Multiple view frustum clipping - opengl

The function gluPerspective() can be used to set near Z and far Z clipping planes.
I want to draw a scene clipped at a certain far Z plane,
and draw another scene beyond this Z plane.
Is it possible to do this clipping twice per frame?

There's no reason you shouldn't be able to do this.
Simply setup the first perspective, draw the first scene and then setup the second perspective and draw the seconds scene, all within the drawing of the same frame.
This is generally referred to as multi-pass rendering.

You might need to do a draw the farthest scene first and do a glClear(GL_DEPTH_BUFFER_BIT); before you draw the nearest scene.

A possibility is to assign different depth ranges for the scenes. Some pseudo code would be :
glDepthRange(0.5, 1.0)
draw_far_scene
glDepthRange(0.0, 0.5)
draw_near_scene
You have to setup your projection matrices to perform the proper clipping for the near / far scenes.
The depth ranges assignment is needed to prevent the depth buffer to 'merge' both renderings.

Related

OpenGL sheared near clipping plane

I have four arbitrary points (lt,rt,rb,lb) in 3d space and I would like these points to define my near clipping plane (lt stands for left-top, rt for right-top and so on).
Unfortunately, these points are not necessarily a rectangle (in screen space). They are however a rectangle in world coordinates.
The context is that I want to have a mirror surface by computing the mirrored world into a texture. The mirror is an arbitary translated and rotated rectangle in 3d space.
I do not want to change the texture coordinates on the vertices, because that would lead to ugly pixelisation when you e.g. look at the mirror from the side. When I would do that, also culling would not work correctly which would lead to huge performance impacts in my case (small mirror, huge world).
I also cannot work with the stencil buffer, because in some scenarios I have mirrors facing each other which would also lead to a huge performance drop. Furthermore, I would like to keep my rendering pipeline simple.
Can anyone tell me how to compute the according projection matrix?
Edit: Of cause I already have moved my camera accordingly. That is not the problem here.
Instead of tweaking the projection matrix (which I don't think can be done in the general case), you should define an additional clipping plane. You do that by enabling:
glEnable(GL_CLIP_DISTANCE0);
And then set gl_ClipDistance vertex shader output to be the distance of the vertex from the mirror:
gl_ClipDistance[0] = dot(vec4(vertex_position, 1.0), mirror_plane);

Othographic projection causing geometry to get clipped by the far plane

Let's say I have a rectangle that I want to render oriented 45 degrees about the x-axis to the camera. So it looks like this:
(clipped at the bottom only because it's the edge of the window).
As I shift this rectangle along it's local y-direction though (i.e. increase y on it's vertices before we rotate it about the x-axis) then it eventually gets clipped by the far plane:
How do I prevent this? It seems unnatural that the rectangle should be cut off at all when moved away from the viewport but still within actual view.
I do definitely want to render my rectangles orthographically.
I am quite new to OpenGL so I'm thinking I'm missing something here.
The trick it turns out is just to squish the z position of the vertices in the vertex shader. This way more vertices can fit inside the frustrum. This does distort the mesh but in orthographic projection this actually doesn't make a visible difference (at least in my situation).
I.e. inside the vertex shader do this:
gl_Position.z *= 0.5; // or whatever scale you want

OpenGL - skybox and frustum clipping

I want to create skybox, which is just textured cube around camera. But actually i don't understand how this can work, because the camera viewing volume is frustum and the skybox is cube. According to this source:
http://www.songho.ca/opengl/gl_projectionmatrix.html
Note that the frustum culling (clipping) is performed in the clip
coordinates, just before dividing by wc. The clip coordinates, xc, yc
and zc are tested by comparing with wc. If any clip coordinate is less
than -wc, or greater than wc, then the vertex will be discarded.
vertexes of skybox faces should be clipped, if they are outside of frustum.
So it looks for me that the cube should be actually a frustum and should match exactly the gl frustum faces, so my whole scene is wrapped inside of that skybox, but i am sure this is bad. Is there any way how to fill whole screen with something, that wraps whole gl frustum?
The formulation from your link is rather bad. It is not actually vertices that get clipped, but rather fragments. Drawing a primitive with vertices completely off-screen does not prevent the fragments that would intersect with the screen from getting drawn. (The picture in the link also actually shows this being the case.)
That having been said, however, it may (or may not, depending on the design of your rendering code) be easier to simply draw a full-screen quad, and use the inverse of the projection matrix to calculate the texture coordinates instead.

