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Syerjchep

Member Since 23 May 2010
Offline Last Active Mar 31 2014 04:46 PM

Topics I've Started

3d online sandbox world I'd like help testing!

26 March 2014 - 09:30 PM

So this is a little project I've started working on. It's a multiplayer 3d world. I intend to turn it into an actual game with gameplay soon, but I'm still deciding on what kind of game I want to make exactly. It's gonna be a sandbox game but that's about all I can promise. Right now I really need testers for it, and later I will need some people to make models for me, so if anyone wishes to help, let me know.

Graphical Features:
  • Shaders
  • Lights
  • Emitters
  • Model loading
  • Sprites
  • Transparency
  • Height-mapped terrain
  • Sky boxes
 
Controls:
  • W - Forward
  • A - Left
  • S - Backward
  • D - Right
  • F - Zoom
  • Space - Jump
  • R - Place light
  • M - Freemouse
  • Escape - Exit
  • T - Open Chat
  • Enter - Send/Close chat
Dev-Controls:
  • Home - Move emitter 0 up
  • End - Move emitter 0 down
  • Page up - Move emitter 0 forward
  • Page down - Move emitter 0 backward
  • Insert - Make emitter 0 more yellow
  • Delete - Make emitter 0 more red
  • Q - Toggle player light
 
 
Screenshots:
 
screenshot2.png
screenshot7.png
screenshot8.png
screenshot9.png
screenshot10.png
screenshot11.png
screenshot12.png
screenshot13.png
screenshot14.png
screenshot15.png

 
 
Download and try it out:
http://syerjchep.org/release.zip

 

Troubleshooting:
  • If it doesn't even start up, post your logfile.txt on this thread.
  • If the main screen comes up but when you hit enter it says it couldn't connect, let me know, and I'll start the server for you.
  • If you connect and the terrain doesn't load and the same join message is repeated over and over again, just restart and try again. That's a bug which happens randomly on occasion that I'm trying to fix.
  • Dislike the control scheme, mouse sensitivity, resolution, or other settings, then edit settings.txt. If there is none, one will be created once you launch the program.
So if you have any complements, bugs, or suggestions I'd love any feedback.

OpenGL program doesn't start on other peoples computers.

26 March 2014 - 08:03 PM

So even though I can run my program nicely, it seems few others can.

Here's some init code, with irrelevant stuff snipped out between lines:

if( !glfwInit() )
log("Failed to initialize GLFW\n");
 
Code for prefs and such goes here.
 

glfwOpenWindowHint(GLFW_FSAA_SAMPLES, 4);
if(oldopengl)
    {
        glfwOpenWindowHint(GLFW_OPENGL_VERSION_MAJOR, 3);
        glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 2);
    }
    else
    {
        glfwOpenWindowHint(GLFW_OPENGL_VERSION_MAJOR, 4);
        glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 0);
    }
glfwOpenWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
 
    if(fullscreen)
    {
        // Open a window and create its OpenGL context
        if( !glfwOpenWindow( screenx,screeny, 0,0,0,0, 32,0, GLFW_FULLSCREEN ) )
        {
            log("Failed to open GLFW window. If you have an older (Intel) GPU, they are not 4.0 compatible.\n");
            glfwTerminate();
        }
    }
    else
    {
        // Open a window and create its OpenGL context
        if( !glfwOpenWindow( screenx,screeny, 0,0,0,0, 32,0, GLFW_WINDOW ) )
        {
            log("Failed to open GLFW window. If you have an older (Intel) GPU, they are not 4.0 compatible.\n");
            glfwTerminate();
        }
    }
 
// Initialize GLEW
glewExperimental = true; // Needed for core profile
if (glewInit() != GLEW_OK)
log("Failed to initialize GLEW\n");

Excuse the lack of formatting, I can't add tabs easily here.

Also, I actually took out a lot of other code in between lines, just leaving the OpenGL init code.

 

I can run it fine. I have an older but higher tier desktop with Windows 7, 6 core processor, 8gb ram and a GTX 560 that can run it well.

I also have a Windows 8 laptop with Integrated Graphics that can run it as well, albeit with lower settings to maintain framerates.

 

Yet it seems that a majority of the people I give the application to simply can't run it. As in it crashes imminently.

Log files often come back like this:

0   : Program started.
0.00   : 4 quotes read.
0.00   : Reading prefs file.
0.05   : Failed to open GLFW window. If you have an older (Intel) GPU, they are not 4.0 compatible.

0   : Failed to initialize GLEW

0   : OpenAL: No Error
0   : Networking initalized.
0   : Initalized.
0   : Error: Missing GL version
0   : Using glew version: 1.7.0
0   : 
0   : 
0   : 
0   : 
0   : Opengl version used: 13107512.2007382186

In cases like the above, OpenGL (specifically GLFW in this case) doesn't even load.

Other times the logs look like this:

0   : Program started.
0.00   : 4 quotes read.
0.00   : Reading prefs file.
0.38   : OpenAL: No Error
0.38   : Networking initalized.
0.38   : Initalized.
0.38   : Using glew version: 1.7.0
0.38   : AMD Radeon HD 6800 Series
0.38   : ATI Technologies Inc.
0.39   : 3.2.12618 Core Profile Context 13.251.0.0
0.39   : 4.30
0.39   : Opengl version used: 3.2
0.39   : Compiling shader: StandardShadingVertex.glsl

It seems to load okay, but loading the shaders crashes the program. 

(I'll post shader loading code in a second.)

 

 

I realize I haven't provided a ton of information, so I'll awnser questions as needed and find the shader loading code to post.

Lastly, I can offer the program it self if anyone wants to try running it.

Here:

http://syerjchep.org/release.zip

If you can even get to the black screen with white text on it. Then it works for you.

 


Issues with lighting in OpenGL 4 (edited shaders)

03 January 2014 - 05:10 PM

So I've recently started working on OpenGL again.
This time I figured I'd try working with OpenGL 4 and shaders instead of the old OpenGL.
I'm learning, but I can't seem to get my lights working quite right.
Interestingly I've made a model loader (not pictured) and lights seem to work better on them than the terrain.
However the issue with my position changing the way the light appears (see below) is still a bit of a problem.

