I'm trying to port an old SDL game I wrote some time ago to 3.3+ OpenGL and I'm having a few issues getting a proper orthogonal matrix and it's corresponding view.
glm::mat4 proj = glm::ortho( 0.0f, static_cast<float>(win_W), static_cast<float>(win_H), 0.0f,-5.0f, 5.0f);
If I simply use this projection and try to render say a quad inside the boundaries of win_W and win_H, it works. However, if instead I try to simulate a camera using:
glm::mat4 view = glm::lookAt(
glm::vec3(0.0f, 0.0f, 1.0f),//cam pos
glm::vec3(0.0f, 0.0f, 0.0f),//looking at
glm::vec3(0.0f, 0.0f, 1.0f)//floored
);
I get nothing. Even when positioning the quad in the center, same if instead I center the view:
glm::mat4 view = glm::lookAt(
glm::vec3(static_cast<float>(win_W), static_cast<float>(winH), 1.0f),//cam pos
glm::vec3(static_cast<float>(win_W), static_cast<float>(winH), 0.0f),//looking at
glm::vec3(0.0f, 0.0f, 1.0f)//floored
);
Considering that SDL usually subtracts the camera values from the vertices in the game to simulate a view, is it simply better to replace my MVP operation in the shader like this:
#version 150
in vec2 position;
in vec3 color;
out vec3 Color;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
uniform mat4 camera;
void main()
{
Color = color;
//faulty view
//gl_Position = projection *view * model * vec4(position, 0.0, 1.0);
//new SDL style camera
mat4 newPosition = projection * model * vec4(position, 0.0, 1.0);
gl_Position = newPosition - camera;
}
Unfortunately the source I'm learning from (ArcSynthesis Book) doesn't cover a view that involves a coordinate system other than the default NDC. And for some reason even today most discussion about opengl is about deprecated versions.
So in short, whats the best way of setting up the view to an orthogonal projection matrix for simple 2D rendering in modern opengl?
Your lookup call actually does not make sense at all, since your up vector (0,0,1) is colinear to the viewing direction (0,0,-1). This will not produce a useable matrix.
You probably want (0,1,0) as up vector. However, even if you change that, you might be surprised about the result. In combination with the projection matrix you set up, the point you specified as the lookat target will not appear in the center, but at the corner of the screen. Your projection does not map (0,0) to the center, which one typically assumes when using some LookAt function.
I agree to Colonel Thirty Two's comment: Don't use LookAt in this scenario, unless you have a very good reason to.
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i've been creating a basic gui recently, and i'm trying to give the user the ability to rotate a shape/image/sprite. however, when i use glm::rotate to attempt to change the model matrix i get some unexpected results. the transformed shape changes dimensions, rotates way too far, and also rotates about a seemingly random point.
shader code:
#version 330 core
layout(location = 0) in vec2 pos;
uniform mat4 model;
uniform mat4 projection;
uniform mat4 view;
void main()
{
gl_Position = projection * view * model * vec4(pos.x, pos.y, 1.0f, 1.0f);
}
rotation code:
m_modelMatrix = glm::mat4(1.0f);
m_modelMatrix = glm::rotate(m_modelMatrix, 45.f, glm::vec3(0, 0, 1);
view and projection setup
glm::mat4 proj = glm::mat4(1.0f);
glm::mat4 view = glm::mat4(1.0f);
proj = glm::perspective(glm::radians(53.f), 1.f, 0.1f, 100.f);
view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
everything is in 2d.
Welcome to Stack Overflow! :)
I assume that you already have a setup with a projection and view matrix, like you pointed out in the comments. It should look like this,
#version 330 core
layout(location = 0) in vec2 pos;
uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
void main()
{
gl_Position = projection * view * model * vec4(pos.x, pos.y, 1.0f, 1.0f);
}
the projection matrix should have been created with
glm::ortho( ... );
or
glm::perspective( ... );
and the view matrix should have been created with
glm::lookAt( ... );
as described in https://glm.g-truc.net/0.9.2/api/a00245.html.
If further explanation is required, I advise you to look at https://learnopengl.com/Getting-started/Coordinate-Systems as a reference.
