Shader Storage Buffer Object has zero length, glMapBufferRange not working - c++

I've been trying to implement tiled deferred shading and I've been stuck on a problem for some time now. I'm trying to store an array of structs consisting of point lights that I want to initalize and send to a compute shader where I can process it further. I'm using a Shader Storage Buffer Object for this and I'm trying to use glMapBufferRange to provide the values. I've added some checks so that if the array size is 0 I'll paint the screen red and if it's larger than 0 it's yellow, so far I can't seem to get it to work.
Here's the compute shader:
#version 430
#define MAX_WORK_GROUP_SIZE 16
#define SCREEN_WIDTH 1280.0f
#define SCREEN_HEIGHT 720.0f
uniform sampler2D positionMap;
uniform sampler2D colorMap;
uniform sampler2D normalMap;
uniform sampler2D depthMap;
layout(binding = 4, rgba32f) uniform writeonly image2D finalImage;
layout(binding = 5, rgba32f) uniform writeonly image2D otherImage;
struct PointLight
{
vec3 position; //4,8,12
vec3 color; // 16,20, 24
float radius; //28
float diffuseIntensity; //32
float ambientIntensity; //36
float Constant; //40
float Linear; //44
float Exp; //48
};
layout(std430, binding = 6) buffer BufferObject
{
PointLight pointLights[];
};
shared uint minDepth;
shared uint maxDepth;
layout(local_size_x = MAX_WORK_GROUP_SIZE, local_size_y = MAX_WORK_GROUP_SIZE)in;
void main()
{
if(gl_LocalInvocationIndex == 0){
minDepth = 0xFFFFFFFF;
maxDepth = 0;
}
ivec2 pixelPos = ivec2(gl_GlobalInvocationID.xy);
vec2 uv = vec2(pixelPos.x / SCREEN_WIDTH, pixelPos.y / SCREEN_HEIGHT);
float d = texture(depthMap,uv).z;
uint depth = uint(d * 0xFFFFFFFF);
//compares the content of minDepth to depth and writes the minimum value to minDepth
atomicMin(minDepth, depth);
// barrier();
//compares the content of maxDepth to depth and writes the maximum value to the maxDepth
atomicMax(maxDepth, depth);
///Write a single texel into an image
/* barrier();
imageStore(finalImage, pixelPos, vec4(float(float(maxDepth) / float(0xFFFFFFFF))));
barrier();
imageStore(otherImage, pixelPos, vec4(float(float(minDepth) / float(0xFFFFFFFF))));
*/
PointLight p = pointLights[0];
PointLight p2 = pointLights[1];
if(pointLights.length() == 0)
{
barrier();
imageStore(finalImage, pixelPos, vec4(1.0,0.0,0.0,1.0));
barrier();
imageStore(otherImage, pixelPos, vec4(1.0,0.0,0.0,1.0));
}
if(pointLights.length() > 0)
{
barrier();
imageStore(finalImage, pixelPos, vec4(1.0,1.0,0.0,1.0));
barrier();
imageStore(otherImage, pixelPos, vec4(1.0,1.0,0.0,1.0));
}
}
Here's how I'm trying to initalize the buffer with some test values:
My3dVector currentColor(1.0f,1.0f,1.0f);
glGenBuffers(1,&m_pointLightBuffer);
glBindBuffer(GL_SHADER_STORAGE_BUFFER,m_pointLightBuffer);
glBufferData(GL_SHADER_STORAGE_BUFFER,NUM_OF_LIGHTS*sizeof(struct TDPointLight), NULL, GL_STATIC_DRAW);
struct TDPointLight* pointlights = (struct TDPointLight*) glMapBufferRange(GL_SHADER_STORAGE_BUFFER, 0, NUM_OF_LIGHTS*sizeof(struct TDPointLight), GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT );
int shit = ARRAY_SIZE_IN_ELEMENTS(pointlights);
for(int i = 0; i < NUM_OF_LIGHTS; ++i)
{
float Max = 80.0f;
float Min = -80.0f;
float MaxZ = 80.0f;
float MinZ = -80.0f;
float ranx = ((float(rand()) / float(RAND_MAX)) * (Max - Min)) + Min;
float ranz = ((float(rand()) / float(RAND_MAX)) * (Max - Min)) + Min;
int maxCol = 8;
int minCol = 1;
//int ranCol = ((rand() / RAND_MAX) * (maxCol - minCol)) + minCol;
int ranCol = (rand()%(maxCol-minCol))+minCol;
if(ranCol == 0)
printf("error, color 8 doesnt exist");
if(ranCol == 1)
currentColor = COLOR_WHITE;
if(ranCol == 2)
currentColor = COLOR_RED;
if(ranCol == 3)
currentColor = COLOR_GREEN;
if(ranCol == 4)
currentColor = COLOR_CYAN;
if(ranCol == 5)
currentColor = COLOR_BLUE;
if(ranCol == 6)
currentColor = COLOR_PURPLE;
if(ranCol == 7)
currentColor = COLOR_ORANGE;
if(ranCol == 8)
printf("error, color 8 doesnt exist");
pointlights[i].position = My3dVector(1.0f,1.0f,1.0f);
pointlights[i].color = My3dVector(1.0f,0.0f,0.0f);
pointlights[i].radius = 10.0f;
pointlights[i].diffuseIntensity = 10.0f;
pointlights[i].ambientIntensity = 0.1f;
//pointlights[i].color = currentColor;
//pointlights[i].position = My3dVector(ranx,3.0f,ranz);
//m_pointLight[i].m_Position = My3dVector(0.0f,2.0f,0.0f);
pointlights[i].Constant = 0.0f;
pointlights[i].Linear = 0.0f;
pointlights[i].Exp = 0.6f;
}
glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
Then the process goes something like:
Use the compute shader
Set all the uniforms, then bind some deferred textures and other things using this code
for(unsigned int i = 0; i<ARRAY_SIZE_IN_ELEMENTS(m_textures); ++i)
{
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(GL_TEXTURE_2D, m_textures[TDGBuffer_TEXTURE_TYPE_POSITION + i]);
}
glUniform1i(glGetUniformLocation(program,"depthMap"),3);
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D,m_depthTexture);
//glActiveTexture(GL_TEXTURE4);
//glBindTexture(GL_TEXTURE_2D,m_finalTexture);
glBindImageTexture(4, m_finalTexture, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA32F);
glBindImageTexture(5,m_otherTexture,0,GL_FALSE,0,GL_WRITE_ONLY,GL_RGBA32F);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER,6,m_pointLightBuffer);
Then finally in the main loop call these functions
glDispatchCompute((window_width/MAX_WORK_GROUP_SIZE), (window_height/MAX_WORK_GROUP_SIZE), 1);
glFinish();
It doesn't work with any memory barriers anywhere in the code, but as I'm not modifying the contents anywhere this shouldn't be a problem as it just gets initialized once and then remains the same forever.

