Creating a sprite class in OpenGL ES 2.0 - iphone

I am working on making a sprite class in OpenGL ES 2.0 and have succeeded to a point. Currently I have a render method for the sprite and it's called by the render method in my EAGL layer at intervals. I was creating new vertex buffer and index buffer every time render was called but it isn't efficient so I called glremovebuffer. Unfortunately when I do that the frame-rate is slowed down significantly.
So currently I have the vbo and ibo created at initialization which works fine in terms of frame-rate and memory consumption but is unable to update position.
I'm at a bit of a loss as I'm just beggining with OpenGL, any help is appreciated.

Typically you want to create your sprite with VBOs and IBOs once, located at the model origin. To translate, rotate, and scale, you would then use the model matrix to transform your sprite into a desired location.
I'm fairly certain that iphone sdk provides some nice functions to do that, but I don't know any of them :) Basically, in your shader, you take your position coordinates and you multiply it by one or more matrices, one of those matrices is the model matrix, which you can change to be a translate, rotate, scale, or any combination of those matrices (in fact, it can be any matrix you want and it will produce different results).
There's a lot of resources out there that explain these transformation matrices. Here's one for instance:
http://db-in.com/blog/2011/04/cameras-on-opengl-es-2-x/
My advise is to find a tutorial that speaks on the same level as your understand and learn from there...

Related

Why does merging geometries improve rendering speed?

In my web application I only need to add static objects to my scene. It worked slow so I started searching and I found that merging geometries and merging vertices were the solution. When I implemented it, it indeed worked a lot better. All the articles said that the reason for this improvement is the decrease in number of WebGL calls. As I am not very familiar with things like OpenGL and WebGL (I use Three.js to avoid their complexity), I would like to know why exactly it reduces the WebGL calls?
Because you send one large object instead of many littles, the overhead reduces. So I understand that loading one big mesh to the scene goes faster than many small meshes.
BUT I do not understand why merging geometries also has a positive influence on the rendering calculation? I would also like to know the difference between merging geometries and merging vertices?
Thanks in advance!
three.js is a framework that helps you work with the WebGL API.
What a "mesh" is to three.js, to webgl, it's a series of low level calls that set up state and issue calls to the GPU.
Let's take a sphere for example. With three.js you would create it with a few lines:
var sphereGeometry = new THREE.SphereGeometry(10);
var sphereMaterial = new THREE.MeshBasicMaterial({color:'red'});
var sphereMesh = new THREE.Mesh( sphereGeometry, sphereMaterial);
myScene.add( sphereMesh );
You have your renderer.render() call, and poof, a sphere appears on screen.
A lot of stuff happens under the hood though.
The first line, creates the sphere "geometry" - the cpu will a bunch of math and logic describing a sphere with points and triangles. Points are vectors, three floats grouped together, triangles are a structure that groups these points by indecis (groups of integers).
Somewhere there is a loop that calculates the vectors based on trigonometry (sin, cos), and another, that weaves the resulting array of vectors into triangles (take every N , N + M , N + 2M, create a triangle etc).
Now these numbers exist in javascript land, it's just a bunch of floats and ints, grouped together in a specific way to describe shapes such as cubes, spheres and aliens.
You need a way to draw this construct on a screen - a two dimensional array of pixels.
WebGL does not actually know much about 3D. It knows how to manage memory on the gpu, how to compute things in parallel (or gives you the tools), it does know how to do mathematical operations that are crucial for 3d graphics, but the same math can be used to mine bitcoins, without even drawing anything.
In order for WebGL to draw something on screen, it first needs the data put into appropriate buffers, it needs to have the shader programs, it needs to be setup for that specific call (is there going to be blending - transparency in three.js land, depth testing, stencil testing etc), then it needs to know what it's actually drawing (so you need to provide strides, sizes of attributes etc to let it know where a 'mesh' actually is in memory), how it's drawing it (triangle strips, fans, points...) and what to draw it with - which shaders will it apply on the data you provided.
So, you need a way to 'teach' WebGL to do 3d.
I think the best way to get familiar with this concept is to look at this tutorial , re-reading if necessary, because it explains what happens pretty much on every single 3d object in perspective, ever.
To sum up the tutorial:
a perspective camera is basically two 4x4 matrices - a perspective matrix, that puts things into perspective, and a view matrix, that moves the entire world into camera space. Every camera you make, consists of these two matrices.
Every object exists in it's object space. TRS matrix, (world matrix in three.js terms) is used to transform this object into world space.
So this stuff - a concept such as "projective matrix" is what teaches webgl how to draw perspective.
Three.js abstracts this further and gives you things like "field of view" and "aspect ratio" instead of left right, top bottom.
Three.js also abstracts the transformation matrices (view matrix on the camera, and world matrices on every object) because it allows you to set "position" and "rotation" and computes the matrix based on this under the hood.
Since every mesh has to be processed by the vertex shader and the pixel shader in order to appear on the screen, every mesh needs to have all this information available.
When a draw call is being issued for a specific mesh, that mesh will have the same perspective matrix, and view matrix as any other object being rendered with the same camera. They will each have their own world matrices - numbers that move them around around your scene.
This is transformation alone, happening in the vertex shader. These results are then rasterized, and go to the pixel shader for processing.
Lets consider two materials - black plastic and red plastic. They will have the same shader, perhaps one you wrote using THREE.ShaderMaterial, or maybe one from three's library. It's the same shader, but it has one uniform value exposed - color. This allows you to have many instances of a plastic material, green, blue, pink, but it means that each of these requires a separate draw call.
Webgl will have to issue specific calls to change that uniform from red to black, and then it's ready to draw stuff using that 'material'.
So now imagine a particle system, displaying a thousand cubes each with a unique color. You have to issue a thousand draw calls to draw them all, if you treat them as separate meshes and change colors via a uniform.
If on the other hand, you assign vertex colors to each cube, you don't rely on the uniform any more, but on an attribute. Now if you merge all the cubes together, you can issue a single draw call, processing all the cubes with the same shader.
You can see why this is more efficient simply by taking a glance at webglrenderer from three.js, and all the stuff it has to do in order to translate your 3d calls to webgl. Better done once than a thousand times.
Back to those 3 lines, the sphereMaterial can take a color argument, if you look at the source, this will translate to a uniform vec3 in the shader. However, you can also achieve the same thing by rendering the vertex colors, and assigning the color you want before hand.
sphereMesh will wrap that computed geometry into an object that three's webglrenderer understands, which in turn sets up webgl accordingly.

