I'm somewhat lost, really lost.
I'm trying to rotate a cube (just around the y-axis for now) and this is the (ugly and wrong) outcome:
This is the code to rotate the matrix:
def rotate(axis: Vector3, angle: Float): Unit =
{
val cosAngle: Float = Math.cos(angle).toFloat
val sinAngle: Float = Math.sin(angle).toFloat
val oneMinusCosAngle: Float = 1.0f - cosAngle
val xy: Float = axis.x * axis.y
val xz: Float = axis.x * axis.z
val yz: Float = axis.y * axis.z
val xs: Float = axis.x * sinAngle
val ys: Float = axis.y * sinAngle
val zs: Float = axis.z * sinAngle
val f00: Float = axis.x * axis.x * oneMinusCosAngle + cosAngle
val f01: Float = xy * oneMinusCosAngle + zs
val f02: Float = xz * oneMinusCosAngle - ys
val f10: Float = xy * oneMinusCosAngle - zs
val f11: Float = axis.y * axis.y * oneMinusCosAngle + cosAngle
val f12: Float = yz * oneMinusCosAngle + xs
val f20: Float = xz * oneMinusCosAngle + ys
val f21: Float = yz * oneMinusCosAngle - xs
val f22: Float = axis.z * axis.z * oneMinusCosAngle + cosAngle
val t00: Float = this.m00 * f00 + this.m10 * f01 + this.m20 * f02
val t01: Float = this.m01 * f00 + this.m11 * f01 + this.m21 * f02
val t02: Float = this.m02 * f00 + this.m12 * f01 + this.m22 * f02
val t03: Float = this.m03 * f00 + this.m13 * f01 + this.m23 * f02
val t10: Float = this.m00 * f10 + this.m10 * f11 + this.m20 * f12
val t11: Float = this.m01 * f10 + this.m11 * f11 + this.m21 * f12
val t12: Float = this.m02 * f10 + this.m12 * f11 + this.m22 * f12
val t13: Float = this.m03 * f10 + this.m13 * f11 + this.m23 * f12
this.m00 = t00
this.m01 = t01
this.m02 = t02
this.m03 = t03
this.m10 = t10
this.m11 = t11
this.m12 = t12
this.m13 = t13
this.m20 = this.m00 * f20 + this.m10 * f21 + this.m20 * f22
this.m21 = this.m01 * f20 + this.m11 * f21 + this.m21 * f22
this.m22 = this.m02 * f20 + this.m12 * f21 + this.m22 * f22
this.m23 = this.m03 * f20 + this.m13 * f21 + this.m23 * f22
}
It's heavily inspired by: https://github.com/LWJGL/lwjgl/blob/master/src/java/org/lwjgl/util/vector/Matrix4f.java which is no longer a part of lwjgl 3
the cube itself is made up out of these vertices, indices and texture coordinates
val vertices: Array[Float] = Array(
-0.5f,0.5f,-0.5f,
-0.5f,-0.5f,-0.5f,
0.5f,-0.5f,-0.5f,
0.5f,0.5f,-0.5f,
-0.5f,0.5f,0.5f,
-0.5f,-0.5f,0.5f,
0.5f,-0.5f,0.5f,
0.5f,0.5f,0.5f,
0.5f,0.5f,-0.5f,
0.5f,-0.5f,-0.5f,
0.5f,-0.5f,0.5f,
0.5f,0.5f,0.5f,
-0.5f,0.5f,-0.5f,
-0.5f,-0.5f,-0.5f,
-0.5f,-0.5f,0.5f,
-0.5f,0.5f,0.5f,
-0.5f,0.5f,0.5f,
-0.5f,0.5f,-0.5f,
0.5f,0.5f,-0.5f,
0.5f,0.5f,0.5f,
-0.5f,-0.5f,0.5f,
-0.5f,-0.5f,-0.5f,
0.5f,-0.5f,-0.5f,
0.5f,-0.5f,0.5f
)
val indices: Array[Int] = Array(
0,1,3,
3,1,2,
4,5,7,
7,5,6,
8,9,11,
11,9,10,
12,13,15,
15,13,14,
16,17,19,
19,17,18,
20,21,23,
23,21,22
)
val textureCoords: Array[Float] = Array(
0,0,
0,1,
1,1,
1,0,
0,0,
0,1,
1,1,
1,0,
0,0,
0,1,
1,1,
1,0,
0,0,
0,1,
1,1,
1,0,
0,0,
0,1,
1,1,
1,0,
0,0,
0,1,
1,1,
1,0
)
Its model-matrix is calculated like this:
def calculateModelMatrix(position: Vector3, rotation: Vector3, scale: Float): Matrix4 =
{
val matrix: Matrix4 = Matrix4.Identity
matrix.translate(position)
matrix.rotate(new Vector3(1,0,0), Math.toRadians(rotation.x).toFloat)
matrix.rotate(new Vector3(0,1,0), Math.toRadians(rotation.y).toFloat)
matrix.rotate(new Vector3(0,0,1), Math.toRadians(rotation.z).toFloat)
matrix.scale(new Vector3(scale, scale, scale))
matrix
}
Rendering the cube from the front works like a charm. I've not yet implemented moving the "camera", so maybe the viewMatrix is wrong?
