + (double)i / segments);
double z1 = sin(lat1);
double zr1 = cos(lat1);
for (int j = 0; j <= segments; j++){ // Longitud
// lng = [0..2*pi]
double lng = 2 * pi * (double)(j - 1) / segments;
double x = cos(lng);
double y = sin(lng);
//glNormal3f(x * zr0, y * zr0, z0); // Normals
ballVerts.push_back(x * zr0); //X
ballVerts.push_back(y * zr0); //Y
ballVerts.push_back(z0); //Z
ballVerts.push_back(0.0f);
ballVerts.push_back(0.0f);
ballVerts.push_back(0.0f);
ballVerts.push_back(1.0f); //R,G,B,A
texX = abs(1 - (0.5f + atan2(z0, x * zr0) / (2.0 * pi)));
texY = 0.5f - asin(y * zr0) / pi;
ballVerts.push_back(texX); // Texture coords
ballVerts.push_back(texY); // U, V
//glNormal3f(x * zr1, y * zr1, z1); //Normals
ballVerts.push_back(x * zr1); //X
ballVerts.push_back(y * zr1); //Y
ballVerts.push_back(z1); //Z
ballVerts.push_back(0.0f);
ballVerts.push_back(0.0f);
ballVerts.push_back(1.0f);
ballVerts.push_back(1.0f); //R,G,B,A
texX = abs(1 - (0.5f + atan2(z1, x * zr1) / (2.0 * pi)));
texY = 0.5f - asin(y * zr1) / pi;
ballVerts.push_back(texX); // Texture coords
ballVerts.push_back(texY);
}
}
// Create VBO....
And this is the output I have:
I don't think that's a hole. You're drawing one segment too many, and causing it to draw additional triangles at the south pole, with the texture wrapped around:
for(int i = 0; i <= segments; i++){
double lat0 = pi * (-0.5 + (double)(i - 1) / segments);
In the first loop iteration, with i = 0, the angle will be less than -0.5 * pi, resulting in the extra triangles shown in your picture.
If you want to split the latitude range into segments pieces, you only need to run through the outer loop segments times. With the code above, with the loop from 0 up to and including segments, you're iterating segments + 1 times.
The easiest way to fix this is to start the loop at 1:
for(int i = 1; i <= segments; i++){
double lat0 = pi * (-0.5 + (double)(i - 1) / segments);
I would probably loop from 0 and make the end exclusive, and change the angle calculations. But that's really equivalent:
for(int i = 0; i < segments; i++){
double lat0 = pi * (-0.5 + (double) / segments);
...
double lat1 = pi * (-0.5 + (double)(i + 1) / segments);
Related
My plan:
1. Calculate mouse direction [x, y] [success]
I my Mouse Move event:
int directionX = lastPosition.x - position.x;
int directionY = lastPosition.y - position.y;
2. Calculate angles [theta, phi] [success]
float theta = fmod(lastTheta + sensibility * directionY, M_PI);
float phi = fmod(lastPhi + sensibility * directionX * -1, M_PI * 2);
Edit {
bug fix:
float theta = lastTheta + sensibility * directionY * -1;
if (theta < M_PI / -2)theta = M_PI / -2;
else if (theta > M_PI / 2)theta = M_PI / 2;
float phi = fmod(lastPhi + sensibility * directionX * -1, M_PI * 2);
}
Now I have given theta, phi, the centerpoint and the radius and I want to calculate the position and the rotation [that the camera look at the centerpoint]
3. Calculate position coordinates [X,Y,Z] [failed]
float newX = radius * sin(phi) * cos(theta);
float newY = radius * sin(phi) * sin(theta);
float newZ = radius * cos(phi);
Solution [by meowgoesthedog]:
float newX = radius * cos(theta) * cos(phi);
float newY = radius * sin(theta);
float newZ = radius * cos(theta) * sin(phi);
4. Calculate rotation [failed]
float pitch = ?;
float yaw = ?;
Solution [by meowgoesthedog]:
float pitch = -theta;
float yaw = -phi;
Thanks for your solutions!
