webgl glsl change the projection - rotation

I'm drawing a 2d plan on the screen using webgl. I would like to rotate the plan a bit to give a 3d impression.
current:
wanted:
My first approach was to use vanishing points like drawing in perspective but I didn't know how to change the y coordinate and I didn't get to the end. Is there an easier way to rotate the output?
Here is my code:
uniform float scale;
uniform vec2 ratio;
uniform vec2 center;
in vec3 fillColor;
in vec2 position;
out vec3 color;
void main() {
color = fillColor;
gl_Position = vec4((position - center) * ratio, 0.0, scale);
}

If you want to build a whole game engine or a complex animation, you will need to dig into perspective projection matrices.
But if you just want to achieve this little effect and try to understand how it works, you can just use the w coord of gl_Position. This coordinate is essential to tell the GPU how to interpolate UV textures in a valid 3D way, for example. And it will be divided to x, y and z.
So let's assume you want to display a rectangle. You will need two triangles.
4 vertices will suffice if you use TRIANGLE_STRIP mode. We could use only one attribute, but for the sake of tutorial, I will use two:
Vertex #
attPos
attUV
0
-1, +1
0, 0
1
-1, +1
0, 1
2
+1, +1
1, 0
3
+1, -1
1, 1
And all the logic will be in the vertex shader:
uniform float uniScale;
uniform float uniAspectRatio;
attribute vec2 attPos;
attribute vec2 attUV;
varying vec2 varUV;
void main() {
varUV = attUV;
gl_Position = vec4(
attPos.x * uniScale,
attPos.y * uniAspectRatio,
1.0,
attUV.y < 0.5 ? uniScale : 1.0
);
}
The line attUV.y < 0.5 ? uniScale : 1.0 means
If attUV.y is 0, then use uniScale
Otherwise use 1.0
The attUV attribute let's you use a texture if you want. In this example,
I just simulate a checkboard with this fragment shader:
precision mediump float;
const float MARGIN = 0.1;
const float CELLS = 8.0;
const vec3 ORANGE = vec3(1.0, 0.5, 0.0);
const vec3 BLUE = vec3(0.0, 0.6, 1.0);
varying vec2 varUV;
void main() {
float u = fract(varUV.x * CELLS);
float v = fract(varUV.y * CELLS);
if (u > MARGIN && v > MARGIN) gl_FragColor = vec4(BLUE, 1.0);
else gl_FragColor = vec4(ORANGE, 1.0);
}
You can see all this in action in this CopePen:
https://codepen.io/tolokoban/full/oNpBRyO

Related

Showing Point Cloud Structure using Lighting in Three.js

I am generating a point cloud representing a rock using Three.js, but am facing a problem with visualizing its structure clearly. In the second screenshot below I would like to be able to denote the topography of the rock, like the corner (shown better in the third screenshot) of the structure, in a more explicit way, as I want to be able to maneuver around the rock and select different points. I have rocks that are more sparse (harder to see structure as points very far away) and more dense (harder to see structure from afar because points all mashed together, like first screenshot but even when closer to the rock), and finding a generalized way to approach this problem has been difficult.
I posted about this problem before here, thinking that representing the ‘depth’ of the rock into the screen would suffice, but after attempting the proposed solution I still could not find a nice way to represent the topography better. Is there a way to add a source of light that my shaders can pick up on? I want to see whether I can represent the colors differently based on their orientation to the source. Using a different software, a friend was able to produce the below image - is there a way to simulate this in Three.js?
For context, I am using Points with a BufferGeometry and ShaderMaterial. Below is the shader code I currently have:
Vertex:
precision mediump float;
varying vec3 vColor;
attribute float alpha;
varying float vAlpha;
uniform float scale;
void main() {
vAlpha = alpha;
vColor = color;
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
#ifdef USE_SIZEATTENUATION
//bool isPerspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 );
//if ( isPerspective ) gl_PointSize *= ( scale / -mvPosition.z );
#endif
gl_PointSize = 2.0;
gl_Position = projectionMatrix * mvPosition;
}
and
Fragment:
#ifdef GL_OES_standard_derivatives
#extension GL_OES_standard_derivatives : enable
#endif
precision mediump float;
varying vec3 vColor;
varying float vAlpha;
uniform vec2 u_depthRange;
float LinearizeDepth(float depth, float near, float far)
{
float z = depth * 2.0 - 1.0; // Back to NDC
return (2.0 * near * far / (far + near - z * (far - near)) - near) / (far-near);
}
void main() {
float r = 0.0, delta = 0.0, alpha = 1.0;
vec2 cxy = 2.0 * gl_PointCoord.xy - 1.0;
r = dot(cxy, cxy);
float lineardepth = LinearizeDepth(gl_FragCoord.z, u_depthRange[0], u_depthRange[1]);
if (r > 1.0) {
discard;
}
// Reseted back to 1.0 instead of using lineardepth method above
gl_FragColor = vec4(vColor, 1.0);
}
Thank you so much for your help!