It appears I've just made a silly mistake. After rearranging the structs to match the size of vec4s I can print out the correct color and position by using
PointLight p = pointLights[3];
PointLight p2 = pointLights[55];
//vec3 test = vec3(p.posX,p.posY,p.posZ);
//vec3 test2 = vec3(p2.posX,p2.posY,p2.posZ);
vec4 test = p.color;
vec4 test2 = p2.color;
barrier();
imageStore(finalImage, pixelPos, test);
barrier();
imageStore(otherImage, pixelPos, test2);
I still get a zero size from length but I believe that's because the shader doesn't know that the size of the array has been updated

Related

Compute Normals After Vertex Deformation?

I am coding a vertex and a fragment shader trying to distort the surface of some water and then computing blinn-phong lighting on the surface. I am able to successfully compute the deformed matrices with a simple noise function, but how can I find the distorted normals? Since it isn't a linear transformation I am stuck, could anyone help?
Here are the relevant files:
vertex shader:
#version 150
uniform mat4 u_Model;
uniform mat4 u_ModelInvTr;
uniform mat4 u_ViewProj;
uniform vec4 u_Color;
uniform int u_Time;
in vec4 vs_Pos; // The array of vertex positions passed to the shader
in vec4 vs_Nor; // The array of vertex normals passed to the shader
in vec4 vs_Col; // The array of vertex colors passed to the shader.
in vec2 vs_UV; // UV coords for texture to pass thru to fragment shader
in float vs_Anim; // 0.f or 1.f To pass thru to fragment shader
in float vs_T2O;
out vec4 fs_Pos;
out vec4 fs_Nor;
out vec4 fs_LightVec;
out vec4 fs_Col;
out vec2 fs_UVs;
out float fs_Anim;
out float fs_dimVal;
out float fs_T2O;
uniform vec4 u_CamPos;
out vec4 fs_CamPos;
const vec4 lightDir = normalize(vec4(0.0, 1.f, 0.0, 0));
mat4 rotationMatrix(vec3 axis, float angle) {
axis = normalize(axis);
float s = sin(angle);
float c = cos(angle);
float oc = 1.0 - c;
return mat4(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0.0, oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0.0,oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0.0, 0.0, 0.0, 0.0, 1.0);
}
vec4 rotateLightVec(float deg, vec4 LV) {
mat4 R = rotationMatrix(vec3(0,0,1), deg);
return R * LV;
}
float random1(vec3 p) {
return fract(sin(dot(p, vec3(127.1, 311.7, 191.999)))*43758.5453);
}
vec3 random2( vec3 p ) {
return fract( sin( vec3(dot(p, vec3(127.1, 311.7, 58.24)), dot(p, vec3(269.5, 183.3, 657.3)), dot(p, vec3(420.69, 69.420, 469.20))) ) * 43758.5453);
}
void main()
{
fs_Col = vs_Col;
fs_UVs = vs_UV;
fs_Anim = vs_Anim;
fs_T2O = vs_T2O;
mat3 invTranspose = mat3(u_ModelInvTr);
fs_Nor = vec4(invTranspose * vec3(vs_Nor), 0);
vec4 modelposition = u_Model * vs_Pos;
if (vs_Anim != 0) { // if we want to animate this surface
// check region in texture to decide which animatable type is drawn
bool lava = fs_UVs.x >= 13.f/16.f && fs_UVs.y < 2.f/16.f;
bool water = !lava && fs_UVs.x >= 13.f/16.f && fs_UVs.y <= 4.f/16.f;
if (water) {
// define an oscillating time so that model can transition back and forth
float t = (cos(u_Time * 0.05) + 1)/2; // u_Time increments by 1 every frame. Domain [0,1]
vec3 temp = random2(vec3(modelposition.x, modelposition.y, modelposition.z)); // range [0, 1]
temp = (temp - 0.5)/25; // [0, 1/scalar]
modelposition.x = mix(modelposition.x - temp.x, modelposition.x + temp.x, t);
modelposition.y = mix(modelposition.y - temp.y, modelposition.y + 3*temp.y, t);
modelposition.z = mix(modelposition.z - temp.z, modelposition.z + temp.z, t);
} else if (lava) {
// define an oscillating time so that model can transition back and forth
float t = (cos(u_Time * 0.01) + 1)/2; // u_Time increments by 1 every frame. Domain [0,1]
vec3 temp = random2(vec3(modelposition.x, modelposition.y, modelposition.z)); // range [0, 1]
temp = (temp - 0.5)/25; // [0, 1/scalar]
modelposition.x = mix(modelposition.x - temp.x, modelposition.x + temp.x, t);
modelposition.y = mix(modelposition.y - temp.y, modelposition.y + 3*temp.y, t);
modelposition.z = mix(modelposition.z - temp.z, modelposition.z + temp.z, t);
}
}
fs_dimVal = random1(modelposition.xyz/100.f);
fs_LightVec = rotateLightVec(0.001 * u_Time, lightDir); // Compute the direction in which the light source lies
fs_CamPos = u_CamPos; // uniform handle for the camera position instead of the inverse
fs_Pos = modelposition;
gl_Position = u_ViewProj * modelposition;// gl_Position is a built-in variable of OpenGL which is
// used to render the final positions of the geometry's vertices
}
fragment shader:
#version 330
uniform vec4 u_Color; // The color with which to render this instance of geometry.