I also assume that the problem originates from previous transformations and how this rotation is used to modify an existing model matrix. E.g. the problem only occurs when you have specified a model matrix other than the identity matrix.
When you create the model matrix, you have to make sure that you use the correct order of multiplication:
glm::mat4 translation = ... ;
glm::mat4 rotation = ... ;
glm::mat4 scale = ... ;
glm::mat4 model = translation * rotation * scale;
Since you will multiply a vector from the right hand side to the model matrix, this order guarantees you that no distortions will occur. The vector will be scaled first, then rotated and finally translated.
When you try to rotate the model matrix with,
glm::rotate(model, angle, axis);
you essentially multiply the rotation matrix from the right hand side and break the multiplication order of the model matrix.
model * rotation_from_user_input
= translation * rotation * scale * rotation_from_user_input
You would have to change the rotation of the model matrix like this
rotation *= rotation_from_user_input;
and then update the model matrix itself to fix the distortions.
model = translation * rotation * scale;
I'm trying to implement a HUD in OpenGL which will display text in 2D on the front of the viewing window and a 3D perspective view behind (similar to a HUD).
I'm creating my 3D fragments using a projectionView matrix then switch to an ortho matrix to render my quads. I've managed to get this to work without the ortho matrix (see below), but for some reason when using the matrix if I draw 3D objects my 2D text disappears, if rendering the text alone it is present
and displays correctly.
Basic rendering loop:
glm::mat4 projection, projectionView, windowMatrix;
projection = glm::perspective(glm::radians(camera.Zoom), 800.0f / 600.0f, 0.1f, 100.0f);
windowMatrix = glm::ortho(0.0f,800.0f,0.0f,600.0f);
while (!glfwWindowShouldClose(window)) //Render loop
{
glm::mat4 view = camera.GetViewMatrix();
projectionView = projection * view;
//Update the Uniform
threeDShader->setMat4("projection", projectionView);
//Render() calls glDrawElements()
threeDObject->Render();
//Update the Uniform
textShader->setMat4("projection", windowMatrix);
//Render params = text, xPos, yPos, scale, color
//RenderText() calls glDrawArrays()
textHUD->RenderText("Hello World!", 25.0f, 25.0f, 1.0f, glm::vec3(0.9, 0.2f, 0.8f));
}
The textShader vertex shader is:
#version 420 core
layout (location = 0) in vec4 vertex; // <vec2 pos, vec2 tex>
out vec2 TexCoords;
uniform mat4 projection;
void main()
{
gl_Position = vec4(vertex.xy * vec2(2.0/800,2.0/600) - vec2(1,1), 0.0f, 1.0f); <----(1)
//gl_Position = projection * vec4(vertex.xy, 0.0f, 1.0f); <----(2)
TexCoords = vertex.zw;
}
The line (1) in the vertex shader code that explicitly states the location on the screen works displaying the text with other 3D objects being in the background.
I would prefer to use line (2) which uses the orthographic matrix (which would be neater to change for the resolution), but for some reason works when no other 3D objects are rendered, but disappears when a 3D object is rendered in the scene. They both use separate matricies then draw their vertices/fragments, so in my opinion they should not be interfering with each other.
The fragment shader is the same for each and should not be an issue. I thought it might be something to do with the near clipping plane for the perspective matrix, but with the independent draw calls it shouldn't be an issue.
I've also tried implementing the ortho matrix with a near and far clipping plane similar to the perspective matrix, but to no success.
but for some reason works when no other 3D objects are rendered
I guess, that threeDObject->Render(); respectively textHUD->RenderText install the shader program by glUseProgram.
glUniform* changes a uniform variable in the default uniform block of the currently installed program.
