So I have a .3ds mesh that I imported into my project and it's quite large so I wanted to scale it down in size using glscalef. However the rendering algorithm I use in my shader makes use of normal vector values and so after scaling my rendering algorithm no longer works exactly as it should. So how do remedy this? Is there a glscalef for normals as well?
Normal vectors are transformed by the transposed inverse of the modelview matrix. However a second constraint is, that normals be of unit length and scaling the modelview changes that. So in your shader, you should apply a normalization step
#version 330
uniform mat4x4 MV;
uniform mat4x4 P;
uniform mat4x4 N; // = transpose(inv(MV));
in vec3 vertex_pos; // vertes position attribute
in vec3 vertex_normal; // vertex normal attribute
out vec3 trf_normal;
void main()
{
trf_normal = normalize( (N * vec4(vertex_normal, 1)).xyz );
gl_Position = P * MV * vertex_pos;
}
Note that "normalization" is the process of turning a vector into colinear vector of its own with unit length, and has nothing to do with the concept of surface normals.
To transform normals, you need to multiply them by the inverse transpose of the transformation matrix. There are several explanations of why this is the case, the best one is probably here
Normal is transformed by MV^IT, the inverse transpose of the modelview matrix, read the redbook, it explains everything.
Related
The background:
I am writing some terrain visualiser and I am trying to decouple the rendering from the terrain generation.
At the moment, the generator returns some array of triangles and colours, and these are bound in OpenGL by the rendering code (using OpenTK).
So far I have a very simple shader which handles the rotation of the sphere.
The problem:
I would like the application to be able to display the results either as a 3D object, or as a 2D projection of the sphere (let's assume Mercator for simplicity).
I had thought, this would be simple — I should compile an alternative shader for such cases. So, I have a vertex shader which almost works:
precision highp float;
uniform mat4 projection_matrix;
uniform mat4 modelview_matrix;
in vec3 in_position;
in vec3 in_normal;
in vec3 base_colour;
out vec3 normal;
out vec3 colour2;
vec3 fromSphere(in vec3 cart)
{
vec3 spherical;
spherical.x = atan(cart.x, cart.y) / 6;
float xy = sqrt(cart.x * cart.x + cart.y * cart.y);
spherical.y = atan(xy, cart.z) / 4;
spherical.z = -1.0 + (spherical.x * spherical.x) * 0.1;
return spherical;
}
void main(void)
{
normal = vec3(0,0,1);
normal = (modelview_matrix * vec4(in_normal, 0)).xyz;
colour2 = base_colour;
//gl_Position = projection_matrix * modelview_matrix * vec4(fromSphere(in_position), 1);
gl_Position = vec4(fromSphere(in_position), 1);
}
However, it has a couple of obvious issues (see images below)
Saw-tooth pattern where triangle crosses the cut meridian
Polar region is not well defined
3D case (Typical shader):
2D case (above shader)
Both of these seem to reduce to the statement "A triangle in 3-dimensional space is not always even a single polygon on the projection". (... and this is before any discussion about whether great circle segments from the sphere are expected to be lines after projection ...).
(the 1+x^2 term in z is already a hack to make it a little better - this ensures the projection not flat so that any stray edges (ie. ones that straddle the cut meridian) are safely behind the image).
The question: Is what I want to achieve possible with a VertexShader / FragmentShader approach? If not, what's the alternative? I think I can re-write the application side to pre-transform the points (and cull / add extra polygons where needed) but it will need to know where the cut line for the projection is — and I feel that this information is analogous to the modelViewMatrix in the 3D case... which means taking this logic out of the shader seems a step backwards.
Thanks!
I'm trying to apply a lighting per-pixel in my 3d engine but I'm having some trouble understanding what can be wrong with my geometry. I'm a beginner in OpenGL so please bear with me if my question may sound stupid, I'll explain as best as I can.
