I'm trying to draw a rainbow-coloured plot legend in openGL. Here is what I've got so far:
glBegin(GL_QUADS);
for (int i = 0; i != legendElements; ++i)
{
GLfloat const cellColorIntensity = (GLfloat) i / (GLfloat) legendElements;
OpenGL::pSetHSV(cellColorIntensity*360.0f, 1.0f, 1.0f);
// draw the ith legend element
GLdouble const xLeft = xBeginRight - legendWidth;
GLdouble const xRight = xBeginRight;
GLdouble const yBottom = (GLdouble)i * legendHeight /
(GLdouble)legendElements + legendHeight;
GLdouble const yTop = yBottom + legendHeight;
glVertex2d(xLeft, yTop); // top-left
glVertex2d(xRight, yTop); // top-right
glVertex2d(xRight, yBottom); // bottom-right
glVertex2d(xLeft, yBottom); // bottom-left
}
glEnd();
legendElements is the number of discrete squares that make up the "rainbow". xLeft,xRight,yBottom and yTop are the vertices that make up each of the squared.
where the function OpenGL::pSetHSV looks like this:
void pSetHSV(float h, float s, float v)
{
// H [0, 360] S and V [0.0, 1.0].
int i = (int)floor(h / 60.0f) % 6;
float f = h / 60.0f - floor(h / 60.0f);
float p = v * (float)(1 - s);
float q = v * (float)(1 - s * f);
float t = v * (float)(1 - (1 - f) * s);
switch (i)
{
case 0: glColor3f(v, t, p);
break;
case 1: glColor3f(q, v, p);
break;
case 2: glColor3f(p, v, t);
break;
case 3: glColor3f(p, q, v);
break;
case 4: glColor3f(t, p, v);
break;
case 5: glColor3f(v, p, q);
}
}
I got that function from http://forum.openframeworks.cc/t/hsv-color-setting/770
However, when I draw this it looks like this:
What I would like is a spectrum of Red,Green,Blue,Indigo,Violet (so I want to iterate linearly through the Hue. However, this doesn't really seem to be what's happening.
I don't really understand how the RGB/HSV conversion in pSetHSV() works so it's hard for me to identify the problem..
EDIT: Here is the fixed version, as inspired by Jongware (the rectangles were being drawn incorrectly):
// draw legend elements
glBegin(GL_QUADS);
for (int i = 0; i != legendElements; ++i)
{
GLfloat const cellColorIntensity = (GLfloat) i / (GLfloat) legendElements;
OpenGL::pSetHSV(cellColorIntensity * 360.0f, 1.0f, 1.0f);
// draw the ith legend element
GLdouble const xLeft = xBeginRight - legendWidth;
GLdouble const xRight = xBeginRight;
GLdouble const yBottom = (GLdouble)i * legendHeight /
(GLdouble)legendElements + legendHeight + yBeginBottom;
GLdouble const yTop = yBottom + legendHeight / legendElements;
glVertex2d(xLeft, yTop); // top-left
glVertex2d(xRight, yTop); // top-right
glVertex2d(xRight, yBottom); // bottom-right
glVertex2d(xLeft, yBottom); // bottom-left
}
glEnd();
I generate spectral colors like this:
void spectral_color(double &r,double &g,double &b,double l) // RGB <- lambda l = < 380,780 > [nm]
{
if (l<380.0) r= 0.00;
else if (l<400.0) r=0.05-0.05*sin(M_PI*(l-366.0)/ 33.0);
else if (l<435.0) r= 0.31*sin(M_PI*(l-395.0)/ 81.0);
else if (l<460.0) r= 0.31*sin(M_PI*(l-412.0)/ 48.0);
else if (l<540.0) r= 0.00;
else if (l<590.0) r= 0.99*sin(M_PI*(l-540.0)/104.0);
else if (l<670.0) r= 1.00*sin(M_PI*(l-507.0)/182.0);
else if (l<730.0) r=0.32-0.32*sin(M_PI*(l-670.0)/128.0);
else r= 0.00;
if (l<454.0) g= 0.00;
else if (l<617.0) g= 0.78*sin(M_PI*(l-454.0)/163.0);
else g= 0.00;
if (l<380.0) b= 0.00;
else if (l<400.0) b=0.14-0.14*sin(M_PI*(l-364.0)/ 35.0);
else if (l<445.0) b= 0.96*sin(M_PI*(l-395.0)/104.0);
else if (l<510.0) b= 0.96*sin(M_PI*(l-377.0)/133.0);
else b= 0.00;
}
l is input wavelength [nm] < 380,780 >
r,g,b is output RGB color < 0,1 >
This is simple rough sin wave approximation of real spectral color data. You can also create table from this and interpolate it or use texture ... output colors are:
there are also different approaches like:
linear color - composite gradients
like this: http://www.physics.sfasu.edu/astro/color/spectra.html
but the output is not good enough for me
human eye X,Y,Z sensitivity curves integration
you have to have really precise X,Y,Z curves, even slight deviation causes 'unrealistic' colors like in this example
To make it better you have to normalize colors and add exponential sensitivity corrections. Also these curves are changing with every generation and are different in different regions of world. So unless you are doing some special medical/physics softs it is not a good idea to go this way.
