Jump to content
  • Advertisement

Archived

This topic is now archived and is closed to further replies.

xg0blin

OpenGL SDL/Opengl projection problem

This topic is 5659 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I am working on a project for school (get one credit hour for it). It has to work in linux, but I like to program in windows with visual studio, so I started the project using qt, but later decided that I would use SDL instead. To start the display I just drew a grid and am trying to make a camera move around in the little world (I''m adding more later, just a starting point). I''ve done this alot of times with glut, and the windows api, and it always works just fine. When I use SDL (which I am just learning), I can''t seem to get my projection set up properly, no matter what values I put into my functions. I even tried to just some code from a couple of sdl tutorials from gametutorials.com. It still isn''t working right, and I can''t figure out why. It''s probably something stupid I didn''t set up right in SDL, but I don''t know. Please have a look.
Camera.h
  
#ifndef Camera_h
#define Camera_h

#include <windows.h>
#include <SDL/SDL.h>
#include <gl/gl.h>
#include <gl/glu.h>
#include "vector.h"

#define SPEED 15
#define PI 3.14159
#define SCREENWIDTH 1024
#define SCREENHEIGHT 768

class Camera
{
	private:
		Vector Position, View, Up;
		double FrameInterval;

	public:
		bool UpPressed, DownPressed, RightPressed, LeftPressed;

		Camera(double = 0.0, double = 0.0, double = 0.0, 
			   double = 0.0, double = 0.0, double = 0.0, 
			   double = 0.0, double = 0.0, double = 0.0);
		Vector GetPosition(void);
		Vector GetView(void);
		Vector GetUp(void);
		void SetCamera(double, double, double, double, double, double, double, double, double);
		void CheckForMovement(void);
		void UpdateCamera(void);
		void Look(void);
		void SlideCamera(double);
		void StrafeCamera(double);
		void RotateCamera(double, double, double, double);
		void SetViewByMouse(void);
		void CalculateFrameRate(void);
};

#endif
  

Camera.cpp
  
#include "Camera.h"

Camera::Camera(double PositX, double PositY, double PositZ,
			   double ViewX, double ViewY, double ViewZ,
			   double UpX, double UpY, double UpZ)
{
	Position.x = PositX;
	Position.y = PositY;
	Position.z = PositZ;

	View.x = ViewX;
	View.y = ViewY;
	View.z = ViewZ;

	Up.x = UpX;
	Up.y = UpY;
	Up.z = UpZ;

	FrameInterval = 0.0;
	
	UpPressed=DownPressed=LeftPressed=RightPressed=false;
}

Vector Camera::GetPosition(void)
{
	return Position;
}

Vector Camera::GetView(void)
{
	return View;
}

Vector Camera::GetUp(void)
{
	return Up;
}

void Camera::SetCamera(double PositX = 0.0, double PositY = 3.0, double PositZ = 5.0, 
					   double ViewX = 0.0, double ViewY = 0.0, double ViewZ = -5.0,
					   double UpX = 0.0, double UpY = 1.0, double UpZ = 0.0)
{
	Position.x = PositX;
	Position.y = PositY;
	Position.z = PositZ;

	View.x = ViewX;
	View.y = ViewY;
	View.z = ViewZ;

	Up.x = UpX;
	Up.y = UpY;
	Up.z = UpZ;
}

void Camera::CheckForMovement(void)
{
	double LocalSpeed = FrameInterval * SPEED;

	if(UpPressed)
		SlideCamera(-LocalSpeed);
	if(DownPressed)
		SlideCamera(LocalSpeed);
	if(LeftPressed)
		StrafeCamera(LocalSpeed);
	if(RightPressed)
		StrafeCamera(-LocalSpeed);
}

void Camera::UpdateCamera(void)
{
	SetViewByMouse();
	CheckForMovement();
	CalculateFrameRate();
}

void Camera::Look(void)
{	
	gluLookAt(Position.x, Position.y, Position.z,
		      View.x, View.y, View.z,
			  Up.x, Up.y, Up.z);
}

void Camera::SlideCamera(double speed)
{
	Vector NewView = View - Position;
	NewView = Normalize(NewView);

	Position.x += NewView.x * speed;
	Position.z += NewView.z * speed;

