OpenGL - drawing GUI - opengl

I use glm::perspective(80.0f, 4.0f/3.0f, 1.0f, 120.0f); and multiply it by
glm::mat4 view = glm::lookAt(
glm::vec3(0.0f, 0.0f, 60.5f),
glm::vec3(0.0f, 0.0f, 0.0f),
glm::vec3(0.0f, 1.0f, 0.0f)
);
My question touches the subject of OpenGL and Maths. It relates to drawing GUI on my viewport. I do not know how to get proper coordinates in order to draw, e.g. a square that covers ΒΌ of the window. If I don't use perspectives and glm::lookAt(...) (matrix indentity), I will be able to draw my GUI by setting coords from X,Y in <-1.0, 1.0>. And when I put a vertex on (-1.0, -1.0), it will be localized at the bottom left corner of the window.
How to gain the same effect using perspective and lookAt?

Don't try to fiddle things into one certain projection. Just switch your projection to something that better suits your GUI drawing needs. OpenGL is a state machine, and it's perfectly normal to switch the parameters multiple times throughout rendering a single image.

Related

2D Texture morph in Ortographic Projection

I'm having a hard time figuring out what's going on with my texture:
Basically I am fetching a webcam stream as my underlying 2d texture canvas in OpenGL, and in my paintGL() I'm drawing stuff on it (as RGBA images with GL_BLEND).
Since I'm using a Kinect as a data source, I'm also getting the depth values from a tracked skeleton (a person), and converting them into GL values (XYZ varying between 0.0f and 1.0f).
So my goal is that, for instance, a loaded 2D Texture like a shirt, is now properly tracking the person in my RGB output display. But it seems my understanding of orthographic projection is wrong:
I'm constantly loading the 4 converted vertices into a VBO, but whenever I put the texture on top of this dynamic quad, it's always facing the screen.
I thought that putting this dynamic quad between the "background" canvas and the camera would result in a proper projection of the quad onto the canvas, which would give me the impression of a warping 2D texture, that seems to "bend" whenever the person rotates.
But the texture is always facing the camera and doesnt rotate.
I've also tried to manually rotate via a matrix and set that into my shader, but again, it only rotates the vertice quad itself (as: rotation simply makes the texture smaller) , and THEN puts the texture on top, instead of rotating the texture with it.
So, is it somehow possible to properly apply this to the texture?
I've thought about mixing a perspective projection in, but actually have no idea how to implement this...
EDIT:
I've actually already set my projection matrix up like the following:
In resizeGL():
projection.setToIdentity();
projection.ortho(0.0f, 1.0f, 0.0f, 1.0f, 2.0f, -5.0f);
projection.translate(0.0f, 0.0f, 3.0f);
In paintGL():
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDisable(GL_DEPTH_TEST); // turning this on/off makes no difference
glEnable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, &textureID);
program.setUniformValue("mvp_matrix", projection);
program.setUniformValue("texture", 0);
//draw 2d background quad
drawQuad();
glClear(GL_DEPTH_BUFFER_BIT);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// switch to frustum to give perspective view
projection.setToIdentity();
projection.frustum(0.0f, 1.0f, 0.0f, 1.0f, 2.0f, -5.0f);
projection.translate(0.0f, 0.0f, 3.0f);
// bind cloth texture and draw ontop 2d quad
clothTexture->bind();
program.setUniformValue("mpv_matrix", projection);
drawShirtQuad();
// reset to ortho view
projection.setToIdentity();
projection.ortho(0.0f, 1.0f, 0.0f, 1.0f, 2.0f, -5.0f);
// release texture
clothTexture->release();
glDisable(GL_BLEND);
clothTexture is a QOpenGLTexture that has successfully loaded an RGBA image from a file.
Result: whenever I activate the frustum perspective, it results in a black screen. I think everything is correctly set up: POV is traversed towards positive z-axis in resizeGL(), and all the cloth vertices vary between 0 and 1 in XYZ, while the background is positioned at:
(0.0f, 0.0f, -1.0f), (1.0f, 0.0f, -1.0f), (1.0f, 1.0f, -1.0f), (0.0f, 1.0f, -1.0f).
So the cloth object is always positioned between background plane and POV. Am i missing something in the frustum setup ? I've simply set it up the same way as ortho...
EDIT:
Sorry for not mentiong; the matrix I'm using is a QMatrix4x4 type:
Frustum
These functions multiply the current matrix with the one you define as an argument, which should yield the same result as if I define a View matrix for instance, and then define my shader uniform "mvp_matrix" as projection * view, if I'm not mistaken. Maybe something like lookAt will do the trick; I'll just try messing around more. :)
You need to use a perspective projection to achieve desired result. Look here for example code for perspective projection matrix creation with glm.
Moving vertices wouldn't be needed as you will get proper positions with rotation applied in your model matrix.
EDIT: in your code where can i look at .frustum and .translate methods or from what library projection object is? It doesn't look like you are doing Projection * View by moving frustum matrix. Some info about roles of standard matrices.
Considering debugging if you get on screen black color instead of GL_COLOR_BUFFER_BIT color problem is not with matrix but earlier. Also i recommend to console.log your perspective matrix and compare it to correct one (which you can get for example in glm library).