This is how I put my terrain into vertex buffer objects for rendering:
struct tmpVec3
{
    float x,y,z;
};
 
tmpVec3 cross(float x1,float y1,float z1,float x2,float y2,float z2)
{
    tmpVec3 ret;
    ret.x = (y1*z2) - (z1*y2);
    ret.y = (z1*x2) - (x1*z2);
    ret.z = (x1*y2) - (y1*x2);
    return ret;
}
 
tmpVec3 normalize(tmpVec3 in)
{
    float length;
    length = sqrt(pow(in.x,2)+pow(in.y,2)+pow(in.z,2));
    in.x /= length;
    in.y /= length;
    in.z /= length;
    return in;
}
 
void recompileHeightmap()
{
    terrainVerts.empty();
    terrainUVs.empty();
    terrainNormals.empty();
 
    for(int x = 0; x<heightMapSize-1; x++)
    {
        for(int z = 0; z<heightMapSize-1; z++)
        {
 
            glm::vec3 temp1(x,(float)heightMap[x][z]/10,z);
            glm::vec3 temp2(x,(float)heightMap[x][z+1]/10,z+1);
            glm::vec3 temp3(x+1,(float)heightMap[x+1][z]/10,z);
 
            glm::vec3 temp4(x+1,(float)heightMap[x+1][z+1]/10,z+1);
            glm::vec3 temp5(x+1,(float)heightMap[x+1][z]/10,z);
            glm::vec3 temp6(x,(float)heightMap[x][z+1]/10,z+1);
 
            terrainVerts.push_back(temp1);
            terrainVerts.push_back(temp2);
            terrainVerts.push_back(temp3);
            terrainVerts.push_back(temp4);
            terrainVerts.push_back(temp5);
            terrainVerts.push_back(temp6);
            int randNum = rand() % 4;
 
            if(randNum == 0)
            {
                glm::vec2 uv1(0,0);
                glm::vec2 uv2(0,1);
                glm::vec2 uv3(1,0);
 
                glm::vec2 uv4(1,1);
                glm::vec2 uv5(1,0);
                glm::vec2 uv6(0,1);
 
                terrainUVs.push_back(uv1);
                terrainUVs.push_back(uv2);
                terrainUVs.push_back(uv3);
                terrainUVs.push_back(uv4);
                terrainUVs.push_back(uv5);
                terrainUVs.push_back(uv6);
            }
            else if(randNum == 1)
            {
                glm::vec2 uv1(1,1);
                glm::vec2 uv2(1,0);
                glm::vec2 uv3(0,1);
 
                glm::vec2 uv4(1,1);
                glm::vec2 uv5(1,0);
                glm::vec2 uv6(0,1);
 
                terrainUVs.push_back(uv1);
                terrainUVs.push_back(uv2);
                terrainUVs.push_back(uv3);
                terrainUVs.push_back(uv4);
                terrainUVs.push_back(uv5);
                terrainUVs.push_back(uv6);
            }
            else if(randNum == 2)
            {
                glm::vec2 uv1(0,0);
                glm::vec2 uv2(0,1);
                glm::vec2 uv3(1,0);
 
                glm::vec2 uv4(1,0);
                glm::vec2 uv5(0,1);
                glm::vec2 uv6(1,1);
 
                terrainUVs.push_back(uv1);
                terrainUVs.push_back(uv2);
                terrainUVs.push_back(uv3);
                terrainUVs.push_back(uv4);
                terrainUVs.push_back(uv5);
                terrainUVs.push_back(uv6);
            }
            else
            {
                glm::vec2 uv1(1,1);
                glm::vec2 uv2(1,0);
                glm::vec2 uv3(0,1);
 
                glm::vec2 uv4(1,1);
                glm::vec2 uv5(1,0);
                glm::vec2 uv6(0,1);
 
                terrainUVs.push_back(uv1);
                terrainUVs.push_back(uv2);
                terrainUVs.push_back(uv3);
                terrainUVs.push_back(uv4);
                terrainUVs.push_back(uv5);
                terrainUVs.push_back(uv6);
            }
        }
    }
 
    for(int i = 0; i<terrainVerts.size(); i+=3)
    {
        glm::vec3 first = terrainVerts[i];
        glm::vec3 second = terrainVerts[i+1];
        glm::vec3 third = terrainVerts[i+2];
 
        float v1x = second.x - first.x;
        float v1y = second.y - first.y;
        float v1z = second.z - first.z;
        float v2x = third.x - first.x;
        float v2y = third.y - first.y;
        float v2z = third.z - first.z;
 
        tmpVec3 ret = normalize(cross(v1x,v1y,v1z,v2x,v2y,v2z));
 
        glm::vec3 normal(ret.x,ret.y,ret.z);
 
        terrainNormals.push_back(normal);
        terrainNormals.push_back(normal);
        terrainNormals.push_back(normal);
    }
 
    glGenVertexArrays(1,&terrainVAO);
    glBindVertexArray(terrainVAO);
 
    glBindTexture(GL_TEXTURE_2D, terrainTextureSand);
 
    glGenBuffers(1, &terrainVertBuffer);
    glEnableVertexAttribArray(0);
    glBindBuffer(GL_ARRAY_BUFFER, terrainVertBuffer);
    glBufferData(GL_ARRAY_BUFFER, terrainVerts.size() * sizeof(glm::vec3), &terrainVerts[0], GL_STATIC_DRAW);
    glVertexAttribPointer(
            0,                  // attribute
            3,                  // size
            GL_FLOAT,           // type
            GL_FALSE,           // normalized?
            0,                  // stride
            (void*)0            // array buffer offset
    );
 
    glGenBuffers(1, &terrainUVBuffer);
    glEnableVertexAttribArray(1);
    glBindBuffer(GL_ARRAY_BUFFER, terrainUVBuffer);
    glBufferData(GL_ARRAY_BUFFER, terrainUVs.size() * sizeof(glm::vec2), &terrainUVs[0], GL_STATIC_DRAW);
    glVertexAttribPointer(
            1,                  // attribute
            2,                  // size
            GL_FLOAT,           // type
            GL_FALSE,           // normalized?
            0,                  // stride
            (void*)0            // array buffer offset
    );
 
    glGenBuffers(1, &terrainNormalBuffer);
    glEnableVertexAttribArray(2);
    glBindBuffer(GL_ARRAY_BUFFER, terrainNormalBuffer);
    glBufferData(GL_ARRAY_BUFFER, terrainNormals.size() * sizeof(glm::vec3), &terrainNormals[0], GL_STATIC_DRAW);
    glVertexAttribPointer(
            2,                                // attribute
            3,                                // size
            GL_FLOAT,                         // type
            GL_FALSE,                         // normalized?
            0,                                // stride
            (void*)0                          // array buffer offset
    );
 
