Image Texture Mode strange Mapping 360

edited May 17 in GLSL / Shaders

I tested this code with other frameworks/engines It works fine.

In processing with different images/videos etc. you can see a line going through the screen

I guess, it's the default texture mode. Maybe a user already got a workaround

Any help is much appreciated.

Copy +Paste press Play

//Vertex 
String[] vertSource={"#if __VERSION__ >= 150" //check backward compatible /mobile
  , "#define attribute in"
  , "#define varying out" 
  , "#endif"
  , "#ifdef GL_ES"
  , "precision mediump float;"
  , "precision mediump int;"
  , "#endif"

  //attribute
  , "in vec4 position;"
  //uniforms
  , "uniform mat3 Ry;"
  , "uniform float pitch;"
  //varying
  , "out vec3 refDir;"

  , "void main() {"
  , "gl_Position = vec4(position.xy,0, 1.);"

  //apply Rotation Matix
  , "refDir = Ry*vec4(position.xy,1.,0).xyz;"
  , "}"
};

//Fragment
String[] fragSource={"#if __VERSION__ >= 150" //check backward compatible /mobile
  , "#define attribute in"
  , "#define varying out" 
  , "#define texture(a,b) texture2D(a,b)"
  , "#endif"
  , "#ifdef GL_ES"
  , "precision mediump float;"
  , "precision mediump int;"
  , "#endif"

  //attribute
  , "in vec3 refDir;"
  //uniforms
  , "uniform sampler2D envmap;"
  //varying
  , "out vec4 fragColor;"

  , "#define PI 3.14159273"

  , "void main () {"

  //map texture to sphere: <a href="https://github.com/mrdoob/three.js/issues/1621" target="_blank" rel="nofollow">https://github.com/mrdoob/three.js/issues/1621</a>;
  , "float lat = atan(refDir.z,refDir.x);"
  , "float lon = acos(refDir.y/length(refDir));"
  , "fragColor = texture(envmap,vec2(.5+lat/(2.0*PI),lon/PI));"
  , "}"
};

PShader shader;
PImage img;
PMatrix3D rotY = new PMatrix3D();

void setup() {
  //setup scene
  size(640, 360, P3D);

  //load frag/vert Source
  shader=new PShader(this, vertSource, fragSource);

  //load equirectangular Image
  //https://www.flickr.com/search/?l=commderiv&q=equirectangular
  String https="https://"; //processing forum resolve links automatically - workaround to avoid it
  img = loadImage(https+"c1.staticflickr.com/8/7178/7019373941_c1f2402f06_h.jpg");
}
void draw() {

  //map mouse to a range form - to
  float p=map(mouseX, 0, width, HALF_PI, -PI);

  //uncomment for 360 rotation
  //p=(float)millis()*.001f;

  //rotation to mouse
  float s=sin(p), c=cos(p);

  //uniform Rotation Matrix
  shader.set("Ry", rotY, true);

  //reset to NULL
  rotY.reset();
  //Rotation (pitch) "http://planning.cs.uiuc.edu/node102.html/
  rotY.apply(
    c, 0, s, 0, 
    0, 1, 0, 0, 
    -s, 0, c, 0, 
    0, 0, 0, 1);

  //clear
  background(0);

  //uniform texture image
  shader.set("envmap", img);

  //apply filter to scene
  filter(shader);
}

eqi-img-processing

Answers

  • edited May 17 Answer ✓

    How i suspected the error occurs in the wrorg texture filtering mode, switch to

    ((PGraphicsOpenGL)g).textureSampling(2); //nearest

    fixed it.

    PShape s;PShader bgShader, bunnyShader;
    PMatrix3D rotY=new PMatrix3D();
    void setup() {
      size(640,360,P3D);
    
      s = loadShape("https://"+"raw.githubusercontent.com/McNopper/OpenGL/master/Binaries/bunny.obj");
    
      noStroke();
      noLights();
      noSmooth();
      camera(); //empty Object ?
      hint(DISABLE_OPTIMIZED_STROKE); //comment this out at hi-res
    
