Porting a depth peeling example to modern OpenGL - transparency

I am trying to port an example of the depth peeling, an Order Independent Transparency technique, to the so-called modern OpenGL (3.3+) but since I am a beginner, it is not that easy..
Here you can find a working version (the GL2) and the one in progress (the GL3)
https://github.com/elect86/modern-jogl-examples/tree/master/modern-jogl-examples/src/depthPeeling
I can't see any layer behind...
I guess there are some problems with the alpha value..
I tried to debug it and in the core part
private void renderDepthPeeling(GL3 gl3) {
/**
* (1) Initialize min depth buffer.
*/
gl3.glBindFramebuffer(GL3.GL_FRAMEBUFFER, colorBlenderFboId[0]);
gl3.glDrawBuffer(GL3.GL_COLOR_ATTACHMENT0);
gl3.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
gl3.glClear(GL3.GL_COLOR_BUFFER_BIT | GL3.GL_DEPTH_BUFFER_BIT);
gl3.glEnable(GL3.GL_DEPTH_TEST);
dpInit.bind(gl3);
{
gl3.glUniform1f(dpInit.getAlphaUnLoc(), opacity);
drawModel(gl3);
}
dpInit.unbind(gl3);
/**
* (2) Depth peeling + blending.
*/
int layersNumber = (passesNumber - 1) * 2;
// System.out.println("layersNumber: " + layersNumber);
for (int layer = 1; layer < 2; layer++) {
int currentId = layer % 2;
int previousId = 1 - currentId;
// gl3.glBindFramebuffer(GL3.GL_FRAMEBUFFER, fboId[currentId]);
gl3.glBindFramebuffer(GL3.GL_FRAMEBUFFER, 0);
gl3.glDrawBuffer(GL3.GL_COLOR_ATTACHMENT0);
gl3.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
gl3.glClear(GL3.GL_COLOR_BUFFER_BIT | GL3.GL_DEPTH_BUFFER_BIT);
gl3.glDisable(GL3.GL_BLEND);
gl3.glEnable(GL3.GL_DEPTH_TEST);
{
dpPeel.bind(gl3);
{
gl3.glActiveTexture(GL3.GL_TEXTURE0);
gl3.glBindTexture(GL3.GL_TEXTURE_RECTANGLE, depthTextureId[previousId]);
gl3.glUniform1i(dpPeel.getDepthTexUnLoc(), 0);
{
gl3.glUniform1f(dpPeel.getAlphaUnLoc(), opacity);
drawModel(gl3);
}
gl3.glBindTexture(GL3.GL_TEXTURE_RECTANGLE, 0);
}
dpPeel.unbind(gl3);
gl3.glBindFramebuffer(GL3.GL_FRAMEBUFFER, colorBlenderFboId[0]);
gl3.glDrawBuffer(GL3.GL_COLOR_ATTACHMENT0);
}
gl3.glDisable(GL3.GL_DEPTH_TEST);
gl3.glEnable(GL3.GL_BLEND);
{
gl3.glBlendEquation(GL3.GL_FUNC_ADD);
gl3.glBlendFuncSeparate(GL3.GL_DST_ALPHA, GL3.GL_ONE, GL3.GL_ZERO, GL3.GL_ONE_MINUS_SRC_ALPHA);
dpBlend.bind(gl3);
dpBlend.bindTextureRECT(gl3, "TempTex", colorTextureId[currentId], 0);
{
// gl3.glCallList(quadDisplayList);
drawFullScreenQuad(gl3);
}
dpBlend.unbind(gl3);
}
gl3.glDisable(GL3.GL_BLEND);
}
/**
* (3) Final pass.