uniform sampler2D textureSampler;
uniform int u_Time;
uniform mat4 u_ViewProj;
uniform mat4 u_Model;
in vec4 fs_Pos;
in vec4 fs_Nor;
in vec4 fs_LightVec;
in vec4 fs_Col;
in vec2 fs_UVs;
in float fs_Anim;
in float fs_T2O;
in float fs_dimVal;
out vec4 out_Col;
in vec4 fs_CamPos;
float random1(vec3 p) {
return fract(sin(dot(p,vec3(127.1, 311.7, 191.999)))
*43758.5453);
}
float random1b(vec3 p) {
return fract(sin(dot(p,vec3(169.1, 355.7, 195.999)))
*95751.5453);
}
float mySmoothStep(float a, float b, float t) {
t = smoothstep(0, 1, t);
return mix(a, b, t);
}
float cubicTriMix(vec3 p) {
vec3 pFract = fract(p);
float llb = random1(floor(p) + vec3(0,0,0));
float lrb = random1(floor(p) + vec3(1,0,0));
float ulb = random1(floor(p) + vec3(0,1,0));
float urb = random1(floor(p) + vec3(1,1,0));
float llf = random1(floor(p) + vec3(0,0,1));
float lrf = random1(floor(p) + vec3(1,0,1));
float ulf = random1(floor(p) + vec3(0,1,1));
float urf = random1(floor(p) + vec3(1,1,1));
float mixLoBack = mySmoothStep(llb, lrb, pFract.x);
float mixHiBack = mySmoothStep(ulb, urb, pFract.x);
float mixLoFront = mySmoothStep(llf, lrf, pFract.x);
float mixHiFront = mySmoothStep(ulf, urf, pFract.x);
float mixLo = mySmoothStep(mixLoBack, mixLoFront, pFract.z);
float mixHi = mySmoothStep(mixHiBack, mixHiFront, pFract.z);
return mySmoothStep(mixLo, mixHi, pFract.y);
}
float fbm(vec3 p) {
float amp = 0.5;
float freq = 4.0;
float sum = 0.0;
for(int i = 0; i < 8; i++) {
sum += cubicTriMix(p * freq) * amp;
amp *= 0.5;
freq *= 2.0;
}
return sum;
}
void main()
{
vec4 diffuseColor = texture(textureSampler, fs_UVs);
bool apply_lambert = true;
float specularIntensity = 0;
if (fs_Anim != 0) {
// check region in texture to decide which animatable type is drawn
bool lava = fs_UVs.x >= 13.f/16.f && fs_UVs.y < 2.f/16.f;
bool water = !lava && fs_UVs.x >= 13.f/16.f && fs_UVs.y < 4.f/16.f;
if (lava) {
// slowly gyrate texture and lighten and darken with random dimVal from vert shader
vec2 movingUVs = vec2(fs_UVs.x + fs_Anim * 0.065/16 * sin(0.01*u_Time),
fs_UVs.y - fs_Anim * 0.065/16 * sin(0.01*u_Time + 3.14159/2));
diffuseColor = texture(textureSampler, movingUVs);
vec4 warmerColor = diffuseColor + vec4(0.3, 0.3, 0, 0);
vec4 coolerColor = diffuseColor - vec4(0.1, 0.1, 0, 0);
diffuseColor = mix(warmerColor, coolerColor, 0.5 + fs_dimVal * 0.65*sin(0.02*u_Time));
apply_lambert = false;
} else if (water) {
// blend between 3 different points in texture to create a wavy subtle change over time
vec2 offsetUVs = vec2(fs_UVs.x - 0.5f/16.f, fs_UVs.y - 0.5f/16.f);
diffuseColor = texture(textureSampler, fs_UVs);
vec4 altColor = texture(textureSampler, offsetUVs);
altColor.x += fs_dimVal * pow(altColor.x+.15, 5);
altColor.y += fs_dimVal * pow(altColor.y+.15, 5);
altColor.z += 0.5 * fs_dimVal * pow(altColor.z+.15, 5);
diffuseColor = mix(diffuseColor, altColor, 0.5 + 0.35*sin(0.05*u_Time));
offsetUVs -= 0.25f/16.f;
vec4 newColor = texture(textureSampler, offsetUVs);
diffuseColor = mix(diffuseColor, newColor, 0.5 + 0.5*sin(0.025*u_Time)) + fs_dimVal * vec4(0.025);
diffuseColor.a = 0.7;
// ----------------------------------------------------
// Blinn-Phong Shading
// ----------------------------------------------------
vec4 lightDir = normalize(fs_LightVec - fs_Pos);
vec4 viewDir = normalize(fs_CamPos - fs_Pos);
vec4 halfVec = normalize(lightDir + viewDir);
float shininess = 400.f;
float specularIntensity = max(pow(dot(halfVec, normalize(fs_Nor)), shininess), 0);
}
}
// Calculate the diffuse term for Lambert shading
float diffuseTerm = dot(normalize(fs_Nor), normalize(fs_LightVec));
// Avoid negative lighting values
diffuseTerm = clamp(diffuseTerm, 0, 1);
float ambientTerm = 0.3;
float lightIntensity = diffuseTerm + ambientTerm; //Add a small float value to the color multiplier
//to simulate ambient lighting. This ensures that faces that are not
//lit by our point light are not completely black.