ViewMatrix is calculated each frame (in the camera), like this:
def calculateViewMatrix(): Matrix4 =
{
val matrix: Matrix4 = Matrix4.Identity
matrix.rotate(new Vector3(1,0,0), Math.toRadians(this.pitch).toFloat)
matrix.rotate(new Vector3(0,1,0), Math.toRadians(this.yaw).toFloat)
matrix.translate(new Vector3(-this.position.x, -this.position.y, -this.position.z))
matrix
}
If you need additional code, I can provide everything, I just didn't want to post all the code and discourage a lot of people.
edit:
Adding shader code and projectionMatrix generation as per comments:
def calculateProjectionMatrix(): Matrix4 =
{
val aspectRatio: Float = 1024 / 768 // TODO get this from somewhere
val yScale: Float = ((1.0f / Math.tan(Math.toRadians(FOV / 2f))) * aspectRatio).toFloat
val xScale: Float = yScale / aspectRatio
val frustumLength = FAR_PLANE - NEAR_PLANE
val matrix: Matrix4 = Matrix4.Zero
matrix.m00 = xScale
matrix.m11 = yScale
matrix.m22 = -((FAR_PLANE + NEAR_PLANE) / frustumLength)
matrix.m23 = -1.0f
matrix.m32 = -((2.0f * NEAR_PLANE * FAR_PLANE) / frustumLength)
matrix
}
(Yes, window measurements match 1024*768)
projectionMatrix gets set once as it never changes.
Shader-Code:
#version 330 core
in vec3 position;
in vec2 textureCoords;
out vec2 passTextureCoords;
uniform mat4 modelViewProjectionMatrix;
void main(void)
{
gl_Position = modelViewProjectionMatrix * vec4(position, 1.0f);
passTextureCoords = textureCoords;
}
and, modelViewProjectionMatrix is calculated (and set) each frame, like this:
modelViewProjectionMatrix = Matrix4.multiply(viewProjectionMatrix, modelMatrix)
where viewProjetionMatrix is:
def calculateViewProjectionMatrix(): Matrix4 =
{
Matrix4.multiply(this.projectionMatrix, this.viewMatrix)
}
and, to be 100% sure, the multiply-method... we have an object here (is like a static method for all java-devs)
def multiply(left: Matrix4, right: Matrix4): Matrix4 =
{
val matrix: Matrix4 = new Matrix4(left)
matrix.multiply(right)
matrix
}
there is a copy-constructor in there and the multiply-method of the class-instance is:
def multiply(right: Matrix4): Unit =
{
set(
this.m00 * right.m00 + this.m10 * right.m01 + this.m20 * right.m02 + this.m30 * right.m03,
this.m01 * right.m00 + this.m11 * right.m01 + this.m21 * right.m02 + this.m31 * right.m03,
this.m02 * right.m00 + this.m12 * right.m01 + this.m22 * right.m02 + this.m32 * right.m03,
this.m03 * right.m00 + this.m13 * right.m01 + this.m23 * right.m02 + this.m33 * right.m03,
this.m00 * right.m10 + this.m10 * right.m11 + this.m20 * right.m12 + this.m30 * right.m13,
this.m01 * right.m10 + this.m11 * right.m11 + this.m21 * right.m12 + this.m31 * right.m13,
this.m02 * right.m10 + this.m12 * right.m11 + this.m22 * right.m12 + this.m32 * right.m13,
this.m03 * right.m10 + this.m13 * right.m11 + this.m23 * right.m12 + this.m33 * right.m13,
this.m00 * right.m20 + this.m10 * right.m21 + this.m20 * right.m22 + this.m30 * right.m23,
this.m01 * right.m20 + this.m11 * right.m21 + this.m21 * right.m22 + this.m31 * right.m23,
this.m02 * right.m20 + this.m12 * right.m21 + this.m22 * right.m22 + this.m32 * right.m23,
this.m03 * right.m20 + this.m13 * right.m21 + this.m23 * right.m22 + this.m33 * right.m23,
this.m00 * right.m30 + this.m10 * right.m31 + this.m20 * right.m32 + this.m30 * right.m33,
this.m01 * right.m30 + this.m11 * right.m31 + this.m21 * right.m32 + this.m31 * right.m33,
this.m02 * right.m30 + this.m12 * right.m31 + this.m22 * right.m32 + this.m32 * right.m33,
this.m03 * right.m30 + this.m13 * right.m31 + this.m23 * right.m32 + this.m33 * right.m33
)
}
where set(...) just sets the var(iable)s of the Matrix4... so first line is m00, last line is m33.
def set( m00: Float, m01: Float, m02: Float, m03: Float,
m10: Float, m11: Float, m12: Float, m13: Float,
m20: Float, m21: Float, m22: Float, m23: Float,
m30: Float, m31: Float, m32: Float, m33: Float): Unit =
{
this.m00 = m00
this.m01 = m01
this.m02 = m02
this.m03 = m03
this.m10 = m10
this.m11 = m11
this.m12 = m12
this.m13 = m13
this.m20 = m20
this.m21 = m21
this.m22 = m22
this.m23 = m23
this.m30 = m30
this.m31 = m31
this.m32 = m32
this.m33 = m33
}
Maybe the multiplication is wrong (could be, but would be really strange to me, as I verified that before)
Comparing your
Matrix.rotate
code with the linked code, you first dothis.m00 = t00
and then later you do
using the this.m00 you just modified. You do this a couple of times in a similar way. The example code does this the other way around, which means the end result is different. Swap the code blocks and all should be fine. I hope LWJGL will soon decide to add the linear algebra classes back in!