I'm trying generate some matrices to place trees on a planet on the GPU. The position of each tree is predetermined - based on a biome map and various heightmap data - but this data is GPU resident so I can't do this on the CPU. At the moment I'm instancing using the geometry shader - this will change to traditional instancing if performance is bad, and I'd then compute the model matrices for each tree on a compute shader.
I've got as far as trying to use a modified version of lookAt() but I can't get it working and even if I did, the trees would be perpendicular to the planet instead of standing up. I know I can define a using 3 axis, so the normal of the sphere, a tangent and a bitangent, but given I don't care what direction these tangents and bitangents are in at the moment, what would be a quick way to calculate this matrix in GLSL? Thanks!
void drawInstance(vec3 offset)
{
//Grab the model's position from the model matrix
vec3 modelPos = vec3(modelMatrix[3][0],modelMatrix[3][1],modelMatrix[3][2]);
//Add the offset
modelPos +=offset;
//Eye = where the new pos is, look in x direction for now, planet is at origin so up is just the modelPos normalized
mat4 m = lookAt(modelPos, modelPos + vec3(1,0,0), normalize(modelPos));
//Lookat is intended as a camera matrix, fix this
m = inverse(m);
vec3 pos = gl_in[0].gl_Position.xyz;
gl_Position = vp * m *vec4(pos, 1.0);
EmitVertex();
pos = gl_in[1].gl_Position.xyz ;
gl_Position = vp * m *vec4(pos, 1.0);
EmitVertex();
pos = gl_in[2].gl_Position.xyz;
gl_Position = vp * m * vec4(pos, 1.0);
EmitVertex();
EndPrimitive();
}
void main()
{
vp = proj * view;
mvp = proj * view * modelMatrix;
drawInstance(vec3(0,20,0));
// drawInstance(vec3(0,20,0));
// drawInstance(vec3(0,20,-40));
// drawInstance(vec3(40,40,0));
// drawInstance(vec3(-40,0,0));
}