vec3 col = diffuseColor.rgb;
// Compute final shaded color
if (apply_lambert) {
col = col * lightIntensity + col * specularIntensity;
}
// & Check the rare, special case where we draw face between two diff transparent blocks as opaque
if (fs_T2O != 0) {
out_Col = vec4(col, 1.f);
} else {
out_Col = vec4(col, diffuseColor.a);
}
// distance fog!
vec4 fogColor = vec4(0.6, 0.75, 0.9, 1.0);
float FC = gl_FragCoord.z / gl_FragCoord.w / 124.f;
float falloff = clamp(1.05 - exp(-1.05f * (FC - 0.9f)), 0.f, 1.f);
out_Col = mix(out_Col, fogColor, falloff);
}
I tried implementing blinn-phong in the fragment shader, but I think it is wrong simple from the wrong normals. I think this can be done with some sort of tangent and cross product solution, but how can I know the tangent of the surface given we only know the vertex position?
I am not using unity, just bare c++ and most of the answers I am finding online are for java or unity which I do not understand.`

Recreating scene from depth encoded image in Vulkan vs OpenGL

I'm in the process of translating a piece of OpenGL code to Vulkan. The code recreates a rendered scene from an image (on a hemisphere projection) with depth information encoded. Note that I also load the model view matrix used for the projection to recreate the scene. The translation has been pretty straightforward but I'm running into issues due to the new Vulkan coordinate system.
The original OpenGL shader with comments follows:
#version 430
layout (triangles) in;
layout (triangle_strip, max_vertices = 3) out;
in vec2 posGeom[];
out vec2 texCoord;
uniform mat4 view;
uniform mat4 projection;
uniform float threshold;
uniform vec3 quantization;
uniform mat4 inverseStaticView;
uniform sampler2D rgbdTexture;
//get the image space for each pixel of our hemisphere image
vec3 getSphereRay(const vec2 coord) {
//get length of ray from camera to point on image plane
float len = 1 - coord.x * coord.x - coord.y * coord.y;
if (len > 0)
return vec3(coord, -sqrt(len));//scale to unit length vector as viewing ray
else
return vec3(0);
}
vec4 getPosition(const in vec2 inCoord, const in float depth) {
vec2 coord = inCoord;
//reverse the stretching from sphere to quad (based on y-coordinate)
float percent = sqrt(1.0 - coord.y * coord.y);
coord.x = coord.x * percent;
//scale ray with corresponding depth
vec3 normal = getSphereRay(coord) * depth;
//move from image space to world space by inverse view matrix
return inverseStaticView * vec4(normal, 1);
}
bool hasZeroDepth = false;
//get the real depth from quantized and packed depth by inverting the gamma correction and inverting min, max
float getDepth(int idx) {
float depth = texture(rgbdTexture, posGeom[idx] * 0.5 + 0.5).w;
if(depth == 0)
hasZeroDepth = true;
float minDepth = quantization.x;
float maxDepth = quantization.y;
float gamma = quantization.z;
depth = pow(depth, gamma);
depth = depth * (maxDepth - minDepth) + minDepth;
return depth;
}
//emit the position and texcoord
void emitPosition(int idx, float depth) {
texCoord = posGeom[idx] * 0.5 + 0.5;
gl_Position = projection * view * getPosition(posGeom[idx], depth);
EmitVertex();
}
void main() {
float d0 = getDepth(0);
float d1 = getDepth(1);
float d2 = getDepth(2);
//do not emit tris with zero (invalid) depth
if(!hasZeroDepth) {
float minDepth = min(d0, min(d1, d2));
float maxDepth = max(d0, max(d1, d2));
float minDist = maxDepth - minDepth;
float avgDepth = (d0 + d1 + d2) / 3;
float thres = threshold;
//look at tri stretching factor
if(minDist / avgDepth < thres) {
//emit original tri
emitPosition(0, d0);
emitPosition(1, d1);
emitPosition(2, d2);
} else {
//emit tri with maxDepth to only show background
emitPosition(0, maxDepth);
emitPosition(1, maxDepth);
emitPosition(2, maxDepth);
}
}
}
In the Vulkan shader, I account for the Vulkan coordinate system by inverting the y value. I also must normalize the world values for reasons that are unclear to me (otherwise what's rendered is completely nonsense). The shader code follows:
#version 450
layout (triangles) in;
layout (triangle_strip, max_vertices = 3) out;
layout(binding = 0) uniform UniformBufferObject {
mat4 modelView;
mat4 inverseStaticModelView;
float quantization;
} ubo;
layout(binding = 1) uniform sampler2D texSampler;
layout(location = 0) in vec2 posGeom[];
layout(location = 0) out vec2 texCoord;
bool hasZeroDepth = false;
float minDepth = 0;
float maxDepth = 1.0;
vec3 unproject(vec2 win) {
float scale = 1 - win.y * win.y;
// Invert y to account for Vulkan coordinate system.
