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REVIEWED: Wrong normal matrix calculation #1870

pull/1879/head
raysan5 3 years ago
parent
commit
c4804c4c0c
1 changed files with 13 additions and 10 deletions
  1. +13
    -10
      src/models.c

+ 13
- 10
src/models.c View File

@ -1021,8 +1021,9 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins
// NOTE: At this point the modelview matrix just contains the view matrix (camera)
// That's because BeginMode3D() sets it and there is no model-drawing function
// that modifies it, all use rlPushMatrix() and rlPopMatrix()
Matrix matModel = MatrixIdentity();
Matrix matView = rlGetMatrixModelview();
Matrix matModelView = matView;
Matrix matModelView = MatrixIdentity();
Matrix matProjection = rlGetMatrixProjection();
// Upload view and projection matrices (if locations available)
@ -1066,15 +1067,17 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins
// Model transformation matrix is send to shader uniform location: SHADER_LOC_MATRIX_MODEL
if (material.shader.locs[SHADER_LOC_MATRIX_MODEL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_MODEL], transforms[0]);
// Accumulate several transformations:
// l">matView: rlgl internal modelview matrix (actually, just view matrix)
// Accumulate several ">model transformations:
// ">transforms[0]: model transformation provided (includes DrawModel() params combined with model.transform)
// rlGetMatrixTransform(): rlgl internal transform matrix due to push/pop matrix stack
// transform: function parameter transformation
matModelView = MatrixMultiply(transforms[0], MatrixMultiply(rlGetMatrixTransform(), matView));
matModel = MatrixMultiply(transforms[0], rlGetMatrixTransform());
// Get model-view matrix
matModelView = MatrixMultiply(matModel, matView);
}
// Upload model normal matrix (if locations available)
if (material.shader.locs[SHADER_LOC_MATRIX_NORMAL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_NORMAL], MatrixTranspose(MatrixInvert(matModelView)));
if (material.shader.locs[SHADER_LOC_MATRIX_NORMAL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_NORMAL], MatrixTranspose(MatrixInvert(matModel)));
//-----------------------------------------------------
// Bind active texture maps (if available)
@ -1161,17 +1164,17 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins
for (int eye = 0; eye < eyesCount; eye++)
{
// Calculate model-view-projection matrix (MVP)
Matrix matMVP = MatrixIdentity();
if (eyesCount == 1) matMVP = MatrixMultiply(matModelView, matProjection);
Matrix matModelViewProjection = MatrixIdentity();
if (eyesCount == 1) matModelViewProjection = MatrixMultiply(matModelView, matProjection);
else
{
// Setup current eye viewport (half screen width)
rlViewport(eye*rlGetFramebufferWidth()/2, 0, rlGetFramebufferWidth()/2, rlGetFramebufferHeight());
matMVP = MatrixMultiply(MatrixMultiply(matModelView, rlGetMatrixViewOffsetStereo(eye)), rlGetMatrixProjectionStereo(eye));
matModelViewProjection = MatrixMultiply(MatrixMultiply(matModelView, rlGetMatrixViewOffsetStereo(eye)), rlGetMatrixProjectionStereo(eye));
}
// Send combined model-view-projection matrix to shader
rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_MVP], matMVP);
rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_MVP], matModelViewProjection);
if (instancing) // Draw mesh instanced
{

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