      bgShader=new PShader(this, 
        new String[]{"\n in vec4 position; "
        + "uniform mat4 Ry,modelview;"
        + "out vec4 refDir;"
        + "void main() {"
        + "gl_Position = vec4(position.xy-1.,0, 1.);"
        + "refDir = modelview*Ry*vec4(position.xy-1,1.,0);"
       + "}"
        }, new String[] {"\n in vec4 refDir;"
          + "uniform sampler2D envmap;"
          + "out vec4 fragColor;"
          + "const float PI ="+(double)PI+";"
          + "void main () {"
          + "fragColor = texture(envmap,"
          +                "vec2(.5+atan(refDir.z,refDir.x)/(2.0*PI),"
          +                        "acos(refDir.y/length(refDir))/PI));"
         + "}"
        }){
          PShader run(){
            ((PGraphicsOpenGL)g).textureSampling(2);
            this.set("envmap", loadImage("https://"+"c1.staticflickr.com/8/7178/7019373941_c1f2402f06_h.jpg"));
            this.set("modelview",((PGraphicsOpenGL) g).modelview);
            return this;
            }
        }.run();
      // 
      bunnyShader=new PShader(this, 
          new String[]{"\n in vec3 position,normal;"
          + "uniform mat4 modelviewInv,modelview,projection;"
          + "uniform float time;"
          + "out vec3 refDir;"
          + "void main () {"
          + "vec4 camPos = modelview*vec4(position, 1);"
          + "vec3 eye = normalize(position.xyz-modelviewInv[3].xyz/modelviewInv[3].w);"
          + "refDir = reflect(eye, normal);"
          + "camPos.z*=clamp(sin(time)*.5+.5,0,0.5);"
          + "gl_Position = projection*camPos;"
         + "}"
        },new String[]{"\n in vec3 refDir;"
            + "uniform sampler2D envmap;"
            + "out vec4 fragColor;"
            + "const float PI ="+(double)PI+";"
            + "void main () {"
            + "fragColor = texture(envmap,"
            +                "vec2(.5+atan(refDir.z,refDir.x)/(2.0*PI),"
            +                        "acos(refDir.y/length(refDir))/PI));"
           +"}"
          }){
            PShader run(){
              this.set("modelviewInv",((PGraphicsOpenGL)g).modelviewInv);
              this.set("modelview",((PGraphicsOpenGL)g).modelview);
              this.set("projection",((PGraphicsOpenGL)g).projection);
              return this;  
            }
        }.run();
    }void draw(){
    
      background(0);// just to be nice
    
      final float t=millis()*.001f;
    
      bgShader.set("Ry", rotY);
    
      rotY.reset(); 
      rotY.apply(cos(t), 0, sin(t), 0, 0, 1, 0, 0, -sin(t), 0, cos(t), 0, 0, 0, 0, 1);
    
      bunnyShader.set("time",t);
    
      hint(DISABLE_DEPTH_MASK); //no depth testing
      shader(bgShader); 
    
      rect(0, 0, width, height);
      bunnyShader.set("envmap",get());
    
      hint(ENABLE_DEPTH_MASK);
      shader(bunnyShader);
    
      translate(width/2, height/2+50);rotateZ(PI);rotateY(t);scale(50);shape(s);
      resetShader(); // just to be nice
    
      if(keyPressed||mousePressed)exit();
    }
    
  • HBoHBo
    Answer ✓

    hi nabr, found this by following a link someone posted here:

    https://forum.processing.org/two/discussion/21909/how-to-change-the-textures-of-a-cubemapshader#latest

    got some errormessages about non-varying refDir and fragColor. after defining these as varying variables, it seems to work to fine for me, for now

  • Hello @HBo

    Your system ?

  • HBoHBo
    edited May 18

    pc win7 64 bit processing 3.0.1

    one question: when I comment hint(DISABLE_OPTIMIZED_STROKE), there appears a seam in the reflection -->

    seam

    @ everybody do you know how to fix it? (please don't pay attention to the wrong relation of environment - reflection. i only need to get rid of that seam on the sphere)

  • @HBo: Please share your source. So i can catch up. I curretly bussy with my own stuff. when i setup the processing with a sphere already 10mins pass. And it's not garanted that i fix the problem.

    So i can easily copy paste and start with debug. (You can also provide a zip file, would be also nice.)

  • edited May 18

    @HBo This is not 100%, but from my experience

    you look INSIDE the sphere. AND i don't know how to fix it. Something wrong with the normals. they should be flipped. And pointing always towards the camera

    For Testing:

    PShape s;PShader bgShader, bunnyShader;
    PMatrix3D rotY=new PMatrix3D();
    void setup() {
      size(640,360,P3D);
    
     // s = loadShape("https://"+"raw.githubusercontent.com/McNopper/OpenGL/master/Binaries/bunny.obj");
    
      noStroke();
      //i commented the most stuff out.
    //noLights();
    //noSmooth();
      //camera(); //empty Object ?
     // hint(DISABLE_OPTIMIZED_STROKE); //comment this out at hi-res
    
      bgShader=new PShader(this, 
        new String[]{"\n in vec4 position; "
        + "uniform mat4 Ry,modelview;"
        + "out vec4 refDir;"
        + "void main() {"
    