How can I implement the Thin Plate Spline algorithm in a GLSL vertex shader?

I would like to make a GLSL shader for warping an image/texture using the TPS algorithm. How would I write the GLSL vertex shader for that?
The answer was that I needed to make a vertex shader, not a fragment shader.
What I needed was to actually warp an image with GLSL and it seems this article describes how to do it: https://testdrive-archive.azurewebsites.net/Graphics/Warp/Default.html
attribute vec2 aPosition;
varying vec2 vTexCoord;
#define MAXPOINTS 9
uniform vec2 p1[MAXPOINTS]; // where the reference points
uniform vec2 p2[MAXPOINTS]; // where the warp points
void main() {
vTexCoord = aPosition;
vec2 position = aPosition * 2.0 - 1.0; // convert 0 - 1 range to -1 to +1 range
for (int i = 0; i < MAXPOINTS; i++)
{
float dragdistance = distance(p1[i], p2[i]);
float mydistance = distance(p1[i], position);
if (mydistance < dragdistance)
{
vec2 maxdistort = (p2[i] - p1[i]) / 4.0;
float normalizeddistance = mydistance / dragdistance;
float normalizedimpact = (cos(normalizeddistance*3.14159265359)+1.0)/2.0;
position += (maxdistort * normalizedimpact);
}
}
//gl_Position = vec4(aPosition * 2.0 - 1.0, 0.0, 1.0);
gl_Position = vec4(position, 0.0, 1.0);
}