Shader-coding: nonlinear projection models

As I understand it, the standard projection model places an imaginary grid in front of the camera, and for each triangle in the scene, determines which 3 pixels its 3 corners project onto. The color is determined for each of these points, and the fragment shader fills in the rest using interpolation.
My question is this: is it possible to gain control over this projection model? For example, create my own custom distorted uv-grid? Or even just supply my own algorithm:
xyPixelPos_for_Vector3( Vector3 v ) {...}
I'm working in Unity3D, so I think that limits me to cG or openGL.
I did once write a GLES2 shader, but I don't remember ever performing any kind of "ray hits quad" type test to resolve the pixel position of a particular 3D point in space.
I'm going to assume that you want to render 3d images based upon 3d primitives that are defined by vertices. This is not the only way to render images with OpenGL but it is the most common. The technique that you describe sounds much more like Ray-Tracing.
How OpenGL Typically Works:
I wouldn't say that OpenGL creates an imaginary grid. Instead, what it does is take the positions of each of your vertices, and converts them into a different space using linear algebra (Matrices).
If you want to start playing around with this, it would be best to do some reading on Matrices, to understand what the graphics card is doing.
You can easily start warping the positions of Vertices by making a vertex shader. However, there is some setup involved. See the Lighthouse tutorials (http://www.lighthouse3d.com/tutorials/glsl-tutorial/hello-world-in-glsl/) to get started with that! You will also want to read their tutorials on lighting (http://www.lighthouse3d.com/tutorials/glsl-tutorial/lighting/), to create a fully functioning vertex shader which includes a lighting model.
Thankfully, once the shader is set up, you can distort your entire scene to your hearts content. Just remember to do your distortions in the right 'space'. World coordinates are much different than eye coordinates!