*/
// gl3.glBindFramebuffer(GL3.GL_FRAMEBUFFER, 0);
// gl3.glDrawBuffer(GL3.GL_BACK);
// gl3.glDisable(GL3.GL_DEPTH_TEST);
//
// dpFinal.bind(gl3);
// {
// gl3.glUniform3f(dpFinal.getBackgroundColorUnLoc(), 1.0f, 1.0f, 1.0f);
//
//// dpFinal.bindTextureRECT(gl3, "ColorTex", colorBlenderTextureId[0], 0);
// gl3.glActiveTexture(GL3.GL_TEXTURE0);
// gl3.glBindTexture(GL3.GL_TEXTURE_RECTANGLE, colorBlenderTextureId[0]);
// gl3.glUniform1i(dpFinal.getColorTexUnLoc(), 0);
// {
//// gl3.glCallList(quadDisplayList);
// drawFullScreenQuad(gl3);
// }
// gl3.glBindTexture(GL3.GL_TEXTURE_RECTANGLE, 0);
// }
// dpFinal.unbind(gl3);
}
confronting between the GL2 and GL3 program version the the first and the last passage (1 and 3) looks correct, so the problem lies in the 2
I modified the for cicle in order to get only a cicle
for (int layer = 1; layer < 2; layer++) {
and
// gl2.glBindFramebuffer(GL2.GL_FRAMEBUFFER, fboId[currentId]);
gl2.glBindFramebuffer(GL2.GL_FRAMEBUFFER, 0);
In order to see visually the intermediate result
Well, in the GL2 I get
while in the GL3
My dpPeel program is based on dpPeel_VS
#version 330
layout (location = 0) in vec4 position;
layout(std140) uniform mvpMatrixes {
mat4 projectionMatrix;
mat4 cameraMatrix;
};
void main(void)
{
gl_Position = projectionMatrix * cameraMatrix * position;
}
And dpPeel_FS plus shade_FS
#version 330
uniform samplerRect DepthTex;
vec4 ShadeFragment();
out vec4 outputColor;
void main(void)
{
// Bit-exact comparison between FP32 z-buffer and fragment depth
float frontDepth = texture(DepthTex, gl_FragCoord.xy).r;
if (gl_FragCoord.z <= frontDepth) {
discard;
}
// Shade all the fragments behind the z-buffer
vec4 color = ShadeFragment();
outputColor = vec4(color.rgb * color.a, color.a);
}
#version 330
uniform float Alpha;
vec4 ShadeFragment()
{
vec4 color;
color.rgb = vec3(.4,.85,.0);
color.a = Alpha;
return color;
}
Do you see the error(s)?

Ok solved, it was a problem at the blending passage and the full screen quad
If I would like to do lighting now, where should I apply it?

Related

GPUImage add hue/color adjustments per-RGB channel (adjust reds to be more pink or orange)

Stumped trying to adjust the hue of a specific channel (or perhaps, more specifically, a specific range of colors - in this case, reds). Looking at the hue filter, I thought maybe I might get somewhere by commenting out the green and blue modifiers, impacting the changes on only the red channel:
precision highp float;
varying highp vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform mediump float hueAdjust;
const highp vec4 kRGBToYPrime = vec4 (0.299, 0.587, 0.114, 0.0);
const highp vec4 kRGBToI = vec4 (0.595716, -0.274453, -0.321263, 0.0);
const highp vec4 kRGBToQ = vec4 (0.211456, -0.522591, 0.31135, 0.0);
const highp vec4 kYIQToR = vec4 (1.0, 0.9563, 0.6210, 0.0);
const highp vec4 kYIQToG = vec4 (1.0, -0.2721, -0.6474, 0.0);
const highp vec4 kYIQToB = vec4 (1.0, -1.1070, 1.7046, 0.0);
void main ()
{
// Sample the input pixel
highp vec4 color = texture2D(inputImageTexture, textureCoordinate);
// Convert to YIQ
highp float YPrime = dot (color, kRGBToYPrime);
highp float I = dot (color, kRGBToI);
highp float Q = dot (color, kRGBToQ);
// Calculate the hue and chroma
highp float hue = atan (Q, I);
highp float chroma = sqrt (I * I + Q * Q);
// Make the user's adjustments
hue += (-hueAdjust); //why negative rotation?
// Convert back to YIQ
Q = chroma * sin (hue);
I = chroma * cos (hue);
// Convert back to RGB
highp vec4 yIQ = vec4 (YPrime, I, Q, 0.0);
color.r = dot (yIQ, kYIQToR);
// --> color.g = dot (yIQ, kYIQToG);
// --> color.b = dot (yIQ, kYIQToB);
// Save the result
gl_FragColor = color;
}
);
But that just leaves the photo either grey/blue and washed-out or purplish green. Am I on the right track? If not, how can I modify this filter to affect individual channels while leaving the others intact?