        //prev version position.xy-1 becourse of double buffer in processing 
        //to a QUAD hint(DISABLE_OPTIMIZED_STROKE)
        + "gl_Position = vec4(position.xy,0, 1.);"
        + "refDir = modelview*Ry*vec4(position.xy,1.,0);"
       + "}"
        }, new String[] {"\n in vec4 refDir;"
          + "uniform sampler2D envmap;"
          + "out vec4 fragColor;"
          + "const float PI ="+(double)PI+";"
          + "void main () {"
          + "fragColor = texture(envmap,"
          +                "vec2(.5+atan(refDir.z,refDir.x)/(2.0*PI),"
          +                        "acos(refDir.y/length(refDir))/PI));"
         + "}"
        }){
          PShader run(){
            ((PGraphicsOpenGL)g).textureSampling(2);
            this.set("envmap", loadImage("https://"+"c1.staticflickr.com/8/7050/6839822750_36c12a7905_o.jpg"));
            this.set("modelview",((PGraphicsOpenGL) g).modelview);
            return this;
            }
        }.run();
      // 
      bunnyShader=new PShader(this, 
          new String[]{"\n in vec3 position,normal;"
          + "uniform mat4 modelviewInv,modelview,projection;"
          //+ "uniform float time;"
          + "out vec3 refDir;"
          + "void main () {"
          + "vec4 camPos = modelview*vec4(position, 1);"
          + "vec3 eye = normalize(position.xyz-modelviewInv[3].xyz/modelviewInv[3].w);"
          + "refDir = reflect(eye, normal);"
          //+ "camPos.z*=clamp(sin(time)*.5+.5,0,0.5);"
          + "gl_Position = projection*camPos;"
         + "}"
        },new String[]{"\n in vec3 refDir;"
            + "uniform sampler2D envmap;"
            + "out vec4 fragColor;"
            + "const float PI ="+(double)PI+";"
            + "void main () {"
            + "fragColor = texture(envmap,"
            +                "vec2(.5+atan(refDir.z,refDir.x)/(2.0*PI),"
            +                        "acos(refDir.y/length(refDir))/PI));"
           +"}"
          }){
            PShader run(){
              this.set("modelviewInv",((PGraphicsOpenGL)g).modelviewInv);
              this.set("modelview",((PGraphicsOpenGL)g).modelview);
              this.set("projection",((PGraphicsOpenGL)g).projection);
              return this;  
            }
        }.run();
    }void draw(){
     final float t=millis()*.001f;
    
      bgShader.set("Ry", rotY);
    
      rotY.reset(); 
      rotY.apply(cos(t), 0, sin(t), 0, 0, 1, 0, 0, -sin(t), 0, cos(t), 0, 0, 0, 0, 1);
    
      //bunnyShader.set("time",t);
    
      hint(DISABLE_DEPTH_MASK); //no depth testing
      shader(bgShader); 
    
      rect(0, 0, width, height);
      bunnyShader.set("envmap",get(0, 0, width, height));
    
      background(127); //clear the background after the envmap is copied
    
      hint(ENABLE_DEPTH_MASK);
      shader(bunnyShader);
    
    
      translate(width/2, height/2);
      sphere(140);
    
      /*
      stroke(4);
      rotateY(1); 
      int count=0;
      count=(mousePressed)?count+=t:count;
      rotateZ(count);
      box(140);
      */
    
      //if(keyPressed||mousePressed)exit();
    }
    
  • HBoHBo
    edited May 18

    here's the code:

    PShape s;PShader bgShader, bunnyShader;
    PMatrix3D rotY=new PMatrix3D();
    void setup() {
      size(640,640,P3D);
    
      //s = loadShape("https://"+"raw.githubusercontent.com/McNopper/OpenGL/master/Binaries/bunny.obj");
    
      noStroke();
      noLights();
      noSmooth();
      camera(); //empty Object ?
      //hint(DISABLE_OPTIMIZED_STROKE); //comment this out at hi-res
    
