I have a problem when combining the orthographic projection and the Perspective projection.
I'm drawing a texture over a 3d object:
I guess it has something to do with the clipping values:
camProjection = XMMatrixPerspectiveFovLH(0.4f * 3.14f, (float)SCREEN_WIDTH/SCREEN_HEIGHT, 1.0f, 1000.0f);
camProjection2D = XMMatrixOrthographicOffCenterLH(.0f, SCREEN_WIDTH, SCREEN_HEIGHT, .0f, 0.0f, 1000.0f);
Texture coords: (x, y, z, u, v)
Vertex( 0.0f, 0.0f, -1.0f, 0.0f, 1.0f),
Vertex( 0.0f, 20.0f, -1.0f, 0.0f, 0.0f),
Vertex(20.0f, 20.0f, -1.0f, 1.0f, 0.0f),
Vertex(20.0f, 0.0f, -1.0f, 1.0f, 1.0f),
I hope someone can help me with this problem.
Its not a big problem but its bugging me.
You're probably trying to display UI over your rendered scene. The standard way to do this is to render you scene first, then clear your z-buffer before drawing UI elements. This way there will be no z-fighting and interference from objects close to camera.
Related
I read similar suggested questions and their solutions, but could not find an answer.
I'm trying to draw a scene with an isometric view in OpenGL.
Draw func:
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glRotatef(atan(0.5f) * 180.0f / PI, 1.0f, 0.0f, 0.0f);
glRotatef(-45.0f, 0.0f, 1.0f, 0.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glBegin(GL_QUADS);
glColor3f(1.0f, 1.0f, 1.0f);
glVertex3f(0.0f, 0.0f, 0.0f);
glVertex3f(1.0f, 0.0f, 0.0f);
glVertex3f(1.0f, 0.0f, 1.0f);
glVertex3f(0.0f, 0.0f, 1.0f);
glEnd();
glPopMatrix();
In the end, I get this result. The camera does have an isometric projection, but for some reason polygons are clipped.
If I add glTranslatef(-0.8f, 0, -0.8f) before drawing the quad, the result is as follows:
The problem is that I don't apply any optimization to OpenGL render. But why do polygons have to be cut off?
The polygons are clipped by the near or far plane of the viewing volume.
When you do not set a projection matrix, then view space, clip space and normalized device space are the same. The normalized device space is a unique cube with the left, bottom, near of (-1, -1, -1) and right, top, far of (1, 1, 1). All the geometry which is not inside this cube is clipped.
Actually you draw a quad with a side length of 1. One vertex of the quad is at the origin of the view (0, 0, 0). The quad is rotated around the origin by glRotate. Since the length of the diagonal of the quad is sqrt(2.0), one vertex of the rotated quad is clipped by either the near plane or the far plane.
If you construct and rotate a quad whose center is (0, 0 ,0), it will not be clipped, because the length form the center to each vertex is sqrt(2.0)/2.0. That is less than 1 (distance to near and far plane form the center of the viewing volume)
glBegin(GL_QUADS);
glColor3f(1.0f, 1.0f, 1.0f);
glVertex3f(-0.5f, 0.0f, -0.5f);
glVertex3f( 0.5f, 0.0f, -0.5f);
glVertex3f( 0.5f, 0.0f, 0.5f);
glVertex3f(-0.5f, 0.0f, 0.5f);
glEnd();
respectively
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glRotatef(atan(0.5f) * 180.0f / PI, 1.0f, 0.0f, 0.0f);
glRotatef(-45.0f, 0.0f, 1.0f, 0.0f);
glTranslate(-0.5f, 0.0f, -0.5f);
glBegin(GL_QUADS);
glColor3f(1.0f, 1.0f, 1.0f);
glVertex3f(0.0f, 0.0f, 0.0f);
glVertex3f(1.0f, 0.0f, 0.0f);
glVertex3f(1.0f, 0.0f, 1.0f);
glVertex3f(0.0f, 0.0f, 1.0f);
glEnd();
Alternatively you can set an Orthographic projection, which enlarges the viewing volume by glOrtho:
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-1.0, 1.0, -1.0, 1.0, -2.0, 2.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glRotatef(atan(0.5f) * 180.0f / PI, 1.0f, 0.0f, 0.0f);