Some examples:
Original, and the effect I'm trying to achieve:
(The second image is almost unnoticeably different, however the red channel's hue has been made slightly more pinker. I need to be able to adjust it between pink<->orange).
But here's what I get with B and G commented out:
(Left side: <0º, right side: >0º)
It looks to me like it's not affecting the hue of the reds in the way I'd like it to; possibly I'm approaching this incorrectly, or if I'm on the right track, this code isn't correctly adjusting the red channel hue?
(I also tried to achieve this effect using the GPUImageColorMatrixFilter, but I didn't get very far with it).
Edit: here's my current iteration of the shader using #VB_overflow's code + GPUImage wrapper, which is functionally affecting the input image in a way similar to what I'm aiming for:
#import "GPUImageSkinToneFilter.h"
#implementation GPUImageSkinToneFilter
NSString *const kGPUImageSkinToneFragmentShaderString = SHADER_STRING
(
varying highp vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
// [-1;1] <=> [pink;orange]
uniform highp float skinToneAdjust; // will make reds more pink
// Other parameters
uniform mediump float skinHue;
uniform mediump float skinHueThreshold;
uniform mediump float maxHueShift;
uniform mediump float maxSaturationShift;
// RGB <-> HSV conversion, thanks to http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl
highp vec3 rgb2hsv(highp vec3 c)
{
highp vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
highp vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
highp vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
highp float d = q.x - min(q.w, q.y);
highp float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
// HSV <-> RGB conversion, thanks to http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl
highp vec3 hsv2rgb(highp vec3 c)
{
highp vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
highp vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
// Main
void main ()
{
// Sample the input pixel
highp vec4 colorRGB = texture2D(inputImageTexture, textureCoordinate);
// Convert color to HSV, extract hue
highp vec3 colorHSV = rgb2hsv(colorRGB.rgb);
highp float hue = colorHSV.x;
// check how far from skin hue
highp float dist = hue - skinHue;
if (dist > 0.5)
dist -= 1.0;
if (dist < -0.5)
dist += 1.0;
dist = abs(dist)/0.5; // normalized to [0,1]
// Apply Gaussian like filter
highp float weight = exp(-dist*dist*skinHueThreshold);
weight = clamp(weight, 0.0, 1.0);
// We want more orange, so increase saturation
if (skinToneAdjust > 0.0)
colorHSV.y += skinToneAdjust * weight * maxSaturationShift;
// we want more pinks, so decrease hue
else
colorHSV.x += skinToneAdjust * weight * maxHueShift;
// final color
highp vec3 finalColorRGB = hsv2rgb(colorHSV.rgb);
// display
gl_FragColor = vec4(finalColorRGB, 1.0);
}
);
#pragma mark -
#pragma mark Initialization and teardown
#synthesize skinToneAdjust;
#synthesize skinHue;
#synthesize skinHueThreshold;
#synthesize maxHueShift;
#synthesize maxSaturationShift;
- (id)init
{
if(! (self = [super initWithFragmentShaderFromString:kGPUImageSkinToneFragmentShaderString]) )
{
return nil;
}
skinToneAdjustUniform = [filterProgram uniformIndex:#"skinToneAdjust"];
skinHueUniform = [filterProgram uniformIndex:#"skinHue"];
skinHueThresholdUniform = [filterProgram uniformIndex:#"skinHueThreshold"];
maxHueShiftUniform = [filterProgram uniformIndex:#"maxHueShift"];
maxSaturationShiftUniform = [filterProgram uniformIndex:#"maxSaturationShift"];
self.skinHue = 0.05;
self.skinHueThreshold = 50.0;
self.maxHueShift = 0.14;
self.maxSaturationShift = 0.25;
return self;
}
#pragma mark -
#pragma mark Accessors
- (void)setSkinToneAdjust:(CGFloat)newValue
{
skinToneAdjust = newValue;
[self setFloat:newValue forUniform:skinToneAdjustUniform program:filterProgram];
}
- (void)setSkinHue:(CGFloat)newValue
{
skinHue = newValue;
[self setFloat:newValue forUniform:skinHueUniform program:filterProgram];
}
- (void)setSkinHueThreshold:(CGFloat)newValue
{
skinHueThreshold = newValue;
[self setFloat:newValue forUniform:skinHueThresholdUniform program:filterProgram];
}
- (void)setMaxHueShift:(CGFloat)newValue
{
maxHueShift = newValue;
[self setFloat:newValue forUniform:maxHueShiftUniform program:filterProgram];
}
- (void)setMaxSaturationShift:(CGFloat)newValue
{
maxSaturationShift = newValue;
[self setFloat:newValue forUniform:maxSaturationShiftUniform program:filterProgram];
}
#end
I made an example on ShaderToy. Use latest Chrome to see it, on my side it does not work on Firefox or IE because it uses a video as input.
