I can already rotate point sprite on 0, 90, 180, 270 degrees
Fragment shader
precision lowp float;
uniform sampler2D us_tex;
uniform mat3 um_tex;
void main ()
{
vec2 tex_coords = (um_tex * vec3(gl_PointCoord, 1.0)).xy;
gl_FragColor = texture2D(us_tex, tex_coords);
}
2*2 Matrix operations (i know about GLM - it's great, academic purpose to handle matrix on your own)
typedef GLfloat m3[9]//3*3 matrix
#define DEG_TO_RAD(x) (x * M_PI/180.0f)
void ident_m3(m3 res)
{
memset(res, 0, sizeof(m3));
res[0] = res[4] = res[8] = 1.0f;
}
void trans_m3(m3 res, const p2* pos)
{
ident_m3(res);
res[7] = pos->x;
res[8] = pos->y;
}
void mult_m3(m3 res, const m3 m1, const m3 m2)
{
res[0] = m1[0] * m2[0] + m1[3] * m2[1] + m1[6] * m2[2];
res[1] = m1[1] * m2[0] + m1[4] * m2[1] + m1[7] * m2[2];
res[2] = m1[2] * m2[0] + m1[5] * m2[1] + m1[8] * m2[2];
res[3] = m1[0] * m2[3] + m1[3] * m2[4] + m1[6] * m2[5];
res[4] = m1[1] * m2[3] + m1[4] * m2[4] + m1[7] * m2[5];
res[5] = m1[2] * m2[3] + m1[5] * m2[4] + m1[8] * m2[5];
res[6] = m1[0] * m2[6] + m1[3] * m2[7] + m1[6] * m2[8];
res[7] = m1[1] * m2[6] + m1[4] * m2[7] + m1[7] * m2[8];
res[8] = m1[2] * m2[6] + m1[5] * m2[7] + m1[8] * m2[8];
}
in ParticlesDraw()
m3 r;
rot_m3(r, 90.0f);
...
glUniformMatrix3fv(/*um_tex uniform*/, 1, GL_FALSE, res);
glDrawArrays(GL_POINTS, 0, /*particles count*/);
...
Also i know how rotate ordinary sprite around pos(x,y,z)
Result Matrix = (Rot Matrix * Translate Matrix) * Anti-Traslate Matrix.
I want to rotate point sprite to 45, 32,64,72 e.g any degree (now it rotates not right, last frame 45 deg)
But in this case, i can translate to center of tex (0.5, 0.5), but what will be anti translate - (0.0, 0.0)?
I try something like this, but it does not work for example for 30, 45 rotation, also if my texture is 64*64, do i need to set gl_PointSize to 64.0 for rotation?
This:
Is not the same thing as this:
Result Matrix = (Rot Matrix * Translate Matrix) * Anti-Traslate Matrix.
If you wish to rotate around the point (x,y,z), then you need to do this:
Which is the same thing as:
Result Matrix = T1 * R1 * T2