      bgShader=new PShader(this, 
        new String[]{"\n in vec4 position; "
        + "uniform mat4 Ry,modelview;"
        + "out varying vec4 refDir;"
        + "void main() {"
        + "gl_Position = vec4(position.xy-1.,0, 1.);"
        + "refDir = modelview*Ry*vec4(position.xy-1,1.,0);"
       + "}"
        }, new String[] {"\n in vec4 refDir;"
          + "uniform sampler2D envmap;"
          + "out varying vec4 fragColor;"
          + "const float PI ="+(double)PI+";"
          + "void main () {"
          + "fragColor = texture(envmap,"
          +                "vec2(.5+atan(refDir.z,refDir.x)/(2.0*PI),"
          +                        "acos(refDir.y/length(refDir))/PI));"
         + "}"
        }){
          PShader run(){
            ((PGraphicsOpenGL)g).textureSampling(2);
            this.set("envmap", loadImage("https://"+"c1.staticflickr.com/8/7178/7019373941_c1f2402f06_h.jpg"));
            this.set("modelview",((PGraphicsOpenGL) g).modelview);
            return this;
            }
        }.run();
      // 
      bunnyShader=new PShader(this, 
          new String[]{"\n in vec3 position,normal;"
          + "uniform mat4 modelviewInv,modelview,projection;"
          + "uniform float time;"
          + "out varying vec3 refDir;"
          + "void main () {"
          + "vec4 camPos = modelview*vec4(position, 1);"
          + "vec3 eye = normalize(position.xyz-modelviewInv[3].xyz/modelviewInv[3].w);"
          + "refDir = reflect(eye, normal);"
          + "camPos.z*=clamp(0.5,0,0.5);"
          + "gl_Position = projection*camPos;"
         + "}"
        },new String[]{"\n in vec3 refDir;"
            + "uniform sampler2D envmap;"
            + "out varying vec4 fragColor;"
            + "const float PI ="+(double)PI+";"
            + "void main () {"
            + "fragColor = texture(envmap,"
            +                "vec2(.5+atan(refDir.z,refDir.x)/(2.0*PI),"
            +                        "acos(refDir.y/length(refDir))/PI));"
           +"}"
          }){
            PShader run(){
              this.set("modelviewInv",((PGraphicsOpenGL)g).modelviewInv);
              this.set("modelview",((PGraphicsOpenGL)g).modelview);
              this.set("projection",((PGraphicsOpenGL)g).projection);
              return this;  
            }
        }.run();
    }void draw(){
    
      background(0);// just to be nice
    
      final float t=millis()*.0001f;
    
      bgShader.set("Ry", rotY);
    
      rotY.reset(); 
      rotY.apply(cos(t), 0, sin(t), 0, 0, 1, 0, 0, -sin(t), 0, cos(t), 0, 0, 0, 0, 1);
    
    
    
      bunnyShader.set("time",t);
    
      hint(DISABLE_DEPTH_MASK); //no depth testing
      shader(bgShader); 
    
      rect(0, 0, width, height);
      bunnyShader.set("envmap",get());
    
      hint(ENABLE_DEPTH_MASK);
      shader(bunnyShader);
    
      translate(width/2, height/2);
      //translate(0,100);
      rotateZ(PI);
    
    
      //scale(200);
      //shape(s);
      sphere(100);
      resetShader(); // just to be nice
    
      if(keyPressed||mousePressed)exit();
    }
    

    when you replace the sphere with the bunny, you also can see easily see its seams (e.g. at the green areas):

    seam_bunny

    thank you in advance!

  • edited May 18

    @HBo -- For that specific kind of projection you need a 360 panoramic image whose far left and right sides match up. Then there is no seam. For example, any of these images would work: https://www.google.com/search?q=360+panoramic+image&tbm=isch

    Ah. I see that envmap is the correct type of image: I was wrong thinking that was the cause.

  • edited May 18

    @HBo i have to pass for today, but i will catch up soon. I think the default camara in processing have not the "right" settings, - that fits this task.

    @jeremydouglass. No

    Same shader code, accept for the cam.

    https://cdn.rawgit.com/tolkanabroski/coding/master/regl/360/index.html

  • edited May 18

    Here is a good example how to show the normals of a mesh. The outlines on the bunny comes from wrong normal direction.

    https://github.com/codeanticode/pshader-experiments/tree/master/SphereSubdivGS

    i flip them here

    "vec3 eye = normalize(position.xyz-modelviewInv[3].xyz/modelviewInv[3].w);"

    so i have a custom situation and still the default camera.

  • edited May 18

    @HBO i would love to fix it. But their no chance currently. Here is a good old but gold tutorial how camera works.

    http://duriansoftware.com/joe/An-intro-to-modern-OpenGL.-Chapter-3:-3D-transformation-and-projection.html

    edit: @HBo https://processing.org/reference/normal_.html

    first we shold pass a version i think this would solve the varying out problem new String[]{"#version 150 \n"

    https://github.com/processing/processing/blob/master/core/src/processing/opengl/PGL.java#L1912

    second the problem is that the normal attribe is predefined and wrong in this situation:

      + "in vec3 position,normal;"
    

    so you have to overwrite it: https://github.com/processing/processing/wiki/Advanced-OpenGL#processing-3x

    shader.bind();
      posLoc = gl.glGetAttribLocation(shader.glProgram, "position");
    

    @jeremydouglass

    http://www.reindelsoftware.com/Documents/Mapping/Mapping.html

    edit:

    @HBo interessting effects !works only on a processing sphere

    + "refDir = reflect(eye,vec3(normal.xy,1.-normal.z));"

    and flip the image + "refDir = reflect(-eye,-vec3(normal.xy,1.-normal.z));"

  • HBoHBo
    edited May 18

    wow! thanks for your effort. I'll have a look at it tomorrow

  • HBoHBo
    edited May 18

    @nabr no seam on imported meshsphere created in rhino 3d: noSeam

  • edited May 18

    @HBo

    Okay i know now, its my mistake:

    =>i have a spherical projection of a equirectangular image

    =>i run the same code to map in back from equirectangular image to spherical projection

    =>i should map it from spherical projection to spherical projection or better : from World Space To Spherical

    Rihno 3D: bunnyshader vertexshader replace refDir

    +"vec3 n =  normalize(normal);"
    + "refDir = -n;"
    

    ****OR**** pure glas: bunnyshader fragshader replace fragColor

    + "fragColor = texture(envmap,vec2( .5+asin(refDir.x/PI) ,.5+ asin(refDir.y/PI) )) ;"

    https://www.mvps.org/directx/articles/spheremap.htm

    Full code comes tomorrow!

  • @nabr yes, there should be made some changes with spherical projection. the reflection an a planar (very low-res) meshplane looks like this:

    plane

    i'm curious to see it...

  • edited May 19

    @HBo

    i dont really understand what is going on here i did a code clean up also read from forum post. this is what i got so far. I also out of time. Keep me posted with news:

    //vertex pre multiplication done by processing 
    //forum.processing.org/two/discussion/11186/edit-stroke-position-and-stroke-color-of-a-pshape-using-shader
    
    PShader bgShader, bunnyShader;
    
    PMatrix3D rotY=new PMatrix3D();
    PMatrix3D model = new PMatrix3D();
    PMatrix3D modelview = new PMatrix3D(); 
    
    float x =0;
    
    void setup(){
      size(856,480,P3D);
    
     modelview=((PGraphicsOpenGL)g).modelview;
    
     //Shader for Environment Mapping
      bgShader=new PShader(this, 
        new String[]{"#version 150  \n"
        + "in vec4 position; "
        + "uniform mat4 Ry,view;"
        + "out vec4 refDir;"
        + "void main() {"
        + "gl_Position = vec4(position.xy,.0, 1.);"
    
        //for reasons for taste i apply the rotation matrix first
        + "refDir =Ry*view*vec4(position.xy,1.,0);"
       + "}"
        }, new String[] {"#version 150  \n"
          + "in vec4 refDir;"
          + "uniform sampler2D envmap;"
          + "out vec4 fragColor;"
          + "const float PI ="+(double)PI+";"
          + "void main () {"
           //reindelsoftware.com/Documents/Mapping/Mapping.html
          + "fragColor = texture(envmap,"
          +                "vec2(.5+atan(refDir.z,refDir.x)/(2.0*PI),"
          +                        "acos(refDir.y/length(refDir))/PI));"
         + "}"
        }){
          PShader run(){
    
            //mode: linear
            ((PGraphicsOpenGL)g).textureSampling(2);
    
            //somewhere else i run this minimal clear background
            rectMode(RADIUS);
            fill(x);
            rect(x,x,width,height);
            //draw grid
            stroke(254);
            while(x<width){
            x+=20.01f;
            line(x,0,x,height);
            line(0,x,width,x);
            } //x=0;
    
            this.set("envmap",get() );
    
           //for debug leave it here
           //this.set("modelview",((PGraphicsOpenGL)g).modelview);
    
            return this;
            }
        }.run();
      //Shader for the Processing Shape
      bunnyShader=new PShader(this, 
          new String[]{ "#version 150  \n"
          +  "in vec3 position,normal;"
          + "uniform mat4 modelviewInv,view,projection;"
          + "uniform float time;"
          + "out vec3 refDir;"
          + "void main () {"
          + "vec4 camPos = view*vec4(position, 1);"
          + "vec3 eye = normalize(position.xyz-modelviewInv[3].xyz/modelviewInv[3].w);"
          + "refDir = reflect(eye, normal);"
         // + "camPos.z*=clamp(sin(time)*.5+.5,0,0.5);"
          + "gl_Position = projection*camPos;"
         + "}"
        },new String[]{"#version 150  \n"
            +  "in vec3 refDir;"
            + "uniform sampler2D envmap;"
            + "out vec4 fragColor;"
            + "const float PI ="+(double)PI+";"
            + "void main () {"
           /* + "fragColor = texture(envmap,"
            +                "vec2(.5+atan(refDir.z,refDir.x)/(2.0*PI),"
            +                        "acos(refDir.y/length(refDir))/PI));"*/
             //mvps.org/directx/articles/spheremap.htm
            + "fragColor = texture(envmap,vec2( .5+asin(refDir.x/PI) ,.5+ asin(refDir.y/PI) ));"
           +"}"
          }){
            PShader run(){
              this.set("modelviewInv",((PGraphicsOpenGL)g).modelviewInv);
    
