Fill curved object with color - opengl

I am new to OpenGL.
I want to draw an object which has 4 vertices. It is like a quad object, but for bottom side I need to draw an arc. Other sides are connected with straight lines. I want to fill the object.
Can anybody guide me to do this please?

Triangulate your shape and render those triangles any way you prefer (immediate mode / VBO / VAO).
Convert your arc shape into segments. Number of vertices depends on detalization/smoothness you want to achieve.
Triangulate the shape. With simple shapes, like this one, you can do it manually in code (draw it on paper like I did and write down vertices indexes that form triangles). With more complicated shapes you could use a triangulation algorithms (available on Net). When shapes are even more complicated (i.e. animal outline) - you might need to use special 2D/3D modelling software just to make them, and it will do triangulation in there.
Render the triangles.

Related

Draw part of sphere limited by set of vertices

What's the best way to draw part of sphere in, for example, OpenGL, considering I have vertices of boundaries of region that should be rendered?
I'm drawing sphere using octahedron transformation (described here: https://stackoverflow.com/a/7687312/1840136) and I can draw arcs that represent boundaries in same way by creating intermediate vertices and then "normalizing" them.
To create triangles out of plane I can use something from this answer: https://math.stackexchange.com/a/1814637, but thing is it will be still flat something. To get part of sphere, I definitely need another bunch of intermediate vertices for additional triangles. What is the algorithms for such task? And, as I already may have triangles forming original sphere, can I use this data somehow?

Edge detection with Single-Pass Wireframe Rendering

I would like to implement a typical CAD software and therefore need an edge detection algorithm to draw the silhouette of various meshes. Silhouette includes outline, ridges and creases of various objects. Here is an example of a cube created in Blender where the silhouette is made of thick orange lines:
I want to use a geometrical approach where wireframes are drawn on top of the objects and interior lines like diagonals are omitted. The wireframe rendering is described here. In this article, the geometry shader is used to draw the wireframe.
It is also explained that one has to set a per-vertex attribute to decide if a line should be omitted or not.
My question is: How could I decide which lines I have to omit? I use OpenGL as rendering API by the way.
EDIT: To clarify, I really want to draw just the edges that constitutes the silhouette but not any diagonals. Here is an example of what I want to achieve:
From your sample pictures I infer that you want to enhance
the silhouette edges, i.e. those that belong to the outline of the projections,
the salient edges, i.e. those that join two angled faces.
The former are determined by looking at the orientation of the faces: a face is "facing" when the observer is outside the half-space it delimits and conversely. A silhouette edge is one that belongs to a facing face and a non-facing face. Note that this is a viewer-dependent property.
A salient edge is such that it joins two faces forming a sufficiently large angle that the connection is considered non-smooth. (The angle threshold is up to you.) This is a viewer-independent property.
Consider freestyle
https://www.blender.org/manual/en/render/freestyle/index.html
Freestyle is an edge- and line-based non-photorealistic (NPR) rendering >engine. It relies on mesh data and z-depth information to draw lines on >selected edge types. Various line styles can be added to produce >artistic (“hand drawn”, “painted”, etc.) or technical (hard line) looks.
I haven't used it yet, but am planning to give it a try for creating line drawings from 3d models.

How to clip texture with arbitrary shape?

I am rendering complex 3d objects. Here is a simple example with a sphere-like object:
Next I am applying a clipping plane to these objects and rendering a texture on this plane, giving the impression you are looking at the inside of the object, as if it was sliced. For example:
The problem is the jagged edge of the texture. It will stick out passed the boundary of the surface. Here's another angle where you can see it sticking out. The surface and the texture both derive from the same source data, but the surface is smoothed and has a higher resolution than the texture.
What I want is to be able to somehow clip the texture, so that it never sticks out past the boundary of the surface. Also, I don't want to simply scale down the texture, since although this might prevent it from sticking outside, it would create interior gaps between the texture edge and the surface edge. I would rather the texture be a little too big and have it clipped so that it sits flush against the edge of the surface.
Here's where I am:
I figured the first step would be to define the intersection of the plane and the surface. So now I have that, as an ordered list of line segments. However, I'm not sure how to proceed with this info (or if this is even the best approach).
I've been reading up on stencil buffers. One approach might be to turn the intersection line into a 2d shape and draw this into a stencil buffer. Then apply this when drawing the texture. (Although I think it's a lot of work since the shapes can be complicated.)
I am wondering if I can somehow use the already drawn surface (in conjunction with a stencil buffer or some other technique) to somehow clip the texture -- without having to go through the extra trouble of deriving the intersection line, etc.
What's the best approach here? (Any online examples you can point me to would also be really helpful.)
If you're clipping convex objects and know coordinates of clipped points, you can create polygonal "cap" yourself - just draw clipped points in proper order using GL_TRIANGLE_FAN, and that's it. Won't work with non-convex object - that would require triangulation algorithm. You could use glu tesselators to triangulate polygons, but that can be tricky/difficult.
If clipped area can be defined by formula, you can write a shader that'll precisely clip pixels over certain distance (i.e. if x^2+x^2+z^2 > r^2 do not draw pixel).
You could also draw back-facing faces with a shader that would draw every back facing pixel as if it were on on clip-plane using simple raytracing. That's complicated, and might be overkill in your case. Dead Rising used similar technique in their game engine.
Also you can use stencil buffer.
Draw back-facing faces first with GL_INCR (glStencilOp(GL_KEEP, GL_INCR, GL_INCR)), then draw front-facing surfaces with GL_DECR (glStencilOp(GL_KEEP, GL_DECR, GL_DECR)). Then draw texture only where stencil is non-zero. (glStencilFunc(GL_GREATER, 0, 0xff); glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);). If you have many overlapping shapes, however, you'll need to take special care of them.
--edit--
However, I'm not sure how to proceed with this info (or if this is even the best approach).
Draw it as a triangle fan. For convex objects, that's all you need. For non-convex objects that won't work.
ve been reading up on stencil buffers. One approach might be to turn the intersection line into a 2d shape
No, it won't work like that. Region you want to fill with texture should hold certain stencil value. That's how stencil clipping works.
to somehow clip the texture
In OpenGL you have 6(?) clip planes. If you need more than that, you'll need advanced techniques - stencil, deriving intersection line, shaders, or triangulation.
Any online examples you can point me to would also be really helpful
Drawing Filled, Concave Polygons Using the Stencil Buffer

