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Plerion

OpenGL
Unprojecting screen coordinates invalid result

6 posts in this topic

Hello everyone

On my tablet i render my scene to a depth buffer and read a pixel from it to determine my current position.

- I visualized the depth buffer -> all is fine, vertex shader:
[source lang="cpp"]varying float camDistance;

void main() {
vec4 tmpPos = vec4(vPosition0.xyz, 1.0);
vec4 posCamSpace = matProj * matView * tmpPos;
camDistance = (posCamSpace.z - 0.1) / (800.0 - 0.1);

gl_Position = posCamSpace;
}[/source]

i hardcoded the values just to be sure!

- I visualized the depth read from the buffer -> It is correct for the nearest points and for the points far away, thats the code i use:
[source lang="java"] ibuff.position(0);
GLES20.glReadPixels((int)touchPos.x, (int)touchPos.y, 1, 1, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, ibuff);
ibuff.position(0);
int color = ibuff.getInt() & 0x000000FF;
float depth = color / 256.0f;[/source]

- When i check my coordinates i see that it uses nearly the position of the camera for all 3 components and when i move my finger shifts the coorect coordinates but like 0.001 per pixel like so it seems that it unprojects the point no matter what depth i enter to the near plane.

- If I use depth 1 every time unprojection is done nicely and works like a charm if i move my finger, all coordinates are correct and change correct.

I used gluUnProject to unproject my values as well as my own implementation. With gluUnProject:
[source lang="java"] GLU.gluUnProject(touchPos.x, touchPos.y, depth,
getActiveCamera().getMatView().getFloats(), 0,
PerspectiveMatrix.getFloats(), 0, viewport, 0, coords, 0);[/source]

touchPos.y of course is transformed with the viewport (touchPos.y = viewport[3] - touchPos.y).

Thats my own implementation:
[source lang="java"] public static Vector3 unproject(Vector3 v, Matrix invView, Matrix invProj, int[] viewport) {
Matrix matCombo = Matrix.multiply(invView, invProj);

float vx = viewport[0];
float vy = viewport[1];
float vw = viewport[2];
float vh = viewport[3];

float[] rhsVec = {
((2 * (v.x - vx)) / vw) - 1,
((2 * (v.y - vy)) / vh) - 1,
2 * v.z - 1,
1
};

float[] result = new float[4];
android.opengl.Matrix.multiplyMV(result, 0, matCombo.getFloats(), 0, rhsVec, 0);
float d = 1 / result[3];
return new Vector3(result[0] * d, result[1] * d, result[2] * d);
}[/source]

What did i forget? I used gluUnProject on my Desktop with glReadPixels (but GL_DEPTH_COMPONENT which is not available on OpenGL ES) and it worked there!

Thank you for any help
Plerion
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The glu version is giving incorrect results also? Can you provide some numbers to give an idea of how incorrect it is? Edited by NumberXaero
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Sure, i made some screenshots from my tablet. Im sorry the font seems to be screwed up a bit, i hope its still readable, as i directly wrote into the screenshots! The big arrow always points to the location where my finger pressed. All the results come from the version with gluUnProject.

[img]http://imagr.eu/up/50964f672bee72_Screenshot_2012-11-04-12-08-53.jpg[/img]
[img]http://imagr.eu/up/50964f67a246b9_Screenshot_2012-11-04-12-09-19.jpg[/img]
[img]http://imagr.eu/up/50964f687c96e0_Screenshot_2012-11-04-12-09-25.jpg[/img]
[img]http://imagr.eu/up/50964f68a57ba1_Screenshot_2012-11-04-12-09-34.jpg[/img]
[img]http://imagr.eu/up/50964f68d4e289_Screenshot_2012-11-04-12-09-38.jpg[/img]
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Are these calls to unproject taking the model (world) matrix of that object into account? The original gluunproject call takes the modelView and projection matrix. I cant tell if the view matrix you pass includes the model matrix of the object being rendered.
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Hey

