Change normal matrix from 4x4 to 3x3
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@ -15,12 +15,12 @@ class OpenGlGraphics
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virtual void realize() = 0;
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virtual void render() = 0;
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void setModelMatrix(const glm::mat4 &model_matrix);
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glm::mat4 getModelMatrix();
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glm::mat4 getNormalMatrix();
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const glm::mat4 &getModelMatrix();
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const glm::mat3 &getNormalMatrix();
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protected:
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std::shared_ptr<OpenGlShaderProgram> shaderprog;
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glm::mat4 model_matrix;
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glm::mat4 normal_matrix;
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glm::mat3 normal_matrix;
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};
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#endif // OPENGLGRAPHICS_H
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@ -21,6 +21,7 @@ class OpenGlShaderProgram
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void setUniformVec2(const std::string &uniform, float *vector);
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void setUniformVec3(const std::string &uniform, const glm::vec3 &vector);
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void setUniformMat4(const std::string &uniform, const glm::mat4 &matrix);
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void setUniformMat3(const std::string &uniform, const glm::mat3 &matrix);
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void setUniformVec4(const std::string &uniform, const glm::vec4 &vector);
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void setUniformBool(const std::string &uniform, bool value);
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private:
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@ -5,7 +5,7 @@ layout (location = 1) in vec3 aInputNormal;
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layout (location = 2) in vec2 aTextureCoord;
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uniform mat4 model_matrix;
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uniform mat4 normal_matrix;
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uniform mat3 normal_matrix;
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uniform mat4 projection_view_matrix;
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uniform vec3 camera_position;
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@ -17,7 +17,7 @@ out vec3 ViewPos;
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void main()
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{
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gl_Position = projection_view_matrix * model_matrix * vec4(aInputPosition, 1.0);
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Normal = vec3(normal_matrix * vec4(aInputNormal, 0.0));
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Normal = normal_matrix * aInputNormal;
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FragPos = vec3(model_matrix * vec4(aInputPosition, 1.0));
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TexCoord = aTextureCoord;
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ViewPos = camera_position;
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@ -47,7 +47,7 @@ void Mesh::render(const glm::mat4 &model_matrix, const glm::mat4 &normal_matrix)
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{
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this->shaderprog->use();
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this->shaderprog->setUniformMat4("model_matrix", model_matrix);
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this->shaderprog->setUniformMat4("normal_matrix", normal_matrix);
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this->shaderprog->setUniformMat3("normal_matrix", normal_matrix);
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this->shaderprog->setUniformMat4("projection_view_matrix", GlobalCanvasSettings::getPVMatrix());
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this->shaderprog->setUniformVec3("camera_position", GlobalCanvasSettings::getCameraPosition());
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@ -1,7 +1,5 @@
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#include <opengl-playground/openglgraphics.hpp>
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OpenGlGraphics::OpenGlGraphics(std::shared_ptr<OpenGlShaderProgram>shader_prog)
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{
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this->shaderprog = shader_prog;
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@ -16,15 +14,15 @@ OpenGlGraphics::~OpenGlGraphics()
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void OpenGlGraphics::setModelMatrix(const glm::mat4 &model_matrix)
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{
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this->model_matrix = model_matrix;
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this->normal_matrix = glm::transpose(glm::inverse(model_matrix));
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this->normal_matrix = glm::mat3(glm::transpose(glm::inverse(model_matrix)));
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}
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glm::mat4 OpenGlGraphics::getModelMatrix()
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const glm::mat4 &OpenGlGraphics::getModelMatrix()
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{
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return this->model_matrix;
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}
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glm::mat4 OpenGlGraphics::getNormalMatrix()
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const glm::mat3 &OpenGlGraphics::getNormalMatrix()
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{
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return this->normal_matrix;
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}
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@ -200,6 +200,14 @@ void OpenGlShaderProgram::setUniformMat4(const std::string &uniform, const glm::
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}
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}
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void OpenGlShaderProgram::setUniformMat3(const std::string &uniform, const glm::mat3 &matrix)
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{
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int loc = this->getUniformLoc(uniform);
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if (loc >= 0) {
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glUniformMatrix3fv(loc, 1, GL_FALSE, &matrix[0][0]);
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}
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}
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void OpenGlShaderProgram::setUniformVec4(const std::string &uniform, const glm::vec4 &vector)
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{
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int loc = this->getUniformLoc(uniform);
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