Why is there no circle or ellipse primitive in OpenGL?

Circles are one of the basics geometric entities. Yet there is no primitives defined in OpenGL for this, like lines or polygons. Why so? It's a little annoying to include custom headers for this all the time!
Any specific reason to omit it?
While circles may be basic shapes they aren't as basic as points, lines or triangles when it comes to rasterisation. The first graphic cards with 3D acceleration were designed to do one thing very well, rasterise triangles (and lines and points because they were trivial to add). Adding any more complex shapes would have made the card a lot more expensive while adding only little functionality.
But there's another reason for not including circles/ellipses. They don't connect. You can't build a 3D model out of them and you can't connect triangles to them without adding gaps or overlapping parts. So for circles to be useful you also need other shapes like curves and other more advanced surfaces (e.g. NURBS). Circles alone are only useful as "big points" which can also be done with a quad and a circle shaped texture, or triangles.
If you are using "custom headers" for circles you should be aware that those probably create a triangle model that form your "circles".
Because historically, video cards have rendered points, lines, and triangles.
You calculate curves using short enough lines so the video card doesn't have to.
Because graphic cards operate on 3-dimensional points, lines and triangles. A circle requires curves or splines. It cannot be perfectly represented by a "normal" 3D primitive, only approximated as an N-gon (so it will look like a circle at a certain distance). If you want a circle, write the routine yourself (it isn't hard to do). Either draw it as an N-gon, or make a square (2 triangles) and cut a circle out of it it using fragment shader (you can get a perfect circle this way).
You could always use gluSphere (if a three-dimensional shape is what you're looking for).
If you want to draw a two-dimensional circle you're stuck with custom methods. I'd go with a triangle fan.
The primitives are called primitives for a reason :)

Are there any easy ways to generate OpenGL code for drawing shapes from a GUI?

I have enjoyed learning to use OpenGL under the context of games programming, and I have experimented with creating small shapes. I'm wondering if there are any resources or apps that will generate code similar to the following with a simple paint-like interface.
glColor3f(1.0, 0.0, 0.0);
glBegin(GL_LINE_STRIP);
glVertex2f(1, 0);
glVertex2f(2, 3);
glVertex2f(4, 5);
glEnd();
I'm having trouble thinking of the correct dimensions to generate shapes and coming up with the correct co-ordinates.
To clarify, I'm not looking for a program I can just freely draw stuff in and expect it to create good code to use. Just more of a visual way of representing and modifying the sets of coordinates that you need.
I solved this to a degree by drawing a shape in paint and measuring the distances between the pixels relative to a single point, but it's not that elegant.
It sounds like you are looking for a way to import 2d geometry into your application. The best approach in my opinion would be to develop a content pipeline. It goes something like this:
You would create your content in a 3d modeling program like Google's Sketchup. In your case you would draw 2d shapes using polygons.
You need a conversion tool to get the data out of the original format and into a format that your target application can understand. One way to get polygon and vertex data out of Sketchup is to export to Collada and have your tool read and process it. (The simplest format would be a list of triangles or lines.)
Write a geometry loader in your code that reads the data created by your conversion tool. You need to write opengl code that uses vertex arrays to display the geometry.
The coordinates you'll use just depend on how you define your viewport and the resolution you're operating in. In fact, you might think about collecting the coordinates of the mouse clicks in whatever arbitrary coordinate system you want and then mapping those coordinates to opengl coordinates.
What kind of library are you expecting?
something like
drawSquare(dx,dy);?
drawCircle(radius);?
drawPoly(x1,y1,x2,y2....);?
Isn't that exactly the same as glVertex but with a different name? Where is the abstraction?
I made one of these... it would take a bitmap image, and generate geometry from it. try looking up triangulation.
the first step is generating the edge of the shape, converting it from pixels to vertices and edges, find all the edge pixels and put a vertex at each one, then based on either the distance between vertices, or (better) the difference in gradient between edges to cull out vertices and reduce the poly count of the mesh.
if your shape drawing program works with 'vector graphics' rather than pixels, i.e. plotting points and having lines drawn between them, then you can skip that first step and you just need to do triangulation.
the second step, once you have your edges and vertices is triangulation, in order to generate triangles, ear clipping is a simple method for instance.
as for the coordinates to use? that’s entirely up to you as others have said, to keep it simple, Id just work in pixel coordinates.
you can then scale and translate as needed to transform the shape for use.