              //for debug leave it here
              //this.set("modelview",   ((PGraphicsOpenGL)g).modelview);
    
              this.set("projection",  ((PGraphicsOpenGL)g).projection);
              return this;  
            }
        }.run();
    
       //with both options off/on you can see their some weird things happens
    
       //for debug leave it here
       //hint(DISABLE_OPTIMIZED_STROKE);
    
       //for debug leave it here
       //wireframe Mode
       noStroke();
    }
    float t=0;
    void draw(){
    
      t=millis()*.0005f;
    
      camera();
      //rotate Camera
      rotateX(sin(t));rotateZ(cos(t)*.5+.5);
    
      //load the Identity matrix first PMatrix3D() returns the Identity matrix
      //is far as i understand it. 
      bgShader.set("Ry", rotY);
      //reset the stack 
      rotY.reset(); 
      rotY.apply(cos(t), 0, sin(t), 0, 0, 1, 0, 0, -sin(t), 0, cos(t), 0, 0, 0, 0, 1);
    
      //set time
      bunnyShader.set("time",t);
    
      //no depth testing
      hint(DISABLE_DEPTH_MASK); 
      shader(bgShader); 
    
      //for debug leave it here
      //background(0); 
    
      //RADIUS works best (maybe)
      rectMode(RADIUS);
      rect(0, 0, width, height);
      bunnyShader.set("envmap",get());
    
      hint(ENABLE_DEPTH_MASK);
      shader(bunnyShader);
    
      translate(width/2, height/2, 0);
      sphere(120); 
    
    
      //after we apply the transformation to the sphere we update the matrix
      //and going back to the begining of the draw loop ->camera
    
       //load the modelview from stack first then update it
      bgShader.set("view",model);
      bunnyShader.set("view",model); 
    
      //reset the stack 
      model.reset();
      model.apply(modelview.m00, modelview.m10, modelview.m20, modelview.m30,
                                        modelview.m01, modelview.m11, modelview.m21, modelview.m31,
                                        modelview.m02, modelview.m12, modelview.m22, modelview.m32,
                                        modelview.m03, modelview.m13, modelview.m23, modelview.m33);
    
    
      //for debug leave it here
      //if(keyPressed||mousePressed)exit();
    }
    

    p_screen-0770

  • HBoHBo
    edited May 19

    @ nabr nice code! after replacing refDir as you suggested, there aren't any seams no longer. for a quick test, i loaded this simple meshterrain :

    reflection_1

    reflection_2

  • edited May 19
    //
    //fixed rotation
    
    PShader bgShader, bunnyShader;
    
    PMatrix3D rotY=new PMatrix3D();
    PMatrix3D model = new PMatrix3D();
    PMatrix3D modelview = new PMatrix3D(); 
    
    float x =0;
    
    PShape s;
    
    void setup(){
      size(856,480,P3D);
    
     //for debug leave it here
     //noLights();noStroke();noSmooth();
    
      s = loadShape("https://"+"raw.githubusercontent.com/tolkanabroski/coding/master/pshader-processing/EnvironmentMapping/data/test_terrain.obj");
    
     modelview=((PGraphicsOpenGL)g).modelview;
    
     //Shader for Environment Mapping
      bgShader=new PShader(this, 
        new String[]{"#version 150  \n"
        + "in vec4 position; "
        + "uniform mat4 Ry,view;"
        + "out vec4 refDir;"
        + "void main() {"
        + "gl_Position = vec4(position.xy,.0, 1.);"
    
        //for reasons for taste i apply the rotation matrix first
        + "refDir =Ry*view*vec4(position.xy,1.,0);"
       + "}"
        }, new String[] {"#version 150  \n"
          + "in vec4 refDir;"
          + "uniform sampler2D envmap;"
          + "out vec4 fragColor;"
          + "const float PI ="+(double)PI+";"
          + "void main () {"
           //reindelsoftware.com/Documents/Mapping/Mapping.html
          + "fragColor = texture(envmap,"
          +                "vec2(.5+atan(refDir.z,refDir.x)/(2.0*PI),"
          +                        "acos(refDir.y/length(refDir))/PI));"
         + "}"
        }){
          PShader run(){
    
            //mode: linear
            ((PGraphicsOpenGL)g).textureSampling(2);
    
            //somewhere else i run this minimal clear background
    
           //somewhere else i run this minimal clear background
            //rectMode(RADIUS);
            //fill(x);
            //rect(x,x,width,height);
            ////draw grid
            //stroke(254);
            //while(x<width){
            //x+=20.01f;
            //line(x,0,x,height);
            //line(0,x,width,x);
            //} //x=0;
    