| <- 380nm ----------------------------------------------------------------- 780nm -> |
[edit1] here is mine new physically more accurate conversion
I strongly recommend to use this approach instead (it is more accurate and better in any way)
Well, not completely right. Here I made a javascript example of it.
Sodium yellow (589nm) is too orange and Halpha red (656nm) is too brown....
Save this example into an HTML file (jquery needed) and load it into a browser:
page.html?l=[nanometers]
<!DOCTYPE html>
<html><head>
<script src='jquery.js'></script>
<script>
/*
* Return parameter value of name (case sensitive !)
*/
function get_value(parametername)
{
readvalue=(location.search ? location.search.substring(1) : false);
if (readvalue)
{
parameter=readvalue.split('&');
for (i=0; i<parameter.length; i++)
{
if (parameter[i].split('=')[0] == parametername)
return parameter[i].split('=')[1];
}
}
return false;
}
function spectral_color(l) // RGB <- lambda l = < 380,780 > [nm]
{
var M_PI=Math.PI;
var r=0,g,b;
if (l<380.0) r= 0.00;
else if (l<400.0) r=0.05-0.05*Math.sin(M_PI*(l-366.0)/ 33.0);
else if (l<435.0) r= 0.31*Math.sin(M_PI*(l-395.0)/ 81.0);
else if (l<460.0) r= 0.31*Math.sin(M_PI*(l-412.0)/ 48.0);
else if (l<540.0) r= 0.00;
else if (l<590.0) r= 0.99*Math.sin(M_PI*(l-540.0)/104.0);
else if (l<670.0) r= 1.00*Math.sin(M_PI*(l-507.0)/182.0);
else if (l<730.0) r=0.32-0.32*Math.sin(M_PI*(l-670.0)/128.0);
else r= 0.00;
if (l<454.0) g= 0.00;
else if (l<617.0) g= 0.78*Math.sin(M_PI*(l-454.0)/163.0);
else g= 0.00;
if (l<380.0) b= 0.00;
else if (l<400.0) b=0.14-0.14*Math.sin(M_PI*(l-364.0)/ 35.0);
else if (l<445.0) b= 0.96*Math.sin(M_PI*(l-395.0)/104.0);
else if (l<510.0) b= 0.96*Math.sin(M_PI*(l-377.0)/133.0);
else b= 0.00;
var rgb = Math.floor(r*256)*65536+Math.floor(g*256)*256 + Math.floor(b*256);
rgb = '000000' + rgb.toString(16);
rgb = '#' + rgb.substr(-6).toUpperCase();
$('#color').html([r,g,b,rgb,l]);
$('body').css('background-color', rgb);
}
</script>
</head><body>
<div id='color'></div>
<script>
spectral_color(get_value('l'));
</script>
</body>
</html>
Related
// #include loads up library files, the order can matter
// generally load glut.h last
#include <stdio.h> // this library is for standard input and output
#include <stdlib.h>
#include <time.h>
#include <math.h>
#include "glut.h"// this library is for glut the OpenGL Utility Toolkit
//this defines a constant for the array size
#define SPRAYSIZE 500
// the properties of a spray particle are defined in a struct
struct sprayParticle {
float x = 0; // current position x
float y = 0; // current position y
float startx = 0; // birth position x
float starty = 0; // birth position y
int startTime; // a birthtime in frames when it will be born
int startRange = 100; // the maximum time at which a birth can happen
bool started = false; // tracks whether the particle has benn born or not
float speed = 0.1;
float radius;
float startxd = 0; // starting direction vector x value
float startyd = 0; // startingdirection vestor y value
float xd = 0; // current direction vector x value
float yd = 0; // current direction vector x value
float alpha = 1.0; // transparency
};
int winWidth = 1000, winHeight = 1000;
int counter = 0;
time_t t;
sprayParticle spray[SPRAYSIZE];
float angle = 90; // the angle of the spray: 0 degrees is to the left,
// 90 degrees straight up, 180 to the right etc
float sprayWidth = 30;// the width of the spray in degrees
float sprayCenterX, sprayCenterY;
//variables for spray colour, set once per spray
float fr = 1; float fg = 1; float fb = 1;
// the gravity vector
float gx = 0;
