Fix normals for normal object.
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9406d69a72
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ca1a1e37d9
@ -13,42 +13,8 @@ in vec4 Color;
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out vec3 nor;
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out vec2 uv;
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mat4 getMatrixFromRotation(vec3 rotation)
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{
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// from irrlicht
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float cr = cos( rotation.z );
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float sr = sin( rotation.z );
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float cp = cos( rotation.x );
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float sp = sin( rotation.x );
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float cy = cos( rotation.y );
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float sy = sin( rotation.y );
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float srsp = sr*sp;
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float crsp = cr*sp;
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return mat4(
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vec4(cp * cy, srsp * cy - cr * sy, crsp * cy + sr * sy, 0.),
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vec4(cp * sy, srsp * sy + cr * cy, crsp * sy - sr * cy, 0.),
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vec4(-sp, sr * cp, cr * cp, 0.),
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vec4(0., 0., 0., 1.));
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}
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mat4 getWorldMatrix(vec3 translation, vec3 rotation)
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{
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mat4 result = getMatrixFromRotation(rotation);
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// translation
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result[3].xyz += translation;
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return result;
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}
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mat4 getInverseWorldMatrix(vec3 translation, vec3 rotation)
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{
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mat4 result = transpose(getMatrixFromRotation(rotation));
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// FIXME: it's wrong but the fourth column is not used
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result[3].xyz -= translation;
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return result;
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}
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mat4 getWorldMatrix(vec3 translation, vec3 rotation);
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mat4 getInverseWorldMatrix(vec3 translation, vec3 rotation);
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void main()
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{
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@ -1,5 +1,5 @@
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uniform mat4 ViewProjectionMatrix;
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uniform mat4 ViewMatrix;
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uniform mat4 InverseViewMatrix;
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in vec3 Origin;
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in vec3 Orientation;
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@ -11,11 +11,13 @@ in vec2 Texcoord;
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out vec3 nor;
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out vec2 uv;
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mat4 getWorldMatrix(vec3 translation, vec3 rotation);
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mat4 getInverseWorldMatrix(vec3 translation, vec3 rotation);
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void main(void)
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{
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mat4 ModelMatrix = mat4(1.);
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ModelMatrix[3].xyz += Origin;
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mat4 TransposeInverseModelView = transpose(inverse(ViewMatrix * ModelMatrix));
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mat4 ModelMatrix = getWorldMatrix(Origin, Orientation);
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mat4 TransposeInverseModelView = transpose(getInverseWorldMatrix(Origin, Orientation) * InverseViewMatrix);
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gl_Position = ViewProjectionMatrix * ModelMatrix * vec4(Position, 1.);
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nor = (TransposeInverseModelView * vec4(Normal, 0.)).xyz;
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uv = Texcoord;
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36
data/shaders/utils/getworldmatrix.vert
Normal file
36
data/shaders/utils/getworldmatrix.vert
Normal file
@ -0,0 +1,36 @@
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mat4 getMatrixFromRotation(vec3 rotation)
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{
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// from irrlicht
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float cr = cos( rotation.z );
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float sr = sin( rotation.z );
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float cp = cos( rotation.x );
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float sp = sin( rotation.x );
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float cy = cos( rotation.y );
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float sy = sin( rotation.y );
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float srsp = sr*sp;
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float crsp = cr*sp;
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return mat4(
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vec4(cp * cy, srsp * cy - cr * sy, crsp * cy + sr * sy, 0.),
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vec4(cp * sy, srsp * sy + cr * cy, crsp * sy - sr * cy, 0.),
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vec4(-sp, sr * cp, cr * cp, 0.),
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vec4(0., 0., 0., 1.));
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}
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mat4 getWorldMatrix(vec3 translation, vec3 rotation)
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{
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mat4 result = getMatrixFromRotation(rotation);
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// translation
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result[3].xyz += translation;
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return result;
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}
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mat4 getInverseWorldMatrix(vec3 translation, vec3 rotation)
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{
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mat4 result = transpose(getMatrixFromRotation(rotation));
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// FIXME: it's wrong but the fourth column is not used
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result[3].xyz -= translation;
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return result;
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}
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@ -514,6 +514,7 @@ namespace MeshShader
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void InstancedObjectPass1Shader::init()
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{
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Program = LoadProgram(
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GL_VERTEX_SHADER, file_manager->getAsset("shaders/utils/getworldmatrix.vert").c_str(),
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GL_VERTEX_SHADER, file_manager->getAsset("shaders/instanced_object_pass.vert").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/encode_normal.frag").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/object_pass1.frag").c_str());
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@ -521,7 +522,7 @@ namespace MeshShader
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attrib_position = glGetAttribLocation(Program, "Position");
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attrib_normal = glGetAttribLocation(Program, "Normal");
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uniform_MP = glGetUniformLocation(Program, "ViewProjectionMatrix");
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uniform_VM = glGetUniformLocation(Program, "ViewMatrix");
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uniform_VM = glGetUniformLocation(Program, "InverseViewMatrix");
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}
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void InstancedObjectPass1Shader::setUniforms(const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &ViewMatrix)
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@ -545,6 +546,7 @@ namespace MeshShader
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void InstancedGrassPass1Shader::init()
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{
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Program = LoadProgram(
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GL_VERTEX_SHADER, file_manager->getAsset("shaders/utils/getworldmatrix.vert").c_str(),
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GL_VERTEX_SHADER, file_manager->getAsset("shaders/instanced_grass.vert").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/encode_normal.frag").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/objectref_pass1.frag").c_str());
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@ -627,6 +629,7 @@ namespace MeshShader
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void InstancedObjectPass2Shader::init()
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{
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Program = LoadProgram(
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GL_VERTEX_SHADER, file_manager->getAsset("shaders/utils/getworldmatrix.vert").c_str(),
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GL_VERTEX_SHADER, file_manager->getAsset("shaders/instanced_object_pass.vert").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getLightFactor.frag").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/object_pass2.frag").c_str());
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@ -926,6 +929,7 @@ namespace MeshShader
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void InstancedGrassPass2Shader::init()
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{
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Program = LoadProgram(
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GL_VERTEX_SHADER, file_manager->getAsset("shaders/utils/getworldmatrix.vert").c_str(),
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GL_VERTEX_SHADER, file_manager->getAsset("shaders/instanced_grass.vert").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getLightFactor.frag").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/objectref_pass2.frag").c_str());
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