Your attempt was almost (kinda) correct:
As the diagram shows, in OpenGL the "vertical" direction is conventionally taken to be Y, whereas your formulas assume it is Z
phi and theta are in the wrong order
Very simple conversion: yaw = -phi, pitch = -theta (from the perspective of the camera)
Fixed formulas:
float position_X = radius * cos(theta) * cos(phi);
float position_Y = radius * sin(theta);
float position_Z = radius * cos(theta) * sin(phi);
(There may also be some sign issues with the mouse deltas but they should be easy to fix.)
My drawing function looks like this:
for(std::size_t y = 0; y < mapSizeY; ++y)
{
for(std::size_t x = mapSizeX-1; x != static_cast<std::size_t>(-1); --x)
{
auto tile = GetTile(x,y);
int64_t xPos = (x * TILE_WIDTH / 2) + (y * TILE_WIDTH / 2);
int64_t yPos = (y * TILE_HEIGHT / 2) - (x * TILE_HEIGHT / 2);
xPos += camera.GetXOffset();
yPos += camera.GetYOffset();
yPos -= tile->z * TILE_HEIGHT/2; // everything is at height 1 for now
auto zoom = camera.GetZoomFactor();
xPos *= zoom;
yPos *= zoom;
if(xPos < 0-TILE_WIDTH*zoom || yPos < 0-TILE_HEIGHT*zoom)
continue;
if(xPos > GetScreenDimensions().x || yPos > GetScreenDimensions().y)
continue;
// x is up right
// y is down right
Blit(m_grass,{xPos,yPos,TILE_WIDTH*zoom,TILE_HEIGHT*zoom+TILE_HEIGHT/2*zoom});
}
}
When a user clicks the mouse, I'm trying to get the x,y coord of the tile clicked on. To translate the mouse coords to the map coords I'm doing the following:
// x and y are the mouse coords
auto zoom = camera.GetZoomFactor();
auto xOffset = camera.GetXOffset();
auto yOffset = camera.GetYOffset();
int z = 1; // every tile is at height 1 for now
int32_t xTile = -(TILE_HEIGHT * (2 * xOffset * zoom + TILE_WIDTH * z * zoom - 2 * x) + 2 * TILE_WIDTH * (y - yOffset * zoom)) / (2 * TILE_HEIGHT * TILE_WIDTH * zoom);
int32_t yTile = (-2 * TILE_HEIGHT * xOffset * zoom + TILE_HEIGHT * TILE_WIDTH * z * zoom + 2 * TILE_HEIGHT * x - 2 * yOffset * TILE_WIDTH * zoom + 2 * TILE_WIDTH * y) / (2 * TILE_HEIGHT * TILE_WIDTH * zoom);
I came up with the above by solving my draw positions for x,y
The results I get appear to be on the correct tile. But the issue is that if I click past the "halfway" point of a tile, in either x or y coordinate, it attributes it to the next tile (because they're squares with transparent corners to make the "diamond" shape).
How can I adjust the above to compensate?
It's drawing a cylinder with stacks and edges but the problem is that stacks are connected to one point instead of a new one.
Maybe a picture will show it better:
And here's how I'm rendering the side because disks are rendered separately:
for (int i = 1; i <= height; ++i) {
for (int j = 0; j < edges; ++j) {
glBegin(GL_TRIANGLES); {
// 0 bottom
glVertex3f(x + radius * cos(theta + interval), y , z + radius * sin(theta + interval));
// 1 bottom
glVertex3f(x + radius * cos(theta), y + y_value * i, z + radius * sin(theta));
// 2 top
glVertex3f(x + radius * cos(theta), y + y_value * i, z + radius * sin(theta));
// 2 top
glVertex3f(x + radius * cos(theta), y + y_value * i, z + radius * sin(theta));
// 3 top
glVertex3f(x + radius * cos(theta + interval), y + y_value * i, z + radius * sin(theta + interval));
// 0 bottom
glVertex3f(x + radius * cos(theta + interval), y , z + radius * sin(theta + interval));
} glEnd();
theta += interval;
}
theta = 0.0;
}
I've been trying to solve it for days and I run out of ideas. Do you know what I am doing wrong?