float gy = -0.0005;
// the position of thepartcle ystem emitter, wher the rocket should be drawn
float rocketstartx = winWidth - 100, rocketstarty = winHeight - 100;
void init() {
glClearColor(0.0, 0.0, 0.0, 0.0); // set what colour you want the background to be
glMatrixMode(GL_PROJECTION); // set the matrix mode, we will look at this later
gluOrtho2D(0.0, winWidth, 0.0, winHeight);
}
void circle(double radius, double xc, double yc) {
int i;
double angle = 2 * 3.1415 / 20; // circle is drawn using 20 line.
double circle_xy[40][2];
circle_xy[0][0] = radius + xc;
circle_xy[0][1] = yc;
glBegin(GL_POLYGON);
for (i = 1; i < 20; i++) {
circle_xy[i][0] = radius * cos(i *angle) + xc;
circle_xy[i][1] = radius * sin(i * angle) + yc;
glVertex2f(circle_xy[i - 1][0], circle_xy[i - 1][1]);
glVertex2f(circle_xy[i][0], circle_xy[i][1]);
}
glEnd();
}
void normalise(int i) {
float mag;
mag = sqrt((spray[i].xd*spray[i].xd) + (spray[i].yd*spray[i].yd));
spray[i].xd = spray[i].xd / mag;
spray[i].yd = spray[i].yd / mag;
}
// we calculate the direction vector of the current particle from the global
variable angle and spread
void setDirectionVector(int i) {
float minAngle, maxAngle, range, newangle;
double newAngleInRadians; // variable
int rangeInt;
minAngle = angle - (sprayWidth / 2.0); // calc the minimum angle the particle could move along
maxAngle = angle + (sprayWidth / 2.0); // calc the maximum angle
range = maxAngle - minAngle;
rangeInt = (int)(range*100.0);
newangle = minAngle + ((float)(rand() % rangeInt) / 100.0); // generate a random angle between mi and max angles
newAngleInRadians = (double)(newangle / 360.0)*(2 * 3.1415); // convert it to radians
spray[i].xd = (float)cos(newAngleInRadians);// calc the diection vector x value
spray[i].yd = (float)sin(newAngleInRadians);// calc the diection vector y value
}
void initspray() {
for (int i = 0; i < SPRAYSIZE; i++) {
spray[i].x = winWidth / 2; // set current start x position
spray[i].y = 100;// set current start y position
spray[i].startx = spray[i].x; spray[i].starty = spray[i].y;// set start x and y position
spray[i].speed = 0.1 + (float)(rand() % 150) / 1000.0;// speed is 0.1 to 0.25
spray[i].startTime = rand() % spray[i].startRange;// set birth time
spray[i].radius = (float)(rand() % 15); // random radius
setDirectionVector(i);// set the current direction vector
spray[i].startxd = spray[i].xd; spray[i].startyd = spray[i].yd; // set start direction vector to current
}
// set colour of spray
fr = 0.5 + (float)(rand() % 500) / 1000.0;
fg = 0.5 + (float)(rand() % 500) / 1000.0;
fb = 0.5 + (float)(rand() % 500) / 1000.0;
}
void drawsprayParticle(int i) {
glLineWidth(2);
if (!spray[i].started) {
if (counter == spray[i].startTime) {
spray[i].started = true;
}
}
if (spray[i].started) {
glColor4f(fr, fg, fb, spray[i].alpha); // white particiles
circle(spray[i].radius, spray[i].x, spray[i].y);
spray[i].x = spray[i].x + (spray[i].xd*spray[i].speed);
spray[i].y = spray[i].y + (spray[i].yd*spray[i].speed);
// this produces a direction vector that is a little longer than 1
spray[i].yd = spray[i].yd + gy;
// so the normalise the vector to make length 1
normalise(i);
// reduce transparency
spray[i].alpha -= 0.00015;
}
if (spray[i].x<0 || spray[i].x>winWidth + 500 || spray[i].y<0 || spray[i].y>winHeight) {
spray[i].x = spray[i].startx; spray[i].y = spray[i].starty; //rocketstartx
spray[i].xd = spray[i].startxd; spray[i].yd = spray[i].startyd;
spray[i].alpha = 1.0;
}
}
void drawspray() {
// draw each spray particle
for (int i = 0; i < SPRAYSIZE; i++) {
drawsprayParticle(i);
}
// increment rocket position
rocketstartx += 0.2;
