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    • By Fadey Duh
      Good evening everyone!

      I was wondering if there is something equivalent of  GL_NV_blend_equation_advanced for AMD?
      Basically I'm trying to find more compatible version of it.

      Thank you!
    • By Jens Eckervogt
      Hello guys, 
       
      Please tell me! 
      How do I know? Why does wavefront not show for me?
      I already checked I have non errors yet.
      using OpenTK; using System.Collections.Generic; using System.IO; using System.Text; namespace Tutorial_08.net.sourceskyboxer { public class WaveFrontLoader { private static List<Vector3> inPositions; private static List<Vector2> inTexcoords; private static List<Vector3> inNormals; private static List<float> positions; private static List<float> texcoords; private static List<int> indices; public static RawModel LoadObjModel(string filename, Loader loader) { inPositions = new List<Vector3>(); inTexcoords = new List<Vector2>(); inNormals = new List<Vector3>(); positions = new List<float>(); texcoords = new List<float>(); indices = new List<int>(); int nextIdx = 0; using (var reader = new StreamReader(File.Open("Contents/" + filename + ".obj", FileMode.Open), Encoding.UTF8)) { string line = reader.ReadLine(); int i = reader.Read(); while (true) { string[] currentLine = line.Split(); if (currentLine[0] == "v") { Vector3 pos = new Vector3(float.Parse(currentLine[1]), float.Parse(currentLine[2]), float.Parse(currentLine[3])); inPositions.Add(pos); if (currentLine[1] == "t") { Vector2 tex = new Vector2(float.Parse(currentLine[1]), float.Parse(currentLine[2])); inTexcoords.Add(tex); } if (currentLine[1] == "n") { Vector3 nom = new Vector3(float.Parse(currentLine[1]), float.Parse(currentLine[2]), float.Parse(currentLine[3])); inNormals.Add(nom); } } if (currentLine[0] == "f") { Vector3 pos = inPositions[0]; positions.Add(pos.X); positions.Add(pos.Y); positions.Add(pos.Z); Vector2 tc = inTexcoords[0]; texcoords.Add(tc.X); texcoords.Add(tc.Y); indices.Add(nextIdx); ++nextIdx; } reader.Close(); return loader.loadToVAO(positions.ToArray(), texcoords.ToArray(), indices.ToArray()); } } } } } And It have tried other method but it can't show for me.  I am mad now. Because any OpenTK developers won't help me.
      Please help me how do I fix.

      And my download (mega.nz) should it is original but I tried no success...
      - Add blend source and png file here I have tried tried,.....  
       
