gluLookAt eyeZ not working as excpected - opengl

I'm having some trouble with the eyeZ value of gluLookAt.
The way I'd imagine it to work is like moving a camera further away, thus shrinking the object in your field of view.
I have a simple setup with a simple shape in 3d space draw via glDrawElements with an 100x100x100 ortho where 0, 0, 0 is the center of the universe. The object is at 0, 0, 0.
I'm trying to make it so when you scroll the mouse wheel you get further away/closer to the object. Here's how glulookat is called.
float eyeX = 0;
float eyeY = 0;
float eyeZ = differenceInMouseWheel();
float centerX = 0;
float centerY = 0;
float centerZ = 0;
float upX = 0;
float upY = 1;
float upZ = 0;
gluLookAt(eyeX, eyeY, eyeZ, centerX, centerY, centerZ, upX, upY, upZ);
The only thing changing here is eyeZ.
The effect is strange, I scroll for about 10 seconds and then suddenly half of the object disappears. From there more and more of it disappears. This is probably because the camera is going out off into the 50 z distance limit, but I can't understand why the object doesn't scale like it would in 3D space.
Maybe I'm misunderstanding how the center values work?
I've also tried applying differenceInMouseWheel() to centerZ but that changed nothing, I'm going to assume the center values are just so glu can get a direction and nothing more.
Maybe the up vector should change? I don't know at this point.

You are using an orthographic projection. This means that no matter how great the distance, your objects will always appear to have the same size. Your object will disappear once it reaches the far clipping plane however, which is what you are seeing when you scroll for a long time.
You have two options: Either you use a perspective projection or you implement a zoom by modifying the orthographic projection matrix like so:
Let zoom be in (0, 1], and let viewport be a rectangle that is set to your current viewport. Let near be your near clipping plane distance and far be your far clipping plane distance.
glOrtho(zoom * viewport.width / 2, zoom * viewport.width / 2, zoom * viewport.height / 2, zoom * viewport.height / 2, near, far);

Are you using a perspective projection matrix, or an orthographic one? If you don't use a perspective matrix the object's wont appear to change in size as you move the camera around.

Related

Switching from perspective to orthogonal keeping the same view size of model and zooming

I have fov angle = 60, width = 640 and height = 480 of window, near = 0.01 and far = 100 planes and I get projection matrix using glm::perspective()
glm::perspective(glm::radians(fov),
width / height,
zNear,
zFar);
It works well.
Then I want to change projection type to orthogonal, but I don't knhow how to compute input parameters of glm::ortho() properly.
I've tried many ways, but problem is after switching to orthographic projection size of model object become another.
Let I have a cube with center in (0.5, 0.5, 0.5) and length size 1, and camera with mEye in (0.5, 0.5, 3), mTarget in (0.5, 0.5, 0.5) and mUp (0, 1, 0). View matrix is glm::lookAt(mEye, mTarget, mUp)
With perspective projection it works well. With glm::ortho(-width, width, -height, height, zNear, zFar) my cube became a small pixel in the center of window.
Also I've tried implement this variant How to switch between Perspective and Orthographic cameras keeping size of desired object
but result is (almost) same as before.
So, first question is how to compute ortho parameters for saving original view size of object/position of camera?
Also, zooming with
auto distance = glm::length(mTarget - mEye)
mEye = mTarget - glm::normalize(mTarget - mEye) * distance;
have no effect with ortho. Thus second question is how to implement zooming in case of ortho projection?
P.s.
I assume I understand ortho correctly. Proportions of model doesn't depends on depth, but nevertheless I still can decide where camera is for setting size of model properly and using zoom. Also I assume it is simple and trivial task, for example, when developing a 3D-viewer/editor/etc. Correct me if it is not.
how to compute ortho parameters for saving original view size of object/position of camera?
At orthographic projection the 3 dimensional scene is parallel projection to the 2 dimensional viewport.
This means that the objects, which are projected on the viewport always have the same size, independent of their depth (distance to the camera).
The perspective projection describes the mapping from 3D points in the world as they are seen from of a pinhole camera, to 2D points of the viewport.
This means an object which is projected on the viewport becomes smaller, by its depth.
If you switch form perspective to orthographic projection only the objects in 1 plane, which is planar (parallel) to the viepwort, and keeps its depth. Note, a plane is 2 dimensional and has no "depth". This cause that a 3 dimensional object never can "look" the same, when the projection is switched. But a 2 dimensional billboard can keep it's size.
The ration of depth an size at perspective projection is linear and can be calculated. It depends on the field of view angle only:
float ratio_size_per_depth = atan(glm::radians(fov / 2.0f) * 2.0f;
If you want to set up an orthographic projection, which keeps the size for a certain distance (depth) then you have to define the depth first:
e.g. Distance to the target point:
auto distance = glm::length(mTarget - mEye);
the projection can be set up like this:
float aspect = width / height
float size_y = ratio_size_per_depth * distance;
float size_x = ratio_size_per_depth * distance * aspect;
glm::mat4 orthProject = glm::ortho(-size_x, size_x, -size_y, size_y, 0.0f, 2.0f*distance);
how to implement zooming in case of ortho projection?
Scale the XY components of the orthographic projection:
glm::mat4 orthProject = glm::ortho(-size_x, size_x, -size_y, size_y, 0.0f, 2.0f*distance);
float orthScale = 2.0f;
orthProject = glm::scale(orthProject, glm::vec3(orthScale, orthScale, 1.0f));
Set a value for orthScale which is > 1.0 for zoom in and a value which is < 1.0 for zoom out.

