raycasting: how to properly apply a projection matrix? - opengl

I am currently working on some raycasting in GLSL which works fine. Anyways I want to go from orthogonal projection to perspective projection now but I am not sure how to properly do so.
Are there any good links on how to use a projection Matrix with raycasting?
I am not even sure what I have to apply the matrix to (propably to the ray direction somehow?). Right now I do it like this (pseudocode):
vec3 rayDir = (0.0, 0.0, -1.0); //down the negative -z axis in parallel;
but now I would like to use a projMatrix which works similar to gluPerspective function so that I can simply define an aspect ratio, fov and near and far plane.
So basically, can anybody provide me a chunk of code to set up a proj matrix similar to gluProjection does?
And secondly tell me if it is correct to multiply it with the rayDirection?

For raytracing in the same scene as a standard render, I have found that the following works for getting a scene-space ray from screen coordinates: (e.g. render a full-screen quad from [-1,-1] to [1,1], or some sub-area within that range)
Vertex Shader
uniform mat4 invprojview;
uniform float near;
uniform float far;
attribute vec2 pos; // from [-1,-1] to [1,1]
varying lowp vec3 origin;
varying lowp vec3 ray;
void main() {
gl_Position = vec4(pos, 0.0, 1.0);
origin = (invprojview * vec4(pos, -1.0, 1.0) * near).xyz;
ray = (invprojview * vec4(pos * (far - near), far + near, far - near)).xyz;
// equivalent calculation:
// ray = (invprojview * (vec4(pos, 1.0, 1.0) * far - vec4(pos, -1.0, 1.0) * near)).xyz
}
Fragment Shader
varying lowp vec3 origin;
varying lowp vec3 ray;
void main() {
lowp vec3 rayDir = normalize(ray);
// Do raytracing from origin in direction rayDir
}
Note that you need to provide the inverted projection-view matrix, as well as the near and far clipping distances. I'm sure there's a way to get those clipping distances from the matrix, but I haven't figured out how.
This will define a ray which starts at the near plane, not the camera's position. This gives the advantage of clipping at the same position that OpenGL will clip triangles, making your ray-traced object match the scene. Since the ray variable will be the correct length to reach the far plane, you can also clip there too.
As for getting a perspective matrix in the first place (and understanding the mathematics behind it), I always use this reference page:
http://www.songho.ca/opengl/gl_projectionmatrix.html
I recommend looking through the derivation on that site, but in case it becomes unavailable here is the final projection matrix definition:
2n/(r-l) 0 (r+l)/(r-l) 0
0 2n/(t-b) (t+b)/(t-b) 0
0 0 -(f+n)/(f-n) -2fn/(f-n)
0 0 -1 0

To shoot rays out into the scene, you want to start by putting yourself (mentally) into the world after the projection matrix has been applied. This means that the view frustrum is now a 2x2x1 box - this is known as the canonical view volume. (The opposing corners of the box are (-1, -1, 0) and (1, 1, -1).) The rays you generate will (in the post-projection transformed world) start at the origin and hit the rear clipping plane (located at z=-1). The "destination" of your first ray should be (-1, 1, -1) - the upper-left-hand corner of the far clipping plane. (Subsequent rays "destinations" are calculated based on the resolution of your viewport.)
Now that you have this ray in the canonical view volume, you need to get it into standard world coordinates. How do you do this? Simple - just multiply by the inverse of the projection matrix, often called the viewing transformation. This will put your rays into the same coordinate system as the objects in your scene, making ray collision testing nice and easy.

At Perspective Projection the projection matrix describes the mapping from 3D points in the world as they are seen from of a pinhole camera, to 2D points of the viewport. The eye space coordinates in the camera frustum (a truncated pyramid) are mapped to a cube (the normalized device coordinates).
The Perspective Projection Matrix looks like this:
r = right, l = left, b = bottom, t = top, n = near, f = far
2*n/(r-l) 0 0 0
0 2*n/(t-b) 0 0
(r+l)/(r-l) (t+b)/(t-b) -(f+n)/(f-n) -1
0 0 -2*f*n/(f-n) 0
wher :
r = w / h
t = tan( fov_y / 2 );
2 * n / (r-l) = 1 / (t * a)
2 * n / (t-b) = 1 / t
If the projection is symmetric, where the line of sight is in the center of the view port and the field of view is not displaced, then the matrix can be simplified:
1/(t*a) 0 0 0
0 1/t 0 0
0 0 -(f+n)/(f-n) -1
0 0 -2*f*n/(f-n) 0
The following function will calculate the same projection matrix as gluPerspective does:
#include <array>
const float cPI = 3.14159265f;
float ToRad( float deg ) { return deg * cPI / 180.0f; }
using TVec4 = std::array< float, 4 >;
using TMat44 = std::array< TVec4, 4 >;
TMat44 Perspective( float fov_y, float aspect )
{
float fn = far + near
float f_n = far - near;
float r = aspect;
float t = 1.0f / tan( ToRad( fov_y ) / 2.0f );
return TMat44{
TVec4{ t / r, 0.0f, 0.0f, 0.0f },
TVec4{ 0.0f, t, 0.0f, 0.0f },
TVec4{ 0.0f, 0.0f, -fn / f_n, -1.0f },
TVec4{ 0.0f, 0.0f, -2.0f*far*near / f_n, 0.0f }
};
}
See further:
Perspective projection and view matrix: Both depth buffer and triangle face orientation are reversed in OpenGL
How to render depth linearly in modern OpenGL with gl_FragCoord.z in fragment shader?
WebGL example:
<script type="text/javascript">
camera_vert =
"precision mediump float; \n" +
"attribute vec3 inPos; \n" +
"attribute vec3 inCol; \n" +
"varying vec3 vertCol;" +
"uniform mat4 u_projectionMat44;" +
"uniform mat4 u_viewMat44;" +
"uniform mat4 u_modelMat44;" +
"void main()" +
"{" +
" vertCol = inCol;" +
" vec4 modolPos = u_modelMat44 * vec4( inPos, 1.0 );" +
" vec4 viewPos = u_viewMat44 * modolPos;" +
" gl_Position = u_projectionMat44 * viewPos;" +
"}";
camera_frag =
"precision mediump float; \n" +
"varying vec3 vertCol;" +
"void main()" +
"{" +
" gl_FragColor = vec4( vertCol, 1.0 );" +
"}";
glArrayType = typeof Float32Array !="undefined" ? Float32Array : ( typeof WebGLFloatArray != "undefined" ? WebGLFloatArray : Array );
function IdentityMat44() {
var a=new glArrayType(16);
a[0]=1;a[1]=0;a[2]=0;a[3]=0;a[4]=0;a[5]=1;a[6]=0;a[7]=0;a[8]=0;a[9]=0;a[10]=1;a[11]=0;a[12]=0;a[13]=0;a[14]=0;a[15]=1;
return a;
};
function Cross( a, b ) { return [ a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0], 0.0 ]; }
function Dot( a, b ) { return a[0]*b[0] + a[1]*b[1] + a[2]*b[2]; }
function Normalize( v ) {
var len = Math.sqrt( v[0] * v[0] + v[1] * v[1] + v[2] * v[2] );
return [ v[0] / len, v[1] / len, v[2] / len ];
}
var Camera = {};
Camera.create = function() {
this.pos = [0, 8, 0.5];
this.target = [0, 0, 0];
this.up = [0, 0, 1];
this.fov_y = 90;
this.vp = [800, 600];
this.near = 0.5;
this.far = 100.0;
}
Camera.Perspective = function() {
var fn = this.far + this.near;
var f_n = this.far - this.near;
var r = this.vp[0] / this.vp[1];
var t = 1 / Math.tan( Math.PI * this.fov_y / 360 );
var m = IdentityMat44();
m[0] = t/r; m[1] = 0; m[2] = 0; m[3] = 0;
m[4] = 0; m[5] = t; m[6] = 0; m[7] = 0;
m[8] = 0; m[9] = 0; m[10] = -fn / f_n; m[11] = -1;
m[12] = 0; m[13] = 0; m[14] = -2 * this.far * this.near / f_n; m[15] = 0;
return m;
}
function ToVP( v ) { return [ v[1], v[2], -v[0] ] }
Camera.LookAt = function() {
var p = ToVP( this.pos ); t = ToVP( this.target ); u = ToVP( this.up );
var mx = Normalize( [ t[0]-p[0], t[1]-p[1], t[2]-p[2] ] );
var my = Normalize( Cross( u, mx ) );
var mz = Normalize( Cross( mx, my ) );
var eyeInv = [ -this.pos[0], -this.pos[1], -this.pos[2] ];
var tx = Dot( eyeInv, [mx[0], my[0], mz[0]] );
var ty = Dot( eyeInv, [mx[1], my[1], mz[1]] );
var tz = Dot( eyeInv, [mx[2], my[2], mz[2]] );
var m = IdentityMat44();
m[0] = mx[0]; m[1] = mx[1]; m[2] = mx[2]; m[3] = 0;
m[4] = my[0]; m[5] = my[1]; m[6] = my[2]; m[7] = 0;
m[8] = mz[0]; m[9] = mz[1]; m[10] = mz[2]; m[11] = 0;
m[12] = tx; m[13] = ty; m[14] = tz; m[15] = 1;
return m;
}
// shader program object
var ShaderProgram = {};
ShaderProgram.Create = function( shaderList, uniformNames ) {
var shaderObjs = [];
for ( var i_sh = 0; i_sh < shaderList.length; ++ i_sh ) {
var shderObj = this.CompileShader( shaderList[i_sh].source, shaderList[i_sh].stage );
if ( shderObj == 0 )
return 0;
shaderObjs.push( shderObj );
}
if ( !this.LinkProgram( shaderObjs ) )
return 0;
this.unifomLocation = {};
for ( var i_n = 0; i_n < uniformNames.length; ++ i_n ) {
var name = uniformNames[i_n];
this.unifomLocation[name] = gl.getUniformLocation( this.prog, name );
}
return this.prog;
}
ShaderProgram.Use = function() { gl.useProgram( this.prog ); }
ShaderProgram.SetUniformMat44 = function( name, mat ) { gl.uniformMatrix4fv( this.unifomLocation[name], false, mat ); }
ShaderProgram.CompileShader = function( source, shaderStage ) {
var shaderObj = gl.createShader( shaderStage );
gl.shaderSource( shaderObj, source );
gl.compileShader( shaderObj );
return gl.getShaderParameter( shaderObj, gl.COMPILE_STATUS ) ? shaderObj : 0;
}
ShaderProgram.LinkProgram = function( shaderObjs ) {
this.prog = gl.createProgram();
for ( var i_sh = 0; i_sh < shaderObjs.length; ++ i_sh )
gl.attachShader( this.prog, shaderObjs[i_sh] );
gl.linkProgram( this.prog );
return gl.getProgramParameter( this.prog, gl.LINK_STATUS ) ? true : false;
}
function drawScene(){
var canvas = document.getElementById( "camera-canvas" );
Camera.create();
Camera.vp = [canvas.width, canvas.height];
var currentTime = Date.now();
var deltaMS = currentTime - startTime;
Camera.pos = EllipticalPosition( 7, 4, CalcAng( currentTime, 10.0 ) );
gl.viewport( 0, 0, canvas.width, canvas.height );
gl.enable( gl.DEPTH_TEST );
gl.clearColor( 0.0, 0.0, 0.0, 1.0 );
gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT );
ShaderProgram.Use();
ShaderProgram.SetUniformMat44( "u_projectionMat44", Camera.Perspective() );
ShaderProgram.SetUniformMat44( "u_viewMat44", Camera.LookAt() );
ShaderProgram.SetUniformMat44( "u_modelMat44", IdentityMat44() );
gl.enableVertexAttribArray( prog.inPos );
gl.bindBuffer( gl.ARRAY_BUFFER, buf.pos );
gl.vertexAttribPointer( prog.inPos, 3, gl.FLOAT, false, 0, 0 );
gl.enableVertexAttribArray( prog.inCol );
gl.bindBuffer( gl.ARRAY_BUFFER, buf.col );
gl.vertexAttribPointer( prog.inCol, 3, gl.FLOAT, false, 0, 0 );
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, buf.inx );
gl.drawElements( gl.TRIANGLES, 12, gl.UNSIGNED_SHORT, 0 );
gl.disableVertexAttribArray( buf.pos );
gl.disableVertexAttribArray( buf.col );
}
var startTime;
function Fract( val ) {
return val - Math.trunc( val );
}
function CalcAng( currentTime, intervall ) {
return Fract( (currentTime - startTime) / (1000*intervall) ) * 2.0 * Math.PI;
}
function CalcMove( currentTime, intervall, range ) {
var pos = self.Fract( (currentTime - startTime) / (1000*intervall) ) * 2.0
var pos = pos < 1.0 ? pos : (2.0-pos)
return range[0] + (range[1] - range[0]) * pos;
}
function EllipticalPosition( a, b, angRag ) {
var a_b = a * a - b * b
var ea = (a_b <= 0) ? 0 : Math.sqrt( a_b );
var eb = (a_b >= 0) ? 0 : Math.sqrt( -a_b );
return [ a * Math.sin( angRag ) - ea, b * Math.cos( angRag ) - eb, 0 ];
}
var gl;
var prog;
var buf = {};
function cameraStart() {
var canvas = document.getElementById( "camera-canvas");
gl = canvas.getContext( "experimental-webgl" );
if ( !gl )
return;
prog = ShaderProgram.Create(
[ { source : camera_vert, stage : gl.VERTEX_SHADER },
{ source : camera_frag, stage : gl.FRAGMENT_SHADER }
],
[ "u_projectionMat44", "u_viewMat44", "u_modelMat44"] );
prog.inPos = gl.getAttribLocation( prog, "inPos" );
prog.inCol = gl.getAttribLocation( prog, "inCol" );
if ( prog == 0 )
return;
var sin120 = 0.8660254
var pos = [ 0.0, 0.0, 1.0, 0.0, -sin120, -0.5, sin120 * sin120, 0.5 * sin120, -0.5, -sin120 * sin120, 0.5 * sin120, -0.5 ];
var col = [ 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0 ];
var inx = [ 0, 1, 2, 0, 2, 3, 0, 3, 1, 1, 3, 2 ];
buf.pos = gl.createBuffer();
gl.bindBuffer( gl.ARRAY_BUFFER, buf.pos );
gl.bufferData( gl.ARRAY_BUFFER, new Float32Array( pos ), gl.STATIC_DRAW );
buf.col = gl.createBuffer();
gl.bindBuffer( gl.ARRAY_BUFFER, buf.col );
gl.bufferData( gl.ARRAY_BUFFER, new Float32Array( col ), gl.STATIC_DRAW );
buf.inx = gl.createBuffer();
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, buf.inx );
gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( inx ), gl.STATIC_DRAW );
startTime = Date.now();
setInterval(drawScene, 50);
}
</script>
<body onload="cameraStart();">
<canvas id="camera-canvas" style="border: none;" width="512" height="256"></canvas>
</body>

don't try to modify your rays. Instead do this:
a) create matrix using the location/rotation of your camera.
b) invert the matrix
c) apply it to all the models in the scene
d) render it using your normal methods.
This is actually the way OpenGL does it as well. Rotating the camera to the right is the same as rotating the world to the left.