The calls to the drawing for depth and visual are like that:
[source lang="java"] prog.setMatrix("matProj", Game.Instance.getGraphicsDevice().getProjMatrix());
prog.setMatrix("matView", Game.Instance.getGraphicsDevice().getActiveCamera().getMatView());[/source]

where getProjMatrix() returns the perspective matrix (PerspectiveMatrix) i pass to gluUnProject, getActiveCamera().getMatView() is what i use for gluUnProject too. So i use the absolut same matrices (there is no model matrix, they already have their absolute coordinates in the world).
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This problem is starting to driving me mad... I now even put those goddamn matrices hardcoded for the shader and the gluUnProject, still gluUnProjects gives me complete garbage as result. The view-matrix seems to be correctly interpreted but the perspective matrix seems to be treated wrong. After closer inspection i realized that also for depth = 1 the results are rubbish. My cameras left to right axis is parallel to the y-axis, when i go with a constant depth of 1 from left to right it gives me a difference of 200 units, after calculating a bit that leads to a horizontal field of view of 15° which is clearly not the case. I do it the following way now:
[source lang="java"] GLU.gluUnProject(touchPos.x, y, depth,
Matrix.LookAt(getActiveCamera().getPosition(), getActiveCamera().getFront(), getActiveCamera().getUp()).getFloats(), 0,
Matrix.Perspective(45.0f, mWidth, mHeight, 1, 800.0f).getFloats(), 0, viewport, 0, coords, 0);[/source]

With the following functions:
[source lang="java"] public static Matrix Perspective(float fov, int width, int height, float zNear, float zFar) {
Matrix ret = new Matrix();

android.opengl.Matrix.perspectiveM(ret.mMatrixFloats, 0, fov, ((float)width / height), zNear, zFar);

return ret;
}

public static Matrix LookAt(Vector3 eye, Vector3 target, Vector3 up) {
Matrix ret = new Matrix();

android.opengl.Matrix.setLookAtM(ret.mMatrixFloats, 0, eye.x, eye.y, eye.z, target.x, target.y, target.z, up.x, up.y, up.z);

return ret;
}[/source]
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To conclude this topic:
I havent been able to actually solve the problem but i circumvented it. I do now all calculations by hand and the results are as i expected: Perfectly right!
[source lang="java"]public class Unproject {

public void setPerspective(float fovy, float width, float height, float zNear, float zFar) {
this.zNear = zNear;
this.zFar = zFar;
this.fovy = fovy;

fovh = (width / height) * fovy;
}

public void setLookAt(Vector3 eye, Vector3 forward, Vector3 up, Vector3 right) {
camEye = eye;
camForward = forward;
camUp = up;
camRight = right;

camRight.normalize();
camUp.normalize();
camForward.normalize();
}

public void setViewport(int[] viewport) {
this.viewport = viewport;
}

public Vector3 process(Vector3 screen) {
float vx = viewport[0];
float vy = viewport[1];
float vw = viewport[2];
float vh = viewport[3];

screen.x = ((2 * (screen.x - vx)) / vw) - 1;
screen.y = ((2 * (screen.y - vy)) / vh) - 1;

float z = screen.z;
float depth = zNear + (zFar - zNear) * Math.abs(z);
float factor = 1;
if(z < 0) {
factor = -1;
depth *= -1;
}
float lenh = (float)Math.tan(fovh * Math.PI / 360.0f) * depth;
float lenv = (float)Math.tan(fovy * Math.PI / 360.0f) * depth;

Vector3 target = Vector3.add(camEye, Vector3.mul(camForward, depth * factor));
target = Vector3.add(target, Vector3.mul(camRight, screen.x * lenh));
target = Vector3.add(target, Vector3.mul(camUp, lenv * screen.y));

return target;
}

private float zNear, zFar;
private float fovy, fovh;
private Vector3 camEye, camForward, camUp, camRight;
private int[] viewport;
}[/source]
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