Threejs: compute projected coordinate in fragment shader

I'm struggling with handling Coord in fragment Shader.
In brief, I just want to draw circle with fragment shader using (x,y,z) of world space. But because of camera position and the z of circle's center position, I cannot get actual right projected x and y coords.
Let's suppose that my camera placed at (0, 0, 1000) and perspective with
fov: 45deg
aspect with screen_width/screen_height
nearZ: 1
farZ: 10000
Camera look at (0,0). In this case with three.js, I can get projectionMatrix and ModelViewMatrix of camera(e.g.PerspectiveCamera.projectionMatrix) and also in default I can use viewMatrix in fragmentShader of ShaderMaterial in three.js.
So in fragmentShader, for calculating projected coordinate of circle placed (300, 300, -1000), I write my VertexShader and FragmentShader like below.
My Vertex Shader is only for get projectionMatrix and modelViewMatrix as P and MV.
// vertexShader
varying mat4 P;
varying mat4 MV;
void main(){
P = projectionMatrix;
MV = modelViewMatrix;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
And then, I just calculate x and y using P and MV like below.
// fragmentShader
varying mat4 P;
varying mat4 MV;
uniform float x;
uniform float y;
uniform float z;
uniform float r;
uniform vec2 u_resolution;
float circle(vec2 _st, vec2 _center, float _radius){
vec2 dist = _st - _center + u_resolution;
return 1.-smoothstep(_radius-(_radius*0.01),
_radius+(_radius*0.01),
length(dist));
}
void main(){
vec2 coord = (P * MV * vec4(x, y, z, 1.0)).xy;
float point = circle(gl_FragCoord.xy, coord, r); // ignore r scaling.
gl_FragColor = vec4(vec4(point), point);
}
But the result doesn't match what I expected. And also some weird behaviors were found.
No matter what z of uniform, there's no change at all.
Pixel ratio can be some reason(e.g. retina display has pixel ratio as 2) but from my experiments of it, it has nothing to do with this.
Any mistake that I made? Or any misleading? (somehow there can be mistake in circle function but I think it doesn't make critical problem..)
Lets assume that x, y and z, define the center of a circle in world space. You want to draw a circle in a plane which is parallel to the view port in a screen space pass, where you draw a quad over the entire viewport.
You have to transform the center of the circle from world space coordinates to normalized device coordinates. The best solution would be to do this on the CPU and to set uniform with the result.
According to the code of your question, this can be done in the vertex shader, too. But you have to do a Perspective divide, after the transformation by the model view matrix and the projection matrix, to transform the point form clip space to view normalized device space:
uniform mat4 P;
uniform mat4 MV;
uniform float x;
uniform float y;
uniform float z;
varying vec3 cpt;
void main(){
vec4 cpt_h = projectionMatrix * modelViewMatrix * vec4(x, y, z, 1.0);
vec3 cpt = cpt_h.xyz / cpt_h.w;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
If u_resolution, is the width and the height of the viewport, then the x and y coordinate of the fragment in normalized device space can be calculated by:
vec2 coord = gl_FragCoord.xy / u_resolution.xy * 2.0 - 1.0;
But I recommend to transform the center point of the circle to window (pixel) coordinates, then the radius can be set in pixel, too:
vec2 cpt_p = (cpt.xy * 0.5 + 0.5) * u_resolution.xy;
To calculate the length of a vector you can use the GLSL function length.
The final fragment shader may look like this:
varying vec3 cpt;
uniform vec2 u_resolution;
uniform float u_pixel_ratio; // device pixel ratio
uniform float r; // e.g. 100.0 means a radius of 100 pixel
float circle( vec2 _st, vec2 _center, float _radius )
{
// thickness of the circle in pixel
const float thickness = 20.0;
// distance to the center point in pixel
float dist = length(_st - _center);
return 1.0 - smoothstep(0.0, thickness/2.0, abs(_radius-dist));
}
void main(){
vec2 cpt_p = (cpt.xy * 0.5 + 0.5) * u_resolution.xy * u_pixel_ratio;
float point = circle(gl_FragCoord.xy, cpt_p, r);
gl_FragColor = vec4(point);
}
e.g. a circle with a radius of 50.0 and a thickness of 20.0:
If you want to apply a perspective distortion to the circle, this means the size of the circle decreases by distance, then you have to set the radius r in world coordinates.
Calculate a point on the circle and calculate the distance of the point to the center point of the circle in the vertex shader in normalized device space.
This is the radius which you have to pass from the vertex shader to the fragment shader additional to the center point of the circle.
uniform mat4 P;
uniform mat4 MV;
uniform float x;
uniform float y;
uniform float z;
uniform float r; // e.g. radius in world space
varying vec3 cpt;
varying float radius;
void main(){
vec4 cpt_v = modelViewMatrix * vec4(x, y, z, 1.0);
vec4 rpt_v = vec4(cpt_v.x, cpt_v.y + r, cpt_v.zw);
vec4 cpt_h = projectionMatrix * cpt_v;
vec4 rpt_h = projectionMatrix * rpt_v;
cpt = cpt_h.xyz / cpt_h.w;
vec3 rpt = rpt_v.xyz / rpt_v.w;
radius = length(rpt-cpt);
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
varying vec3 cpt;
varying float radius;
uniform vec2 u_resolution;
uniform float u_pixel_ratio; // device pixel ratio
uniform float r; // e.g. 100.0 means a radius of 100 pixel
float circle( vec2 _st, vec2 _center, float _radius )
{
const float thickness = 20.0;
float dist = length(_st - _center);
return 1.0 - smoothstep(0.0, thickness/2.0, abs(_radius-dist));
}
void main()
{
vec2 cpt_p = (cpt.xy * 0.5 + 0.5) * u_resolution.xy * u_pixel_ratio;
float radius_p = radius * 0.5 * u_resolution.y * u_pixel_ratio.y;
float point = circle(gl_FragCoord.xy, cpt_p, radius_p);
gl_FragColor = vec4(point);
}

