While rendering a cube to the gbuffer (diffuse, normal, depth) I noticed something odd when applying rotations. I build a world matrix for the cube as follows:
Yaw = Yaw % MathUtil.PI2;
Pitch = Pitch % MathUtil.PI2;
Roll = Roll % MathUtil.PI2;
Matrix4 s = Matrix4.Scale(Scale);
Matrix4 t = Matrix4.CreateTranslation(Position);
Matrix4 rotY = Matrix4.CreateRotationY(Yaw);
Matrix4 rotX = Matrix4.CreateRotationX(Pitch);
Matrix4 rotZ = Matrix4.CreateRotationZ(Roll);
return s * rotY * rotX * rotZ * t;
If I render the cube with scale 1, position 0,0,0 and no rotations my normals are rendered properly. Applying scale/position does not change this fact.
However, when I apply rotations the normals screw up in some cases.
Nothing wrong in these settings:
- Yaw = Pi/2
- Yaw = Pi
- Pitch = Pi/2
- Pitch = Pi
- Yaw = Pi && Pitch = Pi
But when I apply these rotations:
- Yaw = Pi/2 && Pitch = Pi/2
This happens:
For some reason the normals aren't rotated correctly. I rotate them like this in the vertex shader using the world matrix described above:
mat3 WorldMatrix3x3 = mat3(WorldMatrix);
normalWS = vertexNormal_modelspace * WorldMatrix3x3;
And store