}
Here's the result:
Blue_Light_One.png
Yellow_Light1.png
Both_Light1.png
Even if I set all the heights to 0 and make a completely flat landscape, it still doesn't work right.
flat_Yellow1.png
If I back up a bit, it gets brighter.
flat_Yellow2.png
For some reason my position has an effect. I was wondering if anyone could help look in my shaders and figure out where I went wrong.

tl;dr what did I do wrong in my shaders that makes the light get brighter the further away I am from it
and why is the terrain being lit up so odd

Rendering to texture. (Efficent dynamic clouds)

22 September 2013 - 09:06 AM

I've got some dynamicly generated clouds made from perlin noise. Then they're rendered onto a grid of white triangles with varying transparencies (the result of the perlin noise) where they make a square above my ground.
 
GLuint cloudVAO;
GLuint cloudVertBuffer;
GLuint cloudTransBuffer;
 
vector<float> cloudTrans;
vector<glm::vec3> cloudVerts;
 
float cloudHeight = 250;
 
void renderClouds(Perlin cloudPerlin)
{
    cloudVerts.empty();
    cloudTrans.empty();
 
    for(float x = 0; x < 1024; x++)
    {
        for(float y = 0; y<1024; y++)
        {
            float perlin = cloudPerlin.Get(x/1024.0f,y/1024.0f);
            perlin++;
            perlin/=2.0f;
 
            //log(istr(x) + " " + istr(y) + " " + fstr(perlin));
 
            /*glm::vec3 tmp(x,y,100);
            cloudVerts.push_back(tmp);*/
 
            glm::vec3 temp1(x,cloudHeight,y);
            glm::vec3 temp2(x,cloudHeight,y+1);
            glm::vec3 temp3(x+1,cloudHeight,y);
 
            glm::vec3 temp4(x+1,cloudHeight,y+1);
            glm::vec3 temp5(x+1,cloudHeight,y);
            glm::vec3 temp6(x,cloudHeight,y+1);
 
            cloudVerts.push_back(temp1);
            cloudVerts.push_back(temp2);
            cloudVerts.push_back(temp3);
            cloudVerts.push_back(temp4);
            cloudVerts.push_back(temp5);
            cloudVerts.push_back(temp6);
 
            cloudTrans.push_back(perlin);
            cloudTrans.push_back(perlin);
            cloudTrans.push_back(perlin);
            cloudTrans.push_back(perlin);
            cloudTrans.push_back(perlin);
            cloudTrans.push_back(perlin);
        }
    }
 
 
    glGenVertexArrays(1,&cloudVAO);
    glBindVertexArray(cloudVAO);
 
    glGenBuffers(1, &cloudVertBuffer);
    glEnableVertexAttribArray(0);
    glBindBuffer(GL_ARRAY_BUFFER, cloudVertBuffer);
    glBufferData(GL_ARRAY_BUFFER, cloudVerts.size() * sizeof(glm::vec3), &cloudVerts[0], GL_STATIC_DRAW);
    glVertexAttribPointer(
            0,                  // attribute
            3,                  // size
            GL_FLOAT,           // type
            GL_FALSE,           // normalized?
            0,                  // stride
            (void*)0            // array buffer offset
    );
 
    glGenBuffers(1, &cloudTransBuffer);
    glEnableVertexAttribArray(6);
    glBindBuffer(GL_ARRAY_BUFFER, cloudTransBuffer);
    glBufferData(GL_ARRAY_BUFFER, cloudTrans.size() * sizeof(float), &cloudTrans[0], GL_STATIC_DRAW);
    glVertexAttribPointer(
            6,                  // attribute
            1,                  // size
            GL_FLOAT,           // type
            GL_FALSE,           // normalized?
            0,                  // stride
            (void*)0            // array buffer offset
    );
}
 
GLuint cloudID;
 
void displayClouds()
{
    glDisable(GL_CULL_FACE);
    transform(0,0,0);
    glUniform1i(cloudID,1);
    glBindVertexArray(cloudVAO);
    glDrawArrays(GL_TRIANGLES, 0, cloudVerts.size() );
    glUniform1i(cloudID,0);
    glEnable(GL_CULL_FACE);
}
Fragment shader:
#version 330 core

// Interpolated values from the vertex shaders
in vec2 UV;
in vec3 Position_worldspace;
in vec3 Normal_cameraspace;
in vec3 EyeDirection_cameraspace;
in vec3 ambientColor;
in vec3 diffuseColor;
in vec3 specularColor;
in float cloudTrans;

in vec3 Light0Direction_cameraspace;
in vec3 Light1Direction_cameraspace;
in vec3 Light2Direction_cameraspace;
in vec3 Light3Direction_cameraspace;
in vec3 Light4Direction_cameraspace;
in vec3 Light5Direction_cameraspace;
in vec3 Light6Direction_cameraspace;
in vec3 Light7Direction_cameraspace;

// Ouput data
out vec4 color;

// Values that stay constant for the whole mesh.
uniform sampler2D myTextureSampler;
uniform mat4 MV;
uniform int textured;
uniform int terrain;
uniform vec3 worldAmbient;
uniform int cloud;

uniform vec3 Light0_Position;
uniform vec3 Light1_Position;
uniform vec3 Light2_Position;
uniform vec3 Light3_Position;
uniform vec3 Light4_Position;
uniform vec3 Light5_Position;
uniform vec3 Light6_Position;
uniform vec3 Light7_Position;

uniform vec3 Light0_Color;
uniform vec3 Light1_Color;
uniform vec3 Light2_Color;
uniform vec3 Light3_Color;
uniform vec3 Light4_Color;
uniform vec3 Light5_Color;
uniform vec3 Light6_Color;
uniform vec3 Light7_Color;

uniform float Light0_Power;
uniform float Light1_Power;
uniform float Light2_Power;
uniform float Light3_Power;
uniform float Light4_Power;
uniform float Light5_Power;
uniform float Light6_Power;
uniform float Light7_Power;

uniform vec3 sunColor;
uniform vec3 sunPos;
in vec3 sunDirection_cameraspace;

