I'm working on a project that offloads some rendering to a native plugin I wrote for Unity, in order to make use of instancing and other advanced graphics features. I'm developing it for a cross-platform release, but I work with a Mac so testing is done primarily with OpenGL. At this point, the plugin only renders a quad to the center of the screen colored with hex values. The plugin works as expected in a blank Unity project, but as soon as I incorporate it into my Oculus project, it begins behaving erratically.
In the Rift, the plugin's geometry draws twice, one time stretching across both eyes and another time drawing only within the bounds of the right eye. Additionally, any primitive colors I apply to the geometry are lost and the geometry appears to pick up surrounding colors; on a black screen with red text, the geometry will be mostly black with some red bleeding into the lines. As soon as my green terrain is loaded, the geometry drawn by the plugin becomes green.
Below is a screenshot of the geometry being drawn in a blank Unity project with nothing else:
And here is a screenshot of the same geometry being drawn on top of my Oculus Rift application:
Here's the creation of the vertices that I'm rendering (three coordinates and color):
Vertex verts[4] =
{
{ -0.5f, 0.5f, 0, 0xFF0000ff },
{ 0.5f, 0.5f, 0, 0xFFff0000 },
{ 0.5f, -0.5f, 0, 0xFF00ff00 },
{ -0.5f, -0.5f, 0, 0xFFff0000 },
};
Here's the draw function, called every frame within the plugin:
// OpenGL case
if (g_DeviceType == kGfxRendererOpenGL)
{
//initialize model view matrices
glMatrixMode (GL_MODELVIEW);
float modelMatrix[16] =
{
1,0,0,0,
0,1,0,0,
0,0,1,0,
0,0,0,1,
};
glLoadMatrixf (modelMatrix); //assign our matrix to the current MatrixMode
//initialize projection matrix
glMatrixMode (GL_PROJECTION);
projectionMatrix[10] = 2.0f; //tweak projection matrix to match D3D
projectionMatrix[14] = -1.0f;
glLoadMatrixf (projectionMatrix);
// Vertex layout
glVertexPointer (3, GL_FLOAT, sizeof(verts[0]), &verts[0].x);
glEnableClientState (GL_VERTEX_ARRAY);
glColorPointer (4, GL_UNSIGNED_BYTE, sizeof(verts[0]), &verts[0].color);
glEnableClientState (GL_COLOR_ARRAY);
glDrawArrays(GL_LINE_LOOP, 0, 4);
}
Any insight from experienced native plugin/Rift graphics coders would be appreciated!
You can make use of Unity UI system to render sprites according to your needs. Here is an article from Oculus describing how to tweak Unity UI system for VR : https://developer.oculus.com/blog/unitys-ui-system-in-vr/
Outside Unity, you would use quad layers to render on top of eyes FOV. Here is layers described in Oculus Rift documentation : https://developer.oculus.com/documentation/pcsdk/latest/concepts/dg-render/#dg_render_layers
Quad Layer :
A monoscopic image that is displayed as a rectangle at a given pose and size in the virtual world. This is useful for heads-up-displays, text information, object labels and so on. By default the pose is specified relative to the user's real-world space and the quad will remain fixed in space rather than moving with the user's head or body motion. For head-locked quads, use the ovrLayerFlag_HeadLocked flag as described below.
Related
According to this wikibook it used to be possible to draw a simple rectangle as easily as this (after creating and initializing the window):
glColor3f(0.0f, 0.0f, 0.0f);
glRectf(-0.75f,0.75f, 0.75f, -0.75f);
This is has been removed however in OpenGL 3.2 and later versions.
Is there some other simple, quick and dirty, way in OpenGL 4 to draw a rectangle with a fixed color (without using shaders or anything fancy)?
Is there some ... way ... to draw a rectangle ... without using shaders ...?
Yes. In fact, AFAIK, it is supported on all OpenGL versions in existence: you can draw a solid rectangle by enabling scissor test and clearing the framebuffer:
glEnable(GL_SCISSOR_TEST);
glScissor(x, y, width, height);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
This is different from glRect in multiple ways:
The coordinates are specified in pixels relative to the window origin.
The rectangle must be axis aligned and cannot be transformed in any way.
Most of the per-sample processing is skipped. This includes blending, depth and stencil testing.
However, I'd rather discourage you from doing this. You're likely to be better off by building a VAO with all the rectangles you want to draw on the screen, then draw them all with a very simple shader.
