Fix Milky Way Galaxy projection issue in fisheye

This commit is contained in:
Emil Axelsson
2019-09-06 17:07:56 +02:00
parent a4e0ad8b08
commit 0ba0a9f852
4 changed files with 8 additions and 8 deletions

View File

@@ -56,7 +56,7 @@ void GalaxyRaycaster::renderEntryPoints(const RenderData& data,
ghoul::opengl::ProgramObject& program)
{
program.setUniform("modelViewTransform", glm::mat4(modelViewTransform(data)));
program.setUniform("viewProjection", data.camera.viewProjectionMatrix());
program.setUniform("projectionTransform", data.camera.projectionMatrix());
// Cull back face
glEnable(GL_CULL_FACE);
@@ -71,7 +71,7 @@ void GalaxyRaycaster::renderExitPoints(const RenderData& data,
{
// Uniforms
program.setUniform("modelViewTransform", glm::mat4(modelViewTransform(data)));
program.setUniform("viewProjection", data.camera.viewProjectionMatrix());
program.setUniform("projectionTransform", data.camera.projectionMatrix());
// Cull front face
glEnable(GL_CULL_FACE);

View File

@@ -29,7 +29,7 @@ layout(location = 0) in vec4 vertPosition;
out vec3 modelPosition;
out vec4 viewPosition;
uniform mat4 viewProjection;
uniform mat4 projectionTransform;
uniform mat4 modelViewTransform;
@@ -38,6 +38,6 @@ void main() {
viewPosition = modelViewTransform*vertPosition;
// project the position to view space
gl_Position = viewProjection * viewPosition;
gl_Position = projectionTransform * viewPosition;
gl_Position.z = 0.0;
}

View File

@@ -63,7 +63,7 @@ void ToyVolumeRaycaster::renderEntryPoints(const RenderData& data,
ghoul::opengl::ProgramObject& program)
{
program.setUniform("modelViewTransform", glm::mat4(modelViewTransform(data)));
program.setUniform("viewProjection", data.camera.viewProjectionMatrix());
program.setUniform("projectionTransform", data.camera.projectionMatrix());
// Cull back face
glEnable(GL_CULL_FACE);
@@ -78,7 +78,7 @@ void ToyVolumeRaycaster::renderExitPoints(const RenderData& data,
{
// Uniforms
program.setUniform("modelViewTransform", glm::mat4(modelViewTransform(data)));
program.setUniform("viewProjection", data.camera.viewProjectionMatrix());
program.setUniform("projectionTransform", data.camera.projectionMatrix());
// Cull front face
glEnable(GL_CULL_FACE);

View File

@@ -29,7 +29,7 @@ layout(location = 0) in vec4 vertPosition;
out vec3 modelPosition;
out vec4 viewPosition;
uniform mat4 viewProjection;
uniform mat4 projectionTransform;
uniform mat4 modelViewTransform;
@@ -38,6 +38,6 @@ void main() {
viewPosition = modelViewTransform*vertPosition;
// project the position to view space
gl_Position = viewProjection * viewPosition;
gl_Position = projectionTransform * viewPosition;
gl_Position.z = 1.0;
}