After some experiments it seems to me that for red hues to be more "pink" you need to decrease the hue, but to get more "orange" you need to increase saturation.
In the code I convert to HSV instead of YIQ because this is faster, makes tweaking saturation possible and still allow to tweak hue. Also HSV components are in a [0-1] interval, so no need to handle radians.
So here is how this is done :
You choose a reference hue or color (in your case a red hue)
Shader compute the "distance" from current pixel hue to ref hue
Based on this distance, decrease hue if you want pink, increase saturation if you want orange
It is important to note that hue behaves differently than saturation and value: it should be treated as an angle (more info here).
The reference hue should be hardcoded, chosen by user (by color picking image), or found by analysing image content.
There are many different possible ways the compute the distance, in the example I chose to use the angular distance between hues.
You also need to apply some kind of filtering after computing the distance to "select" only closest colors, like this gaussian like function.
Here is the code, without the ShaderToy stuff:
precision highp float;
// [-1;1] <=> [pink;orange]
const float EFFECT_AMOUNT = -0.25; // will make reds more pink
// Other parameters
const float SKIN_HUE = 0.05;
const float SKIN_HUE_TOLERANCE = 50.0;
const float MAX_HUE_SHIFT = 0.04;
const float MAX_SATURATION_SHIFT = 0.25;
// RGB <-> HSV conversion, thanks to http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl
vec3 rgb2hsv(vec3 c)
{
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
// HSV <-> RGB conversion, thanks to http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl
vec3 hsv2rgb(vec3 c)
{
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
// Main
void main ()
{
// Sample the input pixel
vec4 colorRGB = texture2D(inputImageTexture, textureCoordinate);
// get effect amount to apply
float skin_tone_shift = EFFECT_AMOUNT;
// Convert color to HSV, extract hue
vec3 colorHSV = rgb2hsv(colorRGB.rgb);
float hue = colorHSV.x;
// check how far from skin hue
float dist = hue - SKIN_HUE;
if (dist > 0.5)
dist -= 1.0;
if (dist < -0.5)
dist += 1.0;
dist = abs(dist)/0.5; // normalized to [0,1]
// Apply Gaussian like filter
float weight = exp(-dist*dist*SKIN_HUE_TOLERANCE);
weight = clamp(weight, 0.0, 1.0);
// We want more orange, so increase saturation
if (skin_tone_shift > 0.0)
colorHSV.y += skin_tone_shift * weight * MAX_SATURATION_SHIFT;
// we want more pinks, so decrease hue
else
colorHSV.x += skin_tone_shift * weight * MAX_HUE_SHIFT;
// final color
vec3 finalColorRGB = hsv2rgb(colorHSV.rgb);
// display
gl_FragColor = vec4(finalColorRGB, 1.0);
}
More Orange:
More Pink:
--EDIT--
It seems to me that you are not setting the uniform values in your ObjectiveC code. If you forget this shader will get zero for all those.