opengl: avoid clipping in perspective mode?

It looks like the solution is to change projection matrix on-the-fly? Let me do some research to see how to do it correctly.
My scenario is:===>
Say, now, I created a 3D box in a window under windows7 with perspective mode enabled. From users point of view, when users move(rotate/translate) this box, when the box is out of the window, it should be clipped/(hidden partly), that's correct. But when the box is moved inside the window, the box should always be shown totally (not clipped!), right? But my problem is, sometime, when users move the box inside the window, he would see some parts of this box are clipped (for example, one vertex of this box is clipped away). There is no limit how much users can move this box.
My understanding is:===>
when users move the box, this box is out of frustum, that's why it's clipped.
In this case, my code should adjust the frustum on-the-fly (then, projection mattrix is changed) or adjust camera on-the-fly (maybe, adjust the near-far plane as well) or do something else?
My question is:===>
what's the popular technique to avoid this kind of clipping? And make sure users feel they are moving box smoothly, not having any "jerk" (like, suddenly, the box's location is jumped to another location (because our frustum is suddenly changed largely) when users are moving the box ).
I think this is a very classic problem, there should be a perfect solution. Any code/references are appreciated!
I attached a picture to show the problem:
This was happening to me , and adjusting the perspective matrix did not allow a near plane below .5 without all my objects disappearing.
Then I read this somewhere:
DEPTH CLAMPING. - The clipping behavior against the Z position of a vertex
( ie: -w_c \ le z_c \ le w_c ) can be turned off by activating depth clamping.
glEnable( GL_DEPTH_CLAMP ) ;
And I could get close to my objects without them being clipped away.
I do not know if doing this will cause other problems , but as of yet I have not encountered any.
I would suspect that your frustum is too narrow. So, when you rotate your object parts of it are moving outside of the viewable area. As an experiment, try increasing your frustum angle, increasing your Far value to something like 1000 or even 10000 and move your camera further back from centre (higher negative value on the z-plane). This should generate a very large frustum that your object should fit within. Run your project and rotate - if the clipping effect is gone you know your problem is either with the frustum or the model scale (or both).
This code gets called before every redraw. I don't know how you're rotating/translating (timer or mouseDown), but in any case the methods described below can be done smoothly and appear natural to the user.
If your object is being clipped by the near plane, move the near cutoff plane back toward the camera (in this code, increase VIEWPLANEOFFSET). If the camera is too close to allow you to move the near plane far enough back, you may also need to move the camera back.
If your object is being clipped by the left, right, top or bottom clipping planes, adjust the camera aperture.
This is discussed in more detail below.
// ******************************* Distance of The Camera from the Origin
cameraRadius = sqrtf((camera.viewPos.x * camera.viewPos.x) + (camera.viewPos.y * camera.viewPos.y) + (camera.viewPos.z * camera.viewPos.z));
GLfloat phi = atanf(camera.viewPos.x/cameraRadius);
GLfloat theta = atanf(camera.viewPos.y/cameraRadius);
camera.viewUp.x = cosf(theta) * sinf(phi);
camera.viewUp.y = cosf(theta);
camera.viewUp.z = sinf(theta) * sinf(phi);
You'll see with the View matrix we're only defining the camera (eye) position and view direction. There's no clipping going on here yet, but the camera position will limit what we can see in that if it's too close to the object, we'll be limited in how we can set the near cutoff plane. I can't think of any reason not to set the camera back fairly far.
// ********************************************** Make the View Matrix
viewMatrix = GLKMatrix4MakeLookAt(camera.viewPos.x, camera.viewPos.y, camera.viewPos.z, camera.viewPos.x + camera.viewDir.x, camera.viewPos.y + camera.viewDir.y, camera.viewPos.z + camera.viewDir.z, camera.viewUp.x, camera.viewUp.y, camera.viewUp.z);
The Projection matrix is where the clipping frustum is defined. Again, if the camera is too close, we won't be able to set the near cutoff plane to avoid clipping the object if it's bigger than our camera distance from the origin. While I can't see any reason not to set the camera back fairly far, there are reasons (accuracy of depth culling) not to set the near/far clipping planes any further apart than you need.
In this code the camera aperture is used directly, but if you're using something like glFrustum to create the Projection matrix, it's a good idea to calculate the left and right clipping planes from the camera aperture. This way you can create a zoom effect by varying the camera aperture (maybe in a mouseDown method) so the user can zoom in or out as he likes. Increasing the aperture effectively zooms out. Decreasing the aperture effectively zooms in.
// ********************************************** Make Projection Matrix
GLfloat aspectRatio;
GLfloat cameraNear, cameraFar;
// The Camera Near and Far Cutoff Planes
cameraNear = cameraRadius - VIEWPLANEOFFSET;
if (cameraNear < 0.00001)
cameraNear = 0.00001;
cameraFar = cameraRadius + VIEWPLANEOFFSET;
if (cameraFar < 1.0)
cameraFar = 1.0;
// Get The Current Frame
NSRect viewRect = [self frame];
camera.viewWidth = viewRect.size.width;
camera.viewHeight = viewRect.size.height;
// Calculate the Ratio of The View Width / View Height
aspectRatio = viewRect.size.width / viewRect.size.height;
float fieldOfView = GLKMathDegreesToRadians(camera.aperture);
projectionMatrix = GLKMatrix4MakePerspective(fieldOfView, aspectRatio, cameraNear, cameraFar);
EDIT:
Here is some code illustrating how to calculate left and right clipping planes from the camera aperture:
GLfloat ratio, apertureHalfAngle, width;
GLfloat cameraLeft, cameraRight, cameraTop, cameraBottom, cameraNear, cameraFar;
GLfloat shapeSize = 3.0;
GLfloat cameraRadius;
// Distance of The Camera from the Origin
cameraRadius = sqrtf((camera.viewPos.x * camera.viewPos.x) + (camera.viewPos.y * camera.viewPos.y) + (camera.viewPos.z * camera.viewPos.z));
// The Camera Near and Far Cutoff Planes
cameraNear = cameraRadius - (shapeSize * 0.5);
if (cameraNear < 0.00001)
cameraNear = 0.00001;
cameraFar = cameraRadius + (shapeSize * 0.5);
if (cameraFar < 1.0)
cameraFar = 1.0;
// Calculte the camera Aperture Half Angle (radians) from the Camera Aperture (degrees)
apertureHalfAngle = (camera.aperture / 2) * PI / 180.0; // half aperture degrees to radians
// Calculate the Width from 0 of the Left and Right Camera Cutoffs
// We Use Camera Radius Rather Than Camera Near For Our Own Reasons
width = cameraRadius * tanf(apertureHalfAngle);
NSRect viewRect = [self bounds];
camera.viewWidth = viewRect.size.width;
camera.viewHeight = viewRect.size.height;
// Calculate the Ratio of The View Width / View Height
ratio = camera.viewWidth / camera.viewHeight;
// Calculate the Camera Left, Right, Top and Bottom
if (ratio >= 1.0)
{
cameraLeft = -ratio * width;
cameraRight = ratio * width;
cameraTop = width;
cameraBottom = -width;
} else {
cameraLeft = -width;
cameraRight = width;
cameraTop = width / ratio;
cameraBottom = -width / ratio;
}