I answer this after arriving here from a Google search.
The existing answers seem to miss the lack of understanding in the original question.
The idea of needing to apply projection matrix when raycasting is nonsense
We create orthogonal raycasts by starting from the view plane and raytracing the same direction for each pixel. the origin of the ray changes per pixel
We create perspective raycasts by starting at the eye position, behind the view plane and raytracing a unique direction for each pixel. i.e. the origin of the ray is fixed and the same for every pixel.
Understand that the projection matrices themselves, and the process they are usually involved in is derived from raycasting. The perspective matrix encodes a raycast of the kind I described.
Projecting a point on the screen is casting a ray from the eye/view plane to the point and finding the intersection with the view plane...

Related

Problem going from Shadershop functions to glsl functions

It's a bit related to how to convert shadershop formula into glsl .
Only the above answer does not provide any explanation.
What I try is:
Where SineV is:
and SineH is:
This is what I have so far:
#ifdef GL_ES
precision mediump float;
#endif
float scale = 5.0;
uniform vec2 u_resolution;
float sineV(float x) {
x *= scale;
return (sin( x / 0.18 ) + sin( (x - -1.0) / 0.35 ) + 0.25);
}
float sineH(float x) {
x *= scale;
return (sin( (x - 0.18) / 0.37 ) + sin( ((x - 0.18) - -0.31) / 0.45 ) + -0.59) * 0.75 + 0.1;
}
mat2 inverse(mat2 m) {
float det_m = m[0][0]*m[1][1] - m[0][1]*m[1][0];
mat2 inv_m = mat2(m[1][1], -m[0][1], -m[1][0], m[0][0]) / det_m;
return inv_m;
}
void main() {
mat2 m = mat2(0.0, -1.0,
1.0, 0.0);
vec2 st = gl_FragCoord.xy / u_resolution.xy;
float x1 = st.x;
float x2 = st.y;
vec2 x1x2 = inverse(m) * vec2(x1, x2);
vec2 tmp = m * x1x2;
float x = sineV(x1x2.x - x1x2.y) + sineH(tmp.x - tmp.y);
vec3 color = vec3( x, x, abs(x) );
gl_FragColor = vec4(color, 1.0);
}
But I reached a point where it is just guessing and trial and error.
Hope someone can help.
The matrix in shadershop transforms the input tuple (x1, x2) to (u, v) coordinates.
The fragment shader is executed for each fragment, each fragment is associated to different (u, v) coordinates. You've to calculate the x1 and x2 corresponding to the actual (u, v) coordinate of the fragment. So you've to use the inverse matrix:
(u, v) = m * (x1, x2)
(x1, x2 = inverse(m) * (u, v)
The shader has to sum up result of the f(x1) and the result of the f(x2):
x = f(x1) + f(x2)
The corresponding glsl code is:
vec2 x1x2 = inverse(m) * st.xy;
float x = sineH(x1x2.x) + sineV(x1x2.y);
The mapping of x to the white, blue and black color can be achieved by the empirical formula (I found this out by trial and error):
vec3 color = vec3(x, x, abs(x));
For the full shader code see the example (note, the result is stretched to the canvas):
(function loadscene() {
var canvas, gl, vp_size, prog, bufObj = {};
function initScene() {
canvas = document.getElementById( "ogl-canvas");
gl = canvas.getContext( "experimental-webgl" );
if ( !gl )
return;
progDraw = gl.createProgram();
for (let i = 0; i < 2; ++i) {
let source = document.getElementById(i==0 ? "draw-shader-vs" : "draw-shader-fs").text;
let shaderObj = gl.createShader(i==0 ? gl.VERTEX_SHADER : gl.FRAGMENT_SHADER);
gl.shaderSource(shaderObj, source);
gl.compileShader(shaderObj);
let status = gl.getShaderParameter(shaderObj, gl.COMPILE_STATUS);
if (!status) alert(gl.getShaderInfoLog(shaderObj));
gl.attachShader(progDraw, shaderObj);
gl.linkProgram(progDraw);
}
status = gl.getProgramParameter(progDraw, gl.LINK_STATUS);
if ( !status ) alert(gl.getProgramInfoLog(progDraw));
progDraw.inPos = gl.getAttribLocation(progDraw, "inPos");
progDraw.u_resolution = gl.getUniformLocation(progDraw, "u_resolution");
gl.useProgram(progDraw);
var pos = [ -1, -1, 1, -1, 1, 1, -1, 1 ];
var inx = [ 0, 1, 2, 0, 2, 3 ];
bufObj.pos = gl.createBuffer();
gl.bindBuffer( gl.ARRAY_BUFFER, bufObj.pos );
gl.bufferData( gl.ARRAY_BUFFER, new Float32Array( pos ), gl.STATIC_DRAW );
bufObj.inx = gl.createBuffer();
bufObj.inx.len = inx.length;
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, bufObj.inx );
gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( inx ), gl.STATIC_DRAW );
gl.enableVertexAttribArray( progDraw.inPos );
gl.vertexAttribPointer( progDraw.inPos, 2, gl.FLOAT, false, 0, 0 );
gl.enable( gl.DEPTH_TEST );
gl.clearColor( 0.0, 0.0, 0.0, 1.0 );
window.onresize = resize;
resize();
requestAnimationFrame(render);
}
function resize() {
vp_size = [window.innerWidth, window.innerHeight];
//vp_size = [256, 256]
canvas.width = vp_size[0];
canvas.height = vp_size[1];
}
function render(deltaMS) {
gl.viewport( 0, 0, canvas.width, canvas.height );
gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT );
gl.uniform2f(progDraw.u_resolution, canvas.width, canvas.height);
gl.drawElements( gl.TRIANGLES, bufObj.inx.len, gl.UNSIGNED_SHORT, 0 );
requestAnimationFrame(render);
}
initScene();
})();
<script id="draw-shader-vs" type="x-shader/x-vertex">
precision mediump float;
attribute vec2 inPos;
varying vec2 ndcPos;
void main()
{
gl_Position = vec4( inPos.xy, 0.0, 1.0 );
}
</script>
<script id="draw-shader-fs" type="x-shader/x-fragment">
precision mediump float;
uniform vec2 u_resolution;
float scale = 5.0;
float sineV(float x) {
x *= scale;
return (sin( x / 0.18 ) + sin( (x - -1.0) / 0.35 ) + 0.25);
}
float sineH(float x) {
x *= scale;
return (sin( (x - 0.18) / 0.37 ) + sin( ((x - 0.18) - -0.31) / 0.45 ) + -0.59) * 0.75 + 0.1;
}
mat2 inverse(mat2 m) {
float det_m = m[0][0]*m[1][1] - m[0][1]*m[1][0];
mat2 inv_m = mat2(m[1][1], -m[0][1], -m[1][0], m[0][0]) / det_m;
return inv_m;
}
void main()
{
vec2 st = 2.0 * gl_FragCoord.xy / u_resolution.xy - 1.0;
mat2 m = mat2(0.0, -1.0, 1.0, 0.0);
vec2 x1x2 = inverse(m) * st.xy;
float x = sineH(x1x2.x) + sineV(x1x2.y);
vec3 color = vec3(x, x, abs(x));
gl_FragColor = vec4(color, 1.0);
}
</script>
<canvas id="ogl-canvas" style="border: none"></canvas>

GLSL plot disk sector. Problem with clamp'ing angle

My glsl code to plot disk sector:
const float PI = 3.141592653;
vec4 white = vec4(1.0,1.0,1.0,1.0);
vec4 black = vec4(0.0,0.0,0.0,1.0);
vec2 p = (gl_FragCoord.xy * 2.0 - resolution)/min(resolution.x,resolution.y);
float sector(vec2 c, vec2 p, float r, float sa, float alpha){
float l = abs(distance(p,c));
float t = smoothstep(r, r + bl, l);
vec2 uv = p - c;
a = atan(uv.y,uv.x);
t = a >= sa ? t : 1.0;
t = a <= sa + alpha ? t : 1.0;
return t;
}
float t = sector(vec2(0.0,0.1),p,0.1,PI/2.0,PI/3.0);
gl_FragColor = mix(white,black,t);
The code works. But it has a flaw that atan(y,x) returns values in a range of [-π,π].
To circumvent this issue, I am trying to clamp the atan result angle in a range of [0,2π]:
a = clamp(2.0*PI + atan(uv.y,uv.x), 0.0, 2.0*PI);
After above replacement there is nothing that is showed on screen. The disk sector did not show up even for legal atan values. What am I doing wrong?
EDIT
Thanks to the person who answered this topic. I spent too much time on this mistake. In case someone is interested in the solution to this, I made some code changes to reflect that the result angle can be in different unit circle quadrants.
float sector(vec2 c, vec2 p, float r, float sa, float alpha){
float l = abs(distance(p,c));
float t = smoothstep(r, r + bl, l);
vec2 uv = p - c;
float a = atan(uv.y,uv.x);
a = step(sign(a),0.0)*TWO_PI + a;
t = a >= sa ? t : 1.0;
t = a <= sa + alpha ? t : 1.0;
return t;
}
The result of
a = clamp(2.0*PI + atan(uv.y,uv.x), 0.0, 2.0*PI);
is in range [PI, 2*PI], because the result of 2.0*PI + atan(uv.y,uv.x) is in range [PI, 3*PI].
It has to be
a = clamp(PI + atan(uv.y,uv.x), 0.0, 2.0*PI);
But since the result of atan is always in range [-PI, PI], it is sufficient to do:
a = PI + atan(uv.y, uv.x);
If you just want to make the negative range ([0.0, 2*PI]) become positive, then you've to add 2*PI in case when the angle is negative:
e.g.
a = atan(uv.y, uv.x);
if (a < 0.0) a += 2.0*PI;
or
a = atan(uv.y, uv.x);
a = step(sign(a),0.0)*2.0*TWO_PI + a;
or even
a = PI - atan(uv.y, -uv.x);
(function loadscene() {
var canvas, gl, vp_size, prog, bufObj = {};
function initScene() {
canvas = document.getElementById( "ogl-canvas");
gl = canvas.getContext( "experimental-webgl" );
if ( !gl )
return;
progDraw = gl.createProgram();
for (let i = 0; i < 2; ++i) {
let source = document.getElementById(i==0 ? "draw-shader-vs" : "draw-shader-fs").text;
let shaderObj = gl.createShader(i==0 ? gl.VERTEX_SHADER : gl.FRAGMENT_SHADER);
gl.shaderSource(shaderObj, source);
gl.compileShader(shaderObj);
let status = gl.getShaderParameter(shaderObj, gl.COMPILE_STATUS);
if (!status) alert(gl.getShaderInfoLog(shaderObj));
gl.attachShader(progDraw, shaderObj);
gl.linkProgram(progDraw);
}
status = gl.getProgramParameter(progDraw, gl.LINK_STATUS);
if ( !status ) alert(gl.getProgramInfoLog(progDraw));
progDraw.inPos = gl.getAttribLocation(progDraw, "inPos");
progDraw.u_time = gl.getUniformLocation(progDraw, "time");
progDraw.u_resolution = gl.getUniformLocation(progDraw, "resolution");
gl.useProgram(progDraw);
var pos = [ -1, -1, 1, -1, 1, 1, -1, 1 ];
var inx = [ 0, 1, 2, 0, 2, 3 ];
bufObj.pos = gl.createBuffer();
gl.bindBuffer( gl.ARRAY_BUFFER, bufObj.pos );
gl.bufferData( gl.ARRAY_BUFFER, new Float32Array( pos ), gl.STATIC_DRAW );
bufObj.inx = gl.createBuffer();
bufObj.inx.len = inx.length;
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, bufObj.inx );
gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( inx ), gl.STATIC_DRAW );
gl.enableVertexAttribArray( progDraw.inPos );
gl.vertexAttribPointer( progDraw.inPos, 2, gl.FLOAT, false, 0, 0 );
gl.enable( gl.DEPTH_TEST );
gl.clearColor( 0.0, 0.0, 0.0, 1.0 );
window.onresize = resize;
resize();
requestAnimationFrame(render);
}
function resize() {
vp_size = [window.innerWidth, window.innerHeight];
canvas.width = vp_size[0];
canvas.height = vp_size[1];
}
function render(deltaMS) {
gl.viewport( 0, 0, canvas.width, canvas.height );
gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT );
gl.uniform1f(progDraw.u_time, deltaMS/2000.0);
gl.uniform2f(progDraw.u_resolution, canvas.width, canvas.height);
gl.drawElements( gl.TRIANGLES, bufObj.inx.len, gl.UNSIGNED_SHORT, 0 );
requestAnimationFrame(render);
}
initScene();
})();
<script id="draw-shader-vs" type="x-shader/x-vertex">
precision mediump float;
attribute vec2 inPos;
varying vec2 ndcPos;
void main()
{
ndcPos = inPos;
gl_Position = vec4( inPos.xy, 0.0, 1.0 );
}
</script>
<script id="draw-shader-fs" type="x-shader/x-fragment">
precision mediump float;
varying vec2 ndcPos; // normaliced device coordinates in range [-1.0, 1.0]
uniform float time;
uniform vec2 resolution;
const float PI = 3.141592653;
float sector(vec2 c, vec2 p, float r, float sa, float alpha){
float bl = 0.1;
float l = abs(distance(p, c ));
float t = smoothstep(r-bl, r + bl, l);
vec2 uv = p - c;
//float a = atan(uv.y, uv.x);
//if (a < 0.0) a += 2.0*PI;
float a = PI - atan(uv.y, -uv.x);
t = a >= sa ? t : 1.0;
t = a <= sa + alpha ? t : 1.0;
return t;
}
void main()
{
vec4 white = vec4(1.0,1.0,1.0,1.0);
vec4 black = vec4(0.0,0.0,0.0,1.0);
vec2 p = (gl_FragCoord.xy * 2.0 - resolution)/min(resolution.x,resolution.y);
float t = sector(vec2(0.0), p, 0.9, 0.0, mod(time, 2.0*PI));
gl_FragColor = mix(white,black,t);
}
</script>
<canvas id="ogl-canvas" style="border: none"></canvas>