// if the rocket is oof the screen more nad 500 pixels to the right the rest it to 0
if (rocketstartx > winWidth + 500) { rocketstartx = 0; }
counter++;
}
// This is the display function it is called when ever you want to draw something
void display() {
glClear(GL_COLOR_BUFFER_BIT); // clear the screen using the background colour
glColor3f(1.0, 1.0, 1.0); // set colour to white
drawspray();
glFlush(); // force all drawing to finish
}
// This is the idle function it is called whenever the program is idle
void idle() {
display();
}
// As with many programming languages the main() function is the entry point for execution of the program
int main(int argc, char** argv) {
srand((unsigned)time(&t));
// initialise first spray work
initspray();
glutInit(&argc, argv); //perform the GLUT initialization
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGBA); // more initialisation
glutInitWindowSize(winWidth, winHeight); // set window position
glutInitWindowPosition(0, 0); // set window size
glutCreateWindow("Fire"); // create a display with a given caption for the title bar
glEnable(GL_BLEND); //Enable blending.
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
init(); // call init function defined above
glutIdleFunc(idle); // define what function to call when the program is idle
glutDisplayFunc(display); // define what function to call to draw
glutMainLoop();
// this line exits the program
return 0;
}
The original code above normally creates a fountain that sprays particles all over the screen, but I have changed the size and range of the spray, so I can create a flame. The problem is that I can't stop the spread of the particles and it keeps moving up. I want it to stay in its position.
This is how it works:
This is how I want it to work:
With the formula
spray[i].x = spray[i].x + (spray[i].xd*spray[i].speed);
spray[i].y = spray[i].y + (spray[i].yd*spray[i].speed);
the distance of the points to it origin linear increases. You have to decrease the speed by time to smoothly approach to a limit position.
e.g.
spray[i].speed *= 0.9992f;
Of course you have to rest the speed (spray[i].speed), when the point is "restarted" at its origin. If the speed of the point or the alpha value of the point falls below a threshold, then the point has to be "restarted", too:
void drawsprayParticle(int i) {
glLineWidth(2);
if (!spray[i].started) {
if (counter == spray[i].startTime) {
spray[i].started = true;
}
}
if (spray[i].started) {
glColor4f(fr, fg, fb, spray[i].alpha); // white particles
circle(spray[i].radius, spray[i].x, spray[i].y);
spray[i].x = spray[i].x + (spray[i].xd*spray[i].speed);
spray[i].y = spray[i].y + (spray[i].yd*spray[i].speed);
// this produces a direction vector that is a little longer than 1
spray[i].yd = spray[i].yd + gy;
// so the normalize the vector to make length 1
normalise(i);
// reduce transparency
spray[i].alpha -= 0.0003;
spray[i].speed *= 0.9992f;
}
if ( spray[i].x<0 || spray[i].x>winWidth + 500 ||
spray[i].y<0 || spray[i].y>winHeight ||
spray[i].alpha < 1.0f/256.0f ||
spray[i].speed < 0.04f ) {
spray[i].x = spray[i].startx; spray[i].y = spray[i].starty;
spray[i].xd = spray[i].startxd; spray[i].yd = spray[i].startyd;
spray[i].alpha = 1.0;
spray[i].speed = 0.1 + (float)(rand() % 150) / 1000.0;
}
}
This is an empirical algorithm, so you have to play around with the values, to get the effect of your need.
Additionally I increase the start range: int startRange = 1300;
Preview:
Currently, I'm trying to draw a symmetric binary tree through IFS (Iterated Function Systems):
but the result is always only the branch tips:
.
