I have a structure made of 100.000 spheres as point-sprites using OpenGL. I have an issue when I rotate the structure on its centre axis. The point-sprite are rendered in order depending on their array, that means, the last ones overlap the first point-sprite created, not taking care of the depth in the three-dimensional space.
How can I sort and rearrange in real-time the order of the point-sprites to keep always the three-dimensional perspective? I guess the idea is to read the camera position against the particles and then sort the array to always show closer particles first. Is it possible to be fixed using shaders?
Here is my shader: shader.frag
#version 120
uniform sampler2D tex;
varying vec4 inColor;
//uniform vec3 lightDir;
void main (void) {
gl_FragColor = texture2D(tex, gl_TexCoord[0].st) * inColor;
}
shader vert
#version 120
// define a few constants here, for faster rendering
attribute float particleRadius;
attribute vec4 myColor;
varying vec4 inColor;
void main(void)
{
vec4 eyeCoord = vec4(gl_ModelViewMatrix * gl_Vertex);
gl_Position = gl_ProjectionMatrix * eyeCoord;
float distance = length(eyeCoord);
float attenuation = 700.0 / distance;
gl_PointSize = particleRadius * attenuation;
//gl_PointSize = 1.0 / distance * SIZE;
//gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
gl_FrontColor = gl_Color;
inColor = myColor;
}
draw method:
void MyApp::draw(){
//gl::clear( ColorA( 0.0f, 0.0f, 0.0f, 0.0f ), true );
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
// SET MATRICES TO WINDOW
gl::setMatricesWindow( getWindowSize(), false );
gl::setViewport( getWindowBounds() );
gl::enableAlphaBlending();
gl::enable( GL_TEXTURE_2D );
gl::enable(GL_ALPHA_TEST);
glEnable(GL_DEPTH_TEST);
gl::color( ColorA( 1.0f, 1.0f, 1.0f, 1.0f ) );
mShader.bind();
// store current OpenGL state
glPushAttrib( GL_POINT_BIT | GL_ENABLE_BIT );
// enable point sprites and initialize it
gl::enable( GL_POINT_SPRITE_ARB );
glPointParameterfARB( GL_POINT_FADE_THRESHOLD_SIZE_ARB, -1.0f );
glPointParameterfARB( GL_POINT_SIZE_MIN_ARB, 0.1f );
glPointParameterfARB( GL_POINT_SIZE_MAX_ARB, 200.0f );
// allow vertex shader to change point size
gl::enable( GL_VERTEX_PROGRAM_POINT_SIZE );
GLint thisColor = mShader.getAttribLocation( "myColor" );
glEnableVertexAttribArray(thisColor);
glVertexAttribPointer(thisColor,4,GL_FLOAT,true,0,theColors);
GLint particleRadiusLocation = mShader.getAttribLocation( "particleRadius" );
glEnableVertexAttribArray(particleRadiusLocation);
glVertexAttribPointer(particleRadiusLocation, 1, GL_FLOAT, true, 0, mRadiuses);
glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE);
glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, mPositions);
mTexture.enableAndBind();
glDrawArrays( GL_POINTS, 0, mNumParticles );
mTexture.unbind();
glDisableClientState(GL_VERTEX_ARRAY);
glDisableVertexAttribArrayARB(thisColor);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableVertexAttribArrayARB(particleRadiusLocation);
// unbind shader
mShader.unbind();
// restore OpenGL state
glPopAttrib();
}