How to do static global lighting in OpenGL without using gluLookAt?

I'm currently trying to figure out how to create a static light without using gluLookAt. This means gluLookAt stays at its default settings.
I am using gluPerspective.
I use glRotate and glTranslate to move everything based on the angle that I'm looking and on the x,y,z position of where I am.
glRotatef(currentState.rot[0], 1.0f, 0.0f, 0.0f); // Rotate the camera on the x-axis (looking up and down)
glRotatef(currentState.rot[1], 0.0f, 1.0f, 0.0f); // Rotate the camera on the y-axis (looking left and right)
glTranslatef(-currentState.pos[0], -currentState.pos[1], -currentState.pos[2]); // Translate the modelview matrix to the position of the camera
I don't know how to approach this issue. If someone could give me a direction of where to go, I would appreciate it.

xnamath with directx11 picking ray incorrect

I'm trying to implement picking in my application but I just can't get it to work. I've tried 3 different ways of creating my picking ray but in every one the same problem persists. This is the one I finally went with:
XMVECTOR screenpoint = XMVectorSet(x, y, 1.0f, 0.0f);
XMVECTOR dirvec = XMVector3Unproject(screenpoint, 0.0f, 0.0f, mClientWidth, mClientHeight, 0.0f, 1.0f, mCam.Proj(), mCam.View(), XMMatrixIdentity());
XMVECTOR RayDir = dirvec - mCam.GetPositionXM();
RayDir = XMVector3Normalize(RayDir);
and use this to check for collision for triangles in a cube:
XNA::IntersectRayTriangle(mCam.GetPositionXM(), RayDir, v0, v1, v2, &t);
In all cases it will pick triangles that are covered by other triangles in certain cases. When the camera is right in front of one of the faces of the cube and it aims at the right half of that face it gets it kind of right, but when it aims at the left side it picks the face left of it.
My world transform is simple a matrixIdentity and I don't do anything special. I'm not sure as to what part of my code I should post so please ask if it's not clear enough to solve the problem. I load my vertices from a simple .obj file and I've checked to contents in the buffer and there are no translations or transforms anywhere.
Any help would be greatly appreciated.

