Change normal matrix from 4x4 to 3x3

This commit is contained in:
Mario Hüttel 2020-03-26 23:03:49 +01:00
parent 251adef6b5
commit b9a007dd51
6 changed files with 18 additions and 11 deletions

View File

@ -15,12 +15,12 @@ class OpenGlGraphics
virtual void realize() = 0;
virtual void render() = 0;
void setModelMatrix(const glm::mat4 &model_matrix);
glm::mat4 getModelMatrix();
glm::mat4 getNormalMatrix();
const glm::mat4 &getModelMatrix();
const glm::mat3 &getNormalMatrix();
protected:
std::shared_ptr<OpenGlShaderProgram> shaderprog;
glm::mat4 model_matrix;
glm::mat4 normal_matrix;
glm::mat3 normal_matrix;
};
#endif // OPENGLGRAPHICS_H

View File

@ -21,6 +21,7 @@ class OpenGlShaderProgram
void setUniformVec2(const std::string &uniform, float *vector);
void setUniformVec3(const std::string &uniform, const glm::vec3 &vector);
void setUniformMat4(const std::string &uniform, const glm::mat4 &matrix);
void setUniformMat3(const std::string &uniform, const glm::mat3 &matrix);
void setUniformVec4(const std::string &uniform, const glm::vec4 &vector);
void setUniformBool(const std::string &uniform, bool value);
private:

View File

@ -5,7 +5,7 @@ layout (location = 1) in vec3 aInputNormal;
layout (location = 2) in vec2 aTextureCoord;
uniform mat4 model_matrix;
uniform mat4 normal_matrix;
uniform mat3 normal_matrix;
uniform mat4 projection_view_matrix;
uniform vec3 camera_position;
@ -17,7 +17,7 @@ out vec3 ViewPos;
void main()
{
gl_Position = projection_view_matrix * model_matrix * vec4(aInputPosition, 1.0);
Normal = vec3(normal_matrix * vec4(aInputNormal, 0.0));
Normal = normal_matrix * aInputNormal;
FragPos = vec3(model_matrix * vec4(aInputPosition, 1.0));
TexCoord = aTextureCoord;
ViewPos = camera_position;

View File

@ -47,7 +47,7 @@ void Mesh::render(const glm::mat4 &model_matrix, const glm::mat4 &normal_matrix)
{
this->shaderprog->use();
this->shaderprog->setUniformMat4("model_matrix", model_matrix);
this->shaderprog->setUniformMat4("normal_matrix", normal_matrix);
this->shaderprog->setUniformMat3("normal_matrix", normal_matrix);
this->shaderprog->setUniformMat4("projection_view_matrix", GlobalCanvasSettings::getPVMatrix());
this->shaderprog->setUniformVec3("camera_position", GlobalCanvasSettings::getCameraPosition());

View File

@ -1,7 +1,5 @@
#include <opengl-playground/openglgraphics.hpp>
OpenGlGraphics::OpenGlGraphics(std::shared_ptr<OpenGlShaderProgram>shader_prog)
{
this->shaderprog = shader_prog;
@ -16,15 +14,15 @@ OpenGlGraphics::~OpenGlGraphics()
void OpenGlGraphics::setModelMatrix(const glm::mat4 &model_matrix)
{
this->model_matrix = model_matrix;
this->normal_matrix = glm::transpose(glm::inverse(model_matrix));
this->normal_matrix = glm::mat3(glm::transpose(glm::inverse(model_matrix)));
}
glm::mat4 OpenGlGraphics::getModelMatrix()
const glm::mat4 &OpenGlGraphics::getModelMatrix()
{
return this->model_matrix;
}
glm::mat4 OpenGlGraphics::getNormalMatrix()
const glm::mat3 &OpenGlGraphics::getNormalMatrix()
{
return this->normal_matrix;
}

View File

@ -200,6 +200,14 @@ void OpenGlShaderProgram::setUniformMat4(const std::string &uniform, const glm::
}
}
void OpenGlShaderProgram::setUniformMat3(const std::string &uniform, const glm::mat3 &matrix)
{
int loc = this->getUniformLoc(uniform);
if (loc >= 0) {
glUniformMatrix3fv(loc, 1, GL_FALSE, &matrix[0][0]);
}
}
void OpenGlShaderProgram::setUniformVec4(const std::string &uniform, const glm::vec4 &vector)
{
int loc = this->getUniformLoc(uniform);