I am trying to understand cameras in opengl that use matrices.
I've written a simple shader that looks like this:
#version 330 core
layout (location = 0) in vec3 a_pos;
layout (location = 1) in vec4 a_col;
uniform mat4 u_mvp_mat;
uniform mat4 u_mod_mat;
uniform mat4 u_view_mat;
uniform mat4 u_proj_mat;
out vec4 f_color;
void main()
{
vec4 v = u_mvp_mat * vec4(0.0, 0.0, 1.0, 1.0);
gl_Position = u_mvp_mat * vec4(a_pos, 1.0);
//gl_Position = u_proj_mat * u_view_mat * u_mod_mat * vec4(a_pos, 1.0);
f_color = a_col;
}
It's a bit verbose but that's because I am testing passing in either the model, view or projection matrices and doing the multiplication on the gpu or doing the multiplication on the cpu and passing in the mvp matrix and then just doing the mvp * position matrix multiplication.
I understand that the later one can offer performance increase but drawing 1 quad I don't really see any issues with performance at this point.
Right now I use this code to get the locations from my shader and create the model view and projection matrices.
pos_loc = get_attrib_location(ce_get_default_shader(), "a_pos");
col_loc = get_attrib_location(ce_get_default_shader(), "a_col");
mvp_matrix_loc = get_uniform_location(ce_get_default_shader(), "u_mvp_mat");
model_mat_loc = get_uniform_location(ce_get_default_shader(), "u_mod_mat");
view_mat_loc = get_uniform_location(ce_get_default_shader(), "u_view_mat");
proj_matrix_loc =
get_uniform_location(ce_get_default_shader(), "u_proj_mat");
float h_w = (float)ce_get_width() * 0.5f; //width = 320
float h_h = (float)ce_get_height() * 0.5f; //height = 480
model_mat = mat4_identity();
view_mat = mat4_identity();
proj_mat = mat4_identity();
point3* eye = point3_new(0, 0, 0);
point3* center = point3_new(0, 0, -1);
vec3* up = vec3_new(0, 1, 0);
mat4_look_at(view_mat, eye, center, up);
mat4_translate(view_mat, h_w, h_h, -20);
mat4_ortho(proj_mat, 0, ce_get_width(), 0, ce_get_height(), 1, 100);
mat4_scale(model_mat, 30, 30, 1);
mvp_mat = mat4_identity();
after this I setup my vao and vbo's then get ready to do rendering.
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(ce_get_default_shader()->shader_program);
glBindVertexArray(vao);
mvp_mat = mat4_multi(mvp_mat, view_mat, model_mat);
mvp_mat = mat4_multi(mvp_mat, proj_mat, mvp_mat);
glUniformMatrix4fv(mvp_matrix_loc, 1, GL_FALSE, mat4_get_data(mvp_mat));
glUniformMatrix4fv(model_mat_loc, 1, GL_FALSE, mat4_get_data(model_mat));
glUniformMatrix4fv(view_mat_loc, 1, GL_FALSE, mat4_get_data(view_mat));
glUniformMatrix4fv(proj_matrix_loc, 1, GL_FALSE, mat4_get_data(proj_mat));
glDrawElements(GL_TRIANGLES, quad->vertex_count, GL_UNSIGNED_SHORT, 0);
glBindVertexArray(0);
Assuming that all the matrix math is correct, I would like to abstract view and projection matrix out into a camera struct as well as the model matrix into a sprite struct so that I can avoid all this matrix math and make things easier to use.
The matrix multiplication order is:
Projection * View * Model * Vector
so the camera would hold the projection and view matrices while the sprite holds the model matrix.
Do all your camera transformations and your sprite transformations then right before you send the data to the gpu you do your matrix multiplications.
If I remember correctly matrix multiplication isn't commutative so doing
view * projection * model
will result in the wrong resulting matrix.
pseudo code
glClearxxx(....);
glUseProgram(..);
glBindVertexArray(..);
mvp_mat = mat4_identity();
proj_mat = camera_get_proj_mat();
view_mat = camera_get_view_mat();
mod_mat = sprite_get_transform_mat();
mat4_multi(mvp_mat, view_mat, mod_mat); //mvp holds model * view
mat4_multi(mvp_mat, proj_mat, mvp_mat); //mvp holds proj * model * view
glUniformMatrix4fv(mvp_mat, 1, GL_FALSE, mat4_get_data(mvp_mat));
glDrawElements(...);
glBindVertexArray(0);
Is that a performant way to go about doing this that is scalable?