void main()
{
	// Material properties
	vec3 MaterialDiffuseColor = diffuseColor;
	vec3 MaterialAmbientColor = ambientColor;
	vec3 MaterialSpecularColor = specularColor;

	if(cloud == 1)
	{
		color = vec4(1,1,1,cloudTrans);
	}
	else
	{

	if(terrain == 1)
	{
		MaterialAmbientColor = texture2D( myTextureSampler, UV ).rgb * worldAmbient;
		MaterialDiffuseColor = MaterialAmbientColor;
		MaterialSpecularColor = vec3(0,0,0);
	}
	else
	{

	if(textured == 1)
	{
		MaterialAmbientColor = texture2D( myTextureSampler, UV ).rgb * worldAmbient;
		MaterialDiffuseColor = diffuseColor * texture2D( myTextureSampler, UV ).rgb;
		MaterialSpecularColor = specularColor;
	}
	else
	{
		//blender wasn't exporting ambient colors, so we're using diffuse for now
		MaterialAmbientColor = MaterialDiffuseColor * worldAmbient;
	}

	}

	float distance0 = length( Light0_Position - Position_worldspace );
	float distance1 = length( Light1_Position - Position_worldspace );
	float distance2 = length( Light2_Position - Position_worldspace );
	float distance3 = length( Light3_Position - Position_worldspace );
	float distance4 = length( Light4_Position - Position_worldspace );
	float distance5 = length( Light5_Position - Position_worldspace );
	float distance6 = length( Light6_Position - Position_worldspace );
	float distance7 = length( Light7_Position - Position_worldspace );

	vec3 n = normalize( Normal_cameraspace );
	vec3 E = normalize(EyeDirection_cameraspace);

	vec3 l0 = normalize( Light0Direction_cameraspace );
	float cosTheta0 = clamp( dot( n,l0 ), 0,1 );

	vec3 l1 = normalize( Light1Direction_cameraspace );
	float cosTheta1 = clamp( dot( n,l1 ), 0,1 );

	vec3 l2 = normalize( Light2Direction_cameraspace );
	float cosTheta2 = clamp( dot( n,l2 ), 0,1 );

	vec3 l3 = normalize( Light3Direction_cameraspace );
	float cosTheta3 = clamp( dot( n,l3 ), 0,1 );

	vec3 l4 = normalize( Light4Direction_cameraspace );
	float cosTheta4 = clamp( dot( n,l4 ), 0,1 );

	vec3 l5 = normalize( Light5Direction_cameraspace );
	float cosTheta5 = clamp( dot( n,l5 ), 0,1 );

	vec3 l6 = normalize( Light6Direction_cameraspace );
	float cosTheta6 = clamp( dot( n,l6 ), 0,1 );

	vec3 l7 = normalize( Light7Direction_cameraspace );
	float cosTheta7 = clamp( dot( n,l7 ), 0,1 );

	vec3 lS = normalize( sunDirection_cameraspace );
	float cosThetaS = clamp( dot( n,lS ), 0,1 );

	vec3 R0 = reflect(-l0,n);
	float cosAlpha0 = clamp( dot( E,R0 ), 0,1 );

	vec3 R1 = reflect(-l1,n);
	float cosAlpha1 = clamp( dot( E,R1 ), 0,1 );

	vec3 R2 = reflect(-l2,n);
	float cosAlpha2 = clamp( dot( E,R2 ), 0,1 );

	vec3 R3 = reflect(-l3,n);
	float cosAlpha3 = clamp( dot( E,R3 ), 0,1 );

	vec3 R4 = reflect(-l4,n);
	float cosAlpha4 = clamp( dot( E,R4 ), 0,1 );

	vec3 R5 = reflect(-l5,n);
	float cosAlpha5 = clamp( dot( E,R5 ), 0,1 );

	vec3 R6 = reflect(-l6,n);
	float cosAlpha6 = clamp( dot( E,R6 ), 0,1 );

	vec3 R7 = reflect(-l7,n);
	float cosAlpha7 = clamp( dot( E,R7 ), 0,1 );

	vec3 colorPower0 = Light0_Color * Light0_Power;
	vec3 colorPower1 = Light1_Color * Light1_Power;
	vec3 colorPower2 = Light2_Color * Light2_Power;
	vec3 colorPower3 = Light3_Color * Light3_Power;
	vec3 colorPower4 = Light4_Color * Light4_Power;
	vec3 colorPower5 = Light5_Color * Light5_Power;
	vec3 colorPower6 = Light6_Color * Light6_Power;
	vec3 colorPower7 = Light7_Color * Light7_Power;

	vec3 MaterialDiffuseColor0 = colorPower0 * cosTheta0 / (distance0*distance0);
	vec3 MaterialSpecularColor0 = Light0_Color * Light0_Power * pow(cosAlpha0,5) / (distance0*distance0);

	vec3 MaterialDiffuseColor1 = colorPower1 * cosTheta1 / (distance1*distance1);
	vec3 MaterialSpecularColor1 = Light1_Color * Light1_Power * pow(cosAlpha1,5) / (distance1*distance1);

	vec3 MaterialDiffuseColor2 = colorPower2 * cosTheta2 / (distance2*distance2);
	vec3 MaterialSpecularColor2 = Light2_Color * Light2_Power * pow(cosAlpha2,5) / (distance2*distance2);

	vec3 MaterialDiffuseColor3 = colorPower3 * cosTheta3 / (distance3*distance3);
	vec3 MaterialSpecularColor3 = Light3_Color * Light3_Power * pow(cosAlpha3,5) / (distance3*distance3);

	vec3 MaterialDiffuseColor4 = colorPower4 * cosTheta4 / (distance4*distance4);
	vec3 MaterialSpecularColor4 = Light4_Color * Light4_Power * pow(cosAlpha4,5) / (distance4*distance4);

	vec3 MaterialDiffuseColor5 = colorPower5 * cosTheta5 / (distance5*distance5);
	vec3 MaterialSpecularColor5 = Light5_Color * Light5_Power * pow(cosAlpha5,5) / (distance5*distance5);

	vec3 MaterialDiffuseColor6 = colorPower6 * cosTheta6 / (distance6*distance6);
	vec3 MaterialSpecularColor6 = Light6_Color * Light6_Power * pow(cosAlpha6,5) / (distance6*distance6);