I can't figure out what I'm doing wrong or what I'm missing.
This is the IFS:
This is my code:
RenderWindow window(VideoMode(480, 640), "fractals everywhere");
CircleShape point(1);
int chance;
float x, y, w, h, nx, ny, px, py;
void SymmetricBinaryTrees()
{
float r = 0.57f;
float o = 0.785f;
chance = rand() % 3;
switch (chance)
{
case 0:
nx = r * cos(o) * x + (-1 * r * sin(o) * y);
ny = r * sin(o) * x + r * cos(o) * y + 1;
break;
case 1:
nx = r * cos(o) * x + r * sin(o) * y;
ny = -1 * r * sin(o) * x + r * cos(o) * y + 1;
break;
case 2:
nx = x;
ny = y;
break;
}
}
void nextPoint()
{
SymmetricBinaryTrees();
x = nx; y = ny;
}
void drawPoint()
{
px = _map(x, -1.078, 1.078f, 0, w); py = _map(y, 0.f, 2.078f, h, 0); // maps the position accordingly
point.setPosition(px, py);
window.draw(point);
}
int main()
{
srand(time(NULL));
w = window.getSize().x * 1.f;
h = window.getSize().y * 1.f;
x = 0.f; y = 0.f;
window.setFramerateLimit(60);
while (window.isOpen())
{
Event e;
while (window.pollEvent(e))
if (e.type == Event::Closed) window.close();
for (int i = 1; i <= 500; i++)
{
drawPoint();
nextPoint();
}
window.display();
}
return 0;
}
This is the website that I'm using for my code.
If anyone could help me or has any idea I'd be very grateful, thank you.
I share #beyond opinion, I think you're complicating things too much. It will be easier with a different approach. Let's make things easier.
With a recursive function, we can easily understand what should be done each step.
Consider we start from a initial point, then trace a line on an angle of a given lenght, so we need a function like:
void createTreeRecursive(sf::VertexArray &tree, sf::Vector2f point, float angle, float lenght)
Where tree will be our line set, which compose the tree itself.
First thing we can do, is to set the first point, which is already known:
// Add first point
tree.append(sf::Vertex(point, treeColor));
Now we need to calculate our next point, to form a line. With simple trigonometric functions we can determine that point:
float newX = point.x + (cos((2.f * PI / 360.f) * angle) * lenght);
float newY = point.y - (sin((2.f * PI / 360.f) * angle) * lenght); // Caution here! Minus(-) sign because we're drawing upwards
So we add this second point, and then split the tree into 2 new branches, each one rotated some certain degrees:
// Add second point
tree.append(sf::Vertex(nextPoint, treeColor));
// Create sub-tree from 2nd point, rotating +45 degrees (i.e. counterclockwise), reducing lenght of the new branch by 0.6 factor
createTreeRecursive(tree, nextPoint, angle + O, lenght * R);
// Same with the other sub-tree, but rotating -45 (i.e. clockwise)
createTreeRecursive(tree, nextPoint, angle - O, lenght * R);
We need a base case for our recursive function, in this case, I choose 3 as minimum lenght:
if (lenght < 3)
// End condition, can be modified
return;
this must be out first check.