Code should look like this :
- (id)init
{
if(! (self = [super initWithFragmentShaderFromString:kGPUImageSkinToneFragmentShaderString]) )
{
return nil;
}
skinToneAdjustUniform = [filterProgram uniformIndex:#"skinToneAdjust"];
[self setFloat:0.5 forUniform:skinToneAdjustUniform program:filterProgram]; // here 0.5 so should increase saturation
skinHueUniform = [filterProgram uniformIndex:#"skinHue"];
self.skinHue = 0.05;
[self setFloat:self.skinHue forUniform:skinHueUniform program:filterProgram];
skinHueToleranceUniform = [filterProgram uniformIndex:#"skinHueTolerance"];
self.skinHueTolerance = 50.0;
[self setFloat:self.skinHueTolerance forUniform:skinHueToleranceUniform program:filterProgram];
maxHueShiftUniform = [filterProgram uniformIndex:#"maxHueShift"];
self.maxHueShift = 0.04;
[self setFloat:self.maxHueShift forUniform:maxHueShiftUniform program:filterProgram];
maxSaturationShiftUniform = [filterProgram uniformIndex:#"maxSaturationShift"];
self.maxSaturationShift = 0.25;
[self setFloat:self.maxSaturationShift forUniform:maxSaturationShiftUniform program:filterProgram];
return self;
}
#end

Drawing a grid in a WebGL fragment shader

I'm working on porting a ZUI from SVG over to WebGL for a few reasons, and I'd like to render a grid using a fragment shader.
Here's the basic effect I'm going for https://dl.dropboxusercontent.com/u/412963/steel/restel_2.mp4
I'd like to have a triangle that has thin, 1px lines every 10 units, and a thicker 2px line every 100 units (the units here being arbitrary but consistent with world-space, not screen-space).
Here's what I have so far, without the secondary thicker lines like in the video (note that this is literally a copy from my open buffer, and obviously isn't right):
Vertex Shader:
attribute vec3 aVertexPosition;
uniform mat4 uMVMatrix;
uniform mat4 uPMatrix;
varying float vX;
varying float vY;
void main(void) {
vX = aVertexPosition.x;
vY = aVertexPosition.y;
gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);
}
Fragment Shader:
precision mediump float;
uniform vec2 resolution;
uniform float uZoomFactor;
varying float vX;
varying float vY;
void main(void) {
float distance = gl_FragCoord.z / gl_FragCoord.w;
float fuzz = 1.0 / distance;
float minorLineFreq;
if (distance > 10.0) {
minorLineFreq = 1.0;
} else if (distance > 5.0) {
minorLineFreq = 1.0;
} else {
minorLineFreq = 0.10;
}
float xd = mod(vX, minorLineFreq) * 88.1;
float yd = mod(vY, minorLineFreq) * 88.1;
if (xd < fuzz) {
gl_FragColor = vec4(0.0,0.0,0.0,1.0);
} else if (yd < fuzz) {
gl_FragColor = vec4(0.0,0.0,0.0,1.0);
} else {
gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
}
}
It produces approximately the right image at a certain distance (but notice the banding effect where there's 2px lines instead of 1px):
Grid with banding
Zoomed in grid with unwanted thicker lines
So, how can I get a consistent grid, with 1px thick lines at every distance, all inside of a WebGL fragment shader?
I believe I've found an acceptable solution.
Using the following vertices (drawn in a triangle strip):
[ 1.0 1.0 0.0
-1.0 1.0 0.0
1.0 -1.0 0.0
-1.0 -1.0 0.0]
Vertex shader:
attribute vec4 aVertexPosition;
void main(void) {
gl_Position = aVertexPosition;
}
Fragment Shader:
precision mediump float;
uniform float vpw; // Width, in pixels
uniform float vph; // Height, in pixels
uniform vec2 offset; // e.g. [-0.023500000000000434 0.9794000000000017], currently the same as the x/y offset in the mvMatrix
uniform vec2 pitch; // e.g. [50 50]
void main() {
float lX = gl_FragCoord.x / vpw;
float lY = gl_FragCoord.y / vph;
float scaleFactor = 10000.0;
float offX = (scaleFactor * offset[0]) + gl_FragCoord.x;
float offY = (scaleFactor * offset[1]) + (1.0 - gl_FragCoord.y);
if (int(mod(offX, pitch[0])) == 0 ||
int(mod(offY, pitch[1])) == 0) {
gl_FragColor = vec4(0.0, 0.0, 0.0, 0.5);
} else {
gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
}
}
Gives results (depending on the pitch and offset) like:
gl_FragCoord is already scaled to the render target resolution. So you can simply:
precision mediump float;
vec4 color = vec4(1.);
vec2 pitch = vec2(50., 50.);
void main() {
if (mod(gl_FragCoord.x, pitch[0]) < 1. ||
mod(gl_FragCoord.y, pitch[1]) < 1.) {
gl_FragColor = color;
} else {
gl_FragColor = vec4(0.);
}
}
https://glslsandbox.com/e#74754.0

How to perform color material track in WebGL

I know to perform this in OpenGL with the code below:
glDisable(GL_LIGHTING);
glEnable(GL_COLOR_MATERIAL);
how to simulate that in WebGL?