moving from one point to point on sphere

I'm working with a GPU based particle system.
There are 1 million particles computed by passing in the x,y,z positions as rgb values on a 1024*1024 texture. The same is being done for their velocities.
I'm trying to make them move from an arbitrary point to a point on sphere.
My current shader, which I'm using for the computation, is moving from one point to another directly.
I'm not using the mass or velocity texture at the moment
// float mass = texture2D( posArray, texCoord.st).a;
vec3 p = texture2D( posArray, texCoord.st).rgb;
// vec3 v = texture2D( velArray, texCoord.st).rgb;
// map into 'cinder space'
p = (p * - 1.0) + 0.5;
// vec3 acc = -0.0002*p; // Centripetal force
// vec3 ayAcc = 0.00001*normalize(cross(vec3(0, 1 ,0),p)); // Angular force
// vec3 new_v = v + mass*(acc+ayAcc);
vec3 new_p = p + ((moveToPos - p) / duration);
// map out of 'cinder space'
new_p = (new_p - 0.5) * -1.0;
gl_FragData[0] = vec4(new_p.x, new_p.y, new_p.z, mass);
//gl_FragData[1] = vec4(new_v.x, new_v.y, new_v.z, 1.0);
moveToPos is the mouse pointer as a float (0.0f > 1.0f)
the coordinate system is being translated from (0.5,0.5 > -0.5,-0.5) to (0.0,0.0 > 1.0,1.0)
I'm completely new to vector maths, and the calculations that are confusing me. I know I need to use the formula:
x=Rsinϕcosθ
y=Rsinϕsinθ
z=Rcosϕ
but calculating the angles from moveToPos(xyz) > p(xyz) is remaining a problem
I wrote the original version of this GPU-particles shader a few years back (now #: https://github.com/num3ric/Cinder-Particles). Here is one possible approach to your problem.
I would start with a fragment shader applying a spring force to the particles so that they more or less are constrained to the surface of a sphere. Something like this:
uniform sampler2D posArray;
uniform sampler2D velArray;
varying vec4 texCoord;
void main(void)
{
float mass = texture2D( posArray, texCoord.st).a;
vec3 p = texture2D( posArray, texCoord.st).rgb;
vec3 v = texture2D( velArray, texCoord.st).rgb;
float x0 = 0.5; //distance from center of sphere to be maintaned
float x = distance(p, vec3(0,0,0)); // current distance
vec3 acc = -0.0002*(x - x0)*p; //apply spring force (hooke's law)
vec3 new_v = v + mass*(acc);
new_v = 0.999*new_v; // friction to slow down velocities over time
vec3 new_p = p + new_v;
//Render to positions texture
gl_FragData[0] = vec4(new_p.x, new_p.y, new_p.z, mass);
//Render to velocities texture
gl_FragData[1] = vec4(new_v.x, new_v.y, new_v.z, 1.0);
}
Then, I would pass a new vec3 uniform for the mouse position intersecting a sphere of the same radius (done outside the shader in Cinder).
Now, combining this with the previous soft spring constraint. You could add a tangential force towards this attraction point. Start with a simple (mousePos - p) acceleration, and then figure out a way to make this force exclusively tangential using cross-products.
I'm not sure how the spherical coordinates approach would work here.
x=Rsinϕcosθ
y=Rsinϕsinθ
z=Rcosϕ
Where do you get ϕ and θ? The textures stores the positions and velocities in cartesian coordinates. Plus, converting back and forth is not really an option.
My explanation could be too advanced if you are not comfortable with vectors. Unfortunately, shaders and particle animation are very mathematical by nature.
Here is a solution that I've worked out - it works, however if I move the center point of the spheres outside their own bounds, I lose particles.
#define NPEOPLE 5
uniform sampler2D posArray;
uniform sampler2D velArray;
uniform vec3 centerPoint[NPEOPLE];
uniform float radius[NPEOPLE];
uniform float duration;
varying vec4 texCoord;
void main(void) {
float personToGet = texture2D( posArray, texCoord.st).a;
vec3 p = texture2D( posArray, texCoord.st).rgb;
float mass = texture2D( velArray, texCoord.st).a;
vec3 v = texture2D( velArray, texCoord.st).rgb;
// map into 'cinder space'
p = (p * - 1.0) + 0.5;
vec3 vec_p = p - centerPoint[int(personToGet)];
float len_vec_p = sqrt( ( vec_p.x * vec_p.x ) + (vec_p.y * vec_p.y) + (vec_p.z * vec_p.z) );
vec_p = ( ( radius[int(personToGet)] /* mass */ ) / len_vec_p ) * vec_p;
vec3 new_p = ( vec_p + centerPoint[int(personToGet)] );
new_p = p + ( (new_p - p) / (duration) );
// map out of 'cinder space'
new_p = (new_p - 0.5) * -1.0;
vec3 new_v = v;
gl_FragData[0] = vec4(new_p.x, new_p.y, new_p.z, personToGet);
gl_FragData[1] = vec4(new_v.x, new_v.y, new_v.z, mass);
}
I'm passing in arrays of 5 vec3f's and a float mapped as 5 center points and radii.
The particles are setup with a random position at the beginning and move towards the number in the array mapped to the alpha value of the position array.
My aim is to pass in blob data from openCV and map the spheres to people on a camera feed.
It's really uninteresting visually at the moment, so will need to use the velocity texture to add to the behaviour of the particles.