OpenGL Lighting on texture plane is not working

I want to light to the texture plane but this is not work. Light on solid sphere is very well, but texture plane is not light.
Whole Image
Lighting on solid-sphere is working well.
But, lighting on texture plane is not working. (GL_DECAL, GL_REPLACE; I also tried GL_MODULATE)
This is a snippet of my rendering code. (Whole code on GitHub)
Loading texture.
sf::Image image;
if (!image.loadFromFile(path))
return false;
glGenTextures(1, &id);
glBindTexture(GL_TEXTURE_2D, id);
glTexImage2D(
GL_TEXTURE_2D, 0, GL_RGBA,
image.getSize().x, image.getSize().y, 0,
GL_RGBA, GL_UNSIGNED_BYTE,
image.getPixelsPtr()
);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
Initialize
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClearDepth(1.0f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glShadeModel(GL_SMOOTH);
//glEnable(GL_CULL_FACE);
glFrontFace(GL_CCW);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glutSetCursor(GLUT_CURSOR_NONE);
light.Init();
camera.SetPin((GLfloat)width / 2, (GLfloat)height/2);
Display Callback
adjustPerspective();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glEnable(GL_LIGHTING);
glPushMatrix();
camera.SetLookAt();
light.On();
// TODO: dsiplay processing
for (auto& obj : display_objs)
{
glPushMatrix();
obj->Draw();
glPopMatrix();
}
glPopMatrix();
// print fps and swap buffers
Light Initialize Function
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
glEnable(GL_COLOR_MATERIAL);
// Set lighting intensity and color
glLightfv(GL_LIGHT0, GL_AMBIENT, qaAmbientLight);
glLightfv(GL_LIGHT0, GL_DIFFUSE, qaDiffuseLight);
glLightfv(GL_LIGHT0, GL_POSITION, qaLightPosition);
glLightfv(GL_LIGHT0, GL_SPECULAR, qaSpecularLight);
////////////////////////////////////////////////
glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 80.0);// set cutoff angle
glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, dirVector0);
glLightf(GL_LIGHT0, GL_SPOT_EXPONENT, 10.0); // set focusing strength
Light.On() Function
glPushMatrix();
glTranslatef(2.0, 10.0, 2.0);
//glRotatef(90, 1, 0, 0);
glLightfv(GL_LIGHT0, GL_POSITION, qaLightPosition);
glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, dirVector0);
glPopMatrix();
glPushMatrix();
glDisable(GL_LIGHTING);
glTranslatef(2.0, 0.0, 2.0);
glRotatef(-90.0, 1.0, 0.0, 0.0);
glutWireCone(tan(80.0 / 180.0 * 3.14159265),10.0,20,20);
glEnable(GL_LIGHTING);
glPopMatrix();
And this is texture plane draw function.
float tile_x = 0.125;
glTranslatef(x, y, z);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, tex.GetId());
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glBegin(GL_QUADS);
// Both of the following cases not work.
glNormal3f(0, -1, 0);
glNormal3f(0, 1, 0);
glTexCoord2f(0.0, 0.0); glVertex3f(0, 0, 0);
glTexCoord2f(height*tile_x, 0.0); glVertex3f(0, 0, width);
glTexCoord2f(height*tile_x, width*tile_x); glVertex3f(height, 0, width);
glTexCoord2f(0.0, width*tile_x); glVertex3f(height, 0, 0);
glEnd();
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
I changed the vector direction, changed the glTexEnvf attribute, changed the order of the code, but did not fix the error. I think there is a fundamental error in my code, but I can not find it. Why is this happening, and how do I fix it?
I want to light to the texture plane but this is not work. Light on solid sphere is very well, but texture plane is not light.
This is an issue caused by the Gouraud Shading model of the OpenGLs standard light model. While Phong shading in common means the technique, which does the light calculations per fragment, at Gouraud Shading, the light calculations are done per vertex. The calculated light is interpolated according to the Barycentric coordinate of the fragment on the primitive.
This means that in your case the light is calculated for the corners of the ground quad. This so calculated light is interpolated for all the fragments in between. The angel of the normal vector at the corners to the light vector tends to 90°. Because of that the entire ground quad looks almost unlit.
Since the light is calculated per vertex, then the light is calculated for more positions than the the 4 corners of the quad and the quality increases. Note, the light on the spheres looks almost perfect, because a sphere consists of a lot of vertices around its shape.
Try the following code, which splits the quad into tiles:
int tiles = 5;
float u_max = height*tile_x;
float v_max = width*tile_x
glBegin(GL_QUADS);
glNormal3f(0, 1, 0);
for (int x=0; x < tiles; ++x)
{
for (int y=0; y < tiles; ++y)
{
x0 = (float)x/(float)tiles;
x1 = (float)(x+1)/(float)tiles;
y0 = (float)y/(float)tiles;
y1 = (float)(y+1)/(float)tiles;
glTexCoord2f(u_max*x0, v_max*y0); glVertex3f(height*x0, 0, widht*y0);
glTexCoord2f(u_max*x1, v_max*y0); glVertex3f(height*x0, 0, widht*y1);
glTexCoord2f(u_max*x1, v_max*y1); glVertex3f(height*x1, 0, widht*y1);
glTexCoord2f(u_max*x0, v_max*y1); glVertex3f(height*x1, 0, widht*y0);
}
}
glEnd();
Of course you can also write your own shader and implement per fragment lighting. But the deprecated fixed function pipeline OpenGL standard light model does not support per fragment lighting.
See the difference in the WebGL example:
(function loadscene() {
var resize, gl, gouraudDraw, phongDraw, vp_size;
var bufSphere = {};
function render(delteMS){
var shading = document.getElementById( "shading" ).value;
var shininess = document.getElementById( "shininess" ).value;
var ambientCol = [0.2, 0.2, 0.2];
var diffuseCol = [0.6, 0.6, 0.6];
var specularCol = [0.8, 0.8, 0.8];
Camera.create();
Camera.vp = vp_size;
gl.enable( gl.DEPTH_TEST );
gl.clearColor( 0.0, 0.0, 0.0, 1.0 );
gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT );
gl.disable(gl.CULL_FACE);
var progDraw = shading == 0 ? gouraudDraw : phongDraw;;
// set up draw shader
ShaderProgram.Use( progDraw.prog );
ShaderProgram.SetUniformM44( progDraw.prog, "u_projectionMat44", Camera.Perspective() );
ShaderProgram.SetUniformM44( progDraw.prog, "u_viewMat44", Camera.LookAt() );
ShaderProgram.SetUniformF3( progDraw.prog, "u_lightSource.lightPos", [0.0, 0.0, 0.25] )
ShaderProgram.SetUniformF3( progDraw.prog, "u_lightSource.ambient", ambientCol )
ShaderProgram.SetUniformF3( progDraw.prog, "u_lightSource.diffuse", diffuseCol )
ShaderProgram.SetUniformF3( progDraw.prog, "u_lightSource.specular", specularCol )
ShaderProgram.SetUniformF1( progDraw.prog, "u_lightSource.shininess", shininess )
var modelMat = IdentityMat44()
modelMat = RotateAxis( modelMat, -1.5, 0 );
modelMat = RotateAxis( modelMat, CalcAng( delteMS, 17.0 ), 1 );
ShaderProgram.SetUniformM44( progDraw.prog, "u_modelMat44", modelMat );
// draw scene
VertexBuffer.Draw( bufSphere );
requestAnimationFrame(render);
}
function resize() {
//vp_size = [gl.drawingBufferWidth, gl.drawingBufferHeight];
vp_size = [window.innerWidth, window.innerHeight]
canvas.width = vp_size[0];
canvas.height = vp_size[1];
gl.viewport( 0, 0, vp_size[0], vp_size[1] );
}
function initScene() {
canvas = document.getElementById( "canvas");
gl = canvas.getContext( "experimental-webgl" );
if ( !gl )
return null;
gouraudDraw = {}
gouraudDraw.prog = ShaderProgram.Create(
[ { source : "gouraud-shader-vs", stage : gl.VERTEX_SHADER },
{ source : "gouraud-shader-fs", stage : gl.FRAGMENT_SHADER }
],
[ "u_projectionMat44", "u_viewMat44", "u_modelMat44",
"u_lightSource.lightDir", "u_lightSource.ambient", "u_lightSource.diffuse", "u_lightSource.specular", "u_lightSource.shininess", ] );
if ( gouraudDraw.prog == 0 )
return;
gouraudDraw.inPos = gl.getAttribLocation( gouraudDraw.prog, "inPos" );
gouraudDraw.inNV = gl.getAttribLocation( gouraudDraw.prog, "inNV" );
gouraudDraw.inCol = gl.getAttribLocation( gouraudDraw.prog, "inCol" );
phongDraw = {}
phongDraw.prog = ShaderProgram.Create(
[ { source : "phong-shader-vs", stage : gl.VERTEX_SHADER },
{ source : "phong-shader-fs", stage : gl.FRAGMENT_SHADER }
],
[ "u_projectionMat44", "u_viewMat44", "u_modelMat44",
"u_lightSource.lightDir", "u_lightSource.ambient", "u_lightSource.diffuse", "u_lightSource.specular", "u_lightSource.shininess", ] );
if ( phongDraw.prog == 0 )
return;
phongDraw.inPos = gl.getAttribLocation( phongDraw.prog, "inPos" );
phongDraw.inNV = gl.getAttribLocation( phongDraw.prog, "inNV" );
phongDraw.inCol = gl.getAttribLocation( phongDraw.prog, "inCol" );
// create cube
var layer_size = 16, circum_size = 32;
var rad_circum = 1.0;
var rad_tube = 0.5;
var sphere_pts = [-1.0, -1.0, 0.0, 1.0, -1.0, 0.0, 1.0, 1.0, 0.0, -1.0, 1.0, 0.0];
var sphere_nv = [0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0];
var sphere_col = [0.8, 0.6, 0.3, 0.8, 0.6, 0.3, 0.8, 0.6, 0.3, 0.8, 0.6, 0.3];
var sphere_inx = [0, 1, 2, 0, 2, 3];
bufSphere = VertexBuffer.Create(
[ { data : sphere_pts, attrSize : 3, attrLoc : gouraudDraw.inPos },
{ data : sphere_nv, attrSize : 3, attrLoc : gouraudDraw.inNV },
{ data : sphere_col, attrSize : 3, attrLoc : gouraudDraw.inCol } ],
sphere_inx );
window.onresize = resize;
resize();
requestAnimationFrame(render);
}
function Fract( val ) {
return val - Math.trunc( val );
}
function CalcAng( deltaTime, intervall ) {
return Fract( deltaTime / (1000*intervall) ) * 2.0 * Math.PI;
}
function CalcMove( deltaTime, intervall, range ) {
var pos = self.Fract( deltaTime / (1000*intervall) ) * 2.0
var pos = pos < 1.0 ? pos : (2.0-pos)
return range[0] + (range[1] - range[0]) * pos;
}
function EllipticalPosition( a, b, angRag ) {
var a_b = a * a - b * b
var ea = (a_b <= 0) ? 0 : Math.sqrt( a_b );
var eb = (a_b >= 0) ? 0 : Math.sqrt( -a_b );
return [ a * Math.sin( angRag ) - ea, b * Math.cos( angRag ) - eb, 0 ];
}
glArrayType = typeof Float32Array !="undefined" ? Float32Array : ( typeof WebGLFloatArray != "undefined" ? WebGLFloatArray : Array );
function IdentityMat44() {
var m = new glArrayType(16);
m[0] = 1; m[1] = 0; m[2] = 0; m[3] = 0;
m[4] = 0; m[5] = 1; m[6] = 0; m[7] = 0;
m[8] = 0; m[9] = 0; m[10] = 1; m[11] = 0;
m[12] = 0; m[13] = 0; m[14] = 0; m[15] = 1;
return m;
};
function RotateAxis(matA, angRad, axis) {