OpenGL Rotate camera around center-of-scene

I have a scene which is basically a square floor measuring 15x15 (a quad with coordinates (0,0,0) (0,0,15) (15,0,15) (15,0,0) ).
I 've set the center-of-scene to be at (7.5,0,7.5). Problem is I can't figure out how to rotate the camera horizontally around that center of scene (aka make the camera do a 360 horizontal circle around center-of-scene). I know you need to do something with sin and cos, but don't know what exactly.
Here is the code (plain C):
//set camera position
//camera height is 17
GLfloat camx=0, camy=17, camz=0;
//set center of scene
GLfloat xref=7.5, yref=0, zref=7.5;
gluLookAt(camx, camy, camz, xref, yref, zref, 0, 1, 0);
//projection is standard gluPerspective, nothing special
gluPerspective(45, (GLdouble)width/(GLdouble)height, 1, 1000);
You need to modify the camx and camz variables.
The points you want to walk through lie on the circle and their coordinates are determined by x = r*sin(alpha) + 7.5, z = r*cos(alpha) + 7,5, where r is the radius of the circle and alpha is the angle between xy plane and the current position of your camera.
Of course the angle depends on the rotation speed and also on the time from the beginning of the animation. Basically, the only thing you need to do is to set the right angle and then calculate the coordinates from the expressions above.
For more info about the circle coordinates, see Wiki : http://en.wikipedia.org/wiki/Unit_circle
I think there are two ways you can use:
You can use sin/cos to compute your camx and camz position. This picture is a good example how this works.
An alternative would be to move the camera to 7.5, 0, 7.5, then rotate the camera with the camera angle you want. After that you move the camera by -7.5, 0, -7.5.