      PS: Why is our community not active? I wait very longer. Stop to lie me!
      Thanks !
    • By codelyoko373
      I wasn't sure if this would be the right place for a topic like this so sorry if it isn't.
      I'm currently working on a project for Uni using FreeGLUT to make a simple solar system simulation. I've got to the point where I've implemented all the planets and have used a Scene Graph to link them all together. The issue I'm having with now though is basically the planets and moons orbit correctly at their own orbit speeds.
      I'm not really experienced with using matrices for stuff like this so It's likely why I can't figure out how exactly to get it working. This is where I'm applying the transformation matrices, as well as pushing and popping them. This is within the Render function that every planet including the sun and moons will have and run.
      if (tag != "Sun") { glRotatef(orbitAngle, orbitRotation.X, orbitRotation.Y, orbitRotation.Z); } glPushMatrix(); glTranslatef(position.X, position.Y, position.Z); glRotatef(rotationAngle, rotation.X, rotation.Y, rotation.Z); glScalef(scale.X, scale.Y, scale.Z); glDrawElements(GL_TRIANGLES, mesh->indiceCount, GL_UNSIGNED_SHORT, mesh->indices); if (tag != "Sun") { glPopMatrix(); } The "If(tag != "Sun")" parts are my attempts are getting the planets to orbit correctly though it likely isn't the way I'm meant to be doing it. So I was wondering if someone would be able to help me? As I really don't have an idea on what I would do to get it working. Using the if statement is truthfully the closest I've got to it working but there are still weird effects like the planets orbiting faster then they should depending on the number of planets actually be updated/rendered.
    • By Jens Eckervogt
      Hello everyone, 
      I have problem with texture
      using System; using OpenTK; using OpenTK.Input; using OpenTK.Graphics; using OpenTK.Graphics.OpenGL4; using System.Drawing; using System.Reflection; namespace Tutorial_05 { class Game : GameWindow { private static int WIDTH = 1200; private static int HEIGHT = 720; private static KeyboardState keyState; private int vaoID; private int vboID; private int iboID; private Vector3[] vertices = { new Vector3(-0.5f, 0.5f, 0.0f), // V0 new Vector3(-0.5f, -0.5f, 0.0f), // V1 new Vector3(0.5f, -0.5f, 0.0f), // V2 new Vector3(0.5f, 0.5f, 0.0f) // V3 }; private Vector2[] texcoords = { new Vector2(0, 0), new Vector2(0, 1), new Vector2(1, 1), new Vector2(1, 0) }; private int[] indices = { 0, 1, 3, 3, 1, 2 }; private string vertsrc = @"#version 450 core in vec3 position; in vec2 textureCoords; out vec2 pass_textureCoords; void main(void) { gl_Position = vec4(position, 1.0); pass_textureCoords = textureCoords; }"; private string fragsrc = @"#version 450 core in vec2 pass_textureCoords; out vec4 out_color; uniform sampler2D textureSampler; void main(void) { out_color = texture(textureSampler, pass_textureCoords); }"; private int programID; private int vertexShaderID; private int fragmentShaderID; private int textureID; private Bitmap texsrc; public Game() : base(WIDTH, HEIGHT, GraphicsMode.Default, "Tutorial 05 - Texturing", GameWindowFlags.Default, DisplayDevice.Default, 4, 5, GraphicsContextFlags.Default) { } protected override void OnLoad(EventArgs e) { base.OnLoad(e); CursorVisible = true; GL.GenVertexArrays(1, out vaoID); GL.BindVertexArray(vaoID); GL.GenBuffers(1, out vboID); GL.BindBuffer(BufferTarget.ArrayBuffer, vboID); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(vertices.Length * Vector3.SizeInBytes), vertices, BufferUsageHint.StaticDraw); GL.GenBuffers(1, out iboID); GL.BindBuffer(BufferTarget.ElementArrayBuffer, iboID); GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(indices.Length * sizeof(int)), indices, BufferUsageHint.StaticDraw); vertexShaderID = GL.CreateShader(ShaderType.VertexShader); GL.ShaderSource(vertexShaderID, vertsrc); GL.CompileShader(vertexShaderID); fragmentShaderID = GL.CreateShader(ShaderType.FragmentShader); GL.ShaderSource(fragmentShaderID, fragsrc); GL.CompileShader(fragmentShaderID); programID = GL.CreateProgram(); GL.AttachShader(programID, vertexShaderID); GL.AttachShader(programID, fragmentShaderID); GL.LinkProgram(programID); // Loading texture from embedded resource texsrc = new Bitmap(Assembly.GetEntryAssembly().GetManifestResourceStream("Tutorial_05.example.png")); textureID = GL.GenTexture(); GL.BindTexture(TextureTarget.Texture2D, textureID); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)All.Linear); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)All.Linear); GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, texsrc.Width, texsrc.Height, 0, PixelFormat.Bgra, PixelType.UnsignedByte, IntPtr.Zero); System.Drawing.Imaging.BitmapData bitmap_data = texsrc.LockBits(new Rectangle(0, 0, texsrc.Width, texsrc.Height), System.Drawing.Imaging.ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppRgb); GL.TexSubImage2D(TextureTarget.Texture2D, 0, 0, 0, texsrc.Width, texsrc.Height, PixelFormat.Bgra, PixelType.UnsignedByte, bitmap_data.Scan0); texsrc.UnlockBits(bitmap_data); GL.Enable(EnableCap.Texture2D); GL.BufferData(BufferTarget.TextureBuffer, (IntPtr)(texcoords.Length * Vector2.SizeInBytes), texcoords, BufferUsageHint.StaticDraw); GL.BindAttribLocation(programID, 0, "position"); GL.BindAttribLocation(programID, 1, "textureCoords"); } protected override void OnResize(EventArgs e) { base.OnResize(e); GL.Viewport(0, 0, ClientRectangle.Width, ClientRectangle.Height); } protected override void OnUpdateFrame(FrameEventArgs e) { base.OnUpdateFrame(e); keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Key.Escape)) { Exit(); } } protected override void OnRenderFrame(FrameEventArgs e) { base.OnRenderFrame(e); // Prepare for background GL.Clear(ClearBufferMask.ColorBufferBit); GL.ClearColor(Color4.Red); // Draw traingles GL.EnableVertexAttribArray(0); GL.EnableVertexAttribArray(1); GL.BindVertexArray(vaoID); GL.UseProgram(programID); GL.BindBuffer(BufferTarget.ArrayBuffer, vboID); GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, 0, IntPtr.Zero); GL.ActiveTexture(TextureUnit.Texture0); GL.BindTexture(TextureTarget.Texture3D, textureID); GL.BindBuffer(BufferTarget.ElementArrayBuffer, iboID); GL.DrawElements(BeginMode.Triangles, indices.Length, DrawElementsType.UnsignedInt, 0); GL.DisableVertexAttribArray(0); GL.DisableVertexAttribArray(1); SwapBuffers(); } protected override void OnClosed(EventArgs e) { base.OnClosed(e); GL.DeleteVertexArray(vaoID); GL.DeleteBuffer(vboID); } } } I can not remember where do I add GL.Uniform2();
    • By Jens Eckervogt
      Hello everyone
      For @80bserver8 nice job - I have found Google search. How did you port from Javascript WebGL to C# OpenTK.?
      I have been searched Google but it shows f***ing Unity 3D. I really want know how do I understand I want start with OpenTK But I want know where is porting of Javascript and C#?
       