glRotatef(-45.0f, 0.0f, 1.0f, 0.0f);
glBegin(GL_QUADS);
glColor3f(1.0f, 1.0f, 1.0f);
glVertex3f(0.0f, 0.0f, 0.0f);
glVertex3f(1.0f, 0.0f, 0.0f);
glVertex3f(1.0f, 0.0f, 1.0f);
glVertex3f(0.0f, 0.0f, 1.0f);
glEnd();
I use GDI+ Graphics.DrawImage() method to draw metafile images (emf/wmf) in my application. This method allows set color matrix by ImageAttributes. I use color matrix to perform image alpha blending (drawing semi transparent image) like this:
const auto alphaPercent = 0.5f
ColorMatrix colorMatrix = {
1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, alphaPercent, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f, 1.0f
};
ImageAttributes imageAttributes;
imageAttributes.SetColorMatrix(&colorMatrix, ColorMatrixFlagsDefault, ColorAdjustTypeDefault);
pGraphics->DrawImage(pImageToDraw,imagePosition, 0.f, 0.f, sourceWidth, sourceHeight, UnitPixel, &imageAttributes);
This method excellent works for bitmaps but not for emf metafiles.
Changing ColorAdjustTypeDefault to ColorAdjustTypePen or ColorAdjustTypeBrush doesn't help.
Example: GDI+ result:
But should be (alpha = 50%):
How to draw metafile image in GDI+ with alpha blending ?
I startet with Directx 11 and I have some problems with setting up the camera.
I want to set the origin to the top-left of the sceen, currently it is on bot-left this is how I set it up:
D3DXMatrixIdentity(&mProjection);
D3DXMatrixIdentity(&mView);
mPosition = D3DXVECTOR3{ 0.0f, 0.0f, -0.5f };
mTarget = D3DXVECTOR3{ 0.0f, 0.0f, 0.0f };
mUp = D3DXVECTOR3{ 0.0f, 0.0f, 0.0f };
D3DXMatrixOrthoOffCenterLH(&mProjection,
0.0f, static_cast<Float32>(WindowWidth),
0.0f, static_cast<Float32>(WindowHeight), 0.0f, 1.0f);
and here is how I want it
this is currently my coord system:
swap y parameters for building the matrix:
D3DXMatrixOrthoOffCenterLH(&mProjection,
0.0f, static_cast<Float32>(WindowWidth),
static_cast<Float32>(WindowHeight), 0.0f, 0.0f, 1.0f);
I'm pretty sure this is due to my lack of understanding of how the GL_MODELVIEW matrix works. Here is a screen recording of what's happening: http://youtu.be/3F7FLkVI7kA
As you can see, the bottom-most triangle is the first triangle being drawn, and moves as I expect the other 2 triangles to move. The second triangle is moved and rotated relative to the first, and the third is moved and rotated relative to that combination.
What I want is for all three triangles to be stationary in 3D space, but spinning (like the first triangle).
Source:
// Main loop
do {
// Clear Screen
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Update camera
glfwGetCursorPos(window, &cursorX, &cursorY);
cam.update(0.001f, (int)cursorX, (int)cursorY);
// Reset Matrix
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// move camera
glRotatef(cam.rotation.x, 1.0f, 0.0f, 0.0f);
glRotatef(cam.rotation.y, 0.0f, 1.0f, 0.0f);
// translate modelview matrix to position of the camera - everything should now draw relative to camera position
glTranslatef(-cam.position.x, cam.position.y, -cam.position.z);
// Draw ground
drawGroundGrid(-25.0f);
drawSpinningTriangle(0.0f, 0.0f, -5.0f);
drawSpinningTriangle(3.14f, 3.0f, -6.0f);
drawSpinningTriangle(-6.0f, 12.0f, -5.0f);
// Swap buffers - back buffer is now front buffer to be rendered to next frame
glfwSwapBuffers(window);
glfwPollEvents();
calcFPS();
} while (!glfwGetKey(window, GLFW_KEY_ESCAPE) && !glfwWindowShouldClose(window));// Main Loop End
[...]