My vertex shader:
#version 400 core
layout(location = 0) in vec3 position;
in vec2 textureCoordinates;
in vec3 normal;
out vec2 passTextureCoordinates;
out vec3 normalVectorFromVertex;
out vec3 vectorFromVertexToLightSource;
out vec3 vectorFromVertexToCamera;
uniform mat4 transformation;
uniform mat4 projection;
uniform mat4 view;
uniform vec3 lightPosition;
void main(void) {
vec4 mainPosition = transformation * vec4(position, 1.0);
gl_Position = projection * view * mainPosition;
passTextureCoordinates = textureCoordinates;
normalVectorFromVertex = (transformation * vec4(normal, 1.0)).xyz;
vectorFromVertexToLightSource = lightPosition - mainPosition.xyz;
}
My fragment-shader:
#version 400 core
in vec2 passTextureCoordinates;
in vec3 normalVectorFromVertex;
in vec3 vectorFromVertexToLightSource;
layout(location = 0) out vec4 out_Color;
uniform sampler2D textureSampler;
uniform vec3 lightColor;
void main(void) {
vec3 versor1 = normalize(normalVectorFromVertex);
vec3 versor2 = normalize(vectorFromVertexToLightSource);
float dotProduct = dot(versor1, versor2);
float lighting = max(dotProduct, 0.0);
vec3 finalLight = lighting * lightColor;
out_Color = vec4(finalLight, 1.0) * texture(textureSampler, passTextureCoordinates);
}
The problem: Whenever I multiply my transformation matrix for the normal vector with a homogeneous coordinate of 0.0 like so: transformation * vec4(normal, 0.0), my resulting vector is getting messed up in such a way that whenever the pipeline goes to the fragment shader, my dot product between the vector that goes from my vertex to the light source and my normal is probably outputting <= 0, indicating that the lightsource is in an angle that is >= π/2 and therefore all my pixels are outputting rgb(0,0,0,1). But for the weirdest reason that I cannot understand geometrically, if I calculate transformation * vec4(normal, 1.0) the lighting appears to work kind of fine, except for extremely weird behaviours, like 'reacting' to distance. I mean, using this very simple lighting technique the vertex brightness is completely agnostic to distance, since it would imply the calculation of the vectors length, but I'm normalizing them before applying the dot product so there is no way that this is expected to me.
One thing that is clearly wrong to me, is that my transformation matrix have the translation components applied before multiplying the normal vectors, which will "move and point" the normals in the direction of the translation, which is wrong. Still I'm not sure if I should be getting this results. Any insights are appreciated.
Whenever I multiply my transformation matrix for the normal vector with a homogeneous coordinate of 0.0 like so: transformation * vec4(normal, 0.0), my resulting vector is getting messed up
What if you have non-uniform scaling in that transformation matrix?
Imagine a flat square surface, all normals are pointing up. Now you scale that surface to stretch in the horizontal direction: what would happen to normals?
If you don't adjust your transformation matrix to not have the scaling part in it, the normals will get skewed. After all, you only care about the object's orientation when considering the normals and the scale of the object is irrelevant to where the surface is pointing to.
Or think about a circle:
img source
You need to apply inverse transpose of the model view matrix to avoid scaling the normals when transforming the normals. Another SO question discusses it, as well as this video from Jaime King teaching Graphics with OpenGL.
Additional resources on transforming normals:
LearnOpenGL: Basic Lighting
Lighthouse3d.com: The Normal Matrix
I'm trying to implement shadow mapping in my game. The shaders you see below result in correctly drawn shadows for the game's map, but all the models walking around on the map are completely black.
Here's a screenshot:
I suspect the problem lies with the calculation of the world position. The gl_Vertex is not transformed in any way. Because the map is generated with absolute world coordinates, the transformation with the light matrix results in a correct relative position that can be used to perform the shadow mapping.
However, my 3D models are all very close to the origin. So if their coordinates are plainly transformed using the light matrix, they will most likely never be lit.
I'm wondering if this could be the case, and if so, how I could fix it.