UPDATE:
I've changed it to be render with quads using ybungalobill advice. Now I'm struggling with UV mapping. And hopefully once this part is solved it'll be easy enough to convert into triangles.
That's what I have now:
And that's the code I'm using for UV mapping:
u = 0.0,
v = 0.0,
u_inter = 1.0 / edges,
v_inter = 1.0 / y_value; // (y_value = height / edges)
for (int i = 1; i <= height; ++i) {
for (int j = 0; j < edges; ++j) {
glBegin(GL_QUAD_STRIP); {
// 0 bottom
glTexCoord2f(u, v);
// 1 bottom
glTexCoord2f(u + u_inter, v);
// 2 top
glTexCoord2f(u + u_inter, v + v_inter);
// 3 top
glTexCoord2f(u, v + v_inter);
} glEnd();
theta += interval;
u += u_inter;
}
v += v_inter;
theta = 0.0;
}
float y0 = y + y_value * (i-1);
float y1 = y + y_value * i;
// 0 bottom
glVertex3f(x + radius * cos(theta + interval), y0, z + radius * sin(theta + interval));
// 1 bottom
glVertex3f(x + radius * cos(theta), y0, z + radius * sin(theta));
// 2 top
glVertex3f(x + radius * cos(theta), y1, z + radius * sin(theta));
// 2 top
glVertex3f(x + radius * cos(theta), y1, z + radius * sin(theta));
// 3 top
glVertex3f(x + radius * cos(theta + interval), y1, z + radius * sin(theta + interval));
// 0 bottom
glVertex3f(x + radius * cos(theta + interval), y0, z + radius * sin(theta + interval));
I am given a Line PQ and a boundary. I have to find two parallel lines to the given line but lines should intersect the boundary. Also i know the distance between the parallel lines to the given line. I need to find the P'Q' and P"Q".
Please any one give a simple solution.
float vx = x2 - x1;
float vy = y2 - y1;
float mag = sqrt(vx * vx + vy * vy);
float t = (mag / 2.0) / mag;
float px = (1 - t) * x1 + t * x2;
float py = (1 - t) * y1 + t * y2;
I just found the centre point of PQ by the above code. Further i planned to draw a perpendicular line thru (px, py) with the known distance, then drawing lines perpendicular to that new line(those lines will be parallel to PQ), thru the end points of that new line. But i could not achieve it. can anyone help me or suggest me a way who know maths
Finally i got the solution.
The steps are.
First i am getting the center point of PQ.
POINT find_a_point_in_distance(float x1, float y1, float x2, float y2, float len = 0) {
float vx = x2 - x1;
float vy = y2 - y1;
float mag = sqrt(vx * vx + vy * vy);
float t = len == 0 ? ((mag / 2.0) / mag) : (len / mag);
float px = (1 - t) * x1 + t * x2;
float py = (1 - t) * y1 + t * y2;
POINT res = { px, py };
return res;
}
here (px, py) is center point of PQ.
Then i am finding the perpendicular line through (px, py).
Already i have mentioned in the question that i know distance between PQ and P'Q' also PQ and P"Q". So i am getting two points in that perpendicular line using that distance. Finally i know the angle of the line PQ, so P'Q' and P"Q" should be in that same angle, using these details i can get the lines P'Q' and P"Q" what ever length i want. Here in below code i am getting the line P'Q' and P"Q" with the length of the diagonal of the rectangular box.