float y = win.y * -1;
// Scale x to account for hemisphere projection.
float x = win.x * scale;
float z = -sqrt(1 - x * x - y * y);
if(z < 0){
vec4 outVals = ubo.inverseStaticModelView * vec4(x, y, z, 1.0);
return vec3(outVals[0], outVals[1], outVals[2]) / outVals.w;
}else
return vec3(0);
}
vec3 reconstructWorldPosition(vec2 ndc, float depth) {
vec3 pos = unproject(ndc);
return depth * normalize(pos);
}
float getDepth(int idx) {
float depth = texture(texSampler, posGeom[idx] * 0.5 + 0.5).w;
if(depth == 0)
hasZeroDepth = true;
depth = pow(depth, ubo.quantization);
return depth;
}
void emitPosition(int idx, float depth) {
vec2 pos = posGeom[idx].xy;
texCoord = pos * 0.5 + 0.5;
vec3 positionFromDepth = reconstructWorldPosition(pos, depth);
gl_Position = ubo.modelView * vec4(positionFromDepth,1);
EmitVertex();
}
void main() {
float d0 = getDepth(0);
float d1 = getDepth(1);
float d2 = getDepth(2);
if(!hasZeroDepth) {
float minDepth = min(d0, min(d1, d2));
float maxDepth = max(d0, max(d1, d2));
float minDist = maxDepth - minDepth;
float avgDepth = (d0 + d1 + d2) / 3.0;
float thres = 0.1;
if(minDist / avgDepth < thres ) {
emitPosition(0, d0);
emitPosition(1, d1);
emitPosition(2, d2);
} else {
emitPosition(0, maxDepth);
emitPosition(1, maxDepth);
emitPosition(2, maxDepth);
}
}
}
Images of the output of the two programs are contained in this album: http://imgur.com/a/KUl57
The Vulkan output appears to almost be correct except for some odd artifacts in the lower left hand of the scene. My suspicion is that the scaling to the x coordinate to account for the hemisphere projection is causing the issue. I've played around with the scaling and other parts of the shader but I can't seem to get it right. Am I overlooking something else that is different between Vulkan and OpenGL, especially with regards to the coordinate system?

How to Make 2D Lighting Better in OpenGL

I want to ask a question about my lighting effect in OpenGL.
I am trying to add lighting, but I don't think it's good and I've seen some 2D lighting pictures which are so much better than mine.
Question: I have made a spotlight but I want it to be dimmer as its light range gets lower and have it more like a natural light, but I can't figure out the solution.
I am using an orthographic matrix with (800, 600) as the window size and I make my meshes with real x, y coords. I send my lightPos and my PlayerPos to the fragment shader and I use the vertex as the width and the height of the mesh so that I can generate lighting for every pixel.
The light is just a basic circle and I don't know how to make it look better. Here are some images. In the fragment shader, I use the Pythagorean Theorem to calculate the distance between the 2 points.
And here is the vertex and fragment Shader
Vetex shader
#version 330
layout (location = 0) in vec3 pos;
layout (location = 1) in vec2 tCoord;
uniform mat4 mat;
out vec2 tCoord0;
out vec2 vPos;
void main(){
tCoord0 = vec2(tCoord.x, 1 - tCoord.y);
gl_Position = mat * vec4(pos, 1.0);
vPos = vec2(pos.x, pos.y);
}
Fragment shader
#version 330
out vec4 color;
uniform sampler2D sampler;
in vec2 tCoord0;
uniform vec3 objColor;
uniform vec2 lightPos;
uniform vec2 xyPos;
in vec2 vPos;
void main(){
vec4 textureColor = texture2D(sampler, tCoord0);
vec3 ambientLight = vec3(0.3f, 0.3f, 0.3f);
float dx = lightPos.x - (xyPos.x + vPos.x);
float dy = lightPos.y - (xyPos.y + vPos.y);
float dist = sqrt(dx * dx + dy * dy);
if(dist > 0 && dist < 50){
ambientLight = vec3(0.7f, 0.7f, 0.7f) * 0.6f;
}
else if(dist > 50 && dist < 70){
ambientLight = vec3(0.4f, 0.4f, 0.4f) * 0.6f;
}
else{
discard;
}
if((textureColor.x == 0 && textureColor.y == 0 && textureColor.z == 0) || textureColor.a <= 0){
color = vec4(objColor, 1.0) * vec4(ambientLight, 1.0);
}
else{
color = textureColor * vec4(ambientLight, 1.0) * vec4(objColor, 1.0);
}
}
Drawer.cpp
#include <graphics\shader.h>
#include <graphics\texture.h>
#include <graphics\shape.h>
#include <GL\glew.h>
#include <graphics\light.h>
#include <core\TSAContainer.h>
#include <core\drawer.h>
namespace GE{
namespace core{
std::vector<graphics::GraphicComponent*> Drawer::drawables;
GLuint Drawer::buffer;
void Drawer::init(){
glGenFramebuffers(1, &buffer);
}
std::vector<graphics::GraphicComponent*>& Drawer::getAllGraphicComponents(){
return drawables;
}
void Drawer::addDrawable(graphics::GraphicComponent* drawable){
drawables.push_back(drawable);
}
void Drawer::destroy(){
for (unsigned int i = 0; i < drawables.size(); i++)
delete drawables[i];
drawables.clear();
}
void Drawer::render(){