GLSL Shader multi-texture lookup with different texCoord (iPad)

I'm in GLSL texture hell: I load 4 different textures of the same size in uniform sampler2D variables in my fragment shader and try to access them with different texture coordinates:
uniform sampler2D image0, image1, image2, image3;
varying highp vec2 texCoord;
void main()
{
highp vec2 tc = vec2(texCoord.x, mod(1.0-texCoord.y, 0.2) + 0.2);
lowp vec4 color0 = texture2D(image0, tc);
lowp vec4 color1 = texture2D(image1, tc);
lowp vec4 color2 = texture2D(image2, tc);
lowp vec4 color3 = texture2D(image3, tc);
if (texCoord.y < 0.2) { gl_FragColor = color0; }
else if (texCoord.y < 0.4) { gl_FragColor = color1; }
else if (texCoord.y < 0.6) { gl_FragColor = color2; }
else if (texCoord.y < 0.8) { gl_FragColor = color3; }
else { gl_FragColor = vec4(0.0); }
}
The texCoord comes from the vertex shader of course:
uniform lowp float ratio;
attribute highp vec4 vertex;
varying highp vec2 texCoord;
void main()
{
gl_Position = vertex;
texCoord.x = ((vertex.x * 0.5) + 0.5) * ratio;
texCoord.y = (vertex.y * 0.5) + 0.5;
}
I get 5 separate slices, from image0, image2 (!! not image1), image3, image3 (again!), and black (this would hold a merge of the various texture, not important in this context, my problem being getting the right textures first). I checked the image loading code multiple times, I do load 4 different images:
- (void)linkTexture:(GLenum)tex image:(Image *)image varName:(const char *)varName
{
GLint texLocation;
texLocation = glGetUniformLocation(program, varName);
glUniform1i(texLocation, tex-GL_TEXTURE0);
glActiveTexture(tex);
glBindTexture(GL_TEXTURE_2D, image->texID);
}
and further down:
loadTexture("new_york_0.jpg", &image0, &renderer);
[self linkTexture:GL_TEXTURE0 image:&image0 varName:"image0"];
loadTexture("new_york_1.jpg", &image1, &renderer);
[self linkTexture:GL_TEXTURE1 image:&image1 varName:"image1"];
loadTexture("new_york_2.jpg", &image2, &renderer);
[self linkTexture:GL_TEXTURE2 image:&image2 varName:"image2"];
loadTexture("new_york_3.jpg", &image3, &renderer);
[self linkTexture:GL_TEXTURE3 image:&image3 varName:"image3"];
There must be something very wrong in the way I expect the GPU to lookup textures but I have no clue what it is.
Can someone shine a light?
Well in the first case of course you get 5 slices from the same texture.
Think about what you are doing.
Take a y coordinate of 0.6.
(1 - 0.6) = 0.4
mod( 0.4, 0.2 ) = 0.0
0.0 + 0.2 = 0.2
Basically you force the y coordinate to be in the range 0.2 to 0.4 which will always be image1. I'm not sure why you are seeing image2 though ...
As for the 2nd case ... this heavily implies that the texture coord you are receiving is wrong. So .. do you want to show us the vertex shader as well as this fragment shader?
I have to admit, though, I can't understand why you don't just put the 5 slices into a single texture and just render it ...
You may want to check out this:
http://www.vis.uni-stuttgart.de/glsldevil/index.html#downloads
glUniform1i modifies the uniform values for the current program. Make sure you are calling glUseProgram(myProgram) before your calls to linkTexture.

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