I am trying to add a paralax effect to an existing engine. So far the engine worked with an orthogonal projection. Objects are placed in pixel coordinates on the screen. The problem is that I can not figure out how to replicate the same projection with a perspective projection matrix ect. that I can add a Z coordinate for depth.
I tried various combinations of matrices and z coordinates already and the result was always a black screen.
The matrix I am trying to replace:
glm::mat4 projection = glm::ortho(0.0f, static_cast<GLfloat>(1280.0f), static_cast<GLfloat>(720.0f), 0.0f, 0.0f, -100.0f);
The vertex shader:
// Shader code (I tested this while having identity matrices for view and model
#version 330 core
layout (location = 0) in vec2 vertex;
uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
void main() {
gl_Position = projection * view * model * vec4(vertex.xy, 1.0f, 1.0f);
}
The projection code I thought might work:
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, glm::vec3(-640, -310.0f, 0.0f));
model = glm::scale(model, glm::vec3(1.0f / 1280.0f, 1.0f / 720.0f, 1.0f));
glm::vec3 cameraPos = glm::vec3(0.0f, 0.0f, 0.0f);
glm::vec3 cameraFront = glm::vec3(0.0f, 0.0f, -1.0f);
glm::vec3 cameraUp = glm::vec3(0.0f, 1.0f, 0.0f);
glm::mat4 view = glm::lookAt(cameraPos, cameraPos + cameraFront, cameraUp);
glm::mat4 projection = glm::perspective(glm::radians(45.0f), 1.0f, 0.1f, -100.0f);
Expected Is that a rectangle gets still displayed at similar position (I can correct the details once something works) without having a black screen.