Drawing a 3D tree structure in WebGL

I am working on drawing large directed acyclic graphs in WebGL using the gwt-g3d library as per the technique shown here: http://www-graphics.stanford.edu/papers/h3/
At this point, I have a simple two-level graph rendering:
Performance is terrible -- it takes about 1.5-2 seconds to render this thing. I'm not an OpenGL expert, so here is the general approach I am taking. Maybe somebody can point out some optimizations that will get this rendering quicker.
I am astonished how long it takes to push the MODELVIEW matrix and buffers to the graphics card. This is where the lion's share of the time is wasted. Should I instead be doing MODELVIEW transformations in the vertex shader?
This leads me to believe that manipulating the MODELVIEW matrix and pushing it once for each node shouldn't be a bad practice, but the timings don't lie:
https://gamedev.stackexchange.com/questions/27042/translate-the-modelview-matrix-or-change-vertex-coordinates
Group nodes in larger chunks instead of rendering them separately. Do background caching of all geometry with applied transformations that most likely will not be modified and store it in one buffer and render in one call.
Another solution: Store nodes(box + line) in one buffer(You can store more than you need at current time) and their transformations in texture. apply transformations in vertex shader based on node index(texture coordinates) It should be faster drastically faster.
To test support use this site. I have MAX_VERTEX_TEXTURE_IMAGE_UNITS | 4
Best solution will be Geometry Instancing but it currently isn't supported in WebGL.

image editing using opengl on user touch [duplicate]

I'm developing an image warping iOS app with OpenGL ES 2.0.
I have a good grasp on the setup, the pipeline, etc., and am now moving along to the math.
Since my experience with image warping is nil, I'm reaching out for some algorithm suggestions.
Currently, I'm setting the initial vertices at points in a grid type fashion, which equally divide the image into squares. Then, I place an additional vertex in the middle of each of those squares. When I draw the indices, each square contains four triangles in the shape of an X. See the image below:
After playing with photoshop a little, I noticed adobe uses a slightly more complicated algorithm for their puppet warp, but a much more simplified algorithm for their standard warp. What do you think is best for me to apply here / personal preference?
Secondly, when I move a vertex, I'd like to apply a weighted transformation to all the other vertices to smooth out the edges (instead of what I have below, where only the selected vertex is transformed). What sort of algorithm should I apply here?
As each vertex is processed independently by the vertex shader, it is not easy to have vertexes influence each other's positions. However, because there are not that many vertexes it should be fine to do the work on the CPU and dynamically update your vertex attributes per frame.
Since what you are looking for is for your surface to act like a rubber sheet as parts of it are pulled, how about going ahead and implementing a dynamic simulation of a rubber sheet? There are plenty of good articles on cloth simulation in full 3D such as Jeff Lander's. Your application could be a simplification of these techniques. I have previously implemented a simulation like this in 3D. I required a force attracting my generated vertexes to their original grid locations. You could have a similar force attracting vertexes to the pixels at which they are generated before the simulation is begun. This would make them spring back to their default state when left alone and would progressively reduce the influence of your dragging at more distant vertexes.

Iphone OpenGL : glOrthof vs glFrustumf. is glOrthof not 3D?

having a bad coding day.
Right I need to make a 3D cube that spins around etc via user interaction. Hey no biggy.
All the examples to make a 3D cube seem to use glOrthof and when I demo one to people they say its not 3D.
The problem is that glFrustumf seems to put me in the cube instead of in front of me. I cant move it back using glTransform because it re-uses the ModelView Matrix (I even tried manually modifying that)
/* save current rotation state */
GLfloat matrix[16];
glGetFloatv(GL_MODELVIEW_MATRIX, matrix);
/* re-center cube, apply new rotation */
glLoadIdentity();
glRotatef(self.angle, self.dy,self.dx,0);
/* reapply other rotations so far */
glMultMatrixf(matrix);
So questions are.
To do a 3D cube must I use glFrustumf and if so, how the hell do I step back 5 but still re-use the model matrix (it keeps the cube spinning in what ever direction the user moves it)
I'm not sure what you mean by glOrthof() "not being 3-D". The rotating cube example I have here (using both OpenGL ES 1.1 and 2.0 for rendering of the textured cube) seems to work on 3-D, and I use glOrthof() in the OpenGL ES 1.1 side of the renderer. Shading and other effects can be applied independently of the glOrthof() usage.
In that example, I don't read back the model view matrix to manipulate the cube. Instead, I keep a copy of the matrix locally and modify that using some Core Animation helper functions. In addition to the CATransform3DRotate() that I perform on the cube, you should be able to throw in a CATransform3DTranslate() to displace it in a certain direction, while still being able to spin it.
I keep a local copy of the model view matrix for performance (reading back the model view matrix halts the rendering pipeline on OpenGL ES 1.1), and for compatibility with 2.0 (where you need to send the matrix as a uniform to the shaders).
Also, in an answer to your later question (which might get closed), you can't just arbitrarily change values within the model view matrix and expect to see linear displacements from that. You need to get the math right, and matrix math was never one of my strong points. I find it best to let a transform operation (like those provided in Core Animation) do the math for you when manipulating matrices.