Here is a blinn-phong shader which emulates the OpenGL fixed function pipeline for per vertex lighting. By default this is equivalent to having glEnable(GL_COLOR_MATERIAL) and glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE) enabled. You can emulate glColorMaterial by setting the uniforms to 1.0 which will cause material parameters track the current color instead of those set by glMaterial.
#version 120
////////////////////////////////////////////////////////////////////////////////
// http://www.glprogramming.com/red/chapter05.html //
// //
// color = (matEmission + globalAmbient * matAmbient) + //
// AttenuationFactor( 1.0 / ( Kc + Kl*d + Kq*d^2 ) ) * //
// [ (lightAmbient * matAmbient) + //
// (max(N.L,0) * lightDiffuse * matDiffuse) + //
// (max(N.H,0)^matShininess * lightSpecular * matSpecular) ] //
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// Uniforms //
////////////////////////////////////////////////////////////////////////////////
uniform float uColorMaterialAmbient = 1.0;
uniform float uColorMaterialDiffuse = 1.0;
uniform float uColorMaterialEmission = 0.0;
uniform float uColorMaterialSpecular = 0.0;
////////////////////////////////////////////////////////////////////////////////
// Main //
////////////////////////////////////////////////////////////////////////////////
void main(void)
{
vec4 matAmbient = mix(gl_FrontMaterial.ambient, gl_Color, uColorMaterialAmbient);
vec4 matDiffuse = mix(gl_FrontMaterial.diffuse, gl_Color, uColorMaterialDiffuse);
vec4 matEmission = mix(gl_FrontMaterial.emission, gl_Color, uColorMaterialEmission);
vec4 matSpecular = mix(gl_FrontMaterial.specular, gl_Color, uColorMaterialSpecular);
// Transform normal into eye space. gl_NormalMatrix is the transpose of the
// inverse of the upper leftmost 3x3 of gl_ModelViewMatrix.
vec3 eyeNormal = normalize(gl_NormalMatrix * gl_Normal);
// Calculate emission and global ambient light
vec4 emissionAmbient = matEmission + (gl_LightModel.ambient * matAmbient);
// Calculate ambient
vec4 lightAmbient = gl_LightSource[0].ambient * matAmbient;
// Transform the vertex into eye space
vec4 eyeVertex = gl_ModelViewMatrix * gl_Vertex;
vec3 eyeLightDir = gl_LightSource[0].position.xyz - eyeVertex.xyz;
float dist = length(eyeLightDir);
eyeLightDir = normalize(eyeLightDir);
// No attenuation for a directional light
float attenuationFactor = 1.0 / (gl_LightSource[0].constantAttenuation
+ gl_LightSource[0].linearAttenuation * dist
+ gl_LightSource[0].quadraticAttenuation * dist * dist);
// Calculate lambert term
float NdotL = max(dot(eyeNormal, eyeLightDir), 0.0);
// Calculate diffuse
vec4 lightDiffuse = NdotL * (gl_LightSource[0].diffuse * matDiffuse);
// Calculate specular
vec4 lightSpecular = vec4(0.0);
if ( NdotL > 0.0 )
{
float NdotHV = max(dot(eyeNormal, gl_LightSource[0].halfVector.xyz), 0.0);
lightSpecular = pow(NdotHV, gl_FrontMaterial.shininess) * (gl_LightSource[0].specular * matSpecular);
}
gl_FrontColor = emissionAmbient + attenuationFactor * (lightAmbient + lightDiffuse + lightSpecular);
gl_Position = ftransform();
}

DirectX 10 Light bright at origin?

I'm using Frank Luna's book to learn DirectX 10 but I'm a little confused with some of the lighting I'm getting. I've got a couple of objects, a directional light and a point light that I can move around the scene. My problem is that when I move the point light around, the light moves but gets darker the further it gets from the origin. When at the origin it has intense white light. Why is this, and how can I get it working properly? Thanks.
