glDrawPixels() with 0.375 translation - winapi

I've noticed some strange behaviour with glDrawPixels() when using a 0.375 translation. This is my GL initialization:
width = 640; height = 480;
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity( );
glOrtho(0, width, height, 0, 0, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity( );
glTranslatef(0.375, 0.375, 0.0);
Now I want to draw a 640x30 pixel buffer to the very last 30 rows of my GL window. Hence, I do the following:
glRasterPos2i(0, 480);
glDrawPixels(640, 30, GL_RGBA, GL_UNSIGNED_BYTE, pixelbuffer);
Unfortunately, nothing gets drawn using this code. glGetError() also returns 0. The interesting thing is that as soon as I remove the call to glTranslatef(0.375, 0.375, 0.0) everything works fine!
So could somebody explain to me why this 0.375 translation on both axes confuses glDrawPixels()? Is this somehow rounded to 1.0 internally making my call to glDrawPixels() suddenly want to draw beyond the context's boundaries and thus it gets clipped by OpenGL? This is the only explanation I can think of but I don't understand why OpenGL should round a 0.375 translation to 1.0... it should be rounded down to 0.0 instead, shouldn't it?

The point (0,480) actually straddles one of your clipping planes given your projection matrix. Your sub-pixel shift hack pushes the point beyond the breaking point and the raster position is clipped. In GL, glRasterPos (...) will invalidate all following raster operations as long as the initial position is clipped (which in this case, it is).
You could try glRasterPos2i (0, 479). This is altogether more meaningful given the dimensions of your window anyway. You could also drop the whole charade and use glWindowPos2i (...) instead of relying on your projection and modelview matrices to position the raster coordinate in window-space.

I can't answer your question on why glTranslatef stops glDrawPixels from working, but I can tell you that isn't the way to select where to draw. Check the man page for glDrawPixels for a bit more info. It will tell you about glRasterPos and glWindowPos

Related

HTML canvas fillRect with low opacity doesn't affect dark pixels

Repeatedly drawing a semi-opaque black rectangle over the entire canvas before each animation frame is an easy way to get an afterimage effect for moving shapes and it gives me exactly what I need - up to a point. With too slow a fade it doesn't fade all the way to black. Here's an example:
var canv = document.createElement('canvas');
document.body.appendChild(canv);
var ctx = canv.getContext('2d');
ctx.fillStyle = 'rgba(0, 0, 0, 1)';
ctx.fillRect(0, 0, 100, 100);
ctx.fillStyle = 'rgba(255, 255, 255, 1)';
ctx.fillRect(20, 20, 60, 60);
window.requestAnimationFrame(doFade);
function doFade() {
// Never fades away completely
ctx.fillStyle = 'rgba(0, 0, 0, 0.02)';
ctx.fillRect(20, 20, 60, 60);
window.requestAnimationFrame(doFade);
}
jsfiddle
This looks to me like a numeric precision problem - you can't expect the canvas to keep floating point pixel values around - but I'm not sure how to get around this.
I tried reading the image into a pattern, blanking the canvas, and then filling with the pattern at lower opacity in the hope that I could make rounding error work in my favor, but it seems to have the same result.
Short of reading out the image data and setting to black any pixels below a certain threshold, which would be prohibitively slow, I'm running out of ideas and could use some suggestions.
Thanks!
I thought I'd share my solution for the benefit of anyone else who might run into this problem. I was hoping to avoid doing any pixel-level manipulation, but beyond a certain threshold it's just not possible with the built-in canvas operations because the underlying bitmap is only 8 bits per channel and small fades will work out to less than one least significant bit and won't have any effect on the image data.
My solution was to create an array representing the age of each pixel. After each frame is drawn, I scan the imageData array, looking only at the alpha channel. If the alpha is 255 I know the pixel has just been written, so I set the age to 0 and set the alpha to 254. For any other non-zero alpha values, I increment the pixel age and then set the new alpha based on the pixel age.
The mapping of pixel age to alpha value is done with a lookup table that's populated when the fade rate is set. This lets me use whatever decay curve I want without extra math during the rendering loop.
The CPU utilization is a bit higher, but it's not too much of a performance hit and it can do smooth fades over several seconds and always fades entirely to black eventually.

In Processing, getting constant stroke width independent of scale

What value fed to strokeWidth() will give a stroke width of one pixel regardless of the current scale() setting?
I think strokeWeight(0) should work. Here is an example:
void setup() {
size(100,100);
noFill();
scale(10);
// 1st square, stroke will be 10 pixels
translate(3,3);
strokeWeight(1);
beginShape();
vertex(-1.0, -1.0);
vertex(-1.0, 1.0);
vertex( 1.0, 1.0);
vertex( 1.0, -1.0);
endShape(CLOSE);
// 2nd square, stroke will be 1 pixel
translate(3,3);
strokeWeight(0);
beginShape();
vertex(-1.0, -1.0);
vertex(-1.0, 1.0);
vertex( 1.0, 1.0);
vertex( 1.0, -1.0);
endShape(CLOSE);
}
Kevin did offer a couple of good approaches.
Your question doesn't make it clear what level of comfort you have with the language. My assumption (and I could be wrong) is that the layers approach isn't clear as you might have not used PGraphics before.
However, this option Kevin provided is simple and straight forward:
multiplying the coordinates manually
Notice most drawing functions take not only the coordinates, but also dimensions ?
Don't use scale(), but keep track of a multiplier floating point variable that you use for the shape dimensions. Manually scale the dimensions of each shape:
void draw(){
//map mouseX to a scale between 10% and 300%
float scale = map(constrain(mouseX,0,width),0,width,0.1,3.0);
background(255);
//scale the shape dimensions, without using scale()
ellipse(50,50, 30 * scale, 30 * scale);
}
You can run this as a demo bellow:
function setup(){
createCanvas(100,100);
}
function draw(){
//map mouseX to a scale between 10% and 300%
var scale = map(constrain(mouseX,0,width),0,width,0.1,3.0);
background(200);
//scale the shape dimensions, without using scale()
ellipse(50,50, 30 * scale, 30 * scale);
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.5.7/p5.min.js"></script>
Another answer is in the question itself: what value would you feed to strokeWidth() ? If scale() is making the stroke bigger, but you want to keep it's appearance the same, that means you need to use a smaller stroke weight as scale increases: the thickness is inversely proportional to the scale:
void draw(){
//map mouseX to a scale between 10% and 300%
float scale = map(constrain(mouseX,0,width),0,width,0.1,3.0);
background(255);
translate(50,50);
scale(scale);
strokeWeight(1/scale);
//scaled shape, same appearing stroke, just smaller in value as scale increases
ellipse(0,0, 30, 30);
}
You can run this bellow:
function setup(){
createCanvas(100,100);
}
function draw(){
//map mouseX to a scale between 10% and 300%
var scaleValue = map(constrain(mouseX,0,width),0,width,0.1,3.0);
background(240);
translate(50,50);
scale(scaleValue);
strokeWeight(1/scaleValue);
//scale the shape dimensions, without using scale()
ellipse(0,0, 30, 30);
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.5.7/p5.min.js"></script>
Kevin was patient, not only to answer your question, but also your comments, being generous with his time. You need to be patient to carefully read and understand the answers provided. Try it on your own then come back with specific questions on clarifications if that's the case. It's the best way to learn.
Simply asking "how do I do this ?" without showing what you're tried and what your thinking behind the problem is, expecting a snippet to copy/paste will not get your very far and this is not what stackoverflow is about.
You'll have way more to gain by learning, using the available documentation and especially thinking about the problem on your own first. You might not crack the problem at the first go (I know I certainly don't), but reasoning about it and viewing it from different angles will get your gears going.
Always be patient, it will serve you well on the long run, regardless of the situation.
Update Perhaps you mean by
What value fed to strokeWidth() will give a stroke width of one pixel regardless of the current scale() setting?
is how can you draw without anti-aliasing ?
If so, you can disable smoothing via a line: calling noSmooth(); once in setup(). Try it with the example code above.
None.
The whole point of scale() is that it, well, scales everything.
You might want to draw things in layers: draw one scaled layer, and one unscaled layer that contains the single-pixel-width lines. Then combine those layers.
That won't work if you need your layers to be mixed, such as an unscaled line on top of a scaled shape, on top of another scaled line. In that case you'll just have to unscale before drawing your lines, then scale again to draw your shapes.

Three.js: change the pivot point of a sprite

I've created a 3D map and I'm labelling points on this map through Sprites. This in itself works fine, except for the positioning of the sprite labels.
Because I'm creating a map the camera can tilt from 0 to 90 degrees, while ideally the label always stays some distance directly above the item it is labelling on the screen. But unfortunately, as sprites are always centred around their origin and that overlaps the item, I have to move the sprite up on the Y world axis and with that the centre location of the sprite changes as the camera is tilted. This looks weird if the item looked at is off centre, and doesn't work too well when the camera is looking straight down.
No jsfiddle handy, but my application at http://leeft.eu/starcitizen/ should give a good impression of what it looks like.
The code of THREE.SpritePlugin suggests to me it should be possible to use "matrixWorld" to shift the sprite some distance up on the screen's Y axis while rendering, but I can't work out how to use that, nor am I entirely sure that's what I need to use in the first place.
Is it possible to shift the sprites up on the screen while rendering, or perhaps change their origin? Or is there maybe some other way I can achieve the same effect?
Three.js r.67
As suggested by WestLangley, I've created a workable solution by changing the sprite position based on the viewing angle though it took me hours to work out the few lines of code needed to get the math working. I've updated my application too, so see that for a live demo.
With the tilt angle phi and the heading angle theta as computed from the camera in OrbitControls.js the following code computes a sprite offset that does exactly what I want it to:
// Given:
// phi = tilt; 0 = top down view, 1.48 = 85 degrees (almost head on)
// theta = heading; 0 = north, < 0 looking east, > 0 looking west
// Compute an "opposite" angle; note the 'YXZ' axis order is important
var euler = new THREE.Euler( phi + Math.PI / 2, theta, 0, 'YXZ' );
// Labels are positioned 5.5 units up the Y axis relative to its parent
var spriteOffset = new THREE.Vector3( 0, -5.5, 0 );
// Rotate the offset vector to be opposite to the camera
spriteOffset.applyMatrix4( new THREE.Matrix4().makeRotationFromEuler( euler ) );
scene.traverse( function ( object ) {
if ( ( object instanceof THREE.Sprite ) && object.userData.isLabel ) {
object.position.copy( spriteOffset );
}
} );
Note for anyone using this code: that the sprite labels are children of the object group they're referring to, and this only sets a local offset from that parent object.
I had a similar problem, but with flat sprites; I put trees on a map and wanted them to rotate in such a way that they'd rotate around their base, rather than their center. To do that, i simply edited the image files of the trees to be twice as tall, with the bottom as just a transparency:
http://imgur.com/ogFxyFw
if you turn the first image into a sprite, it'll rotate around the tree's center when the camera rotates. The second tree will rotate around it's base when the camera rotates.
For your application, if you resize the textbox in such a way that the center of it would be coincide with the star; perhaps by adding a few newlines or editing the height of the sprite
This is very much a hack, but if you will only use sprites in this way, and could tolerate a global change to how sprites were rendered, you could change the following line in the compiled three.js script:
Find (ctrl+F) THREE.SpritePlugin = function, and you'll see:
this.init = function ( renderer ) {
_gl = renderer.context;
_renderer = renderer;
vertices = new Float32Array( [
- 0.5, - 0.5, 0, 0,
0.5, - 0.5, 1, 0,
0.5, 0.5, 1, 1,
- 0.5, 0.5, 0, 1
] );
I changed the definition of the array to the following:
var vertices = new Float32Array( [
- 0.5, - 0.0, 0, 0,
0.5, - 0.0, 1, 0,
0.5, 1.0, 1, 1,
- 0.5, 1.0, 0, 1
] );
And now all my sprites render with the rotation origin at the bottom.
If you use the minified version, search for THREE.SpritePlugin=function and move the cursor right until you find the Float32Array defined, and make the same changes there.
Note: this changes how things render only when using WebGL. For the canvas renderer you'll have to play a function called renderSprite() in the THREE.CanvasRenderer. I suspect playing with these lines will do it:
var dist = 0.5 * Math.sqrt( scaleX * scaleX + scaleY * scaleY ); // allow for rotated sprite
_elemBox.min.set( v1.x - dist, v1.y - dist );
_elemBox.max.set( v1.x + dist, v1.y + dist );
This function will also be a lot more difficult to find in the minified version, since renderSprite() is not an outward facing function, it'll likely be renamed to something obscure and small.
Note 2: I did try making these modifications with "polyfills" (or rather, redefining the SpritePlugin after Three is defined), but it caused major problems with things not being properly defined for some reason. Scoping is also an issue with the "polyfill" method.
Note 3: My version of three.js is r69. So there may be differences above.

