Billboarding on sprites

This commit is contained in:
Stiffly
2014-05-07 21:34:19 +02:00
parent 398b157b89
commit 1a365bf069
6 changed files with 90 additions and 43 deletions
+19 -5
View File
@@ -271,10 +271,13 @@ void Renderer::DrawScene()
{
Texture* texture;
glm::mat4 modelMatrix;
std::tie(texture, modelMatrix) = tuple;
//MVP = m_Camera->ProjectionMatrix() * glm::translate(glm::mat4(), m_Camera->Position()) * modelMatrix;
MVP = cameraMatrix * glm::inverse(glm::toMat4(m_Camera->Orientation())) * modelMatrix ;
glm::mat4 billboardMatrix;
std::tie(texture, modelMatrix, billboardMatrix) = tuple;
//MVP = cameraMatrix * glm::inverse(glm::toMat4(m_Camera->Orientation()) * modelMatrix );
MVP = cameraMatrix * billboardMatrix * modelMatrix;
depthMVP = depthCameraMatrix * modelMatrix;
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "DepthMVP"), 1, GL_FALSE, glm::value_ptr(depthMVP));
@@ -404,7 +407,18 @@ void Renderer::AddModelToDraw(Model* model, glm::vec3 position, glm::quat orient
void Renderer::AddTextureToDraw(Texture* texture, glm::vec3 position, glm::quat orientation, glm::vec3 scale)
{
glm::mat4 modelMatrix = glm::translate(glm::mat4(), position) * glm::toMat4(orientation) * glm::scale(scale);
TexturesToRender.push_back(std::make_tuple(texture, modelMatrix));
glm::vec3 camToParticle = glm::normalize(m_Camera->Position() - position);
glm::vec3 up = glm::vec3(0,1,0);
glm::vec3 rightVec = glm::cross(up, camToParticle);
glm::mat4 billboardMatrix;
billboardMatrix[0] = glm::vec4(rightVec, 0);
billboardMatrix[1] = glm::vec4(up, 0);
billboardMatrix[2] = glm::vec4(camToParticle, 0);
//billboardMatrix[3] = glm::vec4(position, 0);
TexturesToRender.push_back(std::make_tuple(texture, modelMatrix, billboardMatrix));
}
void Renderer::AddPointLightToDraw(