            //this.set("envmap",get() );
    
    
           this.set("envmap", loadImage( "https://"+"github.com/tolkanabroski/coding/raw/master/pshader-processing/EnvironmentMapping/data/envmap_2.jpg"));
    
           //for debug leave it here
           //this.set("modelview",((PGraphicsOpenGL)g).modelview);
    
            return this;
            }
        }.run();
      //Shader for the Processing Shape
      bunnyShader=new PShader(this, 
          new String[]{ "#version 150  \n"
          +  "in vec3 position,normal;"
          + "uniform mat4 modelviewInv,view,projection;"
          + "uniform float time;"
          + "out vec3 refDir;"
          + "void main () {"
          + "vec4 camPos = view*vec4(position, 1);"
          //+ "vec3 eye = normalize(position.xyz-modelviewInv[3].xyz/modelviewInv[3].w);"
    
          //changed
          + "refDir =  -normalize(normal);"
    
          //+ "camPos.z*=clamp(sin(time)*.5+.5,0,.5);"
          + "gl_Position = projection*camPos;"
         + "}"
        },new String[]{"#version 150  \n"
            +  "in vec3 refDir;"
            + "uniform sampler2D envmap;"
            + "out vec4 fragColor;"
            + "const float PI ="+(double)PI+";"
            + "void main () {"
           /* + "fragColor = texture(envmap,"
            +                "vec2(.5+atan(refDir.z,refDir.x)/(2.0*PI),"
            +                        "acos(refDir.y/length(refDir))/PI));"*/
             //mvps.org/directx/articles/spheremap.htm
    
            //+ "fragColor = texture(envmap,vec2( .5+asin(refDir.x/PI) ,.5+ asin(refDir.y/PI) ));"
    
            //thinking of a sphere ...
           + "fragColor = texture(envmap,.5+vec2(refDir/PI).xy);"
    
           +"}"
          }){
            PShader run(){
              this.set("modelviewInv",((PGraphicsOpenGL)g).modelviewInv);
    
              //for debug leave it here
              //this.set("modelview",   ((PGraphicsOpenGL)g).modelview);
    
              this.set("projection",  ((PGraphicsOpenGL)g).projection);
              return this;  
            }
        }.run();
    
       //with both options off/on you can see their some weird things happens
    
       //for debug leave it here
       //hint(DISABLE_OPTIMIZED_STROKE);
    
       //for debug leave it here
       //wireframe Mode
       noStroke();
    }
    float t=0;
    void draw(){
    
      t=millis()*.0005f;
    
    
      camera();
    
      //rotate Camera
      //rotateX(sin(t));rotateZ(cos(t)*.5+.5);
    
      //load the Identity matrix first PMatrix3D() returns the Identity matrix
      //is far as i understand it. 
    
      bgShader.set("Ry", rotY);
      //reset the stack 
      rotY.reset(); 
    
       //unnecessary code for rotation or push and popMatrix
      //rotY.apply(cos(t), 0, sin(t), 0, 0, 1, 0, 0, -sin(t), 0, cos(t), 0, 0, 0, 0, 1);
    
    
      //bug: apply view matrix with processing rotation in both shaders i dont really need to rotate a second time
    
      rotY.apply(
        1, 0, 0, 0, 
        0, 1, 0, 0,
        0 ,0, 1, 0, 
        0, 0, 0, 1);
    
    
    
      //set time
      //bunnyShader.set("time",t);
    
      //no depth testing
      hint(DISABLE_DEPTH_MASK); 
      shader(bgShader); 
    
      //for debug leave it here
      background(0); 
    
      //RADIUS works best (maybe)
      rectMode(RADIUS);
      rect(0, 0, width, height);
      bunnyShader.set("envmap",get());
    
      hint(ENABLE_DEPTH_MASK);
      shader(bunnyShader);
    
      //translate(width/2, height/2, 0);sphere(120); 
    
     //push and popmatrix will close a matix transformation if needed
      //pushMatrix();
    
      translate(width/2, height/2+50);
    
      rotateY(t);
      scale(50);
      shape(s);
    
    
    
      //after we apply the transformation to the sphere we update the matrix
      //and going back to the begining of the draw loop ->camera
    
       //load the modelview from stack first then update it
      bgShader.set("view",model);
      bunnyShader.set("view",model); 
    
      //reset the stack 
      model.reset();
      model.apply(modelview.m00, modelview.m10, modelview.m20, modelview.m30,
                                        modelview.m01, modelview.m11, modelview.m21, modelview.m31,
                                        modelview.m02, modelview.m12, modelview.m22, modelview.m32,
                                        modelview.m03, modelview.m13, modelview.m23, modelview.m33);
    