overlapping partially transparent shapes in openGL

Please check this neat piece of code I found:
glEnable(GL_LINE_SMOOTH);
glColor4ub(0, 0, 0, 150);
mmDrawCircle( ccp(100, 100), 20, 0, 50, NO);
glLineWidth(40);
ccDrawLine(ccp(100, 100), ccp(100 + 100, 100));
mmDrawCircle( ccp(100+100, 100), 20, 0, 50, NO);
where mmDrawCircle and ccDrawLine just draws these shapes [FILLED] somehow... (ccp means a point with the given x, y coordinates respectively).
My problem .... Yes, you guessed it, The line overlaps with the circle, and both are translucent (semi transparent). So, the final shape is there, but the overlapping part becomes darker and the overall shape looks ugly.. i.e, I would be fine if I was drawing with 255 alpha.
Is there a way to tell OpenGL to render one of the shapes in the overlapping parts??
(The shape is obviously a rectangle with rounded edges .. half-circles..)
You could turn on GL_DEPTH_TEST and render the line first and a little closer to the camera. When you then render the circle below, the fragments of the line won't be touched.
(You can also use the stencil buffer for an effect like this).
Note that this might still look ugly. If you want to use anti-aliasing you should think quite hard on which blending modes you apply and in what order you render the primitives.

How do I display a non-power-of-2-texture as sprite in OpenGL (ES) with no stretching?

I want to draw an arbitrary size sprite as a png, say something TOTALLY CRAZY like 56 wide x 30 high. Not a power of 2 in either dimension. Also I may want to draw another different sprite that's 72 wide x 33 high. Indicating this because no 'tricks' are acceptable here, I need to handle general case.
So I have this png (with transparency) and I want to draw it as a sprite with absolutely no stretching, interpolation, etc. I want it to map 1:1 with pixels on the screen. Pretend these sprites are pixel art (they may or may not be but they are drawn for the exact resolution).
I understand sprite drawing - 2 triangles as a quad, rendering my texture to that via texture coordinate mapping - however I only understand it for powers of 2. And I also do not understand how to size my 'quad' and set up my GL matricies such that I can make the sprite be the exact same size in pixels as my sprite
I'm using OpenGL ES so using the new extensions to use non-power-of-2 textures is not acceptable.
I'm only drawing 3-10 sprites at a time so I'm open to suggestions about efficiency but I'm most interested in 'accurate' looking results.
To get a pixel-perfect coordinate system, you could set up your matrices as follows:
glViewport(0, window_width, 0, window_height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, window_width, 0, window_height, 0, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
This ensures a 1:1 mapping of OpenGL coordinates to pixels, and puts your origin in the bottom left corner.
As to your texture, if you don't want to rely on the non-power-of-two extension, you must pad it to be a power of two. Even though the OpenGL ES spec doesn't say it has to be square as well (as far as I know), I've seen strange things happen on Android with texture sizes like 512 x 128, so it might be best to stick to square power-of-two textures.
The thing to note is that texture coordinates in OpenGL are always between 0 and 1, no matter what the pixel size of your texture is. So if your sprite is 48 pixels wide, and you padded it to a texture of 64 x 64, then it will span the x coordinates from 0 to 0.75:
1 +--------+
| |
| |
+-----+ |
|\_O_/| |
| O | |
| / \ | |
0 +-----+--+
0 0.75 1 <- texture coordinates
0 48 64 <- pixels
So you have to set up these texture coordinates for the corners of your quad. Because we have a pixel-perfect projection, the quad must also be exactly 48 pixels wide.
In conclusion, to draw your sprite at position x, y (in pixels from the bottom left), do something like this:
float texcoord_x = (float)sprite_width / texture_width;
float texcoord_y = (float)sprite_height / texture_height;
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture_id);
glBegin(GL_QUADS);
// bottom left
glTexCoord2f(0, 0);
glVertex2i(x, y);
// bottom right
glTexCoord2f(texcoord_x, 0);
glVertex2i(x + sprite_width, y);
// top right
glTexCoord2f(texcoord_x, texcoord_y);
glVertex2i(x + sprite_width, y + sprite_height);
// top left
glTexCoord2f(0, texcoord_y);
glVertex2i(x, y + sprite_height);
glEnd();
I know OpenGL ES doesn't have glVertex2i and so on, so you'll have to put these coordinates into a buffer. And it doesn't allow quads, so you'll have to split it up into triangles. But this is the basic idea.

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