So we're done, we only need the initial call:
sf::VertexArray createTree(){
// Our tree will be made out of lines
sf::VertexArray ret(sf::PrimitiveType::Lines);
// Initial point at botton-center(250, 450), with a 90 degrees rotation, first branch lenght 200
createTreeRecursive(ret, sf::Vector2f(250, 450), 90, 200);
return ret;
}
And the result is:
Full code
#include <SFML/Graphics.hpp>
const double PI = 3.141592;
const double R = 0.57; // Reduction factor
const double O = 45; // Degree rotation each time
sf::Color treeColor = sf::Color::Blue;
void createTreeRecursive(sf::VertexArray &tree, sf::Vector2f point, float angle, float lenght){
if (lenght < 3)
// End condition, can be modified
return;
// Add first point
tree.append(sf::Vertex(point, treeColor));
float newX = point.x + (cos((2.f * PI / 360.f) * angle) * lenght);
float newY = point.y - (sin((2.f * PI / 360.f) * angle) * lenght); // Caution here! Minus(-) sign because we're drawing upwards
sf::Vector2f nextPoint(newX, newY);
// Add second point
tree.append(sf::Vertex(nextPoint, treeColor));
// Create sub-tree from 2nd point, rotating +45 degrees (i.e. counterclockwise), reducing lenght of the new branch by 0.6 factor
createTreeRecursive(tree, nextPoint, angle + O, lenght * R);
// Same with the other sub-tree, but rotating -45 (i.e. clockwise)
createTreeRecursive(tree, nextPoint, angle - O, lenght * R);
}
sf::VertexArray createTree(){
// Our tree will be made out of lines
sf::VertexArray ret(sf::PrimitiveType::Lines);
// Initial point at bottom-center(250, 450), with a 90 degrees rotation, first branch lenght 200
createTreeRecursive(ret, sf::Vector2f(250, 450), 90, 200);
return ret;
}
int main()
{
RenderWindow window({ 500, 500 }, "SFML Tree", Style::Close);
auto tree = createTree();
while (window.isOpen())
{
for (Event event; window.pollEvent(event);){
if (event.type == Event::Closed)
window.close();
}
window.clear();
window.draw(tree);
window.display();
}
return EXIT_SUCCESS;
}
I would advice you to use recursion with a function that 1) draws the current branch (as a line), and then 2) creates two new branches from the current branch. Using global variables doesn't help you either. Looks like you should rethink your approach.
For Linux is:
#include <SFML/Graphics.hpp>
#include <cmath>
const double PI = 3.141592;
const double R = 0.57;
const double O = 45;
sf::Color treeColor = sf::Color::Blue;
void createTreeRecursive(sf::VertexArray &tree, sf::Vector2f point, float angle, float lenght){
if (lenght < 3)
return;
tree.append(sf::Vertex(point, treeColor));
float newX = point.x + (cos((2.f * PI / 360.f) * angle) * lenght);
float newY = point.y - (sin((2.f * PI / 360.f) * angle) * lenght);
sf::Vector2f nextPoint(newX, newY);
tree.append(sf::Vertex(nextPoint, treeColor));
createTreeRecursive(tree, nextPoint, angle + O, lenght * R);
createTreeRecursive(tree, nextPoint, angle - O, lenght * R);
}
sf::VertexArray createTree(){
sf::VertexArray ret(sf::PrimitiveType::Lines);
createTreeRecursive(ret, sf::Vector2f(250, 450), 90, 200);
return ret;
}
int main()
{
sf::RenderWindow window({ 500, 500 }, "SFML Tree", sf::Style::Close);
auto tree = createTree();
while (window.isOpen())
{
for (sf::Event event; window.pollEvent(event);){
if (event.type == sf::Event::Closed)
window.close();
}
window.clear();
window.draw(tree);
window.display();
}
return EXIT_SUCCESS;
}
I've implemented an algorithm that tests for a Ray - AABB intersection and it works fine. But when I try to transform Ray to the AABB's local space (making this a Ray - OBB test), I can't get correct results. I've studied several forums and other resources, but still missing something. (Some sources suggesting to apply inverted transformation to the ray origin and its end, and only then calc. direction, other - to apply transformation to origin and direction). Can someone point in the right direction (no pun intended)?