Perspective Issue with 3D coordinate system in OpenGL

I'm currently facing some perspective issues when trying to render the axes of a coordinate system into my scene. For these axes I draw three orthogonal lines that go through the center of my 3D cube.
It's pretty tough to explain what the problem is, so I guess the most demonstrative way of presenting it is to post some pictures.
1) view on the whole scene: click here
2) zoomed in view on the origin of the coordinate system: click here
3) When I zoom in a tiny little bit further, two of the axes disappear and the other one seems to be displaced for some reason: click here
Why does this happen and how can I prevent it?
My modelview and projection matrices look the following:
// Set ProjectionMatrix
projectionMatrix = glm::perspective(90.0f, (GLfloat)width / (GLfloat) height, 0.0001f, 1000.f);
glBindBuffer(GL_UNIFORM_BUFFER, globalMatricesUBO);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(glm::mat4), glm::value_ptr(projectionMatrix));
glBindBuffer(GL_UNIFORM_BUFFER, 0);
// Set ModelViewMatrix
glm::mat4 identity = glm::mat4(1.0); // Start with the identity as the transformation matrix
glm::mat4 pointTranslateZ = glm::translate(identity, glm::vec3(0.0f, 0.0f, -translate_z)); // Zoom in or out by translating in z-direction based on user input
glm::mat4 viewRotateX = glm::rotate(pointTranslateZ, rotate_x, glm::vec3(1.0f, 0.0f, 0.0f)); // Rotate the whole szene in x-direction based on user input
glm::mat4 viewRotateY = glm::rotate(viewRotateX, rotate_y, glm::vec3(0.0f, 1.0f, 0.0f)); // Rotate the whole szene in y-direction based on user input
glm::mat4 pointRotateX = glm::rotate(viewRotateY, -90.0f, glm::vec3(1.0f, 0.0f, 0.0f)); // Rotate the camera by 90 degrees in negative x-direction to get a frontal look on the szene
glm::mat4 viewTranslate = glm::translate(pointRotateX, glm::vec3(-dimensionX/2.0f, -dimensionY/2.0f, -dimensionZ/2.0f)); // Translate the origin to be the center of the cube
That's called "clipping". The axis is hitting the near-clip plane and thus is being clipped. The third axis is not "displaced"; it is simply partially clipped. Take your second image and cover up most of it, so that you only see part of the diagonal axis; that's what you're getting.
There are a few general solutions to this. First, you could just not allow the user to zoom in that far. Or you could adjust the near clip plane inward as the camera is moved closer to the target object. This will also cause precision problems for far away objects, so you'll probably want to adjust your far clip plane inward too.
Alternatively, you can just turn on depth clamping (assuming you have GL 3.x+, or access to ARB_depth_clamp or NV_depth_clamp). This isn't a perfect solution, as things will still be clipped when they get behind the camera. And things that intersect the near clip plane will no longer have proper depth buffering if two such objects overlap. But it's generally good enough.

OpenGL - Correct Surface Normals after Projection

I am currently working on a little toy program with OpenGL which shows a scene in clip-space view, i.e. it draws a cube to visualize the canonical view volume and inside the cube, the projectively transformed model is drawn. To show a code snippet for the model drawing:
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glScalef(1.0f, 1.0f, -1.0f);
glMultMatrixd(projectionMat);
glMultMatrixd(modelviewMat);
glEnable(GL_LIGHTING);
draw_model();
glDisable(GL_LIGHTING);
So, naturally, the drawn model is "distorted" (which is the desired behaviour). However, the lighting is wrong, as the surface normals are also transformed by the projection matrix and, thus, are not orthogonal to their surfaces after transform. What I am trying to accomplish is lighting that is "correct" in the sense that the surfaces of the distorted models have correct normals.
The question is - how can I do that? I was playing with the usual transposed-inverse-matrix rule for normals, but as far as I understand, that's what OGL does with its normals by default. I think I would have to recalculate the surface normals AFTER the surfaces are transformed with the modelview matrix, but how to do that? Or is there another way?
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glScalef(1.0f, 1.0f, -1.0f);
glMultMatrixd(projectionMat);
The projection matrix goes into glMatrixMode(GL_PROJECTION);. Transforming the normals happens with the inverse transpose of the modelview. If there's a projection component in the modelview it messes up your normal transformation.
The correct code would be
glMatrixMode(GL_PROJECTION);
glLoadMatrixd(projectionMat);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glScalef(1.0f, 1.0f, -1.0f);
glMultMatrixd(modelviewMat);
glEnable(GL_LIGHTING);
draw_model();
glDisable(GL_LIGHTING);
If you're using fixed-function, you must put all of this in your projection matrix. Including the scale, translation, and rotation that happens after the projection:
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glScalef(1.0f, 1.0f, -1.0f);
glMultMatrixd(projectionMat);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glMultMatrixd(modelviewMat);
glEnable(GL_LIGHTING);
draw_model();
glDisable(GL_LIGHTING);
This works because the positions (ie: what you see) are transformed by both the projection and modelview matrices, but the fixed-function lighting is done only in view space (ie: after modelview but before projection).
In fact, this is exactly why fixed-function GL has a distinction between the two matrices.