	View.x += NewView.x * speed;
	View.z += NewView.z * speed;
}

void Camera::StrafeCamera(double speed)
{
	Vector Strafe = Normalize(CrossProduct(View - Position, Up));

	Position.x += Strafe.x * speed;
	Position.z += Strafe.z * speed;

	View.x += Strafe.x * speed;
	View.z += Strafe.z * speed;
}

void Camera::RotateCamera(double Angle, double x, double y, double z)
{
	Vector vNewView;

    // Get the view vector (The direction we are facing)

    Vector vView = View - Position;     

    // Calculate the sine and cosine of the angle once

    float cosTheta = (float)cos(Angle);
    float sinTheta = (float)sin(Angle);

    // Find the new x position for the new rotated point

    vNewView.x  = (cosTheta + (1 - cosTheta) * x * x)       * vView.x;
    vNewView.x += ((1 - cosTheta) * x * y - z * sinTheta)   * vView.y;
    vNewView.x += ((1 - cosTheta) * x * z + y * sinTheta)   * vView.z;

    // Find the new y position for the new rotated point

    vNewView.y  = ((1 - cosTheta) * x * y + z * sinTheta)   * vView.x;
    vNewView.y += (cosTheta + (1 - cosTheta) * y * y)       * vView.y;
    vNewView.y += ((1 - cosTheta) * y * z - x * sinTheta)   * vView.z;

    // Find the new z position for the new rotated point

    vNewView.z  = ((1 - cosTheta) * x * z - y * sinTheta)   * vView.x;
    vNewView.z += ((1 - cosTheta) * y * z + x * sinTheta)   * vView.y;
    vNewView.z += (cosTheta + (1 - cosTheta) * z * z)       * vView.z;

    // Now we just add the newly rotated vector to our position to set

    // our new rotated view of our camera.

    View = Position + vNewView;
}

void Camera::SetViewByMouse(void)
{
	int MouseX, MouseY;
	Vector ScreenMiddle(SCREENWIDTH/2, SCREENHEIGHT/2, 0), MouseDirection(0, 0, 0);
	static double CurrentRotationX = 0.0;

	SDL_GetMouseState(&MouseX, &MouseY);

	if((MouseX == ScreenMiddle.x) && (MouseY == ScreenMiddle.y))
		return;
	
	SDL_WarpMouse((int)ScreenMiddle.x, (int)ScreenMiddle.y);

	MouseDirection.x = (ScreenMiddle.x - MouseX)/1000; 
	MouseDirection.y = (ScreenMiddle.y - MouseY)/1000;

	CurrentRotationX -= MouseDirection.y;

	if(CurrentRotationX > 1.0)
		CurrentRotationX = 1.0;
	if(CurrentRotationX < -1.0)
		CurrentRotationX = -1.0;

	else
	{
		Vector Axis = CrossProduct(View - Position, Up);
		Axis = Normalize(Axis);

		RotateCamera(MouseDirection.y, Axis.x, Axis.y, Axis.z);
		RotateCamera(MouseDirection.x, 0, 1, 0);
	} 
}

void Camera::CalculateFrameRate(void)
{
	static double fps = 0.0;
	static double PreviousTime = 0.0;
	static double FrameTime = 0.0;
	char WindowFPSCounter[10] = {0};
	float CurrentTime = SDL_GetTicks() * 0.001f;

	FrameInterval = CurrentTime - FrameTime;
	FrameTime = CurrentTime;

	fps++;
	

	if(CurrentTime - PreviousTime > 1.0)
	{
		PreviousTime = CurrentTime;
		sprintf(WindowFPSCounter, "FPS: %d", (int)fps);
		SDL_WM_SetCaption(WindowFPSCounter, "Robert''s Camera Demo");
		fps = 0.0;
	}
}
  

engine.h
  
#include <windows.h>
#include <SDL/SDL.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <iostream.h>
#include "Camera.h"
#include "ImageLoad.h"

class Engine
{
	private:
		Camera EngineCam;
		ImageLoad Loader;
		SDL_Surface *MainWindow;
		int VideoFlags, WindowWidth, WindowHeight, WindowDepth;
				
	public:
		Engine() 
		{ 
			VideoFlags = 0; 
			WindowWidth = 1024, WindowHeight = 768, WindowDepth = 16;
		};

		void Start(void);
		void Quit(int);
		void InitEngine(void);
		void InitSDL(void);
		void InitGL(void);
		void MainLoop(void);
		void CreateSDLWindow(const char *);
		void Display(void);
		void KeyPressEvent(SDL_keysym *);
		void KeyReleaseEvent(SDL_keysym *);
		void UpdateEngine(void);
};



