How is the right way to do that in OpenGL 3.x? - opengl

After googling a lot, I only have this space to ask you the next question.
I'm trying to writing a simple OpenGL 3.x sample to learn how works the new programmable pipeline (shaders). This tutorial is really helpful (and uses glut to keep things simple, as you can see) and great as a starting point. But the nightmare and questions starts when I'm trying to use the predefined glut objects (teapots i.e) and trying to move or rotate in a local way like the old and deprecated way (glScalef, glTranslatef, glRotatef, glLoadIdentity, glMultMatrixf, glPushMatrix and glPopMatrix...), but for now it's impossible for me.
If I'm trying to do that using a handy transformation matrix with a translation, it moves the whole scene globally (the two or more objects rotates, not only one, i.e.), but not local. I've found this similar question here, but still in a mess... (only works with vbos? every object in the scene has to have a unique shader?,...)
I don't know if I've explained clearly. Every tutorial I've found about this topic always uses a single object. If someone knows any well written tutorial or sample code that explains this, I'll much appreciate your help.

I will assume that, when you say "OpenGL 3.x", what you mean is core OpenGL 3.1 or greater. That is, you are not using a compatibility context.
First, you cannot use GLUT's predefined objects anymore. Nor can you use glu's predefined objects. If that's too much of a limitation for you, then I suggest you create a compatibility context.
The reason all of your objects move is because you didn't reset the uniforms between drawing the two objects. Uniforms are data in shaders that are set from OpenGL, but will not change over multiple executions of a shader within a single glDraw* call. The matrix functions in previous GL versions effectively set the equivalent of uniforms. So simply convert those functions into uniform setting.
If you want to see a tutorial series that uses GL 3.x core, then you can look at my tutorial series.

The key here is, that you need to maintain your own transfomration heirachy. glPushMatrix creates a copy of the current matrix on the active stack, then you apply some transform that's applied to the stack. Then drawing things they will recieve that transformation. glPopMatrix goes one step up in the hierachy.
In the case of Uniforms you no longer have matrix stacks. So instead of glPushMatrix you create a copy of the current transformation level matrix, apply the sub-transform and load that new matrix into the uniform.

Related

C++ OpenGL wrapper: interface similar to fixed pipeline, can export .collada

I have opengl code that uses the fixed pipeline.
Hitting two birds with one stone, I need a wrapper that can help me with the following tasks:
Convert the code to the new shader-based pipeline with minimal effort.
I have a class that calls opengl functions, such as: glBegin(triangles/lines), glVertex, glPushMatrix, glTranslate, glColor, gluSphere.
Ideally, I'd like it to derive from a class that supplies these functions in the base class. Behind the scenes, it would use the same high level logic as the fixed pipeline.
I'd like to export an opengl scene to .collada to load in an external renderer.
Opengl is low level rendering, and it doesn't have the concept of a scene. For example, this reddit post:
"You realize that you have to write a shim to capture all API calls
you are interested in to do that. Then, when finally, a draw call is
emitted you have to parse every single vertex and collect the data
from all over the memory from the buffers that you have recorded from
the APi calls that set up VAOs, VBOs and IBOs. Then you have to parse
the shader source code so that you can see which uniforms and vertex
attributes contribute to vertex clip coordinate generation. Then you
also have to synthesize/guess which outputs are normal, color, texture
coordinate and so on from the shader source if the resulting program
even have those in .obj file format-wise.
This gets even more complicated if Compute is used to generate data
inside the GPU for any of the buffers. If geometry or tessellator is
used then you also have to implement one of those so that you get
accurate outputs from the vertex processing. TL;DR - you have to write
your own OpenGL 4.5 driver that does exactly the same things a real
hardware driver would do. Good luck with that."
However, my scene is simple, using the fixed pipeline operations above.
I'd like the wrapper to keep track and construct a scene that can be exported.
--
EDIT: Since recommendation is off-topic, I'll ask the following question.
What I need above seems like something obvious that many should have found useful. Since I can't find a library that accomplishes that, I'm wondering if my approach is unreasonable?
More specifically, how do people port their legacy opengl code; do they write the relevant part from scratch, or does everyone implement his own wrapper as I suggested?
What about constructing a scene to export to collada?
Posted also:
https://community.khronos.org/t/c-opengl-wrapper-interface-similar-to-fixed-pipeline-can-export-collada/105829
Although there are some parts in legacy OpenGL that are not optimized in current drivers (like glDrawPixels, the raster drawing operations and indexed color mode), between modern hardware and the modest requirements of legacy applications, legacy OpenGL stuff runs well enough on modern systems.
The main reason to "modernize" legacy OpenGL code is, if one want to make use of the modern features. Any sort of "wrapper" will just run into the same kind of design problems that the OpenGL API ran between OpenGL-1.5 to OpenGL-2.1: Lots of built-in variables, default state, implicit action, etc. etc. This is difficult to document properly, and even more difficult to make use of reliably. Which is the reason you usually don't find these kinds of wrappers.
If you find yourself in the situation, that you absolutely must port your legacy code to modern OpenGL, e.g. to be interoperable with core contexts, then your best course of action will be to do a proper rewrite. Replace implcit mode calls to filling vertex buffers, replace calls to glTexEnv…, glMaterial…, glLight… with loading appropriate shaders and setting their uniforms.
Or, if you want a quick and dirty method: Just create two contexts, a modern one, and a legacy one and switch between them; often you can establish "list" sharing between them.

