Reputation: 556
I've set up a test project for learning Metal on iOS to do some rendering, but I'm a bit stumped on how to get a prism rotating correctly about its y axis.
Here is the prism rendered without depth testing so all sides can be seen, so it looks like this part is at least correct:
These are the vertices:
static const float vertexData[] = {
0.f, 1.f, 0.5f,
1.f, -1.f, 0.f,
-1.f, -1.f, 0.f,
0.f, 1.f, 0.5f,
1.f, -1.f, 1.f,
1.f, -1.f, 0.f,
0.f, 1.f, 0.5f,
-1.f, -1.f, 1.f,
1.f, -1.f, 1.f,
0.f, 1.f, 0.5f,
-1.f, -1.f, 0.f,
-1.f, -1.f, 1.f
};
However, when I turn on rotation, this is what happens: https://www.dropbox.com/s/esg41j3ibncofox/prism_rotate.mov?dl=0
(The video has depth testing turned on). Why is the prism clipping like that (and/or what is it clipping through)? And it's not rotating about it's centre.
Here are how the MVP matrices are being calculated:
static simd::float3 viewEye = {0.f, 0.f, -2.f};
static simd::float3 viewCenter = {0.f, 0.f, 1.f};
static simd::float3 viewUp = {0.f, 1.f, 0.f};
static float fov = 45.f;
CGSize size = self.view.bounds.size;
Uniforms *uniforms = (Uniforms *)[uniformBuffer contents];
uniforms->view = AAPL::lookAt(viewEye, viewCenter, viewUp);
uniforms->projection = AAPL::perspective_fov(fov, size.width, size.height, 0.1f, 100.f);
uniforms->model = AAPL::translate(0.f, 0.f, 12.f) * AAPL::rotate(tAngle, 0.f, 1.f, 0.f);
tAngle += 0.5f;
The transform
, lookAt
, rotate
, and perspective_fov
functions are lifted straight from Apple sample code I used as reference.
Here is the shader:
typedef struct {
float4 pos [[ position ]];
half4 color;
float mod;
} VertexOut;
vertex VertexOut basic_vertex(const device packed_float3* vertex_array [[ buffer(0) ]],
const device packed_float3* colors [[ buffer(1) ]],
constant Uniforms& uniform [[ buffer(2) ]],
uint vid [[ vertex_id ]],
uint iid [[ instance_id ]])
{
float4 v = float4(vertex_array[vid], 1.f);
float4x4 mvp_matrix = uniform.projection * uniform.view * uniform.model;
VertexOut out;
out.pos = v * mvp_matrix;
uint colorIndex = vid / 3;
out.color = half4(half3(colors[colorIndex]), 1.f);
return out;
}
fragment half4 basic_fragment(VertexOut f [[ stage_in ]]) {
return f.color;
}
Any help/tips would be greatly appreciated.
Upvotes: 3
Views: 495
Reputation: 556
Sigh.. The problem was in the multiplication order of the MVP matrix with the vertices in the shader.
So this:
out.pos = v * mvp_matrix;
should be:
out.pos = mvp_matrix * v;
For whatever reason, I'm used to row vectors as opposed to column vectors, and had myself convinced I was misunderstanding something about the clip region and/or the matrices themselves..
Upvotes: 3