var aMap = [ [1, 2], [2, 0], [0, 1] ];
var a0 = aMap[axis][0], a1 = aMap[axis][1];
var sinAng = Math.sin(angRad), cosAng = Math.cos(angRad);
var matB = new glArrayType(16);
for ( var i = 0; i < 16; ++ i ) matB[i] = matA[i];
for ( var i = 0; i < 3; ++ i ) {
matB[a0*4+i] = matA[a0*4+i] * cosAng + matA[a1*4+i] * sinAng;
matB[a1*4+i] = matA[a0*4+i] * -sinAng + matA[a1*4+i] * cosAng;
}
return matB;
}
function Cross( a, b ) { return [ a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0], 0.0 ]; }
function Dot( a, b ) { return a[0]*b[0] + a[1]*b[1] + a[2]*b[2]; }
function Normalize( v ) {
var len = Math.sqrt( v[0] * v[0] + v[1] * v[1] + v[2] * v[2] );
return [ v[0] / len, v[1] / len, v[2] / len ];
}
var Camera = {};
Camera.create = function() {
this.pos = [0, 2, 0.0];
this.target = [0, 0, 0];
this.up = [0, 0, 1];
this.fov_y = 90;
this.vp = [800, 600];
this.near = 0.5;
this.far = 100.0;
}
Camera.Perspective = function() {
var fn = this.far + this.near;
var f_n = this.far - this.near;
var r = this.vp[0] / this.vp[1];
var t = 1 / Math.tan( Math.PI * this.fov_y / 360 );
var m = IdentityMat44();
m[0] = t/r; m[1] = 0; m[2] = 0; m[3] = 0;
m[4] = 0; m[5] = t; m[6] = 0; m[7] = 0;
m[8] = 0; m[9] = 0; m[10] = -fn / f_n; m[11] = -1;
m[12] = 0; m[13] = 0; m[14] = -2 * this.far * this.near / f_n; m[15] = 0;
return m;
}
Camera.LookAt = function() {
var mz = Normalize( [ this.pos[0]-this.target[0], this.pos[1]-this.target[1], this.pos[2]-this.target[2] ] );
var mx = Normalize( Cross( this.up, mz ) );
var my = Normalize( Cross( mz, mx ) );
var tx = Dot( mx, this.pos );
var ty = Dot( my, this.pos );
var tz = Dot( [-mz[0], -mz[1], -mz[2]], this.pos );
var m = IdentityMat44();
m[0] = mx[0]; m[1] = my[0]; m[2] = mz[0]; m[3] = 0;
m[4] = mx[1]; m[5] = my[1]; m[6] = mz[1]; m[7] = 0;
m[8] = mx[2]; m[9] = my[2]; m[10] = mz[2]; m[11] = 0;
m[12] = tx; m[13] = ty; m[14] = tz; m[15] = 1;
return m;
}
var ShaderProgram = {};
ShaderProgram.Create = function( shaderList ) {
var shaderObjs = [];
for ( var i_sh = 0; i_sh < shaderList.length; ++ i_sh ) {
var shderObj = this.CompileShader( shaderList[i_sh].source, shaderList[i_sh].stage );
if ( shderObj == 0 )
return 0;
shaderObjs.push( shderObj );
}
var progObj = this.LinkProgram( shaderObjs )
if ( progObj != 0 ) {
progObj.attribIndex = {};
var noOfAttributes = gl.getProgramParameter( progObj, gl.ACTIVE_ATTRIBUTES );
for ( var i_n = 0; i_n < noOfAttributes; ++ i_n ) {
var name = gl.getActiveAttrib( progObj, i_n ).name;
progObj.attribIndex[name] = gl.getAttribLocation( progObj, name );
}
progObj.unifomLocation = {};
var noOfUniforms = gl.getProgramParameter( progObj, gl.ACTIVE_UNIFORMS );
for ( var i_n = 0; i_n < noOfUniforms; ++ i_n ) {
var name = gl.getActiveUniform( progObj, i_n ).name;
progObj.unifomLocation[name] = gl.getUniformLocation( progObj, name );
}
}
return progObj;
}
ShaderProgram.AttributeIndex = function( progObj, name ) { return progObj.attribIndex[name]; }
ShaderProgram.UniformLocation = function( progObj, name ) { return progObj.unifomLocation[name]; }
ShaderProgram.Use = function( progObj ) { gl.useProgram( progObj ); }
ShaderProgram.SetUniformI1 = function( progObj, name, val ) { if(progObj.unifomLocation[name]) gl.uniform1i( progObj.unifomLocation[name], val ); }
ShaderProgram.SetUniformF1 = function( progObj, name, val ) { if(progObj.unifomLocation[name]) gl.uniform1f( progObj.unifomLocation[name], val ); }
ShaderProgram.SetUniformF2 = function( progObj, name, arr ) { if(progObj.unifomLocation[name]) gl.uniform2fv( progObj.unifomLocation[name], arr ); }
ShaderProgram.SetUniformF3 = function( progObj, name, arr ) { if(progObj.unifomLocation[name]) gl.uniform3fv( progObj.unifomLocation[name], arr ); }
ShaderProgram.SetUniformF4 = function( progObj, name, arr ) { if(progObj.unifomLocation[name]) gl.uniform4fv( progObj.unifomLocation[name], arr ); }
ShaderProgram.SetUniformM33 = function( progObj, name, mat ) { if(progObj.unifomLocation[name]) gl.uniformMatrix3fv( progObj.unifomLocation[name], false, mat ); }
ShaderProgram.SetUniformM44 = function( progObj, name, mat ) { if(progObj.unifomLocation[name]) gl.uniformMatrix4fv( progObj.unifomLocation[name], false, mat ); }
ShaderProgram.CompileShader = function( source, shaderStage ) {
var shaderScript = document.getElementById(source);
if (shaderScript)
source = shaderScript.text;
var shaderObj = gl.createShader( shaderStage );
gl.shaderSource( shaderObj, source );
gl.compileShader( shaderObj );
var status = gl.getShaderParameter( shaderObj, gl.COMPILE_STATUS );
if ( !status ) alert(gl.getShaderInfoLog(shaderObj));
return status ? shaderObj : null;
}
ShaderProgram.LinkProgram = function( shaderObjs ) {
var prog = gl.createProgram();
for ( var i_sh = 0; i_sh < shaderObjs.length; ++ i_sh )
gl.attachShader( prog, shaderObjs[i_sh] );
gl.linkProgram( prog );
status = gl.getProgramParameter( prog, gl.LINK_STATUS );
if ( !status ) alert("Could not initialise shaders");
gl.useProgram( null );
return status ? prog : null;
}
var VertexBuffer = {};
VertexBuffer.Create = function( attributes, indices ) {
var buffer = {};
buffer.buf = [];
buffer.attr = []
for ( var i = 0; i < attributes.length; ++ i ) {
buffer.buf.push( gl.createBuffer() );
buffer.attr.push( { size : attributes[i].attrSize, loc : attributes[i].attrLoc } );
gl.bindBuffer( gl.ARRAY_BUFFER, buffer.buf[i] );
gl.bufferData( gl.ARRAY_BUFFER, new Float32Array( attributes[i].data ), gl.STATIC_DRAW );
}
buffer.inx = gl.createBuffer();
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, buffer.inx );
gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( indices ), gl.STATIC_DRAW );
buffer.inxLen = indices.length;
gl.bindBuffer( gl.ARRAY_BUFFER, null );
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, null );
return buffer;
}
VertexBuffer.Draw = function( bufObj ) {
for ( var i = 0; i < bufObj.buf.length; ++ i ) {
gl.bindBuffer( gl.ARRAY_BUFFER, bufObj.buf[i] );
gl.vertexAttribPointer( bufObj.attr[i].loc, bufObj.attr[i].size, gl.FLOAT, false, 0, 0 );
gl.enableVertexAttribArray( bufObj.attr[i].loc );
}
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, bufObj.inx );
gl.drawElements( gl.TRIANGLES, bufObj.inxLen, gl.UNSIGNED_SHORT, 0 );
for ( var i = 0; i < bufObj.buf.length; ++ i )
gl.disableVertexAttribArray( bufObj.attr[i].loc );
gl.bindBuffer( gl.ARRAY_BUFFER, null );
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, null );
}
initScene();
})();
html,body {
height: 100%;
width: 100%;
margin: 0;
overflow: hidden;
}
#gui {
position : absolute;
top : 0;
left : 0;
}
<script id="gouraud-shader-vs" type="x-shader/x-vertex">
precision mediump float;
attribute vec3 inPos;
attribute vec3 inNV;
attribute vec3 inCol;
varying vec3 vertPos;
varying vec3 vertNV;
varying vec3 vertCol;
uniform mat4 u_projectionMat44;
uniform mat4 u_viewMat44;
uniform mat4 u_modelMat44;
struct TLightSource
{
vec3 lightPos;
vec3 ambient;
vec3 diffuse;
vec3 specular;
float shininess;
};
uniform TLightSource u_lightSource;
vec3 Light( vec3 eyeV, vec3 N, vec3 P )
{
vec3 lightCol = u_lightSource.ambient;
vec3 L = normalize( u_lightSource.lightPos-P );
float NdotL = max( 0.0, dot( N, L ) );
lightCol += NdotL * u_lightSource.diffuse;
vec3 H = normalize( eyeV + L );
float NdotH = max( 0.0, dot( N, H ) );
float kSpecular = ( u_lightSource.shininess + 2.0 ) * pow( NdotH, u_lightSource.shininess ) / ( 2.0 * 3.14159265 );
lightCol += kSpecular * u_lightSource.specular;
return lightCol;
}
void main()
{
vec3 modelNV = mat3( u_modelMat44 ) * normalize( inNV );
vertNV = mat3( u_viewMat44 ) * modelNV;
vec4 modelPos = u_modelMat44 * vec4( inPos, 1.0 );
vec4 viewPos = u_viewMat44 * modelPos;
vertPos = viewPos.xyz / viewPos.w;
vec3 eyeV = normalize( -vertPos );
vec3 normalV = normalize( vertNV ) * sign(vertNV.z);
vertCol = inCol * Light( eyeV, normalV, vertPos );
gl_Position = u_projectionMat44 * viewPos;
}
</script>
<script id="gouraud-shader-fs" type="x-shader/x-fragment">
precision mediump float;
varying vec3 vertPos;
varying vec3 vertNV;
varying vec3 vertCol;
void main()
{
gl_FragColor = vec4( vertCol, 1.0 );
}
</script>
<script id="phong-shader-vs" type="x-shader/x-vertex">
precision mediump float;
attribute vec3 inPos;
attribute vec3 inNV;
attribute vec3 inCol;
varying vec3 vertPos;
varying vec3 vertNV;
varying vec3 vertCol;
uniform mat4 u_projectionMat44;
uniform mat4 u_viewMat44;
uniform mat4 u_modelMat44;
void main()
{
vec3 modelNV = mat3( u_modelMat44 ) * normalize( inNV );
vertNV = mat3( u_viewMat44 ) * modelNV;
vertCol = inCol;
vec4 modelPos = u_modelMat44 * vec4( inPos, 1.0 );
vec4 viewPos = u_viewMat44 * modelPos;
vertPos = viewPos.xyz / viewPos.w;
gl_Position = u_projectionMat44 * viewPos;
}
</script>
<script id="phong-shader-fs" type="x-shader/x-fragment">
precision mediump float;
varying vec3 vertPos;
varying vec3 vertNV;
varying vec3 vertCol;
struct TLightSource
{
vec3 lightPos;
vec3 ambient;
vec3 diffuse;
vec3 specular;
float shininess;
};
uniform TLightSource u_lightSource;
vec3 Light( vec3 eyeV, vec3 N, vec3 P )
{
vec3 lightCol = u_lightSource.ambient;
vec3 L = normalize( u_lightSource.lightPos - P );
float NdotL = max( 0.0, dot( N, L ) );
lightCol += NdotL * u_lightSource.diffuse;
vec3 H = normalize( eyeV + L );
float NdotH = max( 0.0, dot( N, H ) );
float kSpecular = ( u_lightSource.shininess + 2.0 ) * pow( NdotH, u_lightSource.shininess ) / ( 2.0 * 3.14159265 );
lightCol += kSpecular * u_lightSource.specular;
return lightCol;
}
void main()
{
vec3 eyeV = normalize( -vertPos );
vec3 normalV = normalize( vertNV ) * sign(vertNV.z);
vec3 color = vertCol * Light( eyeV, normalV, vertPos );
gl_FragColor = vec4( color, 1.0 );
}
</script>
<form id="gui" name="inputs"><table><tr>
<td><font color= #CCF>Shading:</font></td>
<td><select id="shading">>
<option value="0">Gouraud</option>
<option value="1">Phong</option>
</select></td>
</tr><tr>
<td><font color= #CCF>Shininess:</font></td>
<td><input type="range" id="shininess" min="0" max="100" value="10"/></td>
</tr></table></form>
<canvas id="canvas" style="border: none;" width="100%" height="100%"></canvas>