for (std::vector<graphics::GraphicComponent*>::iterator it = drawables.begin(); it != drawables.end(); it++){
if ((*it)->isDraw()){
(*it)->getShader().bind();
int color = getColor(static_cast<graphics::Shape*>(*it)->getColor());
int r = (color >> 16) & 0xff;
int g = (color >> 8) & 0xff;
int b = (color)& 0xff;
(*it)->getShader().setUniform("mat", (*it)->getTransformation().getTransformationMatrix());
(*it)->getShader().setUniform("objColor", r, g, b);
(*it)->getShader().setUniform("xyPos", (*it)->getTransformation().getPosition());
(*it)->getShader().setUniform("sampler", 1);
if (static_cast<graphics::Shape*>(*it)->getLight() != NULL){
static_cast<graphics::Shape*>(*it)->getLight()->update();
}
//(*it)->getShader().setUniform("ambientLight", static_cast<graphics::Shape*>(*it)->getAmbientLight());
glActiveTexture(GL_TEXTURE1);
if ((*it)->getTexture() != NULL)
(*it)->getTexture()->bind();
(*it)->getMesh().draw();
if ((*it)->getTexture() != NULL)
(*it)->getTexture()->unbind();
(*it)->getShader().unbind();
}
}
}
int Drawer::getColor(colorType color){
int col = 0;
if (color == GE_COLOR_BLUE){
col = 0 << 16 | 0 << 8 | 1;
}
else if (GE_COLOR_GREEN == color){
col = 0 << 16 | 1 << 8 | 0;
}
else if (GE_COLOR_RED == color){
col = 1 << 16 | 0 << 8 | 0;
}
else{
col = 1 << 16 | 1 << 8 | 1;
}
return col;
}
Drawer::Drawer(){
}
Drawer::~Drawer(){
}
}
}
float dx = lightPos.x - (xyPos.x + vPos.x);
float dy = lightPos.y - (xyPos.y + vPos.y);
float dist = sqrt(dx * dx + dy * dy);
if(dist > 0 && dist < 50)
{
ambientLight = vec3(0.7f, 0.7f, 0.7f) * 0.6f;
}
else if(dist > 50 && dist < 70)
{
ambientLight = vec3(0.4f, 0.4f, 0.4f) * 0.6f;
}
Here you're using kind of a constant attenuation based on distance. That's going to make that kind of effect of a bright inner circle and dim outer circle with unnaturally hard edges between.
If you want a soft kind of gradient effect, you want to avoid the branching and constants here. We can start with a linear falloff:
float dx = lightPos.x - (xyPos.x + vPos.x);
float dy = lightPos.y - (xyPos.y + vPos.y);
float dist = sqrt(dx * dx + dy * dy);
float max_dist = 70.0f;
float percent = clamp(1.0f - dist / max_dist, 0.0, 1.0f);
ambientLight = vec3(percent, percent, percent);
However, that will probably look kind of ugly to you with a sharp point around the center. We can use an exponential curve instead, like so:
...
percent *= percent;
ambientLight = vec3(percent, percent, percent);
To make it kind of "rounder", you can multiply again:
...
percent *= percent * percent;
ambientLight = vec3(percent, percent, percent);
If that's kind of opposite of what you want visually, you can try sqrt:
float percent = clamp(1.0f - dist / max_dist, 0.0, 1.0f);
percent = sqrt(percent);
Since I don't know exactly what you're after visually, these are some things to try initially. Play with these two and see if you like what you get.
If you really want to take max control over the effect, a cubic bezier curve interpolation might come in handy:
float bezier4(float p1, float p2, float p3, float p4, float t)
{
const float mum1 = 1.0f - t;
const float mum13 = mum1 * mum1 * mum1;
const float mu3 = t * t * t;
return mum13 * p1 + 3 * t * mum1 * mum1 * p2 + 3 * t * t * mum1 * p3 + mu3 * p4;
}
...
float percent = clamp(1.0f - dist / max_dist, 0.0, 1.0f);
// Can play with the first four arguments to achieve the desired effect.
percent = bezier4(0.0f, 0.25f, 0.75f, 1.0f, percent);
ambientLight = vec3(percent, percent, percent);
That will give you a lot of control over the effect, but maybe overkill. Try the other methods first.

How to access all vertexes within the same patch in Tessellation Control Shader

I want to do LOD in Tessenllation Control Shader. And my method is to calculate the area each patch occupyed on screen coordinate, and set different tessellation level for them.
So I need to access all vertices within a patch and I do so like:
for(int i = 0; i < 4; i++)
{
position_screen[i] = ProjectionMatrix * ModelViewMatrix * gl_in[i].gl_Position;
}
where i defined my patch in TCS like:
#version 400
layout( vertices=4 ) out;
and here is related codes in OpenGL:
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, rect_index_buffer);
glPatchParameteri(GL_PATCH_VERTICES, 4);
glDrawElements(GL_PATCHES, RECT_INDEX_SIZE, GL_UNSIGNED_INT, 0);
However the result is strange.The tessellation level is related to the area on the scrren, but all patches have the same tessellation level.
So what's the problem?
I guess it's the way I try getting access to vertices within a patch went wrong. Then how can I do that?