#endif
  

engine.cpp
  
#include "Engine.h"

void Engine::Start(void)
{
	EngineCam.SetCamera(0.0, 0.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0);
	InitSDL();
	InitGL();
	CreateSDLWindow("Robert''s Camera Demo");
	MainLoop();
}

void Engine::Quit(int ret_value)
{
	SDL_Quit();
	exit(ret_value);
}

void Engine::InitSDL(void)
{
	VideoFlags = SDL_OPENGL|SDL_HWPALETTE|SDL_RESIZABLE;
	
	if(SDL_Init(SDL_INIT_VIDEO) < 0)
	{
		cerr << "Could not initialize SDL_VIDEO" << endl;
		Quit(0);
	}
	
	const SDL_VideoInfo *VideoInfo = SDL_GetVideoInfo();

	if(VideoInfo == NULL)
	{
		cerr << "Could not get VideoInfo" << endl;
		Quit(0);
	}
	
	if(VideoInfo->hw_available)
		VideoFlags |= SDL_HWSURFACE;
	else
		VideoFlags |= SDL_SWSURFACE;

	if(VideoInfo->blit_hw)
		VideoFlags |= SDL_HWACCEL;

	SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
	SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, WindowDepth);
	SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 0);
	SDL_GL_SetAttribute(SDL_GL_ACCUM_RED_SIZE, 0);
	SDL_GL_SetAttribute(SDL_GL_ACCUM_GREEN_SIZE, 0);
	SDL_GL_SetAttribute(SDL_GL_ACCUM_BLUE_SIZE, 0);
	SDL_GL_SetAttribute(SDL_GL_ACCUM_ALPHA_SIZE, 0);
}

void Engine::InitGL(void)
{
	glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
	glColor3f(0.0f, 1.0f, 0.0f);

	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	gluPerspective(90.0f, 4/3, 0.1, 150);

	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
}

void Engine::CreateSDLWindow(const char *WindowTitle)
{
	MainWindow = SDL_SetVideoMode(WindowWidth, WindowHeight, WindowDepth, VideoFlags);

	if(MainWindow == NULL)
	{
		cerr << "Failed to Create SDL Window" << endl;
		Quit(0);
	}
	SDL_WM_SetCaption(WindowTitle, WindowTitle);
}

void Engine::MainLoop(void)
{
	bool Working = true;
	SDL_Event Event;
	
	while(Working)
	{
		while(SDL_PollEvent(&Event))
		{
			switch(Event.type)
			{
				case SDL_QUIT:
					Working = true;
					break;
				case SDL_KEYDOWN:
					KeyPressEvent(&Event.key.keysym);
					break;
				case SDL_KEYUP:
					KeyReleaseEvent(&Event.key.keysym);
					break;
				default:
					break;
			}
		}
		EngineCam.UpdateCamera();
		Display();
	}
}

void Engine::Display(void)
{
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	glLoadIdentity();

	EngineCam.Look();
	glColor3f(0.0f, 1.0f, 0.0f);
	for(GLint i = -1000; i <= 1000; i++)
	{
		glBegin(GL_LINES);
			glVertex3i(i, 0, -1000);
			glVertex3i(i, 0,  1000);

			glVertex3i(-1000, 0, i);
			glVertex3i( 1000, 0, i);
		glEnd();
	}

	SDL_GL_SwapBuffers();
}

void Engine::KeyPressEvent(SDL_keysym *key)
{
	switch(key->sym)
	{	
		case SDLK_ESCAPE:	
			Quit(0);
			break;
		case SDLK_UP:
		case SDLK_w:
			EngineCam.UpPressed = true;
			break;
		case SDLK_DOWN:
		case SDLK_s:
			EngineCam.DownPressed = true;
			break;
		case SDLK_LEFT:
		case SDLK_a:
			EngineCam.LeftPressed = true;
			break;
		case SDLK_RIGHT:
		case SDLK_d:
			EngineCam.RightPressed = true;
			break;
		default:
			break;
	}	
}

void Engine::KeyReleaseEvent(SDL_keysym *key)
{
	switch(key->sym)
	{
		case SDLK_UP:
		case SDLK_w:
			EngineCam.UpPressed = false;
			break;
		case SDLK_DOWN:
		case SDLK_s:
			EngineCam.DownPressed = false;
			break;
		case SDLK_LEFT:
		case SDLK_a:
			EngineCam.LeftPressed = false;
			break;
		case SDLK_RIGHT:
		case SDLK_d:
			EngineCam.RightPressed = false;
			break;
		default:
			break;
	}
}
  