Here's my vertex shader:
#version 120
uniform mat4x4 LightMatrixValue;
varying vec4 shadowMapPosition;
varying vec3 worldPos;
void main(void)
{
vec4 modelPos = gl_Vertex;
worldPos=modelPos.xyz/modelPos.w;
vec4 lightPos = LightMatrixValue*modelPos;
shadowMapPosition = 0.5 * (lightPos.xyzw +lightPos.wwww);
gl_Position = ftransform();
}
And the fragment shader:
varying vec4 shadowMapPosition;
varying vec3 worldPos;
uniform sampler2D depthMap;
uniform vec4 LightPosition;
void main(void)
{
vec4 textureColour = gl_Color;
vec3 realShadowMapPosition = shadowMapPosition.xyz/shadowMapPosition.w;
float depthSm = texture2D(depthMap, realShadowMapPosition.xy).r;
if (depthSm < realShadowMapPosition.z-0.0001)
{
textureColour = vec4(0, 0, 0, 1);
}
gl_FragColor= textureColour;
}
I write this here because it will not fit above, i hope it will solve you problem.
For rendering you on the one hand have your models with their model matrix to position the element, on the other hand you have you view and projection matrix that transforms your model into the screen space.
For creating your shadow map (simplest approach, and i guess the one you have chosen) you render the scene from the view of the light source, so you apply the view and projection matrix of you light source, which will map the x, y and z value to screen space. The x and y values are for the position in the image, the z is for the depth buffer test and for the color you write in your color buffer (you later use as shadow map).
For the final rendering you load this shadow map and the view and projection matrix of the light to your shader. For the display in the scene you apply your view and project matrix of the camera to the vertexes, for the shadow map lookup you apply the view and projection matrix of the light to the vertex (like you did with the rendering for the shadow map). When you apply the lights view and projection matrix to the vertex you have the same mapping as in the shadow map pass, now you only need to transform your x and y coordinates to the texture coordinates and lookup the stored z value, which you compare with the calculated one.
Transforming the models world position into screen space (from the lights point of view)
This part is often done in the vertex or geometry shader:
shadowMapPosition = matLightViewProjection * modelWoldPos;
This is often done in the fragment shader:
shadowMapPosition = shadowMapPosition / shadowMapPosition.w ;
// Add an offset to prevent self-shadowing and moiré pattern
shadowMapPosition.z += 0.0005;
//lookup the stored z value
float distanceFromLight = texture2D(depthMap,shadowMapPosition.xz).z;
Now just compare the distanceFromLight with the shadowMapPosition.z to see if the object is in shadow or not.
So in your second pass you will do the steps of the shadow mapping again, except that you don't draw the data you calculated but compare it to the one you calculated in the pass before.
I am switching my shaders away from relying on using the OpenGL fixed function pipeline. Previously, OpenGL automatically transformed the lights for me, but now I need to do it myself.
I have the following GLSL code in my vertex shader:
//compute all of the light vectors. we want normalized vectors
//from the vertex towards the light
for(int i=0;i < NUM_LIGHTS; i++)
{
//if w is 0, it's a directional light, it is a vector
//pointing from the world towards the light source
if(u_lightPos[i].w == 0)
{
vec3 transformedLight = normalize(vec3(??? * u_lightPos[i]));
v_lightDir[i] = transformedLight;
}
else
{
//this is a positional light, transform it by the view*projection matrix
vec4 transformedLight = u_vp_matrix * u_lightPos[i];
//subtract the vertex from the light to get a vector from the vertex to the light
v_lightDir[i] = normalize(vec3(transformedLight - gl_Position));
}
}
What do I replace the ??? with in the line vec3 transformedLight = normalize(vec3(??? * u_lightPos[i]));?
I already have the following matrices as inputs:
uniform mat4 u_mvp_matrix;//model matrix*view matrix*projection matrix
uniform mat4 u_vp_matrix;//view matrix*projection matrix
uniform mat3 u_normal_matrix;//normal matrix for this model
I don't think it's any of these. It's obviously not the mvp matrix or the normal matrix, because those are specific to the current model, and I'm trying to convert to view coordinates. I don't think it's the vp matrix either though, because that includes translations and I don't want to translate a vector.
Can I compute the matrix that I need from what is currently given to the shader, and if so, what do I need to compute? If not, what matrix do I need to add and how should it be computed?
