how to retain the animated position in opengl es 2.0
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by
Arun AC
on Game Development
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Published on 2014-07-12T07:59:09Z
Indexed on
2014/08/20
10:35 UTC
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I am doing frame based animation for 300 frames in opengl es 2.0
I want a rectangle to translate by +200 pixels in X axis and also scaled up by double (2 units) in the first 100 frames
Then, the animated rectangle has to stay there for the next 100 frames.
Then, I want the same animated rectangle to translate by +200 pixels in X axis and also scaled down by half (0.5 units) in the last 100 frames.
I am using simple linear interpolation to calculate the delta-animation value for each frame.
Pseudo code:
The below drawFrame() is executed for 300 times (300 frames) in a loop.
float RectMVMatrix[4][4] = {1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
}; // identity matrix
int totalframes = 300;
float translate-delta; // interpolated translation value for each frame
float scale-delta; // interpolated scale value for each frame
// The usual code for draw is:
void drawFrame(int iCurrentFrame)
{
// mySetIdentity(RectMVMatrix); // comment this line to retain the animated position.
mytranslate(RectMVMatrix, translate-delta, X_AXIS); // to translate the mv matrix in x axis by translate-delta value
myscale(RectMVMatrix, scale-delta); // to scale the mv matrix by scale-delta value
... // opengl calls
glDrawArrays(...);
eglswapbuffers(...);
}
The above code will work fine for first 100 frames. in order to retain the animated rectangle during the frames 101 to 200, i removed the "mySetIdentity(RectMVMatrix);" in the above drawFrame().
Now on entering the drawFrame() for the 2nd frame, the RectMVMatrix will have the animated value of first frame
e.g. RectMVMatrix[4][4] = { 1.01, 0, 0, 2,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
};// 2 pixels translation and 1.01 units scaling after first frame
This RectMVMatrix is used for mytranslate() in 2nd frame. The translate function will affect the value of "RectMVMatrix[0][0]". Thus translation affects the scaling values also.
Eventually output is getting wrong.
How to retain the animated position without affecting the current ModelView matrix?
=========================================== I got the solution... Thanks to Sergio.
I created separate matrices for translation and scaling. e.g.CurrentTranslateMatrix[4][4], CurrentScaleMatrix[4][4].
Then for every frame,
I reset 'CurrentTranslateMatrix' to identity and call mytranslate( CurrentTranslateMatrix, translate-delta, X_AXIS) function.
I reset 'CurrentScaleMatrix' to identity and call myscale(CurrentScaleMatrix, scale-delta) function.
Then, I multiplied these 'CurrentTranslateMatrix' and 'CurrentScaleMatrix' to get the final 'RectMVMatrix' Matrix for the frame.
Pseudo Code:
float RectMVMatrix[4][4] = {0};
float CurrentTranslateMatrix[4][4] = {0};
float CurrentScaleMatrix[4][4] = {0};
int iTotalFrames = 300;
int iAnimationFrames = 100;
int iTranslate_X = 200.0f; // in pixels
float fScale_X = 2.0f;
float scaleDelta;
float translateDelta_X;
void DrawRect(int iTotalFrames)
{
mySetIdentity(RectMVMatrix);
for (int i = 0; i< iTotalFrames; i++)
{
DrawFrame(int iCurrentFrame);
}
}
void getInterpolatedValue(int iStartFrame, int iEndFrame, int iTotalFrame, int iCurrentFrame, float *scaleDelta, float *translateDelta_X)
{
float fDelta = float ( (iCurrentFrame - iStartFrame) / (iEndFrame - iStartFrame))
float fStartX = 0.0f;
float fEndX = ConvertPixelsToOpenGLUnit(iTranslate_X);
*translateDelta_X = fStartX + fDelta * (fEndX - fStartX);
float fStartScaleX = 1.0f;
float fEndScaleX = fScale_X;
*scaleDelta = fStartScaleX + fDelta * (fEndScaleX - fStartScaleX);
}
void DrawFrame(int iCurrentFrame)
{
getInterpolatedValue(0, iAnimationFrames, iTotalFrames, iCurrentFrame, &scaleDelta, &translateDelta_X)
mySetIdentity(CurrentTranslateMatrix);
myTranslate(RectMVMatrix, translateDelta_X, X_AXIS); // to translate the mv matrix in x axis by translate-delta value
mySetIdentity(CurrentScaleMatrix);
myScale(RectMVMatrix, scaleDelta); // to scale the mv matrix by scale-delta value
myMultiplyMatrix(RectMVMatrix, CurrentTranslateMatrix, CurrentScaleMatrix);// RectMVMatrix = CurrentTranslateMatrix*CurrentScaleMatrix;
... // opengl calls
glDrawArrays(...);
eglswapbuffers(...);
}
I maintained this 'RectMVMatrix' value, if there is no animation for the current frame (e.g. 101th frame onwards).
Thanks, Arun AC
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