The following is codes in my Tessellation Control Shader, I hope it helps:
#version 400
layout( vertices=4 ) out;
uniform mat4 ProjectionMatrix;
uniform mat4 ModelViewMatrix;
uniform float window_height;
uniform float window_width;
float PI = 3.14159;
float calcTriangleArea(float l[3]) //Heron's formula
{
float p = (l[0] + l[1] + l[2]) / 2.0;
return sqrt(p * (p - l[0]) * (p - l[1]) * (p - l[2]));
}
float calcSqureArea(vec4 position[4])
{
vec2 position_screen[4];
for(int i=0;i<4;i++)
{
position_screen[i] = position[i].xy;
}
float l[4];
for(int i = 0;i < 4;i++)
{
l[i] = length(position_screen[(i + 1) % 4] - position_screen[i % 4]);
}
float diagonal = length(position_screen[2] - position_screen[0]);
float l1[3];
float l2[3];
l1[0] = l[0];
l1[1] = l[1];
l1[2] = diagonal;
l2[0] = l[2];
l2[1] = l[3];
l2[2] = diagonal;
float area = calcTriangleArea(l1) + calcTriangleArea(l2);
return area;
}
float checkInsideView(vec4 position[4]) //check if the patch is visible
{
int flag = 4;
for(int i=0;i<4;i++)
{
if((position[i].x >= -window_width / 2.0) && (position[i].x <= window_width / 2.0) &&
(position[i].y >= -window_height / 2.0) && (position[i].y <= window_height / 2.0))
{
flag --;
}
}
if(flag == 0) //all 4 vertices are visible
{
return 0.0;
}
else if(flag == 4) //not all visible
{
return 2.0;
}
else //all vertices are not visible
{
return 1.0;
}
}
float calcLODLevel()
{
vec4 position_screen[4];
for(int i = 0; i < 4; i++)
{
position_screen[i] = ProjectionMatrix * ModelViewMatrix * gl_in[i].gl_Position;
}
float in_view_level = checkInsideView(position_screen);
//tess number is decided by the area that this patch covers on
//the screen
float area = calcSqureArea(position_screen);
float level = sqrt(area);
if(in_view_level == 1.0)
{
level /= sqrt(2);
}
//dont do tessellation
//if this patch is not visible
else if(in_view_level == 2.0)
{
level = 1.0;
}
return level;
}
void main()
{
gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
float lod_level = calcLODLevel();
gl_TessLevelOuter[0] = lod_level;
gl_TessLevelOuter[1] = lod_level;
gl_TessLevelOuter[2] = lod_level;
gl_TessLevelOuter[3] = lod_level;
gl_TessLevelInner[0] = lod_level;
gl_TessLevelInner[1] = lod_level;
}
I think the problem is with your calculation of the screen coordinates, resulting in the tessellation levels to be too small. The key part is this:
position_screen[i] = ProjectionMatrix * ModelViewMatrix * gl_in[i].gl_Position;
What you're calculating here are clip coordinates, not screen coordinates. To get screen coordinates from clip coordinates, you need to:
Perform the perspective division. This gives you NDC (Normalized Device Coordinates) in the range [-1.0, 1.0].
Calculate screen coordinates from the NDC.
In code, the calculation could look like this:
vec4 posClip = ProjectionMatrix * ModelViewMatrix * gl_in[i].gl_Position;
vec2 posNdc = posClip.xy * (1.0 / posClip.w);
vec2 posScreen = 0.5 * (posNdc + 1.0) * vec2(window_width, window_height);

OpenGL ES - texturing sphere

I have a sphere. I can map texture on it. But now my texture is outside sphere. And I need inside. My user sit like inside sphere, so he can view inside it (rotate and zoom). So simply like a sky dome, but sphere. Maybe I need fix uv texture coordinates or enable something?
Here code for generating sphere:
class Sphere : public ParametricSurface {
public:
Sphere(float radius) : m_radius(radius)
{
ParametricInterval interval = { ivec2(20, 20), vec2(Pi, TwoPi), vec2(8, 14) };
SetInterval(interval);
}
vec3 Evaluate(const vec2& domain) const
{
float u = domain.x, v = domain.y;
float x = m_radius * sin(u) * cos(v);
float y = m_radius * cos(u);
float z = m_radius * -sin(u) * sin(v);
return vec3(x, y, z);
}
private:
float m_radius;
};
vec2 ParametricSurface::ComputeDomain(float x, float y) const
{
return vec2(x * m_upperBound.x / m_slices.x, y * m_upperBound.y / m_slices.y);
}
void ParametricSurface::GenerateVertices(float * vertices) const
{
float* attribute = vertices;
for (int j = 0; j < m_divisions.y; j++) {
for (int i = 0; i < m_divisions.x; i++) {
// Compute Position
vec2 domain = ComputeDomain(i, j);
vec3 range = Evaluate(domain);
attribute = range.Write(attribute);
// Compute Normal
if (m_vertexFlags & VertexFlagsNormals) {
float s = i, t = j;
// Nudge the point if the normal is indeterminate.
if (i == 0) s += 0.01f;
if (i == m_divisions.x - 1) s -= 0.01f;
if (j == 0) t += 0.01f;
if (j == m_divisions.y - 1) t -= 0.01f;
// Compute the tangents and their cross product.