OpenGL 360 degree perspective

I'm looking to capture a 360 degree - spherical panorama - photo of my scene. How can I do this best? If I have it right, I can't do this the ordinary way of setting the perspective to 360.
If I would need a vertex shader, is there one available?
This is actually a nontrivial thing to do.
In a naive approach a vertex shader that transforms the vertex positions not by matrix multiplication, but by feeding them through trigonometric functions may seem to do the trick. The problem is, that this will not make straight lines "curvy". You could use a tesselation shader to add sufficient geometry to compensate for this.
The most straightforward approach is two-fold. First you render your scene into a cubemap, i.e. render with a 90°×90° FOV into the 6 directions making up a cube. This allows you to use regular affine projections rendering the scene.
In a second step you use the generated cubemap to texture a screen filling grid, where the texture coordinates of each vertex are azimuth and elevation.
Another approach is to use tiled rendering with very small FOV and rotating the "camera", kind of like doing a panoramic picture without using a wide angle lens. As a matter of fact the cubemap based approach is tiled rendering, but its easier to get right than trying to do this directly with changed camera direction and viewport placement.

OpenGL define vertex position in pixels

I've been writing a 2D basic game engine in OpenGL/C++ and learning everything as I go along. I'm still rather confused about defining vertices and their "position". That is, I'm still trying to understand the vertex-to-pixels conversion mechanism of OpenGL. Can it be explained briefly or can someone point to an article or something that'll explain this. Thanks!
This is rather basic knowledge that your favourite OpenGL learning resource should teach you as one of the first things. But anyway the standard OpenGL pipeline is as follows:
The vertex position is transformed from object-space (local to some object) into world-space (in respect to some global coordinate system). This transformation specifies where your object (to which the vertices belong) is located in the world
Now the world-space position is transformed into camera/view-space. This transformation is determined by the position and orientation of the virtual camera by which you see the scene. In OpenGL these two transformations are actually combined into one, the modelview matrix, which directly transforms your vertices from object-space to view-space.
Next the projection transformation is applied. Whereas the modelview transformation should consist only of affine transformations (rotation, translation, scaling), the projection transformation can be a perspective one, which basically distorts the objects to realize a real perspective view (with farther away objects being smaller). But in your case of a 2D view it will probably be an orthographic projection, that does nothing more than a translation and scaling. This transformation is represented in OpenGL by the projection matrix.
After these 3 (or 2) transformations (and then following perspective division by the w component, which actually realizes the perspective distortion, if any) what you have are normalized device coordinates. This means after these transformations the coordinates of the visible objects should be in the range [-1,1]. Everything outside this range is clipped away.
In a final step the viewport transformation is applied and the coordinates are transformed from the [-1,1] range into the [0,w]x[0,h]x[0,1] cube (assuming a glViewport(0, w, 0, h) call), which are the vertex' final positions in the framebuffer and therefore its pixel coordinates.
When using a vertex shader, steps 1 to 3 are actually done in the shader and can therefore be done in any way you like, but usually one conforms to this standard modelview -> projection pipeline, too.
The main thing to keep in mind is, that after the modelview and projection transforms every vertex with coordinates outside the [-1,1] range will be clipped away. So the [-1,1]-box determines your visible scene after these two transformations.