I'm having a hard time figuring out what's going on with my texture:
Basically I am fetching a webcam stream as my underlying 2d texture canvas in OpenGL, and in my paintGL() I'm drawing stuff on it (as RGBA images with GL_BLEND).
Since I'm using a Kinect as a data source, I'm also getting the depth values from a tracked skeleton (a person), and converting them into GL values (XYZ varying between 0.0f and 1.0f).
So my goal is that, for instance, a loaded 2D Texture like a shirt, is now properly tracking the person in my RGB output display. But it seems my understanding of orthographic projection is wrong:
I'm constantly loading the 4 converted vertices into a VBO, but whenever I put the texture on top of this dynamic quad, it's always facing the screen.
I thought that putting this dynamic quad between the "background" canvas and the camera would result in a proper projection of the quad onto the canvas, which would give me the impression of a warping 2D texture, that seems to "bend" whenever the person rotates.
But the texture is always facing the camera and doesnt rotate.
I've also tried to manually rotate via a matrix and set that into my shader, but again, it only rotates the vertice quad itself (as: rotation simply makes the texture smaller) , and THEN puts the texture on top, instead of rotating the texture with it.
So, is it somehow possible to properly apply this to the texture?
I've thought about mixing a perspective projection in, but actually have no idea how to implement this...
EDIT:
I've actually already set my projection matrix up like the following:
In resizeGL():
projection.setToIdentity();
projection.ortho(0.0f, 1.0f, 0.0f, 1.0f, 2.0f, -5.0f);
projection.translate(0.0f, 0.0f, 3.0f);
In paintGL():
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDisable(GL_DEPTH_TEST); // turning this on/off makes no difference
glEnable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, &textureID);
program.setUniformValue("mvp_matrix", projection);
program.setUniformValue("texture", 0);
//draw 2d background quad
drawQuad();
glClear(GL_DEPTH_BUFFER_BIT);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// switch to frustum to give perspective view
projection.setToIdentity();
projection.frustum(0.0f, 1.0f, 0.0f, 1.0f, 2.0f, -5.0f);
projection.translate(0.0f, 0.0f, 3.0f);
// bind cloth texture and draw ontop 2d quad
clothTexture->bind();
program.setUniformValue("mpv_matrix", projection);
drawShirtQuad();
// reset to ortho view
projection.setToIdentity();
projection.ortho(0.0f, 1.0f, 0.0f, 1.0f, 2.0f, -5.0f);
// release texture
clothTexture->release();
glDisable(GL_BLEND);
clothTexture is a QOpenGLTexture that has successfully loaded an RGBA image from a file.
Result: whenever I activate the frustum perspective, it results in a black screen. I think everything is correctly set up: POV is traversed towards positive z-axis in resizeGL(), and all the cloth vertices vary between 0 and 1 in XYZ, while the background is positioned at:
(0.0f, 0.0f, -1.0f), (1.0f, 0.0f, -1.0f), (1.0f, 1.0f, -1.0f), (0.0f, 1.0f, -1.0f).
So the cloth object is always positioned between background plane and POV. Am i missing something in the frustum setup ? I've simply set it up the same way as ortho...
EDIT:
Sorry for not mentiong; the matrix I'm using is a QMatrix4x4 type:
Frustum
These functions multiply the current matrix with the one you define as an argument, which should yield the same result as if I define a View matrix for instance, and then define my shader uniform "mvp_matrix" as projection * view, if I'm not mistaken. Maybe something like lookAt will do the trick; I'll just try messing around more. :)
You need to use a perspective projection to achieve desired result. Look here for example code for perspective projection matrix creation with glm.
Moving vertices wouldn't be needed as you will get proper positions with rotation applied in your model matrix.
EDIT: in your code where can i look at .frustum and .translate methods or from what library projection object is? It doesn't look like you are doing Projection * View by moving frustum matrix. Some info about roles of standard matrices.
Considering debugging if you get on screen black color instead of GL_COLOR_BUFFER_BIT color problem is not with matrix but earlier. Also i recommend to console.log your perspective matrix and compare it to correct one (which you can get for example in glm library).
I have a problem when rendering cubes in OpenGL.I am drawing two cubes, one is a wire cube and is centered around the origin, while the other is offset from the origin and is solid. I have mapped some keys to rotate the objects by some degrees wrt to the origin, so the whole scene can rotate around the origin.