void drawSpinningTriangle(float x, float y, float z) {
glMatrixMode(GL_MODELVIEW);
glTranslatef(x, y, z);
glRotatef(glfwGetTime() * 50.0f, 0.0f, 1.0f, 0.0f);
glBegin(GL_TRIANGLES);
{
// Red vertex
glColor3f(1.0f, 0.0f, 0.0f);
glVertex3f(0.0f, 1.0f, 0.0f);
// Yellow vertex
glColor3f(1.0f, 1.0f, 0.0f);
glVertex3f(-1.0f, -1.0f, 0.0f);
// White vertex
glColor3f(1.0f, 1.0f, 1.0f);
glVertex3f(1.0f, -1.0f, 0.0f);
}
glEnd();
}
First using the matrix stack is deprecated. It's much better to manage your own matrices
Second you should pushMatrix and popMatrix before the transformations and after drawing:
void drawSpinningTriangle(float x, float y, float z) {
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glTranslatef(x, y, z);
glRotatef(glfwGetTime() * 50.0f, 0.0f, 1.0f, 0.0f);
glBegin(GL_TRIANGLES);
{
// Red vertex
glColor3f(1.0f, 0.0f, 0.0f);
glVertex3f(0.0f, 1.0f, 0.0f);
// Yellow vertex
glColor3f(1.0f, 1.0f, 0.0f);
glVertex3f(-1.0f, -1.0f, 0.0f);
// White vertex
glColor3f(1.0f, 1.0f, 1.0f);
glVertex3f(1.0f, -1.0f, 0.0f);
}
glEnd();
glPopMatrix();
}
This will save and restore the top most matrix so any changes between the 2 calls are removed.
How do I get the OpenGL color matrix transforms working?
I've modified a sample program that just draws a triangle, and added some color matrix code to see if I can change the colors of the triangle but it doesn't seem to work.
static float theta = 0.0f;
glClearColor( 1.0f, 1.0f, 1.0f, 1.0f );
glClearDepth(1.0);
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef( theta, 0.0f, 0.0f, 1.0f );
glMatrixMode(GL_COLOR);
GLfloat rgbconversion[16] =
{
0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f
};
glLoadMatrixf(rgbconversion);
glMatrixMode(GL_MODELVIEW);
glBegin( GL_TRIANGLES );
glColor3f( 1.0f, 0.0f, 0.0f ); glVertex3f( 0.0f, 1.0f , 0.5f);
glColor3f( 0.0f, 1.0f, 0.0f ); glVertex3f( 0.87f, -0.5f, 0.5f );
glColor3f( 0.0f, 0.0f, 1.0f ); glVertex3f( -0.87f, -0.5f, 0.5f );
glEnd();
glPopMatrix();
As far as I can tell, the color matrix I'm loading should change the triangle to black, but it doesn't seem to work. Is there something I'm missing?
The color matrix only applies to pixel transfer operations such as glDrawPixels which aren't hardware accelerated on current hardware. However, implementing a color matrix using a fragment shader is really easy. You can just pass your matrix as a uniform mat4 then mulitply it with gl_FragColor
It looks like you're doing it correctly, but your current color matrix sets the triangle's alpha value to 0 as well, so while it is being drawn, it does not appear on the screen.
"Additionally, if the ARB_imaging extension is supported, GL_COLOR is also accepted."
From the glMatrixMode documentation. Is the extension supported on your machine?
I have found the possible problem.
The color matrix is supported by the "Image Processing Subset". In most HW, it was supported by driver.(software implementation)
Solution:
Add this line after glEnd():
glCopyPixels(0,0, getWidth(), getHeight(),GL_COLOR);
It's very slow....