      //popMatrix();
    
    
    
      //for debug leave it here
      //if(keyPressed||mousePressed)exit();
    }
    
  • edited May 19

    @HBo yeah unnecessary code for rotation

    you dont really need a *.obj for a simple model if you got shaders :)

    http://www.ozone3d.net/tutorials/vertex_displacement_mapping.php

  • @nabr yes i know the power of shaders. but i also know, how much more it still takes for me, until i see something on screen or even understand, what i'm doing. i'll deal with that, when i get in trouble with the framerate

  • edited May 22

    Yes, i have a copy paste bug like everywhere

    this is wrong

    rotateZ(cos(t)*.5+.5);

    explanation

    PShader bgShader;
    
    PMatrix3D rotY=new PMatrix3D();
    PMatrix3D model = new PMatrix3D();
    PMatrix3D modelview = new PMatrix3D(); 
    
    float x =0;
    void setup() {
      size(856, 480, P3D);
      modelview=((PGraphicsOpenGL)g).modelview;
    
      noStroke();
    
      //hint(DISABLE_OPTIMIZED_STROKE);
    
      bgShader=new PShader(this, 
        new String[]{"#version 150  \n"
        + "in vec4 position; "
        + "uniform mat4 view;"
        + "out vec4 refDir;"
        + "void main() {"
        + "gl_Position = vec4(position.xy,.0, 1.);"
        + "refDir =view*vec4(position.xy,1.,0);"
        + "}"
        }, new String[] {"#version 150  \n"
          + "in vec4 refDir;"
          + "uniform sampler2D envmap;"
          + "out vec4 fragColor;"
          + "const float PI ="+(double)PI+";"
          + "void main () {"
          //reindelsoftware.com/Documents/Mapping/Mapping.html
          + "fragColor = texture(envmap,"
          +                "vec2(.5+atan(refDir.z,refDir.x)/(2.0*PI),"
          +                        "acos(refDir.y/length(refDir))/PI));"
          + "}"
        }){
          PShader run(){
            ((PGraphicsOpenGL)g).textureSampling(2);
            rectMode(RADIUS);
            fill(x);
            rect(x, x, width, height);
            //draw grid
            stroke(254);
            while (x<width) {
                line( x+=20.01f, 0, x, height);
                line(0, x, width, x);
                }//x=0;
                this.set("envmap",get());
                return this;
              }
            }.run();
    }
    
    double timed=0;
    float  timef=0;
    
    void draw() {
      hint(DISABLE_DEPTH_MASK); 
      shader(bgShader); 
    
      //yes, i get used to coding everything by myself mostly in glsl c like language
      //opengl runs with  glRotatef and glPerspective and performs in degrees
    
      //and then i use java/processing rotateY and performs in radians : )
      //tutorialspoint.com/java/lang/math_cos.htm
      //so some things are gonna break.
    
    
      //cos is going from -1 to 1 
      //for example +.5*5. is a range -1.+.5*5.=1.5 to 1.+.5*5.=3.5
      //i put up some nummbers here, you have to use the calc basicly i do tests for different numbers
    
    
      //and it fails at some "nummbers" like 0.84 but not at 0.52 ~PI/6
      //processing.org/reference/rotateY_.html
    
    
      timed=millis()*.001d;
    
      //Proceesig way 
      timef=millis()*.001f;
    
      //just to make sure i did nothing wrong using Java Math 
      double a =Math.cos(timed)+.5d*5.d;
      float tmpd =(float)(a);
      //rotateY(tmpd);println(tmpd); 
    
      float tmpf = cos(timef)+.5f*5.f;
      //rotateY(tmpf);println(tmpf);
    
    
    
      rotateY(cos(timef)*.5+.5);
      //println timef will give me timef*timef =~something
      //so its nessasary to create a tmp variable
      //or reset the Matrix via push and then popMatrix()
      //or divide by PI might help
      //or just don't do it this way
    
      translate(width/2, height/2, 0);
      sphere(120);
    
      bgShader.set("view", model);
      model.reset();
      model.apply(modelview.m00, modelview.m10, modelview.m20, modelview.m30, modelview.m01, modelview.m11, modelview.m21, modelview.m31, modelview.m02, modelview.m12, modelview.m22, modelview.m32, modelview.m03, modelview.m13, modelview.m23, modelview.m33);
    }
    

    EDIT no i was wrong (maybe) I have to rotate the camera! camera(sin(),cos()..... ) !

  • @HBo i hope, it's okay i use your test_terrain.obj on my >github < it's public. When not: PN me and i will take it down.

  • @ nabr no problem :)

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