I need your help! I am trying to move the vertex transform part from the cpu code to the vertex shader, here's the cpp code of the vertex transform:
//calculate the transform matrix of a refelcting surface
//@point: a point on the surface
//@normal: the normalized normal of the surface
//@return: the transform matrix
glm::mat4 flatReflect(glm::vec3& point, glm::vec3& normal)
{
glm::vec4 R = glm::vec4(point,1);
glm::vec4 N = glm::vec4(normal,0);
GLfloat d = glm::dot(R,N);
glm::mat4 result;
result[0][0] = 1 - 2* N.x*N.x;
result[0][1] = -2*N.x*N.y;
result[0][2] = -2*N.x*N.z;
result[0][3] = -2*N.x*d;
result[1][0] = result[0][1];
result[1][1] = 1 - 2*N.y*N.y;
result[1][2] = -2*N.y*N.z;
result[1][3] = -2*N.y*d;
result[2][0] = result[0][2];
result[2][1] = result[1][2];
result[2][2] = 1-2*N.z*N.z;
result[2][3] = -2*N.z*d;
result[3][0] = 0;
result[3][1] = 0;
result[3][2] = 0;
result[3][3] = 1;
return result;
}
Any idea? Thanks in advance!
You can translate that fairly readily. First, to translate these lines:
glm::vec4 R = glm::vec4(point,1);
glm::vec4 N = glm::vec4(normal,0);
GLfloat d = glm::dot(R,N);
These types and functions exist natively in GLSL and need no qualification, so:
vec4 R = vec4(point, 1.0); // An explicit decimal is important; some drivers do
vec4 N = vec4(normal, 0.0); // not perform implicit coercions.
float d = dot(R, N);
Constructing the matrix differs a little; rather than declaring a matrix and setting its elements, you can create and return it all at once, e.g. (for the identity matrix):
return mat4(1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0);
Accessing elements of the vectors works just as in C++. Knowing that, the rest of the translation should be easy. Good luck!