vec3 p = Evaluate(ComputeDomain(s, t));
vec3 u = Evaluate(ComputeDomain(s + 0.01f, t)) - p;
vec3 v = Evaluate(ComputeDomain(s, t + 0.01f)) - p;
vec3 normal = u.Cross(v).Normalized();
if (InvertNormal(domain))
normal = -normal;
attribute = normal.Write(attribute);
}
// Compute Texture Coordinates
if (m_vertexFlags & VertexFlagsTexCoords) {
float s = m_textureCount.x * i / m_slices.x;
float t = m_textureCount.y * j / m_slices.y;
attribute = vec2(s, t).Write(attribute);
}
}
}
}
void ParametricSurface::GenerateLineIndices(unsigned short * indices) const
{
unsigned short * index = indices;
for (int j = 0, vertex = 0; j < m_slices.y; j++) {
for (int i = 0; i < m_slices.x; i++) {
int next = (i + 1) % m_divisions.x;
*index++ = vertex + i;
*index++ = vertex + next;
*index++ = vertex + i;
*index++ = vertex + i + m_divisions.x;
}
vertex += m_divisions.x;
}
}
void ParametricSurface::GenerateTriangleIndices(unsigned short * indices) const
{
unsigned short * index = indices;
for (int j = 0, vertex = 0; j < m_slices.y; j++) {
for (int i = 0; i < m_slices.x; i++) {
int next = (i + 1) % m_divisions.x;
*index++ = vertex + i;
*index++ = vertex + next;
*index++ = vertex + i + m_divisions.x;
*index++ = vertex + next;
*index++ = vertex + next + m_divisions.x;
*index++ = vertex + i + m_divisions.x;
}
vertex += m_divisions.x;
}
}
And here is VBO creation:
+ (DrawableVBO *)createVBO:(SurfaceType)surfaceType
{
ISurface * surface = [self createSurface:surfaceType]; // just Sphere type
surface->SetVertexFlags(VertexFlagsNormals | VertexFlagsTexCoords); // which vertexes I need
// Get vertice from surface.
//
int vertexSize = surface->GetVertexSize();
int vBufSize = surface->GetVertexCount() * vertexSize;
GLfloat * vbuf = new GLfloat[vBufSize];
surface->GenerateVertices(vbuf);
// Get triangle indice from surface
//
int triangleIndexCount = surface->GetTriangleIndexCount();
unsigned short * triangleBuf = new unsigned short[triangleIndexCount];
surface->GenerateTriangleIndices(triangleBuf);
// Create the VBO for the vertice.
//
GLuint vertexBuffer;
glGenBuffers(1, &vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, vBufSize * sizeof(GLfloat), vbuf, GL_STATIC_DRAW);
// Create the VBO for the triangle indice
//
GLuint triangleIndexBuffer;
glGenBuffers(1, &triangleIndexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, triangleIndexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, triangleIndexCount * sizeof(GLushort), triangleBuf, GL_STATIC_DRAW);
delete [] vbuf;
delete [] triangleBuf;
delete surface;
DrawableVBO * vbo = [[DrawableVBO alloc] init];
vbo.vertexBuffer = vertexBuffer;
vbo.triangleIndexBuffer = triangleIndexBuffer;
vbo.vertexSize = vertexSize;
vbo.triangleIndexCount = triangleIndexCount;
return vbo;
}
Here is my light setup:
- (void)setupLights
{
// Set up some default material parameters.
//
glUniform3f(_ambientSlot, 0.04f, 0.04f, 0.04f);
glUniform3f(_specularSlot, 0.5, 0.5, 0.5);
glUniform1f(_shininessSlot, 50);
// Initialize various state.
//
glEnableVertexAttribArray(_positionSlot);
glEnableVertexAttribArray(_normalSlot);
glUniform3f(_lightPositionSlot, 1.0, 1.0, 5.0);
glVertexAttrib3f(_diffuseSlot, 0.8, 0.8, 0.8);
}
And finally shaders:
fragment:
precision mediump float;
varying vec4 vDestinationColor;
varying vec2 vTextureCoordOut;
uniform sampler2D Sampler;
void main()
{
gl_FragColor = texture2D(Sampler, vTextureCoordOut) * vDestinationColor;
}
vertex:
uniform mat4 projection;
uniform mat4 modelView;
attribute vec4 vPosition;
attribute vec2 vTextureCoord;
uniform mat3 normalMatrix;
uniform vec3 vLightPosition;
uniform vec3 vAmbientMaterial;
uniform vec3 vSpecularMaterial;
uniform float shininess;
attribute vec3 vNormal;
attribute vec3 vDiffuseMaterial;
varying vec4 vDestinationColor;
varying vec2 vTextureCoordOut;
void main(void)
{
gl_Position = projection * modelView * vPosition;
vec3 N = normalMatrix * vNormal;
vec3 L = normalize(vLightPosition);
vec3 E = vec3(0, 0, 1);
vec3 H = normalize(L + E);
float df = max(0.0, dot(N, L));
float sf = max(0.0, dot(N, H));
sf = pow(sf, shininess);
vec3 color = vAmbientMaterial + df * vDiffuseMaterial + sf * vSpecularMaterial;
vDestinationColor = vec4(color, 1);
vTextureCoordOut = vTextureCoord;
}
Some monkey code but I fix his. Firstly we enable culling and disable front side rendering:
glEnable(GL_CULL_FACE);
glCullFace(GL_FRONT);
Then I change position of the light source:
glUniform3f(_lightPositionSlot, 1.0, 1.0, -2.5);
(I even don't need the light, so next step - I must disable it at all). But finally I have a sphere, user is inside it, can rotate it, zoom in and out and see the texture!