Here is my question, i will list them to make it clear:
- I am writing a program drawing squares in 2D using instancing.
- My camera direction is (0,0,-1), camera up is (0,1,0), camera position is (0,0,3), and the camera position changes when i press some keys.
- What I want is that, when I zoom in (the camera moves closer to the square), the square's size(in the screen) won't change. So in my shader:
#version 330 core
layout(location = 0) in vec2 squareVertices;
layout(location = 1) in vec4 xysc;
out vec4 particlecolor;
uniform mat4 VP;
void main()
{
float particleSize = xysc.z;
float color = xysc.w;
gl_Position = VP* vec4(xysc.x, xysc.y, 2.0, 1.0) + vec4(squareVertices.x*particleSize,squareVertices.y*particleSize,0,0);
particlecolor = vec4(1.0f * color , 1.0f * (1-color), 0.0f, 0.5f);
}
Please notice that, inorder to keep the squares' size unchanged, what I do is:
1. transform the center of the square first
VP * vec4(xysc.x, xysc.y, 2.0, 1.0)
2. then compute one of the four corners (x,y,z,1) of the square
+ vec4(squareVertices.x*particleSize,squareVertices.y*particleSize,0,0);
instead of:
gl_Position = VP* (vec4(xysc.x, xysc.y, 2.0, 1.0) + vec4(squareVertices.x*particleSize,squareVertices.y*particleSize,0,0));
However when I move the camera closer to z=0 plane. The squares' size grows unexpectedly. Where is the problem? I can provide a demo code if necessary.