So from your question I assume you want to use a 2D coordinate system with units of pixels for your vertex coordinates and transformations? In this case this is best done by using glOrtho(0.0, w, 0.0, h, -1.0, 1.0) with w and h being the dimensions of your viewport. This basically counters the viewport transformation and therefore transforms your vertices from the [0,w]x[0,h]x[-1,1]-box into the [-1,1]-box, which the viewport transformation then transforms back to the [0,w]x[0,h]x[0,1]-box.
These have been quite general explanations without mentioning that the actual transformations are done by matrix-vector-multiplications and without talking about homogenous coordinates, but they should have explained the essentials. This documentation of gluProject might also give you some insight, as it actually models the transformation pipeline for a single vertex. But in this documentation they actually forgot to mention the division by the w component (v" = v' / v'(3)) after the v' = P x M x v step.
EDIT: Don't forget to look at the first link in epatel's answer, which explains the transformation pipeline a bit more practical and detailed.
It is called transformation.
Vertices are set in 3D coordinates which is transformed into a viewport coordinates (into your window view). This transformation can be set in various ways. Orthogonal transformation can be easiest to understand as a starter.
http://www.songho.ca/opengl/gl_transform.html
http://www.opengl.org/wiki/Vertex_Transformation
http://www.falloutsoftware.com/tutorials/gl/gl5.htm
Firstly be aware that OpenGL not uses standard pixel coordinates. I mean by that for particular resolution, ie. 800x600 you dont have horizontal coordinates in range 0-799 or 1-800 stepped by one. You rather have coordinates ranged from -1 to 1 later send to graphic card rasterizing unit and after that matched to particular resolution.
I ommited one step here - before all that you have an ModelViewProjection matrix (or viewProjection matrix in some simple cases) which before all that will cast coordinates you use to an projection plane. Default use of that is to implement a camera which converts 3D space of world (View for placing an camera into right position and Projection for casting 3d coordinates into screen plane. In ModelViewProjection it's also step of placing a model into right place in world).
Another case (and you can use Projection matrix this way to achieve what you want) is to use these matrixes to convert one range of resolutions to another.
And there's a trick you will need. You should read about modelViewProjection matrix and camera in openGL if you want to go serious. But for now I will tell you that with proper matrix you can just cast your own coordinate system (and ie. use ranges 0-799 horizontaly and 0-599 verticaly) to standarized -1:1 range. That way you will not see that underlying openGL api uses his own -1 to 1 system.
The easiest way to achieve this is glOrtho function. Here's the link to documentation:
http://www.opengl.org/sdk/docs/man/xhtml/glOrtho.xml
This is example of proper usage:
glMatrixMode (GL_PROJECTION)
glLoadIdentity ();
glOrtho (0, 800, 600, 0, 0, 1)
glMatrixMode (GL_MODELVIEW)
Now you can use own modelView matrix ie. for translation (moving) objects but don't touch your projection example. This code should be executed before any drawing commands. (Can be after initializing opengl in fact if you wont use 3d graphics).
And here's working example: http://nehe.gamedev.net/tutorial/2d_texture_font/18002/
Just draw your figures instead of drawing text. And there is another thing - glPushMatrix and glPopMatrix for choosen matrix (in this example projection matrix) - you wont use that until you combining 3d with 2d rendering.
And you can still use model matrix (ie. for placing tiles somewhere in world) and view matrix (in example for zooming view, or scrolling through world - in this case your world can be larger than resolution and you could crop view by simple translations)
After looking at my answer I see it's a little chaotic but If you confused - just read about Model, View, and Projection matixes and try example with glOrtho. If you're still confused feel free to ask.
MSDN has a great explanation. It may be in terms of DirectX but OpenGL is more-or-less the same.
Google for "opengl rendering pipeline". The first five articles all provide good expositions.
The key transition from vertices to pixels (actually, fragments, but you won't be too far off if you think "pixels") is in the rasterization stage, which occurs after all vertices have been transformed from world-coordinates to screen coordinates and clipped.