Main.cpp
  
#include "Engine.h"

int main(int argc, char **argv)
{
	Engine NGen;
	NGen.Start();
	return 0;
}
  

and in case you need it, vector.cpp. Maybe I did something wrong here

  
#include "Engine.h"

int main(int argc, char **argv)
{
	Engine NGen;
	NGen.Start();
	return 0;
}
  

There are more files, but they should have nothing to do with the projection. Anybody got any ideas.

Share this post


Link to post
Share on other sites
Advertisement
What exactly is wrong? Do you get any display at all?

You don''t need to include windows or the gl/glu headers, just use SDL/SDL_opengl.h (I doubt that is the problem but could be). Try it without the paletted surface as well.

Share this post


Link to post
Share on other sites
The problem is, I do get a display, but I'm trying to set it up like you're in a big world or something, and it's like it's just clipping the whole thing off at the near clipping plane and not displaying anything after it or something. My grid appears right in front of me for like 2 units and disappears for the rest of the display. I have the near clipping plane at 1 and the far at 150, but it's clipping it at 1, and not displaying anything after that point. I can't figure out why though. If you copy/paste that stuff, it should be enough to compile and run. I just didn't include my image loading library, quaternion library, and mesh library. I am not using those yet anyways, I was just trying to get my display set.


[edited by - xg0blin on December 23, 2002 4:53:24 PM]