Silhouette Detection using old gl

I have been assigned to implement shadows in the project which I am working now. Since we have one light source and our embedded hardware is very old(even not have gpu) we thought stencil buffer implementation of shadow volumes will fit our app best.
As first step I want to implement Silhouette Detection which have been described in the link. The link is very good but uses geometry shader for dot product calculation of neighboring edges' normal with light direction. Since we still use old fixed pipeline I won't be able to use that part of this example.
I wanted to ask if the best way for me doing all this dot products myself or is there a old opengl trick-function call which may help me?

Can I obtain the vertices of a square after rotating it with OpenGL?

I have the following declaration:
glBegin( GL_QUADS );
glColor3f(0.0f,0.7f,0.7f);
glVertex2f(x1,y1);
glVertex2f(x2,y2);
glVertex2f(x3,y3);
glVertex2f(x4,y4);
glEnd();
The question is: If I apply a rotation, let's say, of 20 degrees, how can I know where these vertices are then?
Because later I need to be able to click on the square and identify if the place where I am clicking is, indeed, inside the square or not.
While I hope that nobody has used it in this millennium, there actually was a mechanism for getting transformed vertices in legacy OpenGL. It's called "feedback mode". Explaining it in detail is beyond the scope of an answer. But if you want to see how it worked, you can read up on it in the freely available online version of the Red Book.
The "click and identify" you talk about in your question is often called "picking" or "selection". There are numerous approaches to implement it, and the one to choose depends somewhat on your application. To give you a quick overview of some common approaches:
Selection mode. This is almost as obsolete as feedback mode. It's as old, but I have a feeling that it was at least much more commonly used, so it might have better support. Still, I wouldn't recommend using it in new code. Again, if you want to learn about it anyway, the explanation can be found in the Red Book.
Modern OpenGL has a feature called Transform Feedback. While its primary purpose is different, it can be used to read back transformed vertices similar to legacy Feedback Mode.
Draw the scene to an off screen buffer, with each object rendered in a different color. Then read back the color at the selection position, and map it to an object. This is a fairly elegant and efficient approach, and can be recommended if it works for your requirements.
Perform the calculations in your own code on the CPU. Instead of transforming all objects, the much more efficient approach is normally to apply the inverse transformation to your pick point (which actually becomes a ray), and intersect it with the geometry.

What has happened with opengl? What kind of nightmare is it now?