      Thanks!
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OpenGL How to make my opengl girl dancing??

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Hi! I'd like you to help me out... How can I make my opengl dancing??... I mean. I only have rotating her. But I'd like her also to move her hands, head and legs. Here's the source code:
#include<GL/glut.h>

GLfloat yrot;

void reshape(int width, int height)
{
     glViewport(0,0,width,height);
     glMatrixMode(GL_PROJECTION);
     glLoadIdentity();
     glOrtho(-1,1,-1,1,-1,1);
     glMatrixMode(GL_MODELVIEW);
}

void display()
{
     glClear(GL_COLOR_BUFFER_BIT);
     glLoadIdentity();
     glRotatef(yrot,0,1,0);
     //Brazo derecho
     glBegin(GL_LINES);
      glColor3f(1,0.6,0.6);
      glVertex3f(0.2,0.1,0);
      glVertex3f(0.5,0.5,0);
     glEnd();
     //Brazo izquierdo
     glBegin(GL_LINES);
      glColor3f(1,0.6,0.6);
      glVertex3f(-0.2,0.1,0);
      glVertex3f(-0.5,0.5,0);
     glEnd();
     //Piernas
     glBegin(GL_TRIANGLES);
      glColor3f(1,0.6,0.6);
      glVertex3f(-0.3,-0.5,0);
      glVertex3f(-0,-0.9,0);
      glVertex3f(0.3,-0.5,0);
     glEnd();
     //Cuerpo
     glBegin(GL_TRIANGLES);
      glColor3f(0,1,0); glVertex3f(-0.5,-0.5,0);
      glColor3f(0,1,0); glVertex3f(0.5,-0.5,0);
      glColor3f(0,0,0); glVertex3f(0,0.5,0);
    glEnd();
    glTranslatef(0.0,0.6,0.0);
    glColor3f(1,0.6,0.6);
    //Cabeza
    glBegin(GL_POLYGON);
   	glVertex3f(0.2,0.1,0.0);
      glVertex3f(0.1,0.2,0.0);
      glVertex3f(-0.1,0.2,0.0);
      glVertex3f(-0.2,0.1,0.0);
      glVertex3f(-0.2,-0.1,0.0);
      glVertex3f(-0.1,-0.2,0.0);
      glVertex3f(0.1,-0.2,0.0);
      glVertex3f(0.2,-0.1,0.0);
    glEnd();
    
    yrot += 0.05;
    
    glutSwapBuffers();
}

void init()
{
	glClearColor(0,0,0,0);
}

int main(int argc, char **argv)
{
    glutInit(&argc,argv);
    glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGB);
    glutInitWindowPosition(50,50);
    glutInitWindowSize(500,500);
    glutCreateWindow("Mujer Bailando");
    init();
    glutDisplayFunc(display);
    glutReshapeFunc(reshape);
    glutIdleFunc(display);
    glutMainLoop();
    return 0;
}

I'll appreciate your help.