Share this post


Link to post
Share on other sites

  • Advertisement
  • Advertisement
  • Popular Tags

  • Similar Content

    • By McGrane
      Hey
      My laptop recently decided to die, so Ive been transferring my project to my work laptop just to get it up to date, and commit it. I was banging my head against the wall all day, as my textures where not displaying in my program- I was getting no errors and no indication of why it was occurring so I have been just trying to figure it out- I know the image loading was working ok, as im using image data elsewhere, I was pretty confident that the code was fine also, as ive never had an issue with displaying textures before, so I thought it might be the drivers on this laptop, (my old one was just using the built in IntelHD, while this laptop has a NVIDIA graphics card) but all seems to be up to date.
      Below are my basic shaders:
      Vertex Shader
      #version 330 core layout(location = 0) in vec3 position; layout(location = 1) in vec3 color; layout(location = 2) in vec3 normal; layout(location = 3) in vec2 texCoord; uniform mat4 Projection; uniform mat4 Model; out vec3 Color; out vec3 Normal; out vec2 TexCoord; void main() { gl_Position = Projection * Model * vec4( position, 1.0 ); Color = color; Normal = normal; TexCoord = vec2( texCoord.x, texCoord.y); } Fragment Shader
      #version 330 core in vec3 Color; in vec3 Normal; in vec2 TexCoord; uniform sampler2D textureData; void main() { vec4 textureColor = texture( textureData, TexCoord ); vec4 finalColor = textureColor * vec4( Color, 1.0f); gl_FragColor = finalColor; } Calling Code
      glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, textureID); glUniform1i(glGetUniformLocation(shaderID, "textureData"), textureID); Now this is the part i dont understand, I worked through my program, until I got to the above 'Calling Code'. This just displays a black texture.. my original issue. Out of desperation, I just tried changing the name in glGetUniformLocation from "textureData" to "textureData_invalid" to see if my error checks would through up something, but in actual fact, it is now displaying the texture as expected. Can anyone fathom a guess as too why this is occurring.. im assuming the random text is just picking up the correct location by c++ witchcraft, but why is the original one not getting picked up correctly and/or not working as expected
      I realize more code is probably needed to see how it all hangs together.. but it seems to come down to this as the issue
    • By QQemka
      Hello. So far i got decently looking 3d scene. I also managed to render a truetype font, on my way to implementing gui (windows, buttons and textboxes). There are several issues i am facing, would love to hear your feedback.
      1) I render text using atlas with VBO containing x/y/u/v of every digit in the atlas (calculated basing on x/y/z/width/height/xoffset/yoffset/xadvance data in binary .fnt format file, screenshot 1). I generated a Comic Sans MS with 32 size and times new roman with size 12 (screenshot 2 and 3). The first issue is the font looks horrible when rescaling. I guess it is because i am using fixed -1 to 1 screen space coords. This is where ortho matrix should be used, right?
      2) Rendering GUI. Situation is similar to above. I guess the widgets should NOT scale when scaling window, am i right? So what am i looking for is saying "this should be always in the middle, 200x200 size no matter the display window xy", and "this should stick to the bottom left corner". Is ortho matrix the cure for all such problems?
      3) The game is 3D but i have to go 2D to render static gui elements over the scene - and i want to do it properly! At the moment i am using matrix 3x3 for 2d transformations and vec3 for all kinds of coordinates. In shaders tho i technically still IS 3D. I have to set all 4 x y z w of the gl_Position while it would be much much more conventient to... just do the maths in 2d space. Can i achieve it somehow?
      4) Text again. I am kind of confused what is the reason of artifacts in Times New Roman font displaying (screenshot 1). I render from left to right, letter after letter. You can clearly see that letters on the right (so the ones rendered after ones on the left are covered by the previous one). I was toying around with blending options but no luck. I do not support kerning at the moment but that's definitely not the cause of error. The display of the small font looks dirty aliased too. I am knd of confused how to interpret the integer data and how should be scaled/adapted to the screen view. Is it just store the data as constant size and again - use ortho matrix?
      Thanks in advance for all your ideas and suggestions!
      https://i.imgur.com/4rd1VC3.png
      https://i.imgur.com/uHrSXfe.png
      https://i.imgur.com/xRTffPn.png
    • By plz717
      Hello, everyone! I hope my problem isn't too 'beginnerish'. I'm doing research on motion synthesis now, trying to implement the Deep Mimic paper (DeepMimic) by BINPENG XUE, in this paper, I need to first retarget character A's motion to another character B to make the reference motion clips for character B, since we don't have character B‘s reference motion. The most important thing is that in the paper, the author copied character A's joint's rotation with respective to joint's local coordinate system (not the parent) to character B. In my personal understanding, the joint's rotation with respective to joint's local coordinate system is something like that in the attached photo, where for the Elbow joint, i need to get the Elbow's rotation in the elbow's local coordinate system (i'm very grateful for you to share your ideas if i have misunderstanding about it 🙂)
      I have searched many materials on the internet about how to extract the local joint's information from FBX, the most relative one i found is the pivot rotation( and geometric transformation, object offset transformation). I'm a beginner in computer graphics, and i'm confused about whether the pivot rotation( or geometric transformation, object offset transformation) is exactly the joint's local rotation i'm seeking? I hope someone that have any ideas can help me, I'd be very grateful for any pointers in the right direction. Thanks in advance! 

    • By nOoNEE
      hello guys , i have some questions  what does glLinkProgram  and  glBindAttribLocation do?  i searched but there wasnt any good resource 
    • By owenjr
      Hi, I'm a Multimedia Engineering student. I am about to finish my dergree and I'm already thinking about what topic to cover in my final college project.
      I'm interested in the procedural animation with c++ and OpenGL of creatures, something like a spider for example. Can someone tell me what are the issues I should investigate to carry it out? I understand that it has some dependence on artificial intelligence but I do not know to what extent. Can someone help me to find information about it? Thank you very much.
       