	vec3 MaterialDiffuseColor7 = colorPower7 * cosTheta7 / (distance7*distance7);
	vec3 MaterialSpecularColor7 = Light7_Color * Light7_Power * pow(cosAlpha7,5) / (distance7*distance7);

	vec3 tmpcolor = MaterialAmbientColor;

	tmpcolor += MaterialDiffuseColor * sunColor * cosThetaS;

	tmpcolor += (MaterialDiffuseColor * MaterialDiffuseColor0) + (MaterialSpecularColor * MaterialSpecularColor0);
	tmpcolor += (MaterialDiffuseColor * MaterialDiffuseColor1) + (MaterialSpecularColor * MaterialSpecularColor1);
	tmpcolor += (MaterialDiffuseColor * MaterialDiffuseColor2) + (MaterialSpecularColor * MaterialSpecularColor2);
	tmpcolor += (MaterialDiffuseColor * MaterialDiffuseColor3) + (MaterialSpecularColor * MaterialSpecularColor3);
	tmpcolor += (MaterialDiffuseColor * MaterialDiffuseColor4) + (MaterialSpecularColor * MaterialSpecularColor4);
	tmpcolor += (MaterialDiffuseColor * MaterialDiffuseColor5) + (MaterialSpecularColor * MaterialSpecularColor5);
	tmpcolor += (MaterialDiffuseColor * MaterialDiffuseColor6) + (MaterialSpecularColor * MaterialSpecularColor6);
	tmpcolor += (MaterialDiffuseColor * MaterialDiffuseColor7) + (MaterialSpecularColor * MaterialSpecularColor7);
	color = vec4(tmpcolor,1);

	}
}
There's a vertex shader too, but it's not relevant.

clouds.png
Clouds from below.
clouds_from_above.png
Clouds from above.

Problems:
1. They end abruptly.
2. The clouds end up being over 2 million faces and bring the fps down to almost 1.

So, how do I do decent dynamic (moving/changeable) clouds in opengl 4?

Fixing shaders for lighting terrain.

07 September 2013 - 01:22 PM

I've been making a new opengl program which uses shaders and the shaders support up to 8 dynamic lights.
This worked fine when I was just loading models and testing them.
But now that I've added some terrain the light acts very odd with it.

farAwayHillside.png
The further away from the light I go, the more you can actually see it.

closeUpHillside.png
If you get within a reasonable distance, however, the lights vanish.

litPlants.png
This bug does not seem to effect the models very much.

Here is my fragment shader:

#version 330 core

// Interpolated values from the vertex shaders
in vec2 UV;
in vec3 Position_worldspace;
in vec3 Normal_cameraspace;
in vec3 EyeDirection_cameraspace;
in vec3 ambientColor;
in vec3 diffuseColor;
in vec3 specularColor;

in vec3 Light0Direction_cameraspace;
in vec3 Light1Direction_cameraspace;
in vec3 Light2Direction_cameraspace;
in vec3 Light3Direction_cameraspace;
in vec3 Light4Direction_cameraspace;
in vec3 Light5Direction_cameraspace;
in vec3 Light6Direction_cameraspace;
in vec3 Light7Direction_cameraspace;

// Ouput data
out vec3 color;

// Values that stay constant for the whole mesh.
uniform sampler2D myTextureSampler;
uniform mat4 MV;
uniform int textured;
uniform int terrain;
uniform vec3 worldAmbient;

uniform vec3 Light0_Position;
uniform vec3 Light1_Position;
uniform vec3 Light2_Position;
uniform vec3 Light3_Position;
uniform vec3 Light4_Position;
uniform vec3 Light5_Position;
uniform vec3 Light6_Position;
uniform vec3 Light7_Position;

uniform vec3 Light0_Color;
uniform vec3 Light1_Color;
uniform vec3 Light2_Color;
uniform vec3 Light3_Color;
uniform vec3 Light4_Color;
uniform vec3 Light5_Color;
uniform vec3 Light6_Color;
uniform vec3 Light7_Color;

uniform float Light0_Power;
uniform float Light1_Power;
uniform float Light2_Power;
uniform float Light3_Power;
uniform float Light4_Power;
uniform float Light5_Power;
uniform float Light6_Power;
uniform float Light7_Power;

void main()
{
	// Material properties
	vec3 MaterialDiffuseColor = diffuseColor;
	vec3 MaterialAmbientColor = ambientColor;
	vec3 MaterialSpecularColor = specularColor;

	if(terrain == 1)
	{
		MaterialAmbientColor = texture2D( myTextureSampler, UV ).rgb * worldAmbient;
		MaterialDiffuseColor = MaterialAmbientColor;
		MaterialSpecularColor = vec3(0,0,0);
	}
	else
	{

	if(textured == 1)
	{
		MaterialAmbientColor = texture2D( myTextureSampler, UV ).rgb * worldAmbient;
		MaterialDiffuseColor = diffuseColor * texture2D( myTextureSampler, UV ).rgb;
		MaterialSpecularColor = specularColor;
	}
	else
	{
		//blender wasn't exporting ambient colors, so we're using diffuse for now
		MaterialAmbientColor = MaterialDiffuseColor * worldAmbient;
	}

	}

	float distance0 = length( Light0_Position - Position_worldspace );
	float distance1 = length( Light1_Position - Position_worldspace );
	float distance2 = length( Light2_Position - Position_worldspace );
	float distance3 = length( Light3_Position - Position_worldspace );
	float distance4 = length( Light4_Position - Position_worldspace );
	float distance5 = length( Light5_Position - Position_worldspace );
	float distance6 = length( Light6_Position - Position_worldspace );
	float distance7 = length( Light7_Position - Position_worldspace );

	vec3 n = normalize( Normal_cameraspace );
	vec3 E = normalize(EyeDirection_cameraspace);

	vec3 l0 = normalize( Light0Direction_cameraspace );
	float cosTheta0 = clamp( dot( n,l0 ), 0,1 );

	vec3 l1 = normalize( Light1Direction_cameraspace );
	float cosTheta1 = clamp( dot( n,l1 ), 0,1 );

	vec3 l2 = normalize( Light2Direction_cameraspace );
	float cosTheta2 = clamp( dot( n,l2 ), 0,1 );

	vec3 l3 = normalize( Light3Direction_cameraspace );
	float cosTheta3 = clamp( dot( n,l3 ), 0,1 );