Here's the code for the point light:
float3 PointLight(SurfaceInfo v, Light L, float3 eyePos)
{
float3 litColor = float3(0.0f, 0.0f, 0.0f);
// The vector from the surface to the light.
float3 lightVec = L.pos - v.pos;
// The distance from surface to light.
float d = length(lightVec);
if( d > L.range )
return float3(0.0f, 0.0f, 0.0f);
// Normalize the light vector.
lightVec /= d;
// Add the ambient light term.
litColor += v.diffuse * L.ambient;
// Add diffuse and specular term, provided the surface is in
// the line of site of the light.
float diffuseFactor = dot(lightVec, v.normal);
[branch]
if( diffuseFactor > 0.0f )
{
float specPower = max(v.spec.a, 1.0f);
float3 toEye = normalize(eyePos - v.pos);
float3 R = reflect(-lightVec, v.normal);
float specFactor = pow(max(dot(R, toEye), 0.0f), specPower);
// diffuse and specular terms
litColor += diffuseFactor * v.diffuse * L.diffuse;
litColor += specFactor * v.spec * L.spec;
}
// attenuate
return litColor / dot(L.att, float3(1.0f, d, d*d));
}
The Effect file:
#include "lighthelper.fx"
#define MaxLights 2
cbuffer cbPerFrame
{
uniform extern Light gLight[MaxLights];
int gLightType;
float3 gEyePosW;
};
bool gSpecularEnabled;
cbuffer cbPerObject
{
float4x4 gWorld;
float4x4 gWVP;
float4x4 gTexMtx;
};
// Nonnumeric values cannot be added to a cbuffer.
Texture2D gDiffuseMap;
Texture2D gSpecMap;
SamplerState gTriLinearSam
{
Filter = MIN_MAG_MIP_LINEAR;
AddressU=Mirror;
AddressV=Mirror;
};
struct VS_IN
{
float3 posL : POSITION;
float3 normalL : NORMAL;
float2 texC : TEXCOORD;
float4 diffuse : DIFFUSE;
float4 spec : SPECULAR;
};
struct VS_OUT
{
float4 posH : SV_POSITION;
float3 posW : POSITION;
float3 normalW : NORMAL;
float2 texC : TEXCOORD;
float4 diffuse : DIFFUSE;
float4 spec : SPECULAR;
};
VS_OUT VS(VS_IN vIn)
{
VS_OUT vOut;
// Transform to world space space.
vOut.posW = mul(float4(vIn.posL, 1.0f), gWorld);
vOut.normalW = mul(float4(vIn.normalL, 0.0f), gWorld);
// Transform to homogeneous clip space.
vOut.posH = mul(float4(vIn.posL, 1.0f), gWVP);
// Output vertex attributes for interpolation across triangle.
vOut.texC = mul(float4(vIn.texC, 0.0f, 1.0f), gTexMtx);
vOut.diffuse = vIn.diffuse;
vOut.spec = vIn.spec;
return vOut;
}
float4 PS(VS_OUT pIn) : SV_Target
{
// Get materials from texture maps.
float4 diffuse = gDiffuseMap.Sample( gTriLinearSam, pIn.texC );
float4 spec = gSpecMap.Sample( gTriLinearSam, pIn.texC );
// Map [0,1] --> [0,256]
spec.a *= 256.0f;
// Interpolating normal can make it not be of unit length so normalize it.
float3 normalW = normalize(pIn.normalW);
// Compute the lit color for this pixel.
SurfaceInfo v = {pIn.posW, normalW, diffuse, spec};
float3 litColor;
for(int i = 0; i < MaxLights; ++i)
{
if( i==0) // Parallel
{
//litColor += ParallelLight(v, gLight[i], gEyePosW);
}
else // Point
{
litColor += PointLight(v, gLight[i], gEyePosW);
}
}
return float4(litColor, diffuse.a);}
technique10 TexTech
{
pass P0
{
SetVertexShader( CompileShader( vs_4_0, VS() ) );
SetGeometryShader( NULL );
SetPixelShader( CompileShader( ps_4_0, PS() ) );
}
}
And the Light defines:
myLight[1].ambient = D3DXCOLOR(0.4f, 0.8f, 0.4f, 1.0f);
myLight[1].diffuse = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
myLight[1].specular = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
myLight[1].att.x = 0.0f;
myLight[1].att.y = 0.1f;
myLight[1].att.z = 0.0f;
myLight[1].range = 50.0f;

How do I draw a filled circle with OpenGL ES on iPhone?

