Wednesday 9 July 2014

Selecting Objects in OpenGL

Continuing my exploits of building a 3D engine from scratch for no reason, I'm now moving on to object selection. From previous posts, I can now fly around basic 3D geometry but I want to be able to pick an object that's visible in the viewport using the mouse. This is made more difficult as OpenGL doesn't really have a concept of an 'Object' - it's just bothered with drawing triangles really fast - so asking it what cube is currently hovering under the mouse pointer is like watching snooker on a black and white TV. It's just not designed for it.

However, there are a few ways of getting this job done:

1) Use the OpenGL selection mode, redraw the small part of the screen around the mouse pointer and see what pixels are directly underneath

2) Do a depth test on the pixels

3) Redraw the scene using different colours for the objects and checking the pixel colour

For reasons of speed, the 3rd option is generally used, however, it hurt my head too much when I tried to get it too work. The second option is also very fast but can only really be used in particular circumstances, e.g. if you have a regular selection of objects that can be classified by their position like a chess board.
This left the first option - OpenGL's selection mode. This is actually thought to be the slowest but no-one seems to know why. However, for my needs, it worked and didn't bring the application to it's knees.

So, how to go about selecting objects in OpenGL? It basically just involves setting OpenGL to draw in a particular way and then calling your usual drawing code. To set up the drawing mode, the following code should work:

    // set up the selection buffer to store possible hits
    GLuint buffer[512];
    glSelectBuffer(512, buffer);

    // Get the viewport values
    GLint viewport[4];
    glGetIntegerv(GL_VIEWPORT, viewport);

    // Go into Selection Mode when rendering
    glRenderMode(GL_SELECT);
    glInitNames();  // Initializes The Name Stack
    glPushName(-1);  // Push at least one entry

    // go to projection matrix and limit the area around x,y to be 'drawn'
    glMatrixMode(GL_PROJECTION);
    glPushMatrix();  // Push The Projection Matrix
    glLoadIdentity(); // Resets The Matrix

    // set the matrix to only view around x,y (inverting y in this case)
    gluPickMatrix((GLdouble) x, (GLdouble) (viewport[3]-y), 1.0f, 1.0f, viewport);

    // also set the perspective to ensure the new aspect ratio is correct
    gluPerspective(45.0f, (GLfloat) (viewport[2]-viewport[0])/(GLfloat) (viewport[3]-viewport[1]), 0.1f, 1500.0f);

    // now paint the objects
    glMatrixMode(GL_MODELVIEW);
    parentView_->drawNodes();


This code:
  • sets up a selection buffer to store the hits, 
  • sets the render mode to GL_SELECT (the OpenGL selection mode) and initialises the name stack. 
  • Stores, then resets the Projection matrix before limiting it to 1 pixel around x,y position
  • Finally, the objects are drawn as usual
The only additional code needed when drawing your objects is to add:


glLoadName( i );

where i is an integer that you can use to identify the object being drawn as this is what will be returned from the selection tool.

Finally, we can see what has been 'drawn' in our 1x1 pixel box:



    // switch everything back to where it was before we started messing
    glMatrixMode(GL_PROJECTION);
    glPopMatrix();
    glMatrixMode(GL_MODELVIEW);
    // check for hits by switching render mode
    GLint hits=glRenderMode(GL_RENDER);
    // do we have any?
    if (hits > 0)
    {
        // note: selection buffer has 4 values per hit: # of hits at time, min depth, max depth, name
        // start by picking the first hit
        int choose = buffer[3];
        int depth = buffer[1];

        // now loop over the rest
        for (int loop = 1; loop < hits; loop++)
        {
            // is this object closer? Note - need to offset for the 4 values per hit
            if (buffer[loop*4+1] < GLuint(depth))
            {
                choose = buffer[loop*4+3];
                depth = buffer[loop*4+1];
            }
        }
        return choose;
    }
    return -1;


And that's it! As I say, there is a lot of talk saying that this is quite slow and I've no doubt that's the case. However, for a basic selection routine this is easy to code and not too tricky to understand. If I discover this is causing me problems I'll have to move on to the more complicated 'colour selection' version but for now, this works for me!