	vec3 l4 = normalize( Light4Direction_cameraspace );
	float cosTheta4 = clamp( dot( n,l4 ), 0,1 );

	vec3 l5 = normalize( Light5Direction_cameraspace );
	float cosTheta5 = clamp( dot( n,l5 ), 0,1 );

	vec3 l6 = normalize( Light6Direction_cameraspace );
	float cosTheta6 = clamp( dot( n,l6 ), 0,1 );

	vec3 l7 = normalize( Light7Direction_cameraspace );
	float cosTheta7 = clamp( dot( n,l7 ), 0,1 );

	vec3 R0 = reflect(-l0,n);
	float cosAlpha0 = clamp( dot( E,R0 ), 0,1 );

	vec3 R1 = reflect(-l1,n);
	float cosAlpha1 = clamp( dot( E,R1 ), 0,1 );

	vec3 R2 = reflect(-l2,n);
	float cosAlpha2 = clamp( dot( E,R2 ), 0,1 );

	vec3 R3 = reflect(-l3,n);
	float cosAlpha3 = clamp( dot( E,R3 ), 0,1 );

	vec3 R4 = reflect(-l4,n);
	float cosAlpha4 = clamp( dot( E,R4 ), 0,1 );

	vec3 R5 = reflect(-l5,n);
	float cosAlpha5 = clamp( dot( E,R5 ), 0,1 );

	vec3 R6 = reflect(-l6,n);
	float cosAlpha6 = clamp( dot( E,R6 ), 0,1 );

	vec3 R7 = reflect(-l7,n);
	float cosAlpha7 = clamp( dot( E,R7 ), 0,1 );

	vec3 colorPower0 = Light0_Color * Light0_Power;
	vec3 colorPower1 = Light1_Color * Light1_Power;
	vec3 colorPower2 = Light2_Color * Light2_Power;
	vec3 colorPower3 = Light3_Color * Light3_Power;
	vec3 colorPower4 = Light4_Color * Light4_Power;
	vec3 colorPower5 = Light5_Color * Light5_Power;
	vec3 colorPower6 = Light6_Color * Light6_Power;
	vec3 colorPower7 = Light7_Color * Light7_Power;

	vec3 MaterialDiffuseColor0 = colorPower0 * cosTheta0 / (distance0*distance0);
	vec3 MaterialSpecularColor0 = Light0_Color * Light0_Power * pow(cosAlpha0,5) / (distance0*distance0);

	vec3 MaterialDiffuseColor1 = colorPower1 * cosTheta1 / (distance1*distance1);
	vec3 MaterialSpecularColor1 = Light1_Color * Light1_Power * pow(cosAlpha1,5) / (distance1*distance1);

	vec3 MaterialDiffuseColor2 = colorPower2 * cosTheta2 / (distance2*distance2);
	vec3 MaterialSpecularColor2 = Light2_Color * Light2_Power * pow(cosAlpha2,5) / (distance2*distance2);

	vec3 MaterialDiffuseColor3 = colorPower3 * cosTheta3 / (distance3*distance3);
	vec3 MaterialSpecularColor3 = Light3_Color * Light3_Power * pow(cosAlpha3,5) / (distance3*distance3);

	vec3 MaterialDiffuseColor4 = colorPower4 * cosTheta4 / (distance4*distance4);
	vec3 MaterialSpecularColor4 = Light4_Color * Light4_Power * pow(cosAlpha4,5) / (distance4*distance4);

	vec3 MaterialDiffuseColor5 = colorPower5 * cosTheta5 / (distance5*distance5);
	vec3 MaterialSpecularColor5 = Light5_Color * Light5_Power * pow(cosAlpha5,5) / (distance5*distance5);

	vec3 MaterialDiffuseColor6 = colorPower6 * cosTheta6 / (distance6*distance6);
	vec3 MaterialSpecularColor6 = Light6_Color * Light6_Power * pow(cosAlpha6,5) / (distance6*distance6);

	vec3 MaterialDiffuseColor7 = colorPower7 * cosTheta7 / (distance7*distance7);
	vec3 MaterialSpecularColor7 = Light7_Color * Light7_Power * pow(cosAlpha7,5) / (distance7*distance7);
	
	color = MaterialAmbientColor;

	color += (MaterialDiffuseColor * MaterialDiffuseColor0) + (MaterialSpecularColor * MaterialSpecularColor0);
	color += (MaterialDiffuseColor * MaterialDiffuseColor1) + (MaterialSpecularColor * MaterialSpecularColor1);
	color += (MaterialDiffuseColor * MaterialDiffuseColor2) + (MaterialSpecularColor * MaterialSpecularColor2);
	color += (MaterialDiffuseColor * MaterialDiffuseColor3) + (MaterialSpecularColor * MaterialSpecularColor3);
	color += (MaterialDiffuseColor * MaterialDiffuseColor4) + (MaterialSpecularColor * MaterialSpecularColor4);
	color += (MaterialDiffuseColor * MaterialDiffuseColor5) + (MaterialSpecularColor * MaterialSpecularColor5);
	color += (MaterialDiffuseColor * MaterialDiffuseColor6) + (MaterialSpecularColor * MaterialSpecularColor6);
	color += (MaterialDiffuseColor * MaterialDiffuseColor7) + (MaterialSpecularColor * MaterialSpecularColor7);
}

My vertex shader:

#version 330 core

// Input vertex data, different for all executions of this shader.
layout(location = 0) in vec3 vertexPosition_modelspace;
layout(location = 1) in vec2 vertexUV;
layout(location = 2) in vec3 vertexNormal_modelspace;
layout(location = 3) in vec3 vertexAmbientColor;
layout(location = 4) in vec3 vertexDiffuseColor;
layout(location = 5) in vec3 vertexSpecularColor;

// Output data ; will be interpolated for each fragment.
out vec2 UV;
out vec3 Position_worldspace;
out vec3 Normal_cameraspace;
out vec3 EyeDirection_cameraspace;
out vec3 ambientColor;
out vec3 diffuseColor;
out vec3 specularColor;

out vec3 Light0Direction_cameraspace;
out vec3 Light1Direction_cameraspace;
out vec3 Light2Direction_cameraspace;
out vec3 Light3Direction_cameraspace;
out vec3 Light4Direction_cameraspace;
out vec3 Light5Direction_cameraspace;
out vec3 Light6Direction_cameraspace;
out vec3 Light7Direction_cameraspace;