I used opengl 2 years ago. In one afternoon I read a tuto, I drew a cube (and then learned how to load any 3d model) and learned home to move the camera around with the mouse. It was easy, less than 100 lines of codes. I didnt get the pipeline completely but I was able to do something.
Now I need to refresh opengl for some basic stuff, basically I need to load a 3D model (any model) and move the model around, with the camera fixed. Something I thought would be another afternoon.
I have spent 1 day and have nothing working. I am reading the recommended tuto http://www.arcsynthesis.org/gltut/ I dont get anything, now to draw just a cube you need a lot of lines and working with lots of buffer, use some special syntax for shaders.... what the hell I only want to draw a cube. Before it was just defining 6 sides.
What is going on with opengl? Some would argue that now is great, I think it is screwed.
Is there any easy library to work with Something that would make my life easier?
GLUT - http://www.opengl.org/resources/libraries/glut/
ASSIMP - http://assimp.sourceforge.net/
These two libraries are all you need to make a simple application where you import a model (various formats). Read it's documentation and examples to get a better understanding on how you can "glue" OpenGL and ASSIMP to work.
Documentation
As to is OpenGL more hard to comprehend? No. What I've learned in recent years from OpenGL is that GFX programming is never simple or done in a few lines of code, you have to be organised, you have to be careful and even a simple primitive (e.g cube) needs to have more than 100 lines of code to make it decent and flexible (for example if you want more subdivisions on your polygons or texturing).
If you learned it only two years ago, then the tutorials were extremely outdated. Immediate Mode has been known to be deprecated for a very, very long time. Actually the first plans to abandon it and display lists date back to 2003.
Vertex Arrays have been around since version 1.1, and they have been the preferred method for sending geometry to OpenGL ever since; in immediate mode every vertex causes several function calls, so for any seriously complex object you spend more time managing the function call stack, than doing actual rendering work. If you used Vertex Arrays consequently since their introduction, switching over to Vertex Buffer Objects is as complicated as just inserting or replacing a few lines.
The biggest hurdle using OpenGL-3 is in Windows, where one has to use a proxy context to get access to the extension functions required to select OpenGL-3 capabilities for context creation. However again no big hurdle, 20 lines of code top. And some programs, like mine for example, create a proxy GL context anyway, to which all shareable data is uploaded, which allows to quicly destroy/recreate visible contexts, yet have full access to textures, VBOs and stuff (you can share VBOs, which is another reason for using them instead of plain vertex arrays; this might not look like something big, at least not if the context is used from a single process; however on plattforms like X11/GLX OpenGL contexts can be shared between X11 clients, which may even run on different machines!)
Also the existance of functions like the matrix manipulation stack led people into the misconception, OpenGL was some matrix math library, some even believed it was a particularily fast one. Neither is true. The removal of the matrix manipulation functions was a very important and right thing to do. Every serious OpenGL application will implement their very own matrix math anyway. For example any modern game using some kind of physics engine used to directly use in OpenGL (glLoadMatrix, or glUniformMatrix) the transform matrix spit out by the physics calculation, completely bypassing the rest of the matrix functions. This also means that the sole reason to have multiple matrix stacks (GL_PROJECTION, GL_MODELVIEW, GL_TEXTURE, GL_COLOR), namely being able to use the same set of manipulation functions on several matrices, was obsoleted and could have been replaced by something like glLoadMatrixSelected{f,d}v(GLenum target, GLfloat *matrix). However Uniforms and shaders already were around, so the logical step was not introducing a new function, but to reuse existing API, which had been used for this task already, anway, and instead remove what's no longer needed.
TL;DR: The new OpenGL-3 API greatly simplyfies using it. It's a lot clearer, has fewer pitfalls and IMHO is also more newbie-friendly.
You don't have to use buffer objects. You can use the deprecated immediate mode. It will be slower, but if you don't really care then go ahead and use OpenGL the way you used to. NeHe has some excellent tutorials on OpenGL 1.x stuff.
Swiftless has some good tutorials (only a few very basic ones) on OpenGL 3.x and 4.x, but the learning curve is, as you've found, very steep.
Does it have to be openGL? XNA offers an ability to draw 3d models without breaking your back.. Could be worth a look

How can you draw primitives in OpenGL interactively?

I'm having a rough time trying to set up this behavior in my program.
Basically, I want it that when a the user presses the "a" key a new sphere is displayed on the screen.
How can you do that?
I would probably do it by simply having some kind of data structure (array, linked list, whatever) holding the current "scene". Initially this is empty. Then when the event occurs, you create some kind of representation of the new desired geometry, and add that to the list.
On each frame, you clear the screen, and go through the data structure, mapping each representation into a suitble set of OpenGL commands. This is really standard.
The data structure is often referred to as a scene graph, it is often in the form of a tree or graph, where geometry can have child-geometries and so on.
If you're using the GLuT library (which is pretty standard), you can take advantage of its automatic primitive generation functions, like glutSolidSphere. You can find the API docs here. Take a look at section 11, 'Geometric Object Rendering'.
As unwind suggested, your program could keep some sort of list, but of the parameters for each primitive, rather than the actual geometry. In the case of the sphere, this would be position/radius/slices. You can then use the GLuT functions to easily draw the objects. Obviously this limits you to what GLuT can draw, but that's usually fine for simple cases.
Without some more details of what environment you are using it's difficult to be specific, but a few of pointers to things that can easily go wrong when setting up OpenGL
Make sure you have the camera set up to look at point you are drawing the sphere. This can be surprisingly hard, and the simplest approach is to implement glutLookAt from the OpenGL Utility Toolkit. Make sure you front and back planes are set to sensible values.
Turn off backface culling, at least to start with. Sure with production code backface culling gives you a quick performance gain, but it's remarkably easy to set up normals incorrectly on an object and not see it because you're looking at the invisible face
Remember to call glFlush to make sure that all commands are executed. Drawing to the back buffer then failing to call glSwapBuffers is also a common mistake.
Occasionally you can run into issues with buffer formats - although if you copy from sample code that works on your system this is less likely to be a problem.
Graphics coding tends to be quite straightforward to debug once you have the basic environment correct because the output is visual, but setting up the rendering environment on a new system can always be a bit tricky until you have that first cube or sphere rendered. I would recommend obtaining a sample or template and modifying that to start with rather than trying to set up the rendering window from scratch. Using GLUT to check out first drafts of OpenGL calls is good technique too.