Creating a Gradient Color in Fragment Shader

I'm trying to achieve making a gradient color as the design apps (Photoshop for example) does, but can't get the exact result i want.
My shader creates very nice 'gradients' but also contains other colors that are different from the colors I want to switch in.
It looks nice but, my aim is adding blending functions later and make a kind of color correction shader. but first of all I have to get the right colors.
Here is my fragment shader
http://player.thebookofshaders.com/?log=171119111216
uniform vec2 u_resolution;
void main() {
vec2 st = gl_FragCoord.xy/u_resolution.xy;
vec3 color1 = vec3(1.9,0.55,0);
vec3 color2 = vec3(0.226,0.000,0.615);
float mixValue = distance(st,vec2(0,1));
vec3 color = mix(color1,color2,mixValue);
gl_FragColor = vec4(color,mixValue);
}
And here is
Thanks in advance..
In response to just the title of your question you might also want to consider doing the mix in other color spaces. Your code is mixing in RGB space but you'll get different results in different spaces.
Example
const gl = document.createElement("canvas").getContext("webgl");
gl.canvas.width = 100;
gl.canvas.height = 100;
gl.viewport(0, 0, 100, 100);
const vsrc = `
void main() {
gl_PointSize = 100.0;
gl_Position = vec4(0, 0, 0, 1);
}
`;
const fRGB = `
precision mediump float;
uniform vec3 color1;
uniform vec3 color2;
void main() {
vec2 st = gl_PointCoord;
float mixValue = distance(st, vec2(0, 1));
vec3 color = mix(color1, color2, mixValue);
gl_FragColor = vec4(color, 1);
}
`;
const fHSV = `
precision mediump float;
uniform vec3 color1;
uniform vec3 color2;
// from: http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl
vec3 rgb2hsv(vec3 c) {
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
vec3 hsv2rgb(vec3 c) {
c = vec3(c.x, clamp(c.yz, 0.0, 1.0));
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
void main() {
vec2 st = gl_PointCoord;
float mixValue = distance(st, vec2(0, 1));
vec3 hsv1 = rgb2hsv(color1);
vec3 hsv2 = rgb2hsv(color2);
// mix hue in toward closest direction
float hue = (mod(mod((hsv2.x - hsv1.x), 1.) + 1.5, 1.) - 0.5) * mixValue + hsv1.x;
vec3 hsv = vec3(hue, mix(hsv1.yz, hsv2.yz, mixValue));
vec3 color = hsv2rgb(hsv);
gl_FragColor = vec4(color, 1);
}
`;
const fHSL = `
precision mediump float;
uniform vec3 color1;
uniform vec3 color2;
const float Epsilon = 1e-10;
vec3 rgb2hcv(in vec3 RGB)
{
// Based on work by Sam Hocevar and Emil Persson
vec4 P = lerp(vec4(RGB.bg, -1.0, 2.0/3.0), vec4(RGB.gb, 0.0, -1.0/3.0), step(RGB.b, RGB.g));
vec4 Q = mix(vec4(P.xyw, RGB.r), vec4(RGB.r, P.yzx), step(P.x, RGB.r));
float C = Q.x - min(Q.w, Q.y);
float H = abs((Q.w - Q.y) / (6. * C + Epsilon) + Q.z);
return vec3(H, C, Q.x);
}
vec3 rgb2hsl(in vec3 RGB)
{
vec3 HCV = rgb2hcv(RGB);
float L = HCV.z - HCV.y * 0.5;
float S = HCV.y / (1 - abs(L * 2. - 1.) + Epsilon);
return vec3(HCV.x, S, L);
}
vec3 hsl2rgb(vec3 c)
{
c = vec3(fract(c.x), clamp(c.yz, 0.0, 1.0));
vec3 rgb = clamp(abs(mod(c.x * 6.0 + vec3(0.0, 4.0, 2.0), 6.0) - 3.0) - 1.0, 0.0, 1.0);
return c.z + c.y * (rgb - 0.5) * (1.0 - abs(2.0 * c.z - 1.0));
}
void main() {
vec2 st = gl_PointCoord;
float mixValue = distance(st, vec2(0, 1));
vec3 hsl1 = rgb2hsl(color1);
vec3 hsl2 = rgb2hsl(color2);
// mix hue in toward closest direction
float hue = (mod(mod((hsl2.x - hsl1.x), 1.) + 1.5, 1.) - 0.5) * mixValue + hsl1.x;
vec3 hsl = vec3(hue, mix(hsl1.yz, hsl2.yz, mixValue));
vec3 color = hsl2rgb(hsv);
gl_FragColor = vec4(color, 1);
}
`;
const fLAB = `
precision mediump float;
uniform vec3 color1;
uniform vec3 color2;
// from: https://code.google.com/archive/p/flowabs/source
vec3 rgb2xyz( vec3 c ) {
vec3 tmp;
tmp.x = ( c.r > 0.04045 ) ? pow( ( c.r + 0.055 ) / 1.055, 2.4 ) : c.r / 12.92;
tmp.y = ( c.g > 0.04045 ) ? pow( ( c.g + 0.055 ) / 1.055, 2.4 ) : c.g / 12.92,
tmp.z = ( c.b > 0.04045 ) ? pow( ( c.b + 0.055 ) / 1.055, 2.4 ) : c.b / 12.92;
return 100.0 * tmp *
mat3( 0.4124, 0.3576, 0.1805,
0.2126, 0.7152, 0.0722,
0.0193, 0.1192, 0.9505 );
}
vec3 xyz2lab( vec3 c ) {
vec3 n = c / vec3( 95.047, 100, 108.883 );
vec3 v;
v.x = ( n.x > 0.008856 ) ? pow( n.x, 1.0 / 3.0 ) : ( 7.787 * n.x ) + ( 16.0 / 116.0 );
v.y = ( n.y > 0.008856 ) ? pow( n.y, 1.0 / 3.0 ) : ( 7.787 * n.y ) + ( 16.0 / 116.0 );
v.z = ( n.z > 0.008856 ) ? pow( n.z, 1.0 / 3.0 ) : ( 7.787 * n.z ) + ( 16.0 / 116.0 );
return vec3(( 116.0 * v.y ) - 16.0, 500.0 * ( v.x - v.y ), 200.0 * ( v.y - v.z ));
}
vec3 rgb2lab(vec3 c) {
vec3 lab = xyz2lab( rgb2xyz( c ) );
return vec3( lab.x / 100.0, 0.5 + 0.5 * ( lab.y / 127.0 ), 0.5 + 0.5 * ( lab.z / 127.0 ));
}
vec3 lab2xyz( vec3 c ) {
float fy = ( c.x + 16.0 ) / 116.0;
float fx = c.y / 500.0 + fy;
float fz = fy - c.z / 200.0;
return vec3(
95.047 * (( fx > 0.206897 ) ? fx * fx * fx : ( fx - 16.0 / 116.0 ) / 7.787),
100.000 * (( fy > 0.206897 ) ? fy * fy * fy : ( fy - 16.0 / 116.0 ) / 7.787),
108.883 * (( fz > 0.206897 ) ? fz * fz * fz : ( fz - 16.0 / 116.0 ) / 7.787)
);
}
vec3 xyz2rgb( vec3 c ) {
vec3 v = c / 100.0 * mat3(
3.2406, -1.5372, -0.4986,
-0.9689, 1.8758, 0.0415,
0.0557, -0.2040, 1.0570
);
vec3 r;
r.x = ( v.r > 0.0031308 ) ? (( 1.055 * pow( v.r, ( 1.0 / 2.4 ))) - 0.055 ) : 12.92 * v.r;
r.y = ( v.g > 0.0031308 ) ? (( 1.055 * pow( v.g, ( 1.0 / 2.4 ))) - 0.055 ) : 12.92 * v.g;
r.z = ( v.b > 0.0031308 ) ? (( 1.055 * pow( v.b, ( 1.0 / 2.4 ))) - 0.055 ) : 12.92 * v.b;
return r;
}
vec3 lab2rgb(vec3 c) {
return xyz2rgb( lab2xyz( vec3(100.0 * c.x, 2.0 * 127.0 * (c.y - 0.5), 2.0 * 127.0 * (c.z - 0.5)) ) );
}
void main() {
vec2 st = gl_PointCoord;
float mixValue = distance(st, vec2(0, 1));
vec3 lab1 = rgb2lab(color1);
vec3 lab2 = rgb2lab(color2);
vec3 lab = mix(lab1, lab2, mixValue);
vec3 color = lab2rgb(lab);
gl_FragColor = vec4(color, 1);
}
`;
function draw(gl, shaders, color1, color2, label) {
const programInfo = twgl.createProgramInfo(gl, shaders);
gl.useProgram(programInfo.program);
twgl.setUniforms(programInfo, {
color1: color1,
color2: color2,
});
gl.drawArrays(gl.POINTS, 0, 1);
const div = document.createElement("div");
const img = new Image();
img.src = gl.canvas.toDataURL();
div.appendChild(img);
const inner = document.createElement("span");
inner.textContent = label;
div.appendChild(inner);
document.body.appendChild(div);
}
const color1 = [1.0, 0.55, 0];
const color2 = [0.226, 0.000, 0.615];
draw(gl, [vsrc, fRGB], color1, color2, "rgb");
draw(gl, [vsrc, fHSV], color1, color2, "hsv");
draw(gl, [vsrc, fHSV], color1, color2, "hsl");
draw(gl, [vsrc, fLAB], color1, color2, "lab");
img { border: 1px solid black; margin: 2px; }
span { display: block; }
div { display: inline-block; text-align: center; }
<script src="https://twgljs.org/dist/4.x/twgl.min.js"></script>
I would also suggest passing your colors in in a ramp texture. An Nx1 texture and using
color = texture2D(
rampTexture,
vec2((mixValue * (rampWidth - 1.) + .5) / rampWidth, 0.5)).rgb;
Then you can easily blend across 2 colors, 3 colors, 20 colors. You can space out the colors as well by repeating colors etc..
Example:
const gl = document.createElement("canvas").getContext("webgl");
gl.canvas.width = 100;
gl.canvas.height = 100;
gl.viewport(0, 0, 100, 100);
const vsrc = `
void main() {
gl_PointSize = 100.0;
gl_Position = vec4(0, 0, 0, 1);
}
`;
const fsrc = `
precision mediump float;
uniform sampler2D rampTexture;
uniform float rampWidth;
void main() {
vec2 st = gl_PointCoord;
float mixValue = distance(st, vec2(0, 1));
vec3 color = texture2D(
rampTexture,
vec2((mixValue * (rampWidth - 1.) + .5) / rampWidth, 0.5)).rgb;
gl_FragColor = vec4(color, 1);
}
`;
const programInfo = twgl.createProgramInfo(gl, [vsrc, fsrc]);
gl.useProgram(programInfo.program);
const tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
function draw(gl, ramp, label) {
const width = ramp.length;
gl.bindTexture(gl.TEXTURE_2D, tex);
const level = 0;
const internalFormat = gl.RGB;
const height = 1;
const border = 0;
const format = gl.RGB;
const type = gl.UNSIGNED_BYTE;
const rampData = new Uint8Array([].concat(...ramp).map(v => v * 255));
gl.texImage2D(gl.TEXTURE_2D, level, internalFormat, width, height, border,
format, type, rampData);
twgl.setUniforms(programInfo, {
rampTexture: tex,
rampWidth: width,
});
gl.drawArrays(gl.POINTS, 0, 1);
const div = document.createElement("div");
const img = new Image();
img.src = gl.canvas.toDataURL();
div.appendChild(img);
const inner = document.createElement("span");
inner.textContent = label;
div.appendChild(inner);
document.body.appendChild(div);
}
const color1 = [1.0, 0.55, 0];
const color2 = [0.226, 0.000, 0.615];
const r = [1, 0, 0];
const g = [0, 1, 0];
const b = [0, 0, 1];
const w = [1, 1, 1];
draw(gl, [color1, color2], "color1->color2");
draw(gl, [r, g], "red->green");
draw(gl, [r, g, b], "r->g->b");
draw(gl, [r, b, r, b, r], "r->b->r->b->r");
draw(gl, [g, b, b, b, g], "g->b->b->b->g");
img { border: 1px solid black; margin: 2px; }
span { display: block; }
div { display: inline-block; text-align: center; }
<script src="https://twgljs.org/dist/4.x/twgl.min.js"></script>
Note: a 1 dimensional 256x1 texture is how Chrome, Firefox, and Android render both linear and radial gradients. See src
Ther is a simple mistake when you set up the color value. You used 1.9 for the value of red color channel instead of 1.0, when you set up the orange color.
Change your code to:
vec3 color1 = vec3(1.0, 0.55, 0.0); // 1.0 insted of 1.9
Note, the final color channels are clamped to [0, 1], but since you use mix to interpolate the colors, a color channel above 1.0 raises the part of the color in the gradient.
Preview:
var ShaderProgram = {};
ShaderProgram.Create = function( shaderList ) {
var shaderObjs = [];
for ( var i_sh = 0; i_sh < shaderList.length; ++ i_sh ) {
var shderObj = this.CompileShader( shaderList[i_sh].source, shaderList[i_sh].stage );
if ( shderObj == 0 )
return 0;
shaderObjs.push( shderObj );
}
var progObj = this.LinkProgram( shaderObjs )
if ( progObj != 0 ) {
progObj.attribIndex = {};
var noOfAttributes = gl.getProgramParameter( progObj, gl.ACTIVE_ATTRIBUTES );
for ( var i_n = 0; i_n < noOfAttributes; ++ i_n ) {
var name = gl.getActiveAttrib( progObj, i_n ).name;
progObj.attribIndex[name] = gl.getAttribLocation( progObj, name );
}
progObj.unifomLocation = {};
var noOfUniforms = gl.getProgramParameter( progObj, gl.ACTIVE_UNIFORMS );
for ( var i_n = 0; i_n < noOfUniforms; ++ i_n ) {
var name = gl.getActiveUniform( progObj, i_n ).name;
progObj.unifomLocation[name] = gl.getUniformLocation( progObj, name );
}
}
return progObj;
}
ShaderProgram.AttributeIndex = function( progObj, name ) { return progObj.attribIndex[name]; }
ShaderProgram.UniformLocation = function( progObj, name ) { return progObj.unifomLocation[name]; }
ShaderProgram.Use = function( progObj ) { gl.useProgram( progObj ); }
ShaderProgram.SetUniformF2 = function( progObj, name, arr ) { if(progObj.unifomLocation[name]) gl.uniform2fv( progObj.unifomLocation[name], arr ); }
ShaderProgram.CompileShader = function( source, shaderStage ) {
var shaderScript = document.getElementById(source);
if (shaderScript) {
source = "";
var node = shaderScript.firstChild;
while (node) {
if (node.nodeType == 3) source += node.textContent;
node = node.nextSibling;
}
}
var shaderObj = gl.createShader( shaderStage );
gl.shaderSource( shaderObj, source );
gl.compileShader( shaderObj );
var status = gl.getShaderParameter( shaderObj, gl.COMPILE_STATUS );
if ( !status ) alert(gl.getShaderInfoLog(shaderObj));
return status ? shaderObj : 0;
}
ShaderProgram.LinkProgram = function( shaderObjs ) {
var prog = gl.createProgram();
for ( var i_sh = 0; i_sh < shaderObjs.length; ++ i_sh )
gl.attachShader( prog, shaderObjs[i_sh] );
gl.linkProgram( prog );
status = gl.getProgramParameter( prog, gl.LINK_STATUS );
if ( !status ) alert("Could not initialise shaders");
gl.useProgram( null );
return status ? prog : 0;
}
function drawScene(){
var canvas = document.getElementById( "ogl-canvas" );
var vp = [canvas.width, canvas.height];
gl.viewport( 0, 0, canvas.width, canvas.height );
gl.enable( gl.DEPTH_TEST );
gl.clearColor( 0.0, 0.0, 0.0, 1.0 );
gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT );
ShaderProgram.Use( progDraw );
ShaderProgram.SetUniformF2( progDraw, "u_resolution", vp )
gl.enableVertexAttribArray( progDraw.inPos );
gl.bindBuffer( gl.ARRAY_BUFFER, bufObj.pos );
gl.vertexAttribPointer( progDraw.inPos, 2, gl.FLOAT, false, 0, 0 );
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, bufObj.inx );
gl.drawElements( gl.TRIANGLES, bufObj.inx.len, gl.UNSIGNED_SHORT, 0 );
gl.disableVertexAttribArray( progDraw.pos );
}
var gl;
var prog;
var bufObj = {};
function sceneStart() {
var canvas = document.getElementById( "ogl-canvas");
gl = canvas.getContext( "experimental-webgl", { premultipliedAlpha: true } );
if ( !gl )
return;
progDraw = ShaderProgram.Create(
[ { source : "draw-shader-vs", stage : gl.VERTEX_SHADER },
{ source : "draw-shader-fs", stage : gl.FRAGMENT_SHADER }
] );
progDraw.inPos = gl.getAttribLocation( progDraw, "inPos" );
if ( prog == 0 )
return;
var pos = [ -1, -1, 1, -1, 1, 1, -1, 1 ];
var inx = [ 0, 1, 2, 0, 2, 3 ];
bufObj.pos = gl.createBuffer();
gl.bindBuffer( gl.ARRAY_BUFFER, bufObj.pos );
gl.bufferData( gl.ARRAY_BUFFER, new Float32Array( pos ), gl.STATIC_DRAW );
bufObj.inx = gl.createBuffer();
bufObj.inx.len = inx.length;
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, bufObj.inx );
gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( inx ), gl.STATIC_DRAW );
setInterval(drawScene, 50);
}
<script id="draw-shader-vs" type="x-shader/x-vertex">
precision mediump float;
attribute vec2 inPos;
varying vec2 vertPos;
void main()
{
vertPos = inPos;
gl_Position = vec4( inPos.xy, 0.0, 1.0 );
}
</script>
<script id="draw-shader-fs" type="x-shader/x-fragment">
precision mediump float;
varying vec2 vertPos;
uniform vec2 u_resolution;
void main()
{
vec2 st = gl_FragCoord.xy/u_resolution.xy;
vec3 color1 = vec3(1.0,0.55,0);
vec3 color2 = vec3(0.226,0.000,0.615);
float mixValue = distance(st,vec2(0,1));
vec3 color = mix(color1,color2,mixValue);
gl_FragColor = vec4(color,1.0);
}
</script>
<body onload="sceneStart();">
<canvas id="ogl-canvas" style="border: none;" width="256" height="256"></canvas>
</body>