// Values that stay constant for the whole mesh.
uniform mat4 MVP;
uniform mat4 V;
uniform mat4 M;

uniform vec3 Light0_Position;
uniform vec3 Light1_Position;
uniform vec3 Light2_Position;
uniform vec3 Light3_Position;
uniform vec3 Light4_Position;
uniform vec3 Light5_Position;
uniform vec3 Light6_Position;
uniform vec3 Light7_Position;

void main()
{
	// Output position of the vertex, in clip space : MVP * position
	gl_Position =  MVP * vec4(vertexPosition_modelspace,1);
	
	// Position of the vertex, in worldspace : M * position
	Position_worldspace = (M * vec4(vertexPosition_modelspace,1)).xyz;
	
	// Vector that goes from the vertex to the camera, in camera space.
	// In camera space, the camera is at the origin (0,0,0).
	vec3 vertexPosition_cameraspace = ( V * M * vec4(vertexPosition_modelspace,1)).xyz;
	EyeDirection_cameraspace = vec3(0,0,0) - vertexPosition_cameraspace;

	// Vector that goes from the vertex to the light, in camera space. M is ommited because it's identity.
	
	vec3 Light0Position_cameraspace = ( V * vec4(Light0_Position,0)).xyz;
	Light0Direction_cameraspace = Light0Position_cameraspace + EyeDirection_cameraspace;
	vec3 Light1Position_cameraspace = ( V * vec4(Light1_Position,0)).xyz;
	Light1Direction_cameraspace = Light1Position_cameraspace + EyeDirection_cameraspace;
	vec3 Light2Position_cameraspace = ( V * vec4(Light2_Position,0)).xyz;
	Light2Direction_cameraspace = Light2Position_cameraspace + EyeDirection_cameraspace;
	vec3 Light3Position_cameraspace = ( V * vec4(Light3_Position,0)).xyz;
	Light3Direction_cameraspace = Light3Position_cameraspace + EyeDirection_cameraspace;
	vec3 Light4Position_cameraspace = ( V * vec4(Light4_Position,0)).xyz;
	Light4Direction_cameraspace = Light4Position_cameraspace + EyeDirection_cameraspace;
	vec3 Light5Position_cameraspace = ( V * vec4(Light5_Position,0)).xyz;
	Light5Direction_cameraspace = Light5Position_cameraspace + EyeDirection_cameraspace;
	vec3 Light6Position_cameraspace = ( V * vec4(Light6_Position,0)).xyz;
	Light6Direction_cameraspace = Light6Position_cameraspace + EyeDirection_cameraspace;
	vec3 Light7Position_cameraspace = ( V * vec4(Light7_Position,0)).xyz;
	Light7Direction_cameraspace = Light7Position_cameraspace + EyeDirection_cameraspace;
	
	// Normal of the the vertex, in camera space
	Normal_cameraspace = ( V * M * vec4(vertexNormal_modelspace,0)).xyz; // Only correct if ModelMatrix does not scale the model ! Use its inverse transpose if not.
	
	// UV of the vertex. No special space for this one.
	UV = vertexUV;
	diffuseColor = vertexDiffuseColor;
	ambientColor = vertexAmbientColor;
	specularColor = vertexSpecularColor;
}

And some code from the program itself:

int heightMap[200][200];
GLuint terrainVAO;
GLuint terrainTexture;
GLuint terrainVertBuffer;
GLuint terrainNormalBuffer;
GLuint terrainUVBuffer;
GLuint terrainDiffBuffer;
GLuint terrainSpecBuffer;
vector<glm::vec3> terrainVerts;
vector<glm::vec2> terrainUVs;
vector<glm::vec3> terrainNormals;
vector<glm::vec3> terrainSpecs;
vector<glm::vec3> terrainDiffs;

struct tmpVec3
{
    float x,y,z;
};

tmpVec3 cross(float x1,float y1,float z1,float x2,float y2,float z2)
{
    tmpVec3 ret;
    ret.x = (y1*z2) - (z1*y2);
    ret.y = (z1*x2) - (x1*z2);
    ret.z = (x1*y2) - (y1*x2);
    return ret;
}

tmpVec3 normalize(tmpVec3 in)
{
    float length;
    length = sqrt(pow(in.x,2)+pow(in.y,2)+pow(in.z,2));
    in.x /= length;
    in.y /= length;
    in.z /= length;
    return in;
}

void recompileHeightmap()
{
    terrainVerts.empty();
    terrainUVs.empty();
    terrainNormals.empty();

    for(int x = 0; x<199; x++)
    {
        for(int z = 0; z<199; z++)
        {

            glm::vec3 temp1(-(x),heightMap[x][z],-(z));
            glm::vec3 temp2(-(x),heightMap[x][z+1],-(z+1));
            glm::vec3 temp3(-(x+1),heightMap[x+1][z],-(z));

            glm::vec3 temp4(-(x+1),heightMap[x+1][z+1],-(z+1));
            glm::vec3 temp5(-(x+1),heightMap[x+1][z],-(z));
            glm::vec3 temp6(-(x),heightMap[x][z+1],-(z+1));

            terrainVerts.push_back(temp1);
            terrainVerts.push_back(temp2);
            terrainVerts.push_back(temp3);
            terrainVerts.push_back(temp4);
            terrainVerts.push_back(temp5);
            terrainVerts.push_back(temp6);

            glm::vec3 tempDiff(1,1,1);
            glm::vec3 tempSpec(0,0,0);

            terrainDiffs.push_back(tempDiff);
            terrainDiffs.push_back(tempDiff);
            terrainDiffs.push_back(tempDiff);
            terrainDiffs.push_back(tempDiff);
            terrainDiffs.push_back(tempDiff);
            terrainDiffs.push_back(tempDiff);

            terrainSpecs.push_back(tempSpec);
            terrainSpecs.push_back(tempSpec);
            terrainSpecs.push_back(tempSpec);
            terrainSpecs.push_back(tempSpec);
            terrainSpecs.push_back(tempSpec);
            terrainSpecs.push_back(tempSpec);

            int randNum = rand() % 4;

            if(randNum == 0)
            {
                glm::vec2 uv1(0,0);
                glm::vec2 uv2(0,1);
                glm::vec2 uv3(1,0);