Here goes two functions responsible for the math:
1) Calculating inverses and other things to perform tests
bool Ray::intersectsMesh(const Mesh& mesh, const Transformation& transform) {
float largestNearIntersection = std::numeric_limits<float>::min();
float smallestFarIntersection = std::numeric_limits<float>::max();
glm::mat4 modelTransformMatrix = transform.modelMatrix();
Box boundingBox = mesh.boundingBox();
glm::mat4 inverse = glm::inverse(transform.modelMatrix());
glm::vec4 newOrigin = inverse * glm::vec4(mOrigin, 1.0);
newOrigin /= newOrigin.w;
mOrigin = newOrigin;
mDirection = glm::normalize(inverse * glm::vec4(mDirection, 0.0));
glm::vec3 xAxis = glm::vec3(glm::column(modelTransformMatrix, 0));
glm::vec3 yAxis = glm::vec3(glm::column(modelTransformMatrix, 1));
glm::vec3 zAxis = glm::vec3(glm::column(modelTransformMatrix, 2));
glm::vec3 OBBTranslation = glm::vec3(glm::column(modelTransformMatrix, 3));
printf("trans x %f y %f z %f\n", OBBTranslation.x, OBBTranslation.y, OBBTranslation.z);
glm::vec3 delta = OBBTranslation - mOrigin;
bool earlyFalseReturn = false;
calculateIntersectionDistances(xAxis, delta, boundingBox.min.x, boundingBox.max.x, &largestNearIntersection, &smallestFarIntersection, &earlyFalseReturn);
if (smallestFarIntersection < largestNearIntersection || earlyFalseReturn) { return false; }
calculateIntersectionDistances(yAxis, delta, boundingBox.min.y, boundingBox.max.y, &largestNearIntersection, &smallestFarIntersection, &earlyFalseReturn);
if (smallestFarIntersection < largestNearIntersection || earlyFalseReturn) { return false; }
calculateIntersectionDistances(zAxis, delta, boundingBox.min.z, boundingBox.max.z, &largestNearIntersection, &smallestFarIntersection, &earlyFalseReturn);
if (smallestFarIntersection < largestNearIntersection || earlyFalseReturn) { return false; }
return true;
}
2) Helper function (probably not needed here as its relates only to AABB tests and works fine)
void Ray::calculateIntersectionDistances(const glm::vec3& axis,
const glm::vec3& delta,
float minPointOnAxis,
float maxPointOnAxis,
float *largestNearIntersection,
float *smallestFarIntersection,
bool *earlyFalseRerutn)
{
float divident = glm::dot(axis, delta);
float denominator = glm::dot(mDirection, axis);
if (fabs(denominator) > 0.001f) {
float t1 = (divident + minPointOnAxis) / denominator;
float t2 = (divident + maxPointOnAxis) / denominator;
if (t1 > t2) { std::swap(t1, t2); }
*smallestFarIntersection = std::min(t2, *smallestFarIntersection);
*largestNearIntersection = std::max(t1, *largestNearIntersection);
} else if (-divident + minPointOnAxis > 0.0 || -divident + maxPointOnAxis < 0.0) {
*earlyFalseRerutn = true;
}
}
As it turned out, the ray's world -> model transformation was correct. The bug was in the intersection test. I had to completely replace the intersection code, because I wasn't able to identify the bug in the old code, unfortunately.
Ray transformation code:
glm::mat4 inverse = glm::inverse(transform.modelMatrix());
glm::vec4 start = inverse * glm::vec4(mOrigin, 1.0);
glm::vec4 direction = inverse * glm::vec4(mDirection, 0.0);
direction = glm::normalize(direction);
And the Ray - AABB test was stolen from here
this is the formular but i dont know how to implement it. can someone please help
rectangle::rectangle() //rectangle constructor
{
bl.real() = 0; //bottom
bl.imag() = 0; //left
tr.real() = 1; //top
tr.imag() = 1; //right
}
complex<double> rectangle::get_bl() const
{
return bl;
}
complex<double> rectangle::get_tr() const
{
return tr;
}
void rectangle::rotate(double angle)
{
//not sure how to do it tr = tr.real() * cos(angle) + tr.imag() *cos(angle);
}
main
rectangle r;
r.rotate(90);
expected output (not 100% sure)
0 0 -1 1
Move your shape to (0, 0) temporarily (formula assumes you are rotating about origin, so move the bottom-left corner to (0, 0)).
Apply formula.
Move it back.
if (tr.real() < bl.real()) {
float tempX = tr.real() - bl.real();
float tempY = tr.imag() - bl.imag();
} else {
float tempX = bl.real() - tr.real();
float tempY = bl.imag() - tr.imag();
}
tr.real() = tempX * cos(theta) - tempY * sin(theta)
tr.imag() = tempx * sin(theta) + tempY * cos(theta)
The formula is basically saying:
new_x = shape.point[i].x*cos(angle) - shape.point[i].y*sin(angle)
new_y = shape.point[i].x*sin(angle) + shape.point[i].y*cos(angle)
shape.point[i].x = new_x
shape.point[i].y = new_y
angle is in radians, to convert from degrees to radians use
degree*pi/180 where pi is the constant 3.14...
you will need to do this for each point on the shape to fully rotate the shape by the desired degree.
This formula also assumes that the points are centered around (0,0), i.e. the center of the shape is (0,0) and all points are relative to that center.