      Examples: 
      - Procedural multi-legged walking animation
      - Procedural Locomotion of Multi-Legged Characters in Dynamic Environments
    • By Lewa
      So, i'm still on my quest to unterstanding the intricacies of HDR and implementing this into my engine. Currently i'm at the step to implementing tonemapping. I stumbled upon this blogposts:
      http://filmicworlds.com/blog/filmic-tonemapping-operators/
      http://frictionalgames.blogspot.com/2012/09/tech-feature-hdr-lightning.html
      and tried to implement some of those mentioned tonemapping methods into my postprocessing shader.
      The issue is that none of them creates the same results as shown in the blogpost which definitely has to do with the initial range in which the values are stored in the HDR buffer. For simplicity sake i store the values between 0 and 1 in the HDR buffer (ambient light is 0.3, directional light is 0.7)
      This is the tonemapping code:
      vec3 Uncharted2Tonemap(vec3 x) { float A = 0.15; float B = 0.50; float C = 0.10; float D = 0.20; float E = 0.02; float F = 0.30; return ((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F; } This is without the uncharted tonemapping:
      This is with the uncharted tonemapping:
      Which makes the image a lot darker.
      The shader code looks like this:
      void main() { vec3 color = texture2D(texture_diffuse, vTexcoord).rgb; color = Uncharted2Tonemap(color); //gamma correction (use only if not done in tonemapping code) color = gammaCorrection(color); outputF = vec4(color,1.0f); } Now, from my understanding is that tonemapping should bring the range down from HDR to 0-1.
      But the output of the tonemapping function heavily depends on the initial range of the values in the HDR buffer. (You can't expect to set the sun intensity the first time to 10 and the second time to 1000 and excpect the same result if you feed that into the tonemapper.) So i suppose that this also depends on the exposure which i have to implement?
      To check this i plotted the tonemapping curve:
      You can see that the curve goes only up to around to a value of 0.21 (while being fed a value of 1) and then basically flattens out. (which would explain why the image got darker.)
       
      My guestion is: In what range should the values in the HDR buffer be which then get tonemapped? Do i have to bring them down to a range of 0-1 by multiplying with the exposure?
      For example, if i increase the values of the light by 10 (directional light would be 7 and ambient light 3) then i would need to divide HDR values by 10 in order to get a value range of 0-1 which then could be fed into the tonemapping curve. Is that correct?
    • By nOoNEE
      i am reading this book : link
      in the OpenGL Rendering Pipeline section there is a picture like this: link
      but the question is this i dont really understand why it is necessary to turn pixel data in to fragment and then fragment into pixel could please give me a source or a clear Explanation that why it is necessary ? thank you so mu
       
       
    • By Inbar_xz
      I'm using the OPENGL with eclipse+JOGL.
      My goal is to create movement of the camera and the player.
      I create main class, which create some box in 3D and hold 
      an object of PlayerAxis.
      I create PlayerAxis class which hold the axis of the player.
      If we want to move the camera, then in the main class I call to 
      the func "cameraMove"(from PlayerAxis) and it update the player axis.
      That's work good.
      The problem start if I move the camera on 2 axis, 
      for example if I move with the camera right(that's on the y axis)
      and then down(on the x axis) -
      in some point the move front is not to the front anymore..
      In order to move to the front, I do
      player.playerMoving(0, 0, 1);
      And I learn that in order to keep the front move, 
      I need to convert (0, 0, 1) to the player axis, and then add this.
      I think I dont do the convert right.. 
      I will be glad for help!

      Here is part of my PlayerAxis class:
       
      //player coordinate float x[] = new float[3]; float y[] = new float[3]; float z[] = new float[3]; public PlayerAxis(float move_step, float angle_move) { x[0] = 1; y[1] = 1; z[2] = -1; step = move_step; angle = angle_move; setTransMatrix(); } public void cameraMoving(float angle_step, String axis) { float[] new_x = x; float[] new_y = y; float[] new_z = z; float alfa = angle_step * angle; switch(axis) { case "x": new_z = addVectors(multScalar(z, COS(alfa)), multScalar(y, SIN(alfa))); new_y = subVectors(multScalar(y, COS(alfa)), multScalar(z, SIN(alfa))); break; case "y": new_x = addVectors(multScalar(x, COS(alfa)), multScalar(z, SIN(alfa))); new_z = subVectors(multScalar(z, COS(alfa)), multScalar(x, SIN(alfa))); break; case "z": new_x = addVectors(multScalar(x, COS(alfa)), multScalar(y, SIN(alfa))); new_y = subVectors(multScalar(y, COS(alfa)), multScalar(x, SIN(alfa))); } x = new_x; y = new_y; z = new_z; normalization(); } public void playerMoving(float x_move, float y_move, float z_move) { float[] move = new float[3]; move[0] = x_move; move[1] = y_move; move[2] = z_move; setTransMatrix(); float[] trans_move = transVector(move); position[0] = position[0] + step*trans_move[0]; position[1] = position[1] + step*trans_move[1]; position[2] = position[2] + step*trans_move[2]; } public void setTransMatrix() { for (int i = 0; i < 3; i++) { coordiTrans[0][i] = x[i]; coordiTrans[1][i] = y[i]; coordiTrans[2][i] = z[i]; } } public float[] transVector(float[] v) { return multiplyMatrixInVector(coordiTrans, v); }  
      and in the main class i have this:
       