                glm::vec2 uv4(1,1);
                glm::vec2 uv5(1,0);
                glm::vec2 uv6(0,1);

                terrainUVs.push_back(uv1);
                terrainUVs.push_back(uv2);
                terrainUVs.push_back(uv3);
                terrainUVs.push_back(uv4);
                terrainUVs.push_back(uv5);
                terrainUVs.push_back(uv6);
            }
            else if(randNum == 1)
            {
                glm::vec2 uv1(1,1);
                glm::vec2 uv2(1,0);
                glm::vec2 uv3(0,1);

                glm::vec2 uv4(1,1);
                glm::vec2 uv5(1,0);
                glm::vec2 uv6(0,1);

                terrainUVs.push_back(uv1);
                terrainUVs.push_back(uv2);
                terrainUVs.push_back(uv3);
                terrainUVs.push_back(uv4);
                terrainUVs.push_back(uv5);
                terrainUVs.push_back(uv6);
            }
            else if(randNum == 2)
            {
                glm::vec2 uv1(0,0);
                glm::vec2 uv2(0,1);
                glm::vec2 uv3(1,0);

                glm::vec2 uv4(1,0);
                glm::vec2 uv5(0,1);
                glm::vec2 uv6(1,1);

                terrainUVs.push_back(uv1);
                terrainUVs.push_back(uv2);
                terrainUVs.push_back(uv3);
                terrainUVs.push_back(uv4);
                terrainUVs.push_back(uv5);
                terrainUVs.push_back(uv6);
            }
            else
            {
                glm::vec2 uv1(1,1);
                glm::vec2 uv2(1,0);
                glm::vec2 uv3(0,1);

                glm::vec2 uv4(1,1);
                glm::vec2 uv5(1,0);
                glm::vec2 uv6(0,1);

                terrainUVs.push_back(uv1);
                terrainUVs.push_back(uv2);
                terrainUVs.push_back(uv3);
                terrainUVs.push_back(uv4);
                terrainUVs.push_back(uv5);
                terrainUVs.push_back(uv6);
            }
        }
    }

    for(int i = 0; i<terrainVerts.size(); i+=3)
    {
        glm::vec3 first = terrainVerts[i];
        glm::vec3 second = terrainVerts[i+1];
        glm::vec3 third = terrainVerts[i+2];

        float v1x = second.x - first.x;
        float v1y = second.y - first.y;
        float v1z = second.z - first.z;
        float v2x = third.x - first.x;
        float v2y = third.y - first.y;
        float v2z = third.z - first.z;

        tmpVec3 ret = normalize(cross(v1x,v1y,v1z,v2x,v2y,v2z));

        glm::vec3 normal(-ret.x,ret.y,-ret.z);

        terrainNormals.push_back(normal);
        terrainNormals.push_back(normal);
        terrainNormals.push_back(normal);
    }

    glGenVertexArrays(1,&terrainVAO);
    glBindVertexArray(terrainVAO);

    glBindTexture(GL_TEXTURE_2D, terrainTexture);

    glGenBuffers(1, &terrainVertBuffer);
    glEnableVertexAttribArray(0);
    glBindBuffer(GL_ARRAY_BUFFER, terrainVertBuffer);
    glBufferData(GL_ARRAY_BUFFER, terrainVerts.size() * sizeof(glm::vec3), &terrainVerts[0], GL_STATIC_DRAW);
    glVertexAttribPointer(
            0,                  // attribute
            3,                  // size
            GL_FLOAT,           // type
            GL_FALSE,           // normalized?
            0,                  // stride
            (void*)0            // array buffer offset
    );

    glGenBuffers(1, &terrainUVBuffer);
    glEnableVertexAttribArray(1);
    glBindBuffer(GL_ARRAY_BUFFER, terrainUVBuffer);
    glBufferData(GL_ARRAY_BUFFER, terrainUVs.size() * sizeof(glm::vec2), &terrainUVs[0], GL_STATIC_DRAW);
    glVertexAttribPointer(
            1,                  // attribute
            2,                  // size
            GL_FLOAT,           // type
            GL_FALSE,           // normalized?
            0,                  // stride
            (void*)0            // array buffer offset
    );

    glGenBuffers(1, &terrainNormalBuffer);
    glEnableVertexAttribArray(2);
    glBindBuffer(GL_ARRAY_BUFFER, terrainNormalBuffer);
    glBufferData(GL_ARRAY_BUFFER, terrainNormals.size() * sizeof(glm::vec3), &terrainNormals[0], GL_STATIC_DRAW);
    glVertexAttribPointer(
            2,                                // attribute
            3,                                // size
            GL_FLOAT,                         // type
            GL_FALSE,                         // normalized?
            0,                                // stride
            (void*)0                          // array buffer offset
    );

        glGenBuffers(1, &terrainDiffBuffer);
        glEnableVertexAttribArray(4);
        glBindBuffer(GL_ARRAY_BUFFER, terrainDiffBuffer);
        glBufferData(GL_ARRAY_BUFFER, terrainDiffs.size() * sizeof(glm::vec3), &terrainDiffs[0], GL_STATIC_DRAW);
        glVertexAttribPointer(
                4,                                // attribute
                3,                                // size
                GL_FLOAT,                         // type
                GL_FALSE,                         // normalized?
                0,                                // stride
                (void*)0                          // array buffer offset
        );

        glGenBuffers(1, &terrainSpecBuffer);
        glEnableVertexAttribArray(5);
        glBindBuffer(GL_ARRAY_BUFFER, terrainSpecBuffer);
        glBufferData(GL_ARRAY_BUFFER, terrainSpecs.size() * sizeof(glm::vec3), &terrainSpecs[0], GL_STATIC_DRAW);
        glVertexAttribPointer(
                5,                                // attribute
                3,                                // size
                GL_FLOAT,                         // type
                GL_FALSE,                         // normalized?
                0,                                // stride
                (void*)0                          // array buffer offset
        );
}

Called each frame:

        glBindTexture(GL_TEXTURE_2D, terrainTexture);
        glBindVertexArray(terrainVAO);
        glDrawArrays(GL_TRIANGLES, 0, terrainVerts.size() );

I may not have provided enough information, however if there are any improvements at all that anyone can suggest, I'd love to hear them before I start devloping anything more advanced.
 

 


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