I have implemented a couple of classes which are drawn using shaders where the vertex position is always calculated the same way:
gl_Position = u_worldViewProjection * a_position;
The u_worldViewProjection
-uniform is calculated using a viewProjectionMatrix
which comes from a camera class. This is how I calculate the viewProjectionMatrix
:
const projectionMatrix = mat4.create();
mat4.perspective(projectionMatrix, this._fieldOfViewRadians, this._aspect, this._zNear, this._zFar);
mat4.rotateY(projectionMatrix, projectionMatrix, MathHelper.degToRad(this._cameraAngleDeg));
// Setup camera
const cameraMatrix = mat4.create();
const up = vec3.fromValues(0, 1, 0);
mat4.lookAt(cameraMatrix, this._cameraPosition, this._viewDirection, up);
const viewProjectionMatrix = mat4.create();
mat4.multiply(viewProjectionMatrix, projectionMatrix, cameraMatrix);
return viewProjectionMatrix;
After that I would draw some component where I would set the u_worldViewProjection
-uniform something like this:
protected _calculateMatrixData(viewProjectionMatrix: mat4): void {
// Set the world-matrix aka model matrix, position rotation and scaling
const worldMatrix = mat4.create();
mat4.translate(worldMatrix, worldMatrix, this.translation);
mat4.scale(worldMatrix, worldMatrix, vec3.fromValues(this._scale[0], this._scale[1], this._scale[2]));
mat4.rotateX(worldMatrix, worldMatrix, MathHelper.degToRad(this._rotationAngleDegree[0]));
mat4.rotateY(worldMatrix, worldMatrix, MathHelper.degToRad(this._rotationAngleDegree[1]));
mat4.rotateZ(worldMatrix, worldMatrix, MathHelper.degToRad(this._rotationAngleDegree[2]));
this._worldMatrixData.value = worldMatrix;
// Create worldViewProjection matrix
const worldViewProjectionMatrix = mat4.create();
mat4.multiply(worldViewProjectionMatrix, viewProjectionMatrix, worldMatrix);
// ...
// set the uniforms some time later
Until now this worked for every object. Now I introduced a new shader-pair:
vertex shader:
#version 300 es
in vec4 a_position;
uniform mat4 u_worldViewProjection;
void main() {
gl_PointSize = 10.5;
gl_Position = u_worldViewProjection * a_position;
}
fragment shader:
#version 300 es
// Set fragment shader's precision to "medium precision"
precision mediump float;
out vec4 outColor;
void main() {
outColor = vec4(1, 0, 0.1, 0.5);
}
Seems simple. The problem is those do not render the component. I did realize that the component is being drawn if I omit the u_worldViewProjection
in the gl_Position
calculation.
gl_Position = a_position;
The above snippet will draw the component, but of course this will not take any changes in account that were made to the camera. Thus I guess that my u_worldViewProjection
is the source of the false behaviour.
This is how I calculate the worldViewProjectionMatrix
for the above shaders:
const worldMatrix = mat4.create();
mat4.scale(worldMatrix, worldMatrix, vec3.fromValues(1.0, 1.0, 1.0));
// Create worldViewProjection matrix
const worldViewProjectionMatrix = mat4.create();
mat4.multiply(worldViewProjectionMatrix, viewProjectionMatrix, worldMatrix);
The resulting matrix is not null or undefined.
I know it is kind of impossible to point out the origin of the problem but maybe there some approach to find the source or maybe I am doing something completely wrong?
Any help would be appreciated. If there is some other information I should provide please let me know.
projectionMatrix
around the camera angle - but you also useLookAt
for your view matrix, which would include the_cameraAngleDeg
, wouldn't it? in fact, I don't see why you want to rotate yourprojectionMatrix
at all, in theory your viewing position and direction of looking is set up with theviewMatrix
. The second thing is the order of transformations in yourworldMatrix
. You should probably scale before you rotate an object. $\endgroup$