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You need to integrate some sort of animation system. Generally the model will have a skeleton; an animator will then create a set of keyframe animations for each sequence of movement. You program then blends between the two closest keyframes to get the current pose for that frame; more advanced systems will allow you to blend between several different animations.

Think of an animation like a film movie. Each frame of the film would be a separate pose in the animation sequence. You application figures out which frame you are on (or which two you are between) and draws the correct result.

The actual animation is done in a separate program which exports data for your game to read in (much like reading in a model).

-me

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I wish someone had just posted code like this back when I was learning animation.


A slightly more up to date version is on my graphics page if you want it.


// Character soft skinning with animation blending, by Jon Watte.
// Free software under the MIT license.
// Assumes some existing utility/math functions and data types.


// definitions

struct Vertex {
Vector3 pos; // in object space
Vector3 normal; // should be normalized
Vector2 texCoord;
unsigned byte indices[4]; // < numBones
float weights[4]; // should sum up to 1
};

struct Bone { // assuming bone positions relative to identity pose in world space
Vector3 offset;
Quaternion ori;
};

Vertex *iVertices, *oVertices;
int numVertices;
Matrix *boneMatrix;
Bone **animationFrames;
int numBones;
GLuint buffer;


// set-up
// load iVertices and animationFrames, numVertices and numBones
...
// allocate oVertices and boneMatrix
...
// allocate the vertex buffer object
glGenBuffers(1, &buffer);
glBindBuffer(GL_ELEMENT_ARRAY, buffer);
glBufferData(GL_ELEMENT_ARRAY, 0, 0, GL_DYNAMIC_DRAW);


// to render, based on frames A and B

// derive the pose from keyframe A and B (lerp by factor L)
for (int i = 0; i < numBones; ++i) {
boneMatrix =
Matrix::translation(animationFrames[A].offset * (1-L)
+ animationFrames.offset * L)
*
Matrix::rotation(normalize(
animationFrames[A].ori * (1-L)
+ animationFrames.ori * L));
}

// calculate the vertex position and normal based on 4-bone blending
for (int i = 0; i < numVertices; ++i) {
oVertices = iVertices;
oVertices.pos =
iVertices.pos * boneMatrix[iVertices.indices[0]] * iVertices.weights[0]
+ iVertices.pos * boneMatrix[iVertices.indices[1]] * iVertices.weights[1]
+ iVertices.pos * boneMatrix[iVertices.indices[2]] * iVertices.weights[2]
+ iVertices.pos * boneMatrix[iVertices.indices[3]] * iVertices.weights[3];
// this only works if there is no non-uniform scale in the bones
oVertices.normal =
iVertices.normal * boneMatrix[iVertices.indices[0]] * iVertices.weights[0]
+ iVertices.normal * boneMatrix[iVertices.indices[1]] * iVertices.weights[1]
+ iVertices.normal * boneMatrix[iVertices.indices[2]] * iVertices.weights[2]
+ iVertices.normal * boneMatrix[iVertices.indices[3]] * iVertices.weights[3];
}


glBindBuffer(GL_ELEMENT_ARRAY, buffer);
glBufferSubData(GL_ELEMENT_ARRAY, 0, sizeof(oVertices[0])*numVertices, oVertices);
glVertexPointer(3, GL_FLOAT, sizeof(oVertices[0]), 0);
glNormalPointer(GL_FLOAT, sizeof(oVertices[0]), 12);
glTexCoordPointer(2, GL_FLOAT, sizeof(oVertices[0]), 24);
glDrawRangeElements( /* whatever your triangle list is */ );




Have fun!

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