You can use the same view_projection matrix. Yes, that matrix does include a translation, but because the light vector has w = 0 the matrix multiplication will not apply it.
You are supposed to transform the light position/direction into view space on the CPU, not in a shader. It's a uniform; it's done once per frame per light. It doesn't change, so there's no need to have every vertex compute it. It's a waste of time.
I want to adjust the colors depending on which xyz position they are in the world.
I tried this in my fragment shader:
varying vec4 verpos;
void main(){
vec4 c;
c.x = verpos.x;
c.y = verpos.y;
c.z = verpos.z;
c.w = 1.0;
gl_FragColor = c;
}
but it seems that the colors change depending on my camera angle/position, how do i make the coords independent from my camera position/angle?
Heres my vertex shader:
varying vec4 verpos;
void main(){
gl_Position = ftransform();
verpos = gl_ModelViewMatrix*gl_Vertex;
}
Edit2: changed title, so i want world coords, not screen coords!
Edit3: added my full code
In vertex shader you have gl_Vertex (or something else if you don't use fixed pipeline) which is the position of a vertex in model coordinates. Multiply the model matrix by gl_Vertex and you'll get the vertex position in world coordinates. Assign this to a varying variable, and then read its value in fragment shader and you'll get the position of the fragment in world coordinates.
Now the problem in this is that you don't necessarily have any model matrix if you use the default modelview matrix of OpenGL, which is a combination of both model and view matrices. I usually solve this problem by having two separate matrices instead of just one modelview matrix:
model matrix (maps model coordinates to world coordinates), and
view matrix (maps world coordinates to camera coordinates).
So just pass two different matrices to your vertex shader separately. You can do this by defining
uniform mat4 view_matrix;
uniform mat4 model_matrix;
In the beginning of your vertex shader. And then instead of ftransform(), say:
gl_Position = gl_ProjectionMatrix * view_matrix * model_matrix * gl_Vertex;
In the main program you must write values to both of these new matrices. First, to get the view matrix, do the camera transformations with glLoadIdentity(), glTranslate(), glRotate() or gluLookAt() or what ever you prefer as you would normally do, but then call glGetFloatv(GL_MODELVIEW_MATRIX, &array); in order to get the matrix data to an array. And secondly, in a similar way, to get the model matrix, also call glLoadIdentity(); and do the object transformations with glTranslate(), glRotate(), glScale() etc. and finally call glGetFloatv(GL_MODELVIEW_MATRIX, &array); to get the matrix data out of OpenGL, so you can send it to your vertex shader. Especially note that you need to call glLoadIdentity() before beginning to transform the object. Normally you would first transform the camera and then transform the object which would result in one matrix that does both the view and model functions. But because you're using separate matrices you need to reset the matrix after camera transformations with glLoadIdentity().
gl_FragCoord are the pixel coordinates and not world coordinates.
Or you could just divide the z coordinate by the w coordinate, which essentially un-does the perspective projection; giving you your original world coordinates.
ie.
depth = gl_FragCoord.z / gl_FragCoord.w;
Of course, this will only work for non-clipped coordinates..
But who cares about clipped ones anyway?
You need to pass the World/Model matrix as a uniform to the vertex shader, and then multiply it by the vertex position and send it as a varying to the fragment shader:
/*Vertex Shader*/
layout (location = 0) in vec3 Position
uniform mat4 World;
uniform mat4 WVP;
//World FragPos
out vec4 FragPos;
void main()
{
FragPos = World * vec4(Position, 1.0);
gl_Position = WVP * vec4(Position, 1.0);
}
/*Fragment Shader*/
layout (location = 0) out vec4 Color;
...
in vec4 FragPos
void main()
{
Color = FragPos;
}
The easiest way is to pass the world-position down from the vertex shader via a varying variable.
However, if you really must reconstruct it from gl_FragCoord, the only way to do this is to invert all the steps that led to the gl_FragCoord coordinates. Consult the OpenGL specs, if you really have to do this, because a deep understanding of the transformations will be necessary.