POINT res = find_a_point_in_distance(x1, y1, x2, y2);
POINT res2 = find_a_point_in_distance(res.x, res.y, x2, y2, halflen);
float cosA = acos((res2.x - res.x) / halflen) * 180 / PI;
float sinA = asin((res2.y - res.y) / halflen) * 180 / PI;
float cosAngle = cos((cosA + 90.0) * PI / 180.0);
float sinAngle = sin((sinA + 90.0) * PI / 180.0);
float cx1 = res.x + halflen * cosAngle;
float cy1 = res.y + halflen * sinAngle;
float cosAngle2 = cos((cosA - 90.0) * PI / 180.0);
float sinAngle2 = sin((sinA - 90.0) * PI / 180.0);
float cx2 = res.x + halflen * cosAngle2;
float cy2 = res.y + halflen * sinAngle2;
float diagonal = sqrt(width * width + height * height);
float halfdiagonal = diagonal / 2.0;
float cosAngleT = cos(cosA * PI / 180.0);
float sinAngleT = sin(sinA * PI / 180.0);
float cosAngleTD = cos((cosA + 180) * PI / 180.0);
float sinAngleTD = sin((sinA + 180) * PI / 180.0);
float cx10 = cx1 + halfdiagonal * cosAngleT;
float cy10 = cy1 + halfdiagonal * sinAngleT;
float cx11 = cx1 + halfdiagonal * cosAngleTD;
float cy11 = cy1 + halfdiagonal * sinAngleTD;
float cx20 = cx2 + halfdiagonal * cosAngleT;
float cy20 = cy2 + halfdiagonal * sinAngleT;
float cx21 = cx2 + halfdiagonal * cosAngleTD;
float cy21 = cy2 + halfdiagonal * sinAngleTD;
here (cx10, cy10) and (cx11, cy11) is line P'Q' and
(cx20, cy20) and (cx21, cy21) is line P"Q".
then finally im finding the intersect point of P'Q' and P"Q" with all sides of rectangle
I need to have a hemisphere in opengl. I found a drawSphere function which I modified to draw half the lats (which ends up drawing half of the sphere) which is what I wanted. It does this correctly.
However, I don't know what i should do with glTexCoordf to get the textures to map properly onto this half sphere. I'm really not great with opengl, and I've tried countless variations but I just can't get the textures to appear properly on it.
void drawHemisphere(double r, int lats, int longs)
{
int i, j;
int halfLats = lats / 2;
for(i = 0; i <= halfLats; i++)
{
double lat0 = M_PI * (-0.5 + (double) (i - 1) / lats);
double z0 = sin(lat0);
double zr0 = cos(lat0);
double lat1 = M_PI * (-0.5 + (double) i / lats);
double z1 = sin(lat1);
double zr1 = cos(lat1);
glBegin(GL_QUAD_STRIP);
for(j = 0; j <= longs; j++)
{
double lng = 2 * M_PI * (double) (j - 1) / longs;
double x = cos(lng);
double y = sin(lng);
// glTexCoordf()
glNormal3f(x * zr0, y * zr0, z0);
glVertex3f(x * zr0, y * zr0, z0);
// glTexCoordf()
glNormal3f(x * zr1, y * zr1, z1);
glVertex3f(x * zr1, y * zr1, z1);
}
glEnd();
}
}
Does anyone have any idea of what values I should be putting in? Or what I need to calculate for it?
Thanks!
Basically, you shouldn't need anything fancy there. The texture coordinate space ranges from zero to one. So pick some intermediate values for the vertices in between. I can't explain it more thoroughly without image, so the best I can do is to point You to this article: UV mapping, it's a good starting point. Hope this helps as a starter.
Here's my guess:
{
double lng = 2 * M_PI * (double) (j - 1) / longs;
double x = cos(lng);
double y = sin(lng);
double s1, s2, t;
s1 = ((double) i) / halfLats;
s2 = ((double) i + 1) / halfLats;
t = ((double) j) / longs;
glTexCoord2d(s1, t);
glNormal3d(x * zr0, y * zr0, z0);
glVertex3d(x * zr0, y * zr0, z0);
glTexCoord2d(s2, t);
glNormal3d(x * zr1, y * zr1, z1);
glVertex3d(x * zr1, y * zr1, z1);
}
Remember to properly set texture in OpenGL. An example call with texture:
glActiveTexture(GL_TEXTURE0);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
// texture must be bound & enabled
texture.bind();
texture.enable();
drawHemisphere(1, 40, 40);
texture.disable();
I used Java + JOGL to test it, so it's not one-to-one C++ solution, but conceptually it should be the same. At least You have proper glTexCoord2d() calls.