GLSL spotlight projection volume

In my open source project I have setup a deferred rendering pipeline using Qt3D. So far so good, but now I'd like to move forward by adding spotlights projection volume. (e.g. as if there is smoke in the scene)
Like this:
The fragment shader I'm using is at the end of the question.
I've read that for each fragment I should do ray marching from the light position and find the intersections with a cone, but I have no idea how to translate this into GLSL.
I can easily add a uniform with the depth map (from camera point of view) coming from the GBuffer, but I don't know if that's of any help.
Since my GLSL knowledge is very limited, please reply with actual code, not a lengthy mathematical explanation that I won't be able to understand/translate into code. Please be patient with me.
uniform sampler2D color;
uniform sampler2D position;
uniform sampler2D normal;
uniform vec2 winSize;
out vec4 fragColor;
const int MAX_LIGHTS = 102;
const int TYPE_POINT = 0;
const int TYPE_DIRECTIONAL = 1;
const int TYPE_SPOT = 2;
struct Light {
int type;
vec3 position;
vec3 color;
float intensity;
vec3 direction;
float constantAttenuation;
float linearAttenuation;
float quadraticAttenuation;
float cutOffAngle;
};
uniform Light lightsArray[MAX_LIGHTS];
uniform int lightsNumber;
void main()
{
vec2 texCoord = gl_FragCoord.xy / winSize;
vec4 col = texture(color, texCoord);
vec3 pos = texture(position, texCoord).xyz;
vec3 norm = texture(normal, texCoord).xyz;
vec3 lightColor = vec3(0.0);
vec3 s;
float att;
for (int i = 0; i < lightsNumber; ++i) {
att = 1.0;
if ( lightsArray[i].type != TYPE_DIRECTIONAL ) {
s = lightsArray[i].position - pos;
if (lightsArray[i].constantAttenuation != 0.0
|| lightsArray[i].linearAttenuation != 0.0
|| lightsArray[i].quadraticAttenuation != 0.0) {
float dist = length(s);
att = 1.0 / (lightsArray[i].constantAttenuation + lightsArray[i].linearAttenuation * dist + lightsArray[i].quadraticAttenuation * dist * dist);
}
s = normalize( s );
if ( lightsArray[i].type == TYPE_SPOT ) {
if ( degrees(acos(dot(-s, normalize(lightsArray[i].direction))) ) > lightsArray[i].cutOffAngle)
att = 0.0;
}
} else {
s = normalize(-lightsArray[i].direction);
}
float diffuse = max( dot( s, norm ), 0.0 );
lightColor += att * lightsArray[i].intensity * diffuse * lightsArray[i].color;
}
fragColor = vec4(col.rgb * lightColor, col.a);
}
This is how a spotlight looks like with the original shader above:
[EDIT - SOLVED] Thanks to Rabbid76 excellent answer and precious support
This is the modified code to see the cone projection:
#version 140
uniform sampler2D color;
uniform sampler2D position;
uniform sampler2D normal;
uniform vec2 winSize;
out vec4 fragColor;
const int MAX_LIGHTS = 102;
const int TYPE_POINT = 0;
const int TYPE_DIRECTIONAL = 1;
const int TYPE_SPOT = 2;
struct Light {
int type;
vec3 position;
vec3 color;
float intensity;
vec3 direction;
float constantAttenuation;
float linearAttenuation;
float quadraticAttenuation;
float cutOffAngle;
};
uniform Light lightsArray[MAX_LIGHTS];
uniform int lightsNumber;
uniform mat4 inverseViewMatrix; // defined by camera position, camera target and up vector
void main()
{
vec2 texCoord = gl_FragCoord.xy / winSize;
vec4 col = texture(color, texCoord);
vec3 pos = texture(position, texCoord).xyz;
vec3 norm = texture(normal, texCoord).xyz;
vec3 lightColor = vec3(0.0);
vec3 s;
// calculate unprojected fragment position on near plane and line of sight relative to view
float nearZ = -1.0;
vec3 nearPos = vec3( (texCoord.x - 0.5) * winSize.x / winSize.y, texCoord.y - 0.5, nearZ ); // 1.0 is camera near
vec3 los = normalize( nearPos );
// ray definition
vec3 O = vec3( inverseViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 ) ); // translation part of the camera matrix, which is equal to the camera position
vec3 D = (length(pos) > 0.0) ? normalize(pos - O) : (mat3(inverseViewMatrix) * los);
for (int i = 0; i < lightsNumber; ++i)
{
float att = 1.0;
if ( lightsArray[i].type == TYPE_DIRECTIONAL )
{
s = normalize( -lightsArray[i].direction );
}
else
{
s = lightsArray[i].position - pos;
if (lightsArray[i].type != TYPE_SPOT
&& (lightsArray[i].constantAttenuation != 0.0
|| lightsArray[i].linearAttenuation != 0.0
|| lightsArray[i].quadraticAttenuation != 0.0))
{
float dist = length(s);
att = 1.0 / (lightsArray[i].constantAttenuation + lightsArray[i].linearAttenuation * dist + lightsArray[i].quadraticAttenuation * dist * dist);
}
s = normalize( s );
if ( lightsArray[i].type == TYPE_SPOT )
{
// cone definition
vec3 C = lightsArray[i].position;
vec3 V = normalize(lightsArray[i].direction);
float cosTh = cos( radians(lightsArray[i].cutOffAngle) );
// ray - cone intersection
vec3 CO = O - C;
float DdotV = dot( D, V );
float COdotV = dot( CO, V );
float a = DdotV * DdotV - cosTh * cosTh;
float b = 2.0 * (DdotV * COdotV - dot( D, CO ) * cosTh * cosTh);
float c = COdotV * COdotV - dot( CO, CO ) * cosTh * cosTh;
float det = b * b - 4.0 * a * c;
// find intersection
float isIsect = 0.0;
vec3 isectP = vec3(0.0);
if ( det >= 0.0 )
{
vec3 P1 = O + (-b - sqrt(det)) / (2.0 * a) * D;
vec3 P2 = O + (-b + sqrt(det)) / (2.0 * a) * D;
float isect1 = step( 0.0, dot(normalize(P1 - C), V) );
float isect2 = step( 0.0, dot(normalize(P2 - C), V) );
if ( isect1 < 0.5 )
{
P1 = P2;
isect1 = isect2;
}
if ( isect2 < 0.5 )
{
P2 = P1;
isect2 = isect1;
}
isectP = (length(P1 - O) < length(P2 - O)) ? P1 : P2;
isIsect = mix( isect2, 1.0, isect1 );
if ( length(pos) != 0.0 && length(isectP - O) > length(pos - O))
isIsect = 0.0;
}
float dist = length( isectP - C.xyz );
float limit = degrees(acos(dot(-s, normalize(lightsArray[i].direction))) );
if (isIsect > 0 || limit <= lightsArray[i].cutOffAngle)
{
att = 1.0 / dot( vec3( 1.0, dist, dist * dist ),
vec3(lightsArray[i].constantAttenuation,
lightsArray[i].linearAttenuation,
lightsArray[i].quadraticAttenuation) );
}
else
att = 0.0;
}
}
float diffuse = max( dot( s, norm ), 0.0 );
lightColor += att * lightsArray[i].intensity * diffuse * lightsArray[i].color;
}
fragColor = vec4(col.rgb * lightColor, col.a);
}
Uniforms passed to the shader are:
qml: lightsArray[0].type = 0
qml: lightsArray[0].position = QVector3D(0, 10, 0)
qml: lightsArray[0].color = #ffffff
qml: lightsArray[0].intensity = 0.8
qml: lightsArray[0].constantAttenuation = 1
qml: lightsArray[0].linearAttenuation = 0
qml: lightsArray[0].quadraticAttenuation = 0
qml: lightsArray[1].type = 2
qml: lightsArray[1].position = QVector3D(0, 3, 0)
qml: lightsArray[1].color = #008000
qml: lightsArray[1].intensity = 0.5
qml: lightsArray[1].constantAttenuation = 2
qml: lightsArray[1].linearAttenuation = 0
qml: lightsArray[1].quadraticAttenuation = 0
qml: lightsArray[1].direction = QVector3D(-0.573576, -0.819152, 0)
qml: lightsArray[1].cutOffAngle = 15
qml: lightsNumber = 2
Screenshot:
For a primitive visualization of the light cone of a spot light, you have to do a intersection of the line of sight and the light cone. The following algorithm works in a perpectiv view and the caluclations ar done in view (eye) sapce. The algorithm does not care about the geometry of the scene and does not do any depth test or shadow test, it only is a overlayerd visualization of the light cone.
The line of sight in a perspective view can be deifned by a points and a direction. Since the calculations is done in view (eye) space, the point is the point of view (the origin of the view frustum) which is vec3(0.0). The direction can easily be determined, by the intersection of the line of sight and the near plane of the camera frustum. This can easily be calculated if the projected XY-coordinate of the fragment is known in normalized device coordinates (the lower left point is (-1,-1) and the upper right point is (1,1) see the answer to this question).
float aspect = .....; // ratio of the view port (widht/length)
float fov = .....; // filed of view angle in radians (angle of the camera frustum on the Y-axis)
vec2 ndcPos = .....; // fragment position in NDC space from (-1,-1) to (1,1)
vec3 tanFov = tan( fov * 0.5 );
vec3 los = normalize( vec3( ndcPos.x * aspect * tanFov, ndcPos.y * tanFov, -1.0 ) );
The light cone is defined by the origin of the light source, the direction where the light source points to, and the full angle of the light cone. The position and the direction have to be up in view space. The angle has to be set up in radians.
vec3 vLightPos = .....; // position of the light source in view space
vec3 vLightDir = .....; // direction of the light in view space
float coneAngle = .....; // full angle of the light cone in radians
How to calculate the intersection point(s) of a ray and a cone can be found in the answer to Stackoverflow question Points of intersection of vector with cone and in the following paper: Intersection of a ray and a cone.
The following code calculates a intersection of a ray and a cone as defined above. The result point is stored in isectP. The variable isIsect of the type float is set to 1.0 if there is a intersection, and is set to 0.0 else.
// ray definition
vec3 O = vec3(0.0);
vec3 D = los;
// cone definition
vec3 C = vLightPos;
vec3 V = vLightDir;
float cosTh = cos( coneAngle * 0.5 );
// ray - cone intersection
vec3 CO = O - C;
float DdotV = dot( D, V );
float COdotV = dot( CO, V );
float a = DdotV*DdotV - cosTh*cosTh;
float b = 2.0 * (DdotV*COdotV - dot( D, CO )*cosTh*cosTh);
float c = COdotV*COdotV - dot( CO, CO )*cosTh*cosTh;
float det = b*b - 4.0*a*c;
// find intersection
float isIsect = 0.0;
vec3 isectP = vec3(0.0);
if ( det >= 0.0 )
{
vec3 P1 = O + (-b-sqrt(det))/(2.0*a) * D;
vec3 P2 = O + (-b+sqrt(det))/(2.0*a) * D;
float isect1 = step( 0.0, dot(normalize(P1-C), V) );
float isect2 = step( 0.0, dot(normalize(P2-C), V) );
P1 = mix( P2, P1, isect1 );
isectP = P2.z < 0.0 && P2.z > P1.z ? P2 : P1;