You've install the shader program before you can change the uniform:
(In the following I suggest, that the sahder program class has a method use(), which installs the program)
while (!glfwWindowShouldClose(window)) //Render loop
{
glm::mat4 view = camera.GetViewMatrix();
projectionView = projection * view;
// Install 3D shader program and update the Uniform
threeDShader->use();
threeDShader->setMat4("projection", projectionView);
//Render() calls glDrawElements()
threeDObject->Render();
// Install text shader program and update the Uniform
textShader->use();
textShader->setMat4("projection", windowMatrix);
//Render params = text, xPos, yPos, scale, color
//RenderText() calls glDrawArrays()
textHUD->RenderText("Hello World!", 25.0f, 25.0f, 1.0f, glm::vec3(0.9, 0.2f, 0.8f));
}
I've been learning OpenGL 3+ from various online resources and recently gotten confused with transformation (model) matrices. As far as I know the proper order of multiplication is translationMatrix * rotationMatrix * scaleMatrix. If I understand correctly the multiplication is backwards, so the scale is applied first, then the rotation and lastly the transformation.
I have a Transform class which stores the position, scale and origin as 2d vectors and rotation as a float. The method for calculating transformation matrix looks like this:
glm::mat4 Transform::getTransformationMatrix() const
{
glm::mat4 result = glm::mat4(1.0f);
result = glm::translate(result, glm::vec3(position, 0.0f));
result = glm::translate(result, glm::vec3(origin, 0.0f));
result = glm::rotate(result, rotation, glm::vec3(0, 0, 1));
result = glm::translate(result, glm::vec3(-origin, 0.0f));
result = glm::scale(result, glm::vec3(scale, 0.0f));
return result;
}
Here's the vertex shader code:
#version 330 core
layout(location = 0) in vec2 position;
uniform mat4 modelMatrix;
uniform mat4 projectionMatrix;
void main()
{
gl_Position = projectionMatrix * modelMatrix * vec4(position, 0.0, 1.0);
}
As you can see I first translate and then rotate and scale, which is the opposite of what I have learnt. At first I had it the proper way (scale, rotate and translate) but it rotated around the initial position with huge radius, not the translated position which is not what I want (I am making a 2d game with sprites). I don't understand why does it work this way, can someone explain, do I have to keep separate methods for transform matrix calculations? Also does it work the same in 3d space?
I am working on a 3D project using vertices, i started it with a simple gluLookAt in order to have a first person camera moving in an environment, i use it this way :
gluLookAt(_position.x,_position.y,_position.z,
_target.x,_target.y,_target.z,
0,0,1);
Everything was working fine, i was calculating my target according to the position of the mouse and angles (theta and phi), my project moved on to using vertices for performance issues, so i had to use the same camera for these new objects, in order to do this i used the GLM library this way :
glm::mat4 Projection = glm::perspective(90.0f, 800.0f / 600.0f, 0.1f, 100.f);
glm::mat4 View = glm::lookAt(
glm::vec3(position.x,position.y,position.z),
glm::vec3(target.x,target.y,target.z),
glm::vec3(0,0,1)
);
glm::mat4 Model = glm::mat4(1.0f); !
// Our ModelViewProjection : multiplication of our 3 matrices
glm::mat4 MVP = Projection * View * Model;
GLuint MatrixID = glGetUniformLocation(this->shaderProgram, "MVP");
here is the shader i use :
const GLchar* default_vertexSource =
"#version 150 core\n"
"in vec2 position;"
"in vec3 color;"
"out vec3 Color;"
"uniform vec3 translation;"
"uniform mat4 rotation;"
"uniform mat4 MVP;"
"void main() {"
" Color = color;"
" gl_Position = MVP*rotation*vec4(position.x + translation.x, position.y + translation.y, 0.0 + translation.z, 1.0);"
"}";
What happens is that my my object's coordinate reference is not the same as my camera, it is drawn above it on the current x/z plan whereas it should be facing the camera on the x/y plan.
From my point of view it seems that you are missunderstanding how translation in OpenGL works.
glm::lookAt returns one modelview matrix. -> How the objects in the scene are translated according to the camera. In openGL you do not "Move" the camera, you are moving all the objects around the camera.
So if you have 2 objects in 0 0 0 (origin of you world camera system) and ur camera is at
eye(0,0,-3), center(0,0,0), up(0,1,0) and you want to move one object to the left and on object to the right you need to have a matrix stack from glm
std::stack<glm::mat4> glm_ProjectionMatrix;
Here you can push the modelview from your camera as top object.