Find the code (getObjectAtScreenPos) at:

https://github.com/doc-sparks/Interface/blob/v0.6/oglwidget.cpp

Monday 26 May 2014

Painting a Necron Tomb Spyder

The closest I ever want to get to a spider

After a few months break due to an expanding family, it's a New Year, I'm finally getting more than 3 and half hours sleep a night and I'm going to try to get a few more of these posts done a month. For the first one of the year, I'm going to show off some more of my mediocre painting that I finished last year but hadn't posted yet.

As I'm unlikely to get a regular gaming session going and I'm more about the painting and collecting anyway, I'm basically just picking any miniatures that take my fancy and doing them. Therefore, for no particular reason at all, I decided to go for the Necron Tomb Spyder. I think the Necron release from GW a couple of years ago (or whenever it was) breathed some much needed new life into the army allowing characters and providing some very nice models that really had needed updating for some time. I'm not sure I agree with the C'Tan retcon but even here, I can see why they did it. So after randomly deciding to buy a Tomb Spyder when it came out (odd seeing as I'm really not good with spiders) and then having it sit around gathering dust for 12 months, I finally got round to painting it.

As with most things I do, I copied what I did from someone else, in this case White Dwarf. I went for the rather awesome Dark Green/Dark Angel style colour scheme (the Sautekh dynasty as I have just looked up) and the finished result can be seen here:



After an undercoat of Chaos Black spray paint, I did the usual trick of Base-Wash-Layer-Layer (or Base-Layer-Wash-Layer) using the following colours:
  • Armour - Caliban Green (base), Warpstone Glow (Layer), Biel-Tan Green (Wash), Moot Green (highlight)
  • Metal Areas - Leadbelcher (base), Nuln Oil (wash), Ironbreaker (Highlight 1), Runefang Steel (highlight 2)
  • Power Sources - Caliban Green (base), Moot Green (Layer), White Scar (Layer), Waywatcher Green (Wash)
Some things of note while I was painting the spider:
  • After the base of Caliban Green, I was really worried the armour looked too green as opposed to the almost-black as it appears in WD. Turns out that after you add the highlights and the wash, it tones this down quite a bit to give a much darker finish.
  • The first edge highlight of the main armour was thicker and over all of the edges of the model. The second, brighter one was thinner and only over corners or areas I wanted to emphasise or look 'powered up'. I didn't do a brilliant job at this (damn my poor fine motor control) but it still made things look more interesting than a single one colour edge highlight over the whole model.
  • For the power sources, I painted all layers one after the other while they were still wet - making the painted areas smaller each time. This was my somewhat-made-up attempt at wet blending which, to a certain extent worked. I think if I ever try this on larger areas though, I'm going to have to improve it quite a bit.
Hopefully this will help the next time I want to paint some Space Wolves. Next: on to some Necrons!

The full gallery can be found on my 500px page here. Enjoy :)




Sunday 29 September 2013

Using Basic Lighting in OpenGL

Let there be light. And let it be phong shaded.

Returning to my basic 3D cube from previous posts, I wanted to stop it looking quite so much like Jason's cube-of-many-colours and just have one colour that could then be changed depending on the status of what it represented. The problem here is that just setting the colour for each face to the same results in what is essentially shadow puppetry. There's no variation in the colours due to the environment and so they are all solid.

How do we get around this as easily as possible? Use the basic lighting supplied by OpenGL. Note that I'm not trying to do photo-realistic shading of a cube here, all I want is for the colour of the cube's faces to vary depending on how much light they are seeing. What this amounts to is finding angle between the light coming in and the 'normal' of the face - i.e. the direction perpendicular to the plane that the face is on. To do more complicated lighting you'd want to use shaders but that's serious overkill for what I'm looking for.