One tip, if applicable, try and store shapes as points, going clockwise from the 0th point. for instance, this rectangle will be:
point[0] = {-1, 1}
point[1] = { 1, 1}
point[2] = { 1,-1}
point[3] = {-1,-1}
To convert from tl, br to points you will need to do something similar to:
point[0] = {tl.x, tl.y}
point[1] = {br.x, tl.y}
point[2] = {br.x, br.y}
point[3] = {tl.x, br.y}
I am attempting to add features to a ray tracer in C++. Namely, I am trying to add texture mapping to the spheres. For simplicity, I am using an array to store the texture data. I obtained the texture data by using a hex editor and copying the correct byte values into an array in my code. This was just for my testing purposes. When the values of this array correspond to an image that is simply red, it appears to work close to what is expected except there is no shading.
first image http://dl.dropbox.com/u/367232/Texture.jpg
The bottom right of the image shows what a correct sphere should look like. This sphere's colour using one set colour, not a texture map.
Another problem is that when the texture map is of something other than just one colour pixels, it turns white. My test image is a picture of water, and when it maps, it shows only one ring of bluish pixels surrounding the white colour.
bmp http://dl.dropbox.com/u/367232/vPoolWater.bmp
When this is done, it simply appears as this:
second image http://dl.dropbox.com/u/367232/texture2.jpg
Here are a few code snippets:
Color getColor(const Object *object,const Ray *ray, float *t)
{
if (object->materialType == TEXTDIF || object->materialType == TEXTMATTE) {
float distance = *t;
Point pnt = ray->origin + ray->direction * distance;
Point oc = object->center;
Vector ve = Point(oc.x,oc.y,oc.z+1) - oc;
Normalize(&ve);
Vector vn = Point(oc.x,oc.y+1,oc.z) - oc;
Normalize(&vn);
Vector vp = pnt - oc;
Normalize(&vp);
double phi = acos(-vn.dot(vp));
float v = phi / M_PI;
float u;
float num1 = (float)acos(vp.dot(ve));
float num = (num1 /(float) sin(phi));
float theta = num /(float) (2 * M_PI);
if (theta < 0 || theta == NAN) {theta = 0;}
if (vn.cross(ve).dot(vp) > 0) {
u = theta;
}
else {
u = 1 - theta;
}
int x = (u * IMAGE_WIDTH) -1;
int y = (v * IMAGE_WIDTH) -1;
int p = (y * IMAGE_WIDTH + x)*3;
return Color(TEXT_DATA[p+2],TEXT_DATA[p+1],TEXT_DATA[p]);
}
else {
return object->color;
}
};
I call the colour code here in Trace:
if (object->materialType == MATTE)
return getColor(object, ray, &t);
Ray shadowRay;
int isInShadow = 0;
shadowRay.origin.x = pHit.x + nHit.x * bias;
shadowRay.origin.y = pHit.y + nHit.y * bias;
shadowRay.origin.z = pHit.z + nHit.z * bias;
shadowRay.direction = light->object->center - pHit;
float len = shadowRay.direction.length();
Normalize(&shadowRay.direction);
float LdotN = shadowRay.direction.dot(nHit);
if (LdotN < 0)
return 0;
Color lightColor = light->object->color;
for (int k = 0; k < numObjects; k++) {
if (Intersect(objects[k], &shadowRay, &t) && !objects[k]->isLight) {
if (objects[k]->materialType == GLASS)
lightColor *= getColor(objects[k], &shadowRay, &t); // attenuate light color by glass color
else
isInShadow = 1;
break;
}
}
lightColor *= 1.f/(len*len);
return (isInShadow) ? 0 : getColor(object, &shadowRay, &t) * lightColor * LdotN;
}
I left out the rest of the code as to not bog down the post, but it can be seen here. Any help is greatly appreciated. The only portion not included in the code, is where I define the texture data, which as I said, is simply taken straight from a bitmap file of the above image.
Thanks.
It could be that the texture is just washed out because the light is so bright and so close. Notice how in the solid red case, there doesn't seem to be any gradation around the sphere. The red looks like it's saturated.
Your u,v mapping looks right, but there could be a mistake there. I'd add some assert statements to make sure u and v and really between 0 and 1 and that the p index into your TEXT_DATA array is also within range.
If you're debugging your textures, you should use a constant material whose color is determined only by the texture and not the lights. That way you can make sure you are correctly mapping your texture to your primitive and filtering it properly before doing any lighting on it. Then you know that part isn't the problem.