      public void keyPressed(KeyEvent e) { if (e.getKeyCode()== KeyEvent.VK_ESCAPE) { System.exit(0); //player move } else if (e.getKeyCode()== KeyEvent.VK_W) { //front //moveAmount[2] += -0.1f; player.playerMoving(0, 0, 1); } else if (e.getKeyCode()== KeyEvent.VK_S) { //back //moveAmount[2] += 0.1f; player.playerMoving(0, 0, -1); } else if (e.getKeyCode()== KeyEvent.VK_A) { //left //moveAmount[0] += -0.1f; player.playerMoving(-1, 0, 0); } else if (e.getKeyCode()== KeyEvent.VK_D) { //right //moveAmount[0] += 0.1f; player.playerMoving(1, 0, 0); } else if (e.getKeyCode()== KeyEvent.VK_E) { //moveAmount[0] += 0.1f; player.playerMoving(0, 1, 0); } else if (e.getKeyCode()== KeyEvent.VK_Q) { //moveAmount[0] += 0.1f; player.playerMoving(0, -1, 0); //camera move } else if (e.getKeyCode()== KeyEvent.VK_I) { //up player.cameraMoving(1, "x"); } else if (e.getKeyCode()== KeyEvent.VK_K) { //down player.cameraMoving(-1, "x"); } else if (e.getKeyCode()== KeyEvent.VK_L) { //right player.cameraMoving(-1, "y"); } else if (e.getKeyCode()== KeyEvent.VK_J) { //left player.cameraMoving(1, "y"); } else if (e.getKeyCode()== KeyEvent.VK_O) { //right round player.cameraMoving(-1, "z"); } else if (e.getKeyCode()== KeyEvent.VK_U) { //left round player.cameraMoving(1, "z"); } }  
      finallt found it.... i confused with the transformation matrix row and col. thanks anyway!
    • By Lewa
      So, i'm currently trying to implement an SSAO shader from THIS tutorial and i'm running into a few issues here.
      Now, this SSAO method requires view space positions and normals. I'm storing the normals in my deferred renderer in world-space so i had to do a conversion and reconstruct the position from the depth buffer.
      And something there goes horribly wrong (which has probably to do with worldspace to viewspace transformations).
      (here is the full shader source code if someone wants to take a look at it)
      Now, i suspect that the normals are the culprit.
      vec3 normal = ((uNormalViewMatrix*vec4(normalize(texture2D(sNormals, vTexcoord).rgb),1.0)).xyz); "sNormals" is a 2D texture which stores the normals in world space in a RGB FP16 buffer.
      Now i can't use the camera viewspace matrix to transform the normals into viewspace as the cameras position isn't set at (0,0,0), thus skewing the result.
      So what i did is to create a new viewmatrix specifically for this normal without the position at vec3(0,0,0);
      //"camera" is the camera which was used for rendering the normal buffer renderer.setUniform4m(ressources->shaderSSAO->getUniform("uNormalViewMatrix"), glmExt::createViewMatrix(glm::vec3(0,0,0),camera.getForward(),camera.getUp())//parameters are (position,forwardVector,upVector) ); Though i have the feeling this is the wrong approach. Is this right or is there a better/correct way of transforming a world space normal into viewspace?
    • By HawkDeath
      Hi,
      I'm trying mix two textures using own shader system, but I have a problem (I think) with uniforms.
      Code: https://github.com/HawkDeath/shader/tree/test
      To debug I use RenderDocs, but I did not receive good results. In the first attachment is my result, in the second attachment is what should be.
      PS. I base on this tutorial https://learnopengl.com/Getting-started/Textures.


  • Advertisement
  • Popular Now

  • Forum Statistics

    • Total Topics
      631399
    • Total Posts
      2999847
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!