Fit 3d model inside a window

I want to display models of different sizes fitted into a view, so that the whole model is visible inside the screen.
What is the best way to do it?
I tried scaling (using glScale) the model using this formula
scaleFactor = ( screenSize / (maxModelSize * constant) )
Where size is height or width, depending on what is bigger.
Constant is 1 / (length of one screen pixel in OpenGL units)
There are two problems with this:
1. After doing some transformations, I want to be able to return to this initial scale (model is scaled to fit window) using Identity. Currently calling identity will bring the model to its original dimensions (before the "fixing" scale).
2. The "constant" is something I got by trial and error, I feels wrong method to me. I also suspect that it is not a constant at all, and depends on screen resolution and god knows what else.
Section 8.070:
The following is from a posting by
Dave Shreiner on setting up a basic
viewing system:
First, compute a bounding sphere for
all objects in your scene. This should
provide you with two bits of
information: the center of the sphere
(let ( c.x, c.y, c.z ) be that point)
and its diameter (call it "diam").
Next, choose a value for the zNear
clipping plane. General guidelines are
to choose something larger than, but
close to 1.0. So, let's say you set
zNear = 1.0; zFar = zNear + diam;
Structure your matrix calls in this
order (for an Orthographic
projection):
GLdouble left = c.x - diam;
GLdouble right = c.x + diam;
GLdouble bottom c.y - diam;
GLdouble top = c.y + diam;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(left, right, bottom, top, zNear, zFar);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
This approach should center your
objects in the middle of the window
and stretch them to fit (i.e., its
assuming that you're using a window
with aspect ratio = 1.0). If your
window isn't square, compute left,
right, bottom, and top, as above, and
put in the following logic before the
call to glOrtho():
GLdouble aspect = (GLdouble) windowWidth / windowHeight;
if ( aspect < 1.0 ) {
// window taller than wide
bottom /= aspect;
top /= aspect;
} else {
left *= aspect;
right *= aspect;
}
The above code should position the
objects in your scene appropriately.
If you intend to manipulate (i.e.
rotate, etc.), you need to add a
viewing transform to it.
A typical viewing transform will go on
the ModelView matrix and might look
like this:
GluLookAt (0., 0., 2.*diam, c.x, c.y, c.z, 0.0, 1.0, 0.0);

Transforming verticies with center point and scale factor?

My application is a vector drawing application. It works with OpenGL. I will be modifying it to instead use the Cairo 2D graphics library. The issue is with zooming. With openGL camera and scale factor sort of work like this:
float scalediv = Current_Scene().camera.ScaleFactor / 2.0f;
float cameraX = GetCameraX();
float cameraY = GetCameraY();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
float left = cameraX - ((float)controls.MainGlFrame.Dimensions.x) * scalediv;
float right = cameraX + ((float)controls.MainGlFrame.Dimensions.x) * scalediv;
float bottom = cameraY - ((float)controls.MainGlFrame.Dimensions.y) * scalediv;
float top = cameraY + ((float)controls.MainGlFrame.Dimensions.y) * scalediv;
glOrtho(left,
right,
bottom,
top,
-0.01f,0.01f);
// Set the model matrix as the current matrix
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
hdc = BeginPaint(controls.MainGlContext.mhWnd,&ps);
Mouse position is obtained like this:
POINT _mouse = controls.MainGlFrame.GetMousePos();
vector2f mouse = functions.ScreenToWorld(_mouse.x,_mouse.y,GetCameraX(),GetCameraY(),
Current_Scene().camera.ScaleFactor,
controls.MainGlFrame.Dimensions.x,
controls.MainGlFrame.Dimensions.y );
vector2f CGlEngineFunctions::ScreenToWorld(int x, int y, float camx, float camy, float scale, int width, int height)
{
// Move the given point to the origin, multiply by the zoom factor and
// add the model coordinates of the center point (camera position)
vector2f p;
p.x = (float)(x - width / 2.0f) * scale +
camx;
p.y = -(float)(y - height / 2.0f) * scale +
camy;
return p;
}
From there I draw the VBO's of triangles. This allows me to pan and zoom in. Given that Cairo only can draw based on coordinates, how can I make it so that a vertex is properly scaled and panned without using transformations. Basically GlOrtho sets the viewport usually but I dont think I could do this with Cairo.
Well GlOrtho is able to change the viewport matrix instead of modifying the verticies but how could I instead modify the verticies to get the same result?
Thanks
*Given vertex P, which was obtained from ScreenToWorld, how could I modify it so that it is scaled and panned accordng to the camera and scale factor? Because usually OpenGL would essentially do this
I think Cairo can do what you want ... see http://cairographics.org/matrix_transform/ . Does that solve your problem, and if not, why ?