Anyway, there are several things that need to be done to get this working as intended - enable lighting in the OpenGL, position the light, set the normals and set the materials. The first part basically boils down to the following code:


GLfloat white_light[]= { 1.0f, 1.0f, 1.0f, 1.0f };    // set values for a white light
glLightfv(GL_LIGHT1, GL_DIFFUSE, white_light);        // set the DIFFUSE colour of LIGHT1 to white
glLightfv(GL_LIGHT2, GL_DIFFUSE, white_light);        // set the DIFFUSE colour of LIGHT2 to white

glEnable(GL_LIGHT1);                                  // enable the lights
glEnable(GL_LIGHT2);
glEnable(GL_LIGHTING);                                // enable lighting in general


All that's happening here is I'm setting the values for the two lights I'm going to use and turning them on. You generally have access to 8 lights (I think) depending the implementation. I'm setting the DIFFUSE (light reflected everywhere) value to white so the surfaces it hits will just reflect the colour that I set the material to. I'm not bothering with any SPECULAR (light reflected like a mirror) or AMBIENT (general light) as it's not needed for this at present (and I *think* Ambient is set by default).

Next we need to position the light:

// set the light position
GLfloat light_pos1[]= { 1.0f, 1.0f, 3.0f, 0.0f };
glLightfv(GL_LIGHT1, GL_POSITION, light_pos1);
GLfloat light_pos2[]= { 1.0f, -1.0f, -3.0f, 0.0f };
glLightfv(GL_LIGHT2, GL_POSITION, light_pos2);

We need to be careful about where this code it. It needs to be after all 'camera' translations/rotations but before drawing any objects. If you put it in the wrong place, you'll get weird effects like the light changing when you move the camera. Note that I'm also using two lights as if the face is pointing away from the light, you get no diffuse light at all.

Next on the list is the normal vectors. For a cube this is fairly trivial to work out but for more complicated geometry, these would usually be loaded with the object or calculated when on loading. For my cube, something similar to the following is needed:

glNormal3d(0, 0, 1);
glVertex3f(  0.5, -0.5, 0.5 );
glVertex3f(  0.5,  0.5, 0.5 );
glVertex3f( -0.5,  0.5, 0.5 );
glVertex3f( -0.5, -0.5, 0.5 );

Obviously the important bit is the glNormal3d command which describes the vector of the normal for this face. Similar calls are made for all of the cube faces.

And finally, the last bit setting the material of the cube. When using lighting, you can no longer just use glColor and must use glMaterial instead. This allows you to set the various aspects of how the object reacts to light, namely how the AMBIENT, DIFFUSE and SPECULAR light is reflected back. As I said above, I really care most about the DIFFUSE light in this case which will just colour the faces depending on their direction relative to the light:

GLfloat red[] = {0.8f, .2f, .2f, 1.f};
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);

Note that this should be placed before calling the display lists/glVertex comands. I'm also setting the AMBIENT a little as well as there is some of this by default.

With all these elements in place, you should get cubes that are a single colour but are shaded appropriately given the angle of the light! Next problem to overcome - overpainting!

References:
http://www.cse.msu.edu/~cse872/tutorial3.html
http://nehe.gamedev.net/tutorial/texture_filters_lighting__keyboard_control/15002/

Code:
https://github.com/doc-sparks/Interface/tree/v0.5

(Note that the tag includes the changes for overpainting as well which basically means some init code has been switched to the paintEvent function)

Sunday 1 September 2013

Traffic Shaping and Throttling in Linux

Because my University seems to have worse internet connectivity than my house

During my day job as sys-admin for the a Particle Physics Group, I recently was wrapped on the knuckles by central IT for one of our users saturating the whole university's bandwidth. My first reaction was of surprise that they didn't have traffic throttling in place already but this turned to incredulity when I learnt that they only had a 1Gb/s connection for the WHOLE CAMPUS and one of our guys just downloading some LHC data from a couple of fast sites in the UK had brought the entire system to it's knees. Consequently, I was asked to stop people doing this (!) until the network had been upgraded to 10Gb/s. I decided that setting up some traffic shaping on our machines was probably a better idea. 

A quick search led to this page that described how to use the tc command provided by the iptables package to do exactly what I needed and even provided a nice bash script to do the job - problem solved! At some point in the future I may update this post with the actual ins and outs of how the script works (when I've figured it out myself!) but until then, just grab the script, change the download/upload limits as you wish and off you go :)