Description: In my program I do have an object and when clicked on it 3 rotation axis will be drawn. By clicking on one of the axis and moving mouse around it is possible to rotate an object.
Problem: object is always rotating around local and not world axis which leads to undesired behaviour. To resolve the problem I tried this however it did not work either.
Code: When I am loading the object I rotate it such that it will face the camera.
m_phantomRotationMatrix = glm::rotate(m_phantomRotationMatrix, -90 * glm::pi<float>() / 180.0f, glm::vec3(1.0f, 0.0f, 0.0f));
m_phantomRotationMatrix = glm::rotate(m_phantomRotationMatrix, 90 * glm::pi<float>() / 180.0f, glm::vec3(0.0f, 0.0f, 1.0f));
Then in an event handler for mouse movement I am performing further rotations if mouse is moved
case 5: // X rotation axis
{
GLfloat xCurrentPosition = wxGetMousePosition().x;
GLfloat yCurrentPosition = wxGetMousePosition().y;
m_phantomRotationMatrix = glm::rotate(m_phantomRotationMatrix, (xCurrentPosition - m_xLastPosition) * glm::pi<float>() / 180.0f, glm::vec3(1.0f, 0.0f, 0.0f));
m_xLastPosition = xCurrentPosition;
m_yLastPosition = yCurrentPosition;
break;
}
case 6: // Y rotation axis
{
GLfloat xCurrentPosition = wxGetMousePosition().x;
GLfloat yCurrentPosition = wxGetMousePosition().y;
m_phantomRotationMatrix = glm::rotate(m_phantomRotationMatrix, (yCurrentPosition - m_yLastPosition) * glm::pi<float>() / 180.0f, glm::vec3(0.0f, 1.0f, 0.0f));
m_xLastPosition = xCurrentPosition;
m_yLastPosition = yCurrentPosition;
break;
}
case 7: // Z rotation axis
{
GLfloat xCurrentPosition = wxGetMousePosition().x;
GLfloat yCurrentPosition = wxGetMousePosition().y;
m_phantomRotationMatrix = glm::rotate(m_phantomRotationMatrix, (xCurrentPosition - m_xLastPosition) * glm::pi<float>() / 180.0f, glm::vec3(0.0f, 0.0f, 1.0f));
m_xLastPosition = xCurrentPosition;
m_yLastPosition = yCurrentPosition;
break;
}
main loop
void MyGLCanvas::draw(wxDC& dc)
{
wxGLCanvas::SetCurrent(*m_glContext);
glEnable(GL_MULTISAMPLE);
glViewport(0, 0, m_windowWidth, m_windowHeight);
glEnable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST);
glClearDepth(1.0f);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthFunc(GL_LEQUAL);
m_rotationAngleAroundPhantom++;
glm::mat4 phantomModel, view, projection;
phantomModel = glm::translate(phantomModel, m_phantomPosition);
view = m_fpsCamera->getViewMatrix();
projection = m_fpsCamera->getProjectionMatrix(m_windowWidth, m_windowHeight);
m_color = glm::vec4(0.310f, 0.747f, 0.185f, 1.0f);
glm::vec3 lightPos = glm::vec3(0.0f, 1.0f, 0.0f);
glm::vec3 lightColor = glm::vec3(1.0f, 1.0f, 1.0f);
ShaderProgram shaderProgram;
shaderProgram.loadShaders("Shaders/phantom.vert", "Shaders/phantom.frag");
glClearStencil(0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
shaderProgram.use();
shaderProgram.setUniform("phantomRotationMatrix", m_phantomRotationMatrix);
shaderProgram.setUniform("model", phantomModel);
shaderProgram.setUniform("view", view);
shaderProgram.setUniform("projection", projection);
shaderProgram.setUniform("color", m_color);
shaderProgram.setUniform("lightColor", lightColor);
shaderProgram.setUniform("lightPos", m_fpsCamera->getPosition());
shaderProgram.setUniform("cameraPos", m_fpsCamera->getPosition());
glStencilMask(0xFF); // Write to stencil buffer
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glStencilFunc(GL_ALWAYS, 0, 0xFF); // Set any stencil to 0
glStencilFunc(GL_ALWAYS, 1, 0xFF); // Set any stencil to object ID
m_pantomMesh->draw();
glStencilFunc(GL_ALWAYS, 0, 0xFF); // Set any stencil to 0
shaderProgram.deleteProgram();
if (phantomIsSelected && leftMouseClicked)
{
drawMovementAxes(phantomModel, view, projection);
}
if (phantomIsSelected && rightMouseClicked)
{
drawRotationAxes(phantomModel, view, projection);
}
glFlush();
wxGLCanvas::SwapBuffers();
}
Vertex shader
#version 330 core
layout (location = 0) in vec3 pos;
layout (location = 1) in vec3 normal;
out vec4 vert_color;
out vec3 Normal;
out vec3 FragPos;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
uniform mat4 phantomRotationMatrix;
uniform vec4 color;
void main()
{
vert_color = color;
gl_Position = projection * view * model * phantomRotationMatrix * vec4(pos.x, pos.y, pos.z, 1.0);
FragPos = vec3(model * phantomRotationMatrix * vec4(pos, 1.0));
Normal = vec3(transpose(inverse(phantomRotationMatrix)) * vec4(normal, 0.0));
}