For the object movemtn to the left side you can just use glm::translate, upload this mat4 as modelview matrix to your shader. (here do not render the scene)
Reset the top matrix to modelview (eiter pop() if you made a copy of the top element before) or just reset using glm::lookAt. Then glm::translate in the other direction.
In your vertex shader you now need no vec3 translate or rotate.
You just say
gl_Position = perspective * modelview *vec4(position,1);
This wil update the two object accordingly to you given translation.
If you want to move some objects around, just update the modelview matrix for the one object.
http://www.songho.ca/opengl/gl_transform.html
I hope you can understand my answer.
The basics of movement (rot and trans) in OpenGL is matrix multipication. You do not need to add some translation vec to your modelview in the shader. GLM can do all the stuff in you c++ code
Math:
Modelview is a 4*4 matrix
If your object should not be rotated or translated the modelview is equals to the identity.
If you want to rotate the object you miltiply the modelview matrix with the correct 4*4 rotation matrix (see homogenous coordinates)
If you want to translate the vertex you multiply the correct translation to the matrix
Lets say X = (x,y,z,w) is you vertex
T is translation and R is rotation
a valid operation may looks like this:
Modelview * rotation * translation *v = v'
v' is the new position of the point in your 3D coordinate system
Some examplecode you can find here: http://incentivelabs.de/Sourcecode/ See "Teil 13" or later. If you are able to understand german, you can find my tutorials on OpenGL with C++ on Youtube using the channel-name "incentivelabs"
Edit:
If I want to move an object/rotate an object using C++ with GLM
glm_ProjectionMatrix.top() = camera.getProjectionMat();
glUniformMatrix4fv(uniformLocations["projection"], 1, false,glm::value_ptr(glm_ProjectionMatrix.top()));
glm_ModelViewMatrix.top() = camera.getModelViewMat();
glm_ModelViewMatrix.top() = glm::translate(
glm_ModelViewMatrix.top(),
glm::vec3(0.0f, 0.0f, -Translate));
glUniformMatrix4fv(uniformLocations["modelview"], 1, false,glm::value_ptr(glm_ModelViewMatrix.top()));
In the GLSL vertex Shader:
gl_Position = projection * modelview * vec4(vertexPos,1);
vertexPos is an attribute (vec3 for the position)
This codes moves all vertices drawn after the upload of the modelview and projection to the shader with the same translation.
I currently have 5 models displayed in a screen and what I'm trying to do. The following is my vertex shader for translating the models individually so that I can get them to move in different directions:
#version 330
layout (location = 0) Position;
uniform mat4 MVP;
uniform vec3 Translation;
uniform mat4 Rotate;
void main()
{
gl_Position = MVP * * Rotate * vec4(Position + Translation, 1.0); // Correct?
}
And to position/move my models individually within the render loop:
//MODEL ONE
glUniform3f(loc, 0.0f, 4.0f, 0.0f); // loc is "Translate"
glUniformMatrix4fv(loc, 1, GL_FALSE, glm::value_ptr(rotationMatrix)); // loc is "Rotate"
_model1.render();
Also I do have a glm::mat4 rotateMatrix() that returns a rotation. but when I multiply it with the other matrices within the render loop, the whole scene (minus the camera) rotates to the set angle.
UPDATE
How would I be able to apply my rotation to the models independently of the world on their own axis? The problem now is that the model rotates, but from 0,0,0 of the world and not it's own position.
There's are a couple of syntax error in your vertex shader:
No type for the Position variable. Looks from the context like it should be a vec3.
Two * signs after MVP.
I assume that was those were just an accident while copying the code, and you actually have a vertex shader that compiles.
To apply the rotation described by the Rotate matrix before the translation from the Translation vector, you should be able to simply change the order in the vertex shader:
vec4 rotatedVec = Rotate * vec4(Position, 1.0);
gl_Position = MVP * vec4(rotatedVec.xyz + Translation, 1.0);
The whole thing would looks simpler if you defined Rotate as a 3x3 matrix, which is sufficient for a rotation.