Edit: okay, I've written the code totally intuitive now and this is the result:
https://i.stack.imgur.com/oMZ0k.jpg
The Cube is at 0,0,0
As you can see, the camera position is negative on the z axis, suggesting that I'm viewing along the positive z axis, which does not match up. (fw is negative)
Also the cube colors suggest that I'm on the positive z axis, looking in the negative direction. Also the positive x-axis is to the right (in modelspace)
The angles are calculated like this:
public virtual Vector3 Right
{
get
{
return Vector3.Transform(Vector3.UnitX, Rotation);
}
}
public virtual Vector3 Forward
{
get
{
return Vector3.Transform(-Vector3.UnitZ, Rotation);
}
}
public virtual Vector3 Up
{
get
{
return Vector3.Transform(Vector3.UnitY, Rotation);
}
}
Rotation is a Quaternion.
This is how the view and model matrices are creates:
public virtual Matrix4 GetMatrix()
{
Matrix4 translation = Matrix4.CreateTranslation(Position);
Matrix4 rotation = Matrix4.CreateFromQuaternion(Rotation);
return translation * rotation;
}
Projection:
private void SetupProjection()
{
if(GameObject != null)
{
AspectRatio = GameObject.App.Window.Width / (float)GameObject.App.Window.Height;
projectionMatrix = Matrix4.CreatePerspectiveFieldOfView((float)((Math.PI * Fov) / 180), AspectRatio, ZNear, ZFar);
}
}
Matrix multiplication:
public Matrix4 GetModelViewProjectionMatrix(Transform model)
{
return model.GetMatrix()* Transform.GetMatrix() * projectionMatrix;
}
Shader:
[Shader vertex]
#version 150 core
in vec3 pos;
in vec4 color;
uniform float _time;
uniform mat4 _modelViewProjection;
out vec4 vColor;
void main() {
gl_Position = _modelViewProjection * vec4(pos, 1);
vColor = color;
}
OpenTK matrices are transposed, thus the multiplication order.
Any idea why the axis / locations are all messed up ?
End of edit. Original Post:
Have a look at this image: https://i.stack.imgur.com/OGKBk.jpg
As you can see, while the forward vector ( of the camera ) is positive in the z-Axis and the red cube is on the negative x axis,
float[] points = {
// position (3) Color (3)
-s, s, z, 1.0f, 0.0f, 0.0f, // Red point
s, s, z, 0.0f, 1.0f, 0.0f, // Green point
s, -s, z, 0.0f, 0.0f, 1.0f, // Blue point
-s, -s, z, 1.0f, 1.0f, 0.0f, // Yellow point
};
(cubes are created in the geometry shader around those points)
the camera x position seems to be inverted. In other words, if I increase the camera position along its local x axis, it will move to the left, and vice versa.
I pass the transformation matrix like this:
if (DefaultAttributeLocations.TryGetValue("modelViewProjectionMatrix", out loc))
{
if (loc >= 0)
{
Matrix4 mvMatrix = Camera.GetMatrix() * projectionMatrix;
GL.UniformMatrix4(loc, false, ref mvMatrix);
}
}
The GetMatrix() method looks like this:
public virtual Matrix4 GetMatrix()
{
Matrix4 translation = Matrix4.CreateTranslation(Position);
Matrix4 rotation = Matrix4.CreateFromQuaternion(Rotation);
return translation * rotation;
}
And the projection matrix:
private void SetupProjection()
{
AspectRatio = Window.Width / (float)Window.Height;
projectionMatrix = Matrix4.CreatePerspectiveFieldOfView((float)((Math.PI * Fov)/180), AspectRatio, ZNear, ZFar);
}
I don't see what I'm doing wrong :/