isIsect = mix( isect2, 1.0, isect1 ) * step( isectP.z, 0.0 );
}
For the full GLSL code, see the following WebGL example:
(function loadscene() {
var sliderScale = 100.0
var gl, canvas, vp_size, camera, progDraw, progLightCone, bufTorus = {}, bufQuad = {}, drawFB;
function render(deltaMS) {
var ambient = document.getElementById( "ambient" ).value / sliderScale;
var diffuse = document.getElementById( "diffuse" ).value / sliderScale;
var specular = document.getElementById( "specular" ).value / sliderScale;
var shininess = document.getElementById( "shininess" ).value;
var cutOffAngle = document.getElementById( "cutOffAngle" ).value;
// setup view projection and model
vp_size = [canvas.width, canvas.height];
var prjMat = camera.Perspective();
var viewMat = camera.LookAt();
var modelMat = IdentM44();
modelMat = RotateAxis( modelMat, CalcAng( deltaMS, 13.0 ), 0 );
modelMat = RotateAxis( modelMat, CalcAng( deltaMS, 17.0 ), 1 );
var lightPos = [0.95, 0.95, -1.0];
var lightDir = [-1.0, -1.0, -3.0];
var lightCutOffAngleRad = cutOffAngle * Math.PI / 180.0;
var lightAtt = [0.7, 0.1, 0.5];
drawFB.Bind( true );
gl.enable( gl.DEPTH_TEST );
gl.clearColor( 0.0, 0.0, 0.0, 1.0 );
gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT );
ShProg.Use( progDraw );
ShProg.SetM44( progDraw, "u_projectionMat44", prjMat );
ShProg.SetM44( progDraw, "u_viewMat44", viewMat );
ShProg.SetF3( progDraw, "u_light.position", lightPos );
ShProg.SetF3( progDraw, "u_light.direction", lightDir );
ShProg.SetF1( progDraw, "u_light.ambient", ambient );
ShProg.SetF1( progDraw, "u_light.diffuse", diffuse );
ShProg.SetF1( progDraw, "u_light.specular", specular );
ShProg.SetF1( progDraw, "u_light.shininess", shininess );
ShProg.SetF3( progDraw, "u_light.attenuation", lightAtt );
ShProg.SetF1( progDraw, "u_light.cutOffAngle", lightCutOffAngleRad );
ShProg.SetM44( progDraw, "u_modelMat44", modelMat );
bufObj = bufTorus;
gl.enableVertexAttribArray( progDraw.inPos );
gl.enableVertexAttribArray( progDraw.inNV );
gl.enableVertexAttribArray( progDraw.inCol );
gl.bindBuffer( gl.ARRAY_BUFFER, bufObj.pos );
gl.vertexAttribPointer( progDraw.inPos, 3, gl.FLOAT, false, 0, 0 );
gl.bindBuffer( gl.ARRAY_BUFFER, bufObj.nv );
gl.vertexAttribPointer( progDraw.inNV, 3, gl.FLOAT, false, 0, 0 );
gl.bindBuffer( gl.ARRAY_BUFFER, bufObj.col );
gl.vertexAttribPointer( progDraw.inCol, 3, gl.FLOAT, false, 0, 0 );
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, bufObj.inx );
gl.drawElements( gl.TRIANGLES, bufObj.inxLen, gl.UNSIGNED_SHORT, 0 );
gl.disableVertexAttribArray( progDraw.pos );
gl.disableVertexAttribArray( progDraw.nv );
gl.disableVertexAttribArray( progDraw.col );
drawFB.Release( true );
gl.viewport( 0, 0, canvas.width, canvas.height );
var texUnitDraw = 2;
drawFB.BindTexture( texUnitDraw );
ShProg.Use( progLightCone );
ShProg.SetI1( progLightCone, "u_colorAttachment0", texUnitDraw );
ShProg.SetF2( progLightCone, "u_depthRange", [ camera.near, camera.far ] );
ShProg.SetF2( progLightCone, "u_vp", camera.vp );
ShProg.SetF1( progLightCone, "u_fov", camera.fov_y * Math.PI / 180.0 );
ShProg.SetF3( progLightCone, "u_light.position", lightPos );
ShProg.SetF3( progLightCone, "u_light.direction", lightDir );
ShProg.SetF3( progLightCone, "u_light.attenuation", lightAtt );
ShProg.SetF1( progLightCone, "u_light.cutOffAngle", lightCutOffAngleRad );
gl.enableVertexAttribArray( progLightCone.inPos );
gl.bindBuffer( gl.ARRAY_BUFFER, bufQuad.pos );
gl.vertexAttribPointer( progLightCone.inPos, 2, gl.FLOAT, false, 0, 0 );
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, bufQuad.inx );
gl.drawElements( gl.TRIANGLES, bufQuad.inxLen, gl.UNSIGNED_SHORT, 0 );
gl.disableVertexAttribArray( progLightCone.inPos );
requestAnimationFrame(render);
}
function initScene() {
canvas = document.getElementById( "glow-canvas");
vp_size = [canvas.width, canvas.height];
gl = canvas.getContext( "experimental-webgl" );
if ( !gl )
return;
document.getElementById( "ambient" ).value = 0.25 * sliderScale;
document.getElementById( "diffuse" ).value = 1.0 * sliderScale;
document.getElementById( "specular" ).value = 1.0 * sliderScale;
document.getElementById( "shininess" ).value = 10.0;
document.getElementById( "cutOffAngle" ).value = 30.0;
progDraw = ShProg.Create(
[ { source : "draw-shader-vs", stage : gl.VERTEX_SHADER },
{ source : "draw-shader-fs", stage : gl.FRAGMENT_SHADER }
] );
progDraw.inPos = ShProg.AttrI( progDraw, "inPos" );
progDraw.inNV = ShProg.AttrI( progDraw, "inNV" );
progDraw.inCol = ShProg.AttrI( progDraw, "inCol" );
if ( progDraw == 0 )
return;
progLightCone = ShProg.Create(
[ { source : "light-cone-shader-vs", stage : gl.VERTEX_SHADER },
{ source : "light-cone-shader-fs", stage : gl.FRAGMENT_SHADER }
] );
progLightCone.inPos = ShProg.AttrI( progDraw, "inPos" );
if ( progDraw == 0 )
return;
var circum_size = 32, tube_size = 32;
var rad_circum = 1.5;
var rad_tube = 0.8;
var torus_pts = [];
var torus_nv = [];
var torus_col = [];
var torus_inx = [];
var col = [1, 0.5, 0.0];
for ( var i_c = 0; i_c < circum_size; ++ i_c ) {
var center = [
Math.cos(2 * Math.PI * i_c / circum_size),
Math.sin(2 * Math.PI * i_c / circum_size) ]
for ( var i_t = 0; i_t < tube_size; ++ i_t ) {
var tubeX = Math.cos(2 * Math.PI * i_t / tube_size)
var tubeY = Math.sin(2 * Math.PI * i_t / tube_size)
var pt = [
center[0] * ( rad_circum + tubeX * rad_tube ),
center[1] * ( rad_circum + tubeX * rad_tube ),
tubeY * rad_tube ]
var nv = [ pt[0] - center[0] * rad_tube, pt[1] - center[1] * rad_tube, tubeY * rad_tube ]
torus_pts.push( pt[0], pt[1], pt[2] );
torus_nv.push( nv[0], nv[1], nv[2] );
torus_col.push( col[0], col[1], col[2] );
var i_cn = (i_c+1) % circum_size
var i_tn = (i_t+1) % tube_size
var i_c0 = i_c * tube_size;
var i_c1 = i_cn * tube_size;
torus_inx.push( i_c0+i_t, i_c0+i_tn, i_c1+i_t, i_c0+i_tn, i_c1+i_t, i_c1+i_tn )
}
}
bufTorus.pos = gl.createBuffer();
gl.bindBuffer( gl.ARRAY_BUFFER, bufTorus.pos );
gl.bufferData( gl.ARRAY_BUFFER, new Float32Array( torus_pts ), gl.STATIC_DRAW );
bufTorus.nv = gl.createBuffer();
gl.bindBuffer( gl.ARRAY_BUFFER, bufTorus.nv );
gl.bufferData( gl.ARRAY_BUFFER, new Float32Array( torus_nv ), gl.STATIC_DRAW );
bufTorus.col = gl.createBuffer();
gl.bindBuffer( gl.ARRAY_BUFFER, bufTorus.col );
gl.bufferData( gl.ARRAY_BUFFER, new Float32Array( torus_col ), gl.STATIC_DRAW );
bufTorus.inx = gl.createBuffer();
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, bufTorus.inx );
gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( torus_inx ), gl.STATIC_DRAW );
bufTorus.inxLen = torus_inx.length;
bufQuad.pos = gl.createBuffer();
gl.bindBuffer( gl.ARRAY_BUFFER, bufQuad.pos );
gl.bufferData( gl.ARRAY_BUFFER, new Float32Array( [ -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0 ] ), gl.STATIC_DRAW );
bufQuad.inx = gl.createBuffer();
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, bufQuad.inx );
gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( [ 0, 1, 2, 0, 2, 3 ] ), gl.STATIC_DRAW );
bufQuad.inxLen = 6;
camera = new Camera( [0, 4, 0.0], [0, 0, 0], [0, 0, 1], 90, vp_size, 0.5, 100 );
window.onresize = resize;
resize();
requestAnimationFrame(render);
}
function resize() {
//vp_size = [gl.drawingBufferWidth, gl.drawingBufferHeight];
vp_size = [window.innerWidth, window.innerHeight]
//vp_size = [256, 256]
canvas.width = vp_size[0];
canvas.height = vp_size[1];
var fbsize = Math.max(vp_size[0], vp_size[1]);
fbsize = 1 << 31 - Math.clz32(fbsize); // nearest power of 2
var fb_rect = [fbsize, fbsize];
drawFB = FrameBuffer.Create( fb_rect );
}
function Fract( val ) {
return val - Math.trunc( val );
}
function CalcAng( deltaMS, intervall ) {
return Fract( deltaMS / (1000*intervall) ) * 2.0 * Math.PI;
}
function CalcMove( deltaMS, intervall, range ) {
var pos = self.Fract( deltaMS / (1000*intervall) ) * 2.0
var pos = pos < 1.0 ? pos : (2.0-pos)
return range[0] + (range[1] - range[0]) * pos;
}
function IdentM44() { return [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]; }
function RotateAxis(matA, angRad, axis) {
var aMap = [ [1, 2], [2, 0], [0, 1] ];
var a0 = aMap[axis][0], a1 = aMap[axis][1];
var sinAng = Math.sin(angRad), cosAng = Math.cos(angRad);
var matB = matA.slice(0);
for ( var i = 0; i < 3; ++ i ) {
matB[a0*4+i] = matA[a0*4+i] * cosAng + matA[a1*4+i] * sinAng;
matB[a1*4+i] = matA[a0*4+i] * -sinAng + matA[a1*4+i] * cosAng;
}
return matB;
}
function Cross( a, b ) { return [ a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0], 0.0 ]; }
function Dot( a, b ) { return a[0]*b[0] + a[1]*b[1] + a[2]*b[2]; }
function Normalize( v ) {
var len = Math.sqrt( v[0] * v[0] + v[1] * v[1] + v[2] * v[2] );
return [ v[0] / len, v[1] / len, v[2] / len ];
}
Camera = function( pos, target, up, fov_y, vp, near, far ) {
this.Time = function() { return Date.now(); }
this.pos = pos;
this.target = target;
this.up = up;
this.fov_y = fov_y;
this.vp = vp;
this.near = near;
this.far = far;
this.orbit_mat = this.current_orbit_mat = this.model_mat = this.current_model_mat = IdentM44();
this.mouse_drag = this.auto_spin = false;
this.auto_rotate = true;
this.mouse_start = [0, 0];
this.mouse_drag_axis = [0, 0, 0];
this.mouse_drag_angle = 0;
this.mouse_drag_time = 0;
this.drag_start_T = this.rotate_start_T = this.Time();
this.Ortho = function() {
var fn = this.far + this.near;
var f_n = this.far - this.near;
var w = this.vp[0];
var h = this.vp[1];
return [
2/w, 0, 0, 0,
0, 2/h, 0, 0,
0, 0, -2/f_n, 0,
0, 0, -fn/f_n, 1 ];
};
this.Perspective = function() {
var n = this.near;
var f = this.far;
var fn = f + n;
var f_n = f - n;
var r = this.vp[0] / this.vp[1];
var t = 1 / Math.tan( Math.PI * this.fov_y / 360 );
return [
t/r, 0, 0, 0,
0, t, 0, 0,
0, 0, -fn/f_n, -1,
0, 0, -2*f*n/f_n, 0 ];
};
this.LookAt = function() {
var mz = Normalize( [ this.pos[0]-this.target[0], this.pos[1]-this.target[1], this.pos[2]-this.target[2] ] );