The problem is, when I render the scene, when the wire cube is supposed to be infront of the other solid cube, it does not display itself correctly.
In the image above, the colored cube is supposed to be behind the wire cube. i.e. the green wire cube should be on top.
Also the cube is not behaving properly.
After I rotate it a little bit around the x axis (current horizontal line).
The cube has missing faces and is not rendering correctly.
What am I doing wrong?
I have coded the following
Note that rotateX,rotateY,rotateZ are mapped to keys, and are my global rotation variables.
//The Initialize function, called once:
void Init(){
glEnable(GL_TEXTURE_2D);
glShadeModel(GL_SMOOTH); // Enable Smooth Shading
glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background
glClearDepth(1.0f); // Depth Buffer Setup
glEnable(GL_DEPTH_TEST); // Depth Buffer Setup // Enables Depth Testing
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations
glEnable(GL_LIGHTING);
}
void draw(){
//The main draw function
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity ();
gluPerspective(45, 640/480.0, .5, 100);
glMatrixMode(GL_MODELVIEW); //select the modelview matrix.
glLoadIdentity ();
gluLookAt(0,0,5,
0,0,0,
0,1,0);
glRotatef(rotateX,1,0,0);
glRotatef(rotateY,0,1,0);
glRotatef(rotateZ,0,0,1);
drawScene(); // this just draws the main axis lines,
glutWireCube(1);
glPopMatrix();
glPushMatrix();
glTranslatef(-2,1,0);
drawNiceCube();
glPopMatrix();
glutSwapBuffers();
}
The code for the drawNiceCube() is just using GL_QUADS, while the drawWireCube is built in in GLUT.
EDIT:
I have posted the full code at http://pastebin.com/p1kwPjEM, sorry if it is not well documented.
Did you also request a window with a depth buffer?
glutInitDisplayMode( ... | GLUT_DEPTH | ...);
Update:
Did you somewhere enable face culling?
glEnable(GL_CULL_FACE);
This is may be cause of clockwise
10.090 How does face culling work? Why doesn't it use the surface normal?
OpenGL face culling calculates the signed area of the filled primitive in window coordinate space. The signed area is positive when the window coordinates are in a counter-clockwise order and negative when clockwise. An app can use glFrontFace() to specify the ordering, counter-clockwise or clockwise, to be interpreted as a front-facing or back-facing primitive. An application can specify culling either front or back faces by calling glCullFace(). Finally, face culling must be enabled with a call to glEnable(GL_CULL_FACE); .
OpenGL uses your primitive's window space projection to determine face culling for two reasons. To create interesting lighting effects, it's often desirable to specify normals that aren't orthogonal to the surface being approximated. If these normals were used for face culling, it might cause some primitives to be culled erroneously. Also, a dot-product culling scheme could require a matrix inversion, which isn't always possible (i.e., in the case where the matrix is singular), whereas the signed area in DC space is always defined.
However, some OpenGL implementations support the GL_EXT_ cull_vertex extension. If this extension is present, an application may specify a homogeneous eye position in object space. Vertices are flagged as culled, based on the dot product of the current normal with a vector from the vertex to the eye. If all vertices of a primitive are culled, the primitive isn't rendered. In many circumstances, using this extension
from here
Also you can read here
datenwolf solved my problem. I quote him:
"#JonathanSimbahan: Parts of your code are redundant, but something is missing: You forgot to call Init(); after creating your GLUT window, hence depth testing and all the other state never get enabled. I for one suggest you don't use Init at all and move it's code into the drawing code, where it actually belongs."
ok so im new to opengl and im creating a pool game using only the core opengl and glut
i am writing in c++
i know how to draw a cylinder:
{
GLUquadric *quadric = gluNewQuadric();
glBegin;
gluCylinder(quadric, 0.5f, 0.5f, 5.0f, 40, 40);
glEnd();
}
i want to know if i can half this cylinder so i can use the curve to round off my table/pocket edges
any help wound be appreciated thanks
The function gluCylinder is too specific to accomplish this.
glu is built as a layer on top of opengl so you can always go to more low level drawing functions if the high level ones don't solve your problem.
This tutorial should give you an introduction to some of the lower level drawing functionality in opengl: http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=05
I've been working on a game engine for awhile. I've started out with 2D Graphics with just SDL but I've slowly been moving towards 3D capabilities by using OpenGL. Most of the documentation I've seen about "how to get things done," use GLUT, which I am not using.
The question is how do I create a "camera" in OpenGL that I could move around a 3D environment and properly display 3D models as well as sprites (for example, a sprite that has a fixed position and rotation). What functions should I be concerned with in order to setup a camera in OpenGL camera and in what order should they be called in?
Here is some background information leading up to why I want an actual camera.
To draw a simple sprite, I create a GL texture from an SDL surface and I draw it onto the screen at the coordinates of (SpriteX-CameraX) and (SpriteY-CameraY). This works fine but when moving towards actual 3D models it doesn't work quite right. The cameras location is a custom vector class (i.e. not using the standard libraries for it) with X, Y, Z integer components.
I have a 3D cube made up of triangles and by itself, I can draw it and rotate it and I can actually move the cube around (although in an awkward way) by passing in the camera location when I draw the model and using that components of the location vector to calculate the models position. Problems become evident with this approach when I go to rotate the model though. The origin of the model isn't the model itself but seems to be the origin of the screen. Some googling tells me I need to save the location of the model, rotate it about the origin, then restore the model to its origal location.
Instead of passing in the location of my camera and calculating where things should be being drawn in the Viewport by calculating new vertices, I figured I would create an OpenGL "camera" to do this for me so all I would need to do is pass in the coordinates of my Camera object into the OpenGL camera and it would translate the view automatically. This tasks seems to be extremely easy if you use GLUT but I'm not sure how to set up a camera using just OpenGL.
EDIT #1 (after some comments):
Following some suggestion, here is the update method that gets called throughout my program. Its been updated to create perspective and view matrices. All drawing happens before this is called. And a similar set of methods is executed when OpenGL executes (minus the buffer swap). The x,y,z coordinates are straight an instance of Camera and its location vector. If the camera was at (256, 32, 0) then 256, 32 and 0 would be passed into the Update method. Currently, z is set to 0 as there is no way to change that value at the moment. The 3D model being drawn is a set of vertices/triangles + normals at location X=320, Y=240, Z=-128. When the program is run, this is what is drawn in FILL mode and then in LINE mode and another one in FILL after movement, when I move the camera a little bit to the right. It likes like may Normals may be the cause, but I think it has moreso to do with me missing something extremely important or not completely understanding what the NEAR and FAR parameters for glFrustum actually do.
Before I implemented these changes, I was using glOrtho and the cube rendered correctly. Now if I switch back to glOrtho, one face renders (Green) and the rotation is quite weird - probably due to the translation. The cube has 6 different colors, one for each side. Red, Blue, Green, Cyan, White and Purple.
int VideoWindow::Update(double x, double y, double z)
{
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
glFrustum(0.0f, GetWidth(), GetHeight(), 0.0f, 32.0f, 192.0f);
glMatrixMode( GL_MODELVIEW );
SDL_GL_SwapBuffers();
glLoadIdentity();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glRotatef(0, 1.0f, 0.0f, 0.0f);
glRotatef(0, 0.0f, 1.0f, 0.0f);
glRotatef(0, 0.0f, 0.0f, 1.0f);
glTranslated(-x, -y, 0);
return 0;
}
EDIT FINAL:
The problem turned out to be an issue with the Near and Far arguments of glFrustum and the Z value of glTranslated. While change the values has fixed it, I'll probably have to learn more about the relationship between the two functions.
You need a view matrix, and a projection matrix. You can do it one of two ways:
Load the matrix yourself, using glMatrixMode() and glLoadMatrixf(), after you use your own library to calculate the matrices.
Use combinations of glMatrixMode(GL_MODELVIEW) and glTranslate() / glRotate() to create your view matrix, and glMatrixMode(GL_PROJECTION) with glFrustum() to create your projection matrix. Remember - your view matrix is the negative translation of your camera's position (As it's where you should move the world to relative to the camera origin), as well as any rotations applied (pitch/yaw).
Hope this helps, if I had more time I'd write you a proper example!
You have to do it using the matrix stack as for object hierarchy,
but the camera is inside the hierarchy so you have to put the inverse transform on the stack before drawing the objects as openGL only uses the matrix from 3D to camera.
If you have not checked then may be looking at following project would explain in detail what "tsalter" wrote in his post.
Camera from OGL SDK (CodeColony)
Also look at Red book for explanation on viewing and how does model-view and projection matrix will help you create camera. It starts with good comparison between actual camera and what corresponds to OpenGL API. Chapter 3 - Viewing