How do I draw a filled circle with openGl on iPhone ?
I've found many solutions but none of them work. Probably because there are many ways to do it. But what's the method with shortest code ?
For a truly smooth circle, you're going to want a custom fragment shader. For example, the following vertex shader:
attribute vec4 position;
attribute vec4 inputTextureCoordinate;
varying vec2 textureCoordinate;
void main()
{
gl_Position = position;
textureCoordinate = inputTextureCoordinate.xy;
}
and fragment shader:
varying highp vec2 textureCoordinate;
const highp vec2 center = vec2(0.5, 0.5);
const highp float radius = 0.5;
void main()
{
highp float distanceFromCenter = distance(center, textureCoordinate);
lowp float checkForPresenceWithinCircle = step(distanceFromCenter, radius);
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0) * checkForPresenceWithinCircle;
}
will draw a smooth red circle within a square that you draw to the screen. You'll need to supply vertices for your square to the position attribute and coordinates that range from 0.0 to 1.0 in X and Y to the inputTextureCoordinate attribute, but this will draw a circle that's as sharp as your viewport's resolution allows and do so very quickly.
One way would be to use GL_POINTS:
glPointSize(radius);
glBegin(GL_POINTS);
glVertex2f(x,y);
glEnd();
Another alternative would be to use GL_TRIANGLE_FAN:
radius = 1.0;
glBegin(GL_TRIANGLE_FAN);
glVertex2f(x, y);
for(int angle = 1; angle <= 360; angle = angle + 1)
glVertex2f(x + sind(angle) * radius, y + cosd(angle) * radius);
glEnd();
To get the verices of a circle:
float[] verts=MakeCircle2d(1,100,0,0)
public static float[] MakeCircle2d(float rad,int points,float x,float y)//x,y ofsets
{
float[] verts=new float[points*2+2];
boolean first=true;
float fx=0;
float fy=0;
int c=0;
for (int i = 0; i < points; i++)
{
float fi = 2*Trig.PI*i/points;
float xa = rad*Trig.sin(fi + Trig.PI)+x ;
float ya = rad*Trig.cos(fi + Trig.PI)+y ;
if(first)
{
first=false;
fx=xa;
fy=ya;
}
verts[c]=xa;
verts[c+1]=ya;
c+=2;
}
verts[c]=fx;
verts[c+1]=fy;
return verts;
}
Draw it as GL10.GL_LINES if you want a empty circle
gl.glDrawArrays(GL10.GL_LINES, 0, verts.length / 2);
Or draw it as GL10.GL_TRIANGLE_FAN if you want a filled one
gl.glDrawArrays(GL10.GL_TRIANGLE_FAN, 0, verts.length / 2);
Its java but it is really easy to convert to c++/objc
Here is a super fast way using shaders... Just make a Quad with a vertex buffer and set the UV's from -1 to 1 for each corner of the quad.
The vertex buffer in floats should look like:
NOTE: this needs a index buffer too.
var verts = new float[20]
{
-1, -1, 0, -1, -1,
-1, 1, 0, -1, 1,
1, 1, 0, 1, 1,
1, -1, 0, 1, -1,
};
#VS
attribute vec3 Position0;
attribute vec2 Texcoord0;
varying vec4 Position_VSPS;
varying vec2 Texcoord_VSPS;
uniform vec2 Location;
void main()
{
vec3 loc = vec3(Position0.xy + Location, Position0.z);
gl_Position = Position_VSPS = vec4(loc, 1);
Texcoord_VSPS = loc.xy;
}
#END
#PS
varying vec4 Position_VSPS;
varying vec2 Texcoord_VSPS;
uniform vec2 Location;
void main()
{
float dis = distance(Location, Texcoord_VSPS);
if (.1 - dis < 0.0) discard;
gl_FragData[0] = vec4(0, 0, 1, 1);
}
#END

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