var mx = Normalize( Cross( this.up, mz ) );
var my = Normalize( Cross( mz, mx ) );
var tx = Dot( mx, this.pos );
var ty = Dot( my, this.pos );
var tz = Dot( [-mz[0], -mz[1], -mz[2]], this.pos );
return [mx[0], my[0], mz[0], 0, mx[1], my[1], mz[1], 0, mx[2], my[2], mz[2], 0, tx, ty, tz, 1];
};
}
var FrameBuffer = {};
FrameBuffer.Create = function( vp, texturePlan ) {
var texPlan = texturePlan ? new Uint8Array( texturePlan ) : null;
var fb = gl.createFramebuffer();
fb.width = vp[0];
fb.height = vp[1];
gl.bindFramebuffer( gl.FRAMEBUFFER, fb );
fb.color0_texture = gl.createTexture();
gl.bindTexture( gl.TEXTURE_2D, fb.color0_texture );
gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGBA, fb.width, fb.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, texPlan );
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST );
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST );
fb.renderbuffer = gl.createRenderbuffer();
gl.bindRenderbuffer( gl.RENDERBUFFER, fb.renderbuffer );
gl.renderbufferStorage( gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, fb.width, fb.height );
gl.framebufferTexture2D( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, fb.color0_texture, 0 );
gl.framebufferRenderbuffer( gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, fb.renderbuffer );
gl.bindTexture( gl.TEXTURE_2D, null );
gl.bindRenderbuffer( gl.RENDERBUFFER, null );
gl.bindFramebuffer( gl.FRAMEBUFFER, null );
fb.Bind = function( clear ) {
gl.bindFramebuffer( gl.FRAMEBUFFER, this );
if ( clear ) {
gl.viewport( 0, 0, this.width, this.height );
gl.clearColor( 0.0, 0.0, 0.0, 1.0 );
gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT );
}
};
fb.Release = function( clear ) {
gl.bindFramebuffer( gl.FRAMEBUFFER, null );
if ( clear ) {
gl.clearColor( 0.0, 0.0, 0.0, 1.0 );
gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT );
}
};
fb.BindTexture = function( textureUnit ) {
gl.activeTexture( gl.TEXTURE0 + textureUnit );
gl.bindTexture( gl.TEXTURE_2D, this.color0_texture );
};
return fb;
}
var ShProg = {};
ShProg.Create = function( shaderList ) {
var shaderObjs = [];
for ( var i_sh = 0; i_sh < shaderList.length; ++ i_sh ) {
var shderObj = this.Compile( shaderList[i_sh].source, shaderList[i_sh].stage );
if ( shderObj == 0 )
return 0;
shaderObjs.push( shderObj );
}
var progObj = this.Link( shaderObjs )
if ( progObj != 0 ) {
progObj.attrInx = {};
var noOfAttributes = gl.getProgramParameter( progObj, gl.ACTIVE_ATTRIBUTES );
for ( var i_n = 0; i_n < noOfAttributes; ++ i_n ) {
var name = gl.getActiveAttrib( progObj, i_n ).name;
progObj.attrInx[name] = gl.getAttribLocation( progObj, name );
}
progObj.uniLoc = {};
var noOfUniforms = gl.getProgramParameter( progObj, gl.ACTIVE_UNIFORMS );
for ( var i_n = 0; i_n < noOfUniforms; ++ i_n ) {
var name = gl.getActiveUniform( progObj, i_n ).name;
progObj.uniLoc[name] = gl.getUniformLocation( progObj, name );
}
}
return progObj;
}
ShProg.AttrI = function( progObj, name ) { return progObj.attrInx[name]; }
ShProg.UniformL = function( progObj, name ) { return progObj.uniLoc[name]; }
ShProg.Use = function( progObj ) { gl.useProgram( progObj ); }
ShProg.SetI1 = function( progObj, name, val ) { if(progObj.uniLoc[name]) gl.uniform1i( progObj.uniLoc[name], val ); }
ShProg.SetF1 = function( progObj, name, val ) { if(progObj.uniLoc[name]) gl.uniform1f( progObj.uniLoc[name], val ); }
ShProg.SetF2 = function( progObj, name, arr ) { if(progObj.uniLoc[name]) gl.uniform2fv( progObj.uniLoc[name], arr ); }
ShProg.SetF3 = function( progObj, name, arr ) { if(progObj.uniLoc[name]) gl.uniform3fv( progObj.uniLoc[name], arr ); }
ShProg.SetF4 = function( progObj, name, arr ) { if(progObj.uniLoc[name]) gl.uniform4fv( progObj.uniLoc[name], arr ); }
ShProg.SetM44 = function( progObj, name, mat ) { if(progObj.uniLoc[name]) gl.uniformMatrix4fv( progObj.uniLoc[name], false, mat ); }
ShProg.Compile = function( source, shaderStage ) {
var shaderScript = document.getElementById(source);
if (shaderScript) {
source = "";
var node = shaderScript.firstChild;
while (node) {
if (node.nodeType == 3) source += node.textContent;
node = node.nextSibling;
}
}
var shaderObj = gl.createShader( shaderStage );
gl.shaderSource( shaderObj, source );
gl.compileShader( shaderObj );
var status = gl.getShaderParameter( shaderObj, gl.COMPILE_STATUS );
if ( !status ) alert(gl.getShaderInfoLog(shaderObj));
return status ? shaderObj : 0;
}
ShProg.Link = function( shaderObjs ) {
var prog = gl.createProgram();
for ( var i_sh = 0; i_sh < shaderObjs.length; ++ i_sh )
gl.attachShader( prog, shaderObjs[i_sh] );
gl.linkProgram( prog );
status = gl.getProgramParameter( prog, gl.LINK_STATUS );
if ( !status ) alert("Could not initialise shaders");
gl.useProgram( null );
return status ? prog : 0;
}
initScene();
})();
html,body { margin: 0; overflow: hidden; }
#gui { position : absolute; top : 0; left : 0; }
<script id="draw-shader-vs" type="x-shader/x-vertex">
precision mediump float;
attribute vec3 inPos;
attribute vec3 inNV;
attribute vec3 inCol;
varying vec3 vertPos;
varying vec3 vertNV;
varying vec3 vertCol;
varying vec4 clip_space_pos;
uniform mat4 u_projectionMat44;
uniform mat4 u_viewMat44;
uniform mat4 u_modelMat44;
void main()
{
vec3 modelNV = mat3( u_modelMat44 ) * normalize( inNV );
vertNV = mat3( u_viewMat44 ) * modelNV;
vertCol = inCol;
vec4 modelPos = u_modelMat44 * vec4( inPos, 1.0 );
vec4 viewPos = u_viewMat44 * modelPos;
vertPos = viewPos.xyz / viewPos.w;
gl_Position = u_projectionMat44 * viewPos;
}
</script>
<script id="draw-shader-fs" type="x-shader/x-fragment">
precision mediump float;
varying vec3 vertPos;
varying vec3 vertNV;
varying vec3 vertCol;
struct Light {
vec3 position;
vec3 direction;
float ambient;
float diffuse;
float specular;
float shininess;
vec3 attenuation;
float cutOffAngle;
};
uniform Light u_light;
void main()
{
vec3 color = vertCol;
vec3 lightCol = u_light.ambient * color;
vec3 normalV = normalize( vertNV );
vec3 lightV = normalize( u_light.position - vertPos );
float lightD = length( u_light.position - vertPos );
float cosL = dot( normalize( u_light.direction ), -lightV );
float inCone = step( cos( u_light.cutOffAngle * 0.5 ), cosL );
float att = 1.0 / dot( vec3( 1.0, lightD, lightD*lightD ), u_light.attenuation );
float NdotL = max( 0.0, dot( normalV, lightV ) );
lightCol += NdotL * u_light.diffuse * color * inCone * att;
vec3 eyeV = normalize( -vertPos );
vec3 halfV = normalize( eyeV + lightV );
float NdotH = max( 0.0, dot( normalV, halfV ) );
float kSpecular = ( u_light.shininess + 2.0 ) * pow( NdotH, u_light.shininess ) / ( 2.0 * 3.14159265 );
lightCol += kSpecular * u_light.specular * color * inCone * att;
gl_FragColor = vec4( lightCol.rgb, 1.0 );
}
</script>
<script id="light-cone-shader-vs" type="x-shader/x-vertex">
precision mediump float;
attribute vec2 inPos;
varying vec2 vertPos;
void main()
{
vertPos.xy = inPos.xy;
gl_Position = vec4( inPos, 0.0, 1.0 );
}
</script>
<script id="light-cone-shader-fs" type="x-shader/x-fragment">
precision mediump float;
varying vec2 vertPos;
uniform sampler2D u_colorAttachment0;
uniform vec2 u_depthRange;
uniform vec2 u_vp;
uniform float u_fov;
struct Light {
vec3 position;
vec3 direction;
float ambient;
float diffuse;
float specular;
float shininess;
vec3 attenuation;
float cutOffAngle;
};
uniform Light u_light;
void main()
{
vec4 texCol = texture2D( u_colorAttachment0, vertPos.st * 0.5 + 0.5 );
vec3 vLightPos = u_light.position;
vec3 vLightDir = normalize( u_light.direction );
float tanFOV = tan(u_fov*0.5);
vec3 nearPos = vec3( vertPos.x * u_vp.x/u_vp.y * tanFOV, vertPos.y * tanFOV, -1.0 );
//vec2 texCoord = gl_FragCoord.xy / u_vp;
//vec3 nearPos = vec3( (texCoord.x-0.5) * u_vp.x/u_vp.y, texCoord.y-0.5, -u_depthRange.x );
vec3 los = normalize( nearPos );
// ray definition
vec3 O = vec3(0.0);
vec3 D = los;
// cone definition
vec3 C = vLightPos;
vec3 V = vLightDir;
float cosTh = cos( u_light.cutOffAngle * 0.5 );
// ray - cone intersection
vec3 CO = O - C;
float DdotV = dot( D, V );
float COdotV = dot( CO, V );
float a = DdotV*DdotV - cosTh*cosTh;
float b = 2.0 * (DdotV*COdotV - dot( D, CO )*cosTh*cosTh);
float c = COdotV*COdotV - dot( CO, CO )*cosTh*cosTh;
float det = b*b - 4.0*a*c;
// find intersection
float isIsect = 0.0;
vec3 isectP = vec3(0.0);
if ( det >= 0.0 )
{
vec3 P1 = O + (-b-sqrt(det))/(2.0*a) * D;
vec3 P2 = O + (-b+sqrt(det))/(2.0*a) * D;
float isect1 = step( 0.0, dot(normalize(P1-C), V) );
float isect2 = step( 0.0, dot(normalize(P2-C), V) );
if ( isect1 < 0.5 )
{
P1 = P2;
isect1 = isect2;
}
if ( isect2 < 0.5 )
{
P2 = P1;
isect2 = isect1;
}
isectP = ( P1.z > -u_depthRange.x || (P2.z < -u_depthRange.x && P1.z < P2.z ) ) ? P2 : P1;
isIsect = mix( isect2, 1.0, isect1 ) * step( isectP.z, -u_depthRange.x );
}
float dist = length( isectP - vLightPos.xyz );
float att = 1.0 / dot( vec3( 1.0, dist, dist*dist ), u_light.attenuation );
gl_FragColor = vec4( mix( texCol.rgb, vec3(1.0, 1.0, 1.0), isIsect * att * 0.5 ), 1.0 );
}
</script>
<div><form id="gui" name="inputs">
<table>
<tr> <td> <font color=#40f040>ambient</font> </td>
<td> <input type="range" id="ambient" min="0" max="100" value="0"/></td> </tr>
<tr> <td> <font color=#40f040>diffuse</font> </td>
<td> <input type="range" id="diffuse" min="0" max="100" value="0"/></td> </tr>
<tr> <td> <font color=#40f040>specular</font> </td>
<td> <input type="range" id="specular" min="0" max="100" value="0"/></td> </tr>
<tr> <td> <font color=#40f040>shininess</font> </td>
<td> <input type="range" id="shininess" min="1" max="100" value="0"/></td> </tr>
<tr> <td> <font color=#40f040>cut off angle</font> </td>
<td> <input type="range" id="cutOffAngle" min="1" max="180" value="0"/></td> </tr>
</table>
</form>
</div>
<canvas id="glow-canvas" style="border: none;"></canvas>