I was able to apply a 2D texture on point sprites, but it didnt really make it look like a 3D sphere. I’ve looked over alot of google pages and i didnt find anything about using glsl for making a point sprite appear like a sphere. Anyone know where i could find some infos on how to do this using a .vert and .frag program? Here the code where i’m drawing the point sprites :
void InitPointSprites()
{
setShaders();
g_floorLightMapTexture = LoadTexture("Content/Textures/floor_light_map.tga");
// clear buffer
// save the initial ModelView matrix before modifying ModelView matrix
// tramsform camera
if(vboUsed) // draw cube using VBO
{
glEnable( GL_DEPTH_TEST );
glDepthMask( GL_FALSE );
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_COLOR, GL_ONE);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, vboId);
// enable vertex arrays
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
// before draw, specify vertex and index arrays with their offsets
glNormalPointer(GL_FLOAT, 0, (void*)sizeof(vertices));
glColorPointer(3, GL_FLOAT, 0, (void*)(sizeof(vertices)+sizeof(normals)));
glVertexPointer(3, GL_FLOAT, 0, 0);
float quadratic[] = {1.0f, 0.0f, 0.01f};
glPointParameterfvARB(GL_POINT_DISTANCE_ATTENUATION_ARB, quadratic );
// Query for the max point size supported by the hardware
float maxSize = 0.0f;
glGetFloatv(GL_POINT_SIZE_MAX_ARB, &maxSize );
if(maxSize > 100.0f)
maxSize = 100.0f;
glPointSize(maxSize);
// The alpha of a point is calculated to allow the fading of points
// instead of shrinking them past a defined threshold size. The threshold
// is defined by GL_POINT_FADE_THRESHOLD_SIZE_ARB and is not clamped to
// the minimum and maximum point sizes.
glPointParameterfARB(GL_POINT_FADE_THRESHOLD_SIZE_ARB, 60.0f);
glPointParameterfARB(GL_POINT_SIZE_MIN_ARB, 1.0f);
glPointParameterfARB(GL_POINT_SIZE_MAX_ARB, maxSize);
//glEnable(GL_TEXTURE_2D);
//glBindTexture(GL_TEXTURE_2D, g_floorLightMapTexture);
glEnable(GL_POINT_SPRITE_ARB);
glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
glDrawArrays(GL_POINTS, 0, numPoints);
glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_FALSE);
glDisable(GL_POINT_SPRITE_ARB);
//glBindTexture(GL_TEXTURE_2D, 0);
//glDisable(GL_TEXTURE_2D);
glDisableClientState(GL_VERTEX_ARRAY); // disable vertex arrays
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
glDisable(GL_BLEND);
glDisable( GL_DEPTH_TEST );
glDepthMask( GL_TRUE );
}
ShadersOff();
}
Well i’m moving in a 3D space, so i need the texture to be in relation with the position of the light, which is fixed. I don’t want the texture to always face where the user is looking, like point sprites do.
I’m getting some weird things when using this vert and frag program :
//frag
varying vec3 L;
varying vec3 V;
uniform sampler2D texMap;
void main()
{
// Simple example, only for diffuse
vec4 N = texture2D(texMap, gl_TexCoord[0].st);
vec3 NN = normalize(2.0*N.xyz-1.0);
vec3 LL = normalize(L);
float Kd= max(dot(NN, LL), 0.0);
gl_FragColor=
Kd*gl_FrontLightProduct[0].diffuse;
}
/* normal map vertex shader */
varying vec3 L; /* light vector in tangent-space coordinates */
varying vec3 V; /* view vector in tangent-space coordinates */
attribute vec3 objTangent; /* tangent vector in object coordinates */
void main()
{
gl_Position= gl_ModelViewProjectionMatrix*gl_Vertex;
gl_TexCoord[0] = gl_MultiTexCoord0;
vec3 eyePosition= vec3(gl_ModelViewMatrix*gl_Vertex);
vec3 eyeLightPos= vec3(gl_LightSource[0].position);
/* normal, tangent and binormalin eye coordinates */
vec3 N = normalize(gl_NormalMatrix*gl_Normal);
vec3 T = normalize(gl_NormalMatrix*objTangent);
vec3 B = cross(N, T);
/* light vector in tangent space */
L.x= dot(T, eyeLightPos-eyePosition);
L.y= dot(B, eyeLightPos-eyePosition);
L.z= dot(N, eyeLightPos-eyePosition);
L = normalize(L);
/* view vector in tangent space */
V.x= dot(T, -eyePosition.xyz);
V.y= dot(B, -eyePosition.xyz);
V.z= dot(N, -eyePosition.xyz);
V = normalize(V);
}
When on the x axis, point sprites on the left are square with an alpha circle in the middle. On the right, they are normal circles. What did i do wrong?
Search down for “particles”. PDF has a pic. You can download the full source with their CUDA or OpenCL distributions. IIRC, seems like the demo source is in their “GPU Computing SDK” package:
Search down for “particles”. PDF has a pic. You can download the full source with their CUDA or OpenCL distributions. IIRC, seems like the demo source is in their “GPU Computing SDK” package:
Well, now i have another problem, the texture of the sphere are showing correctly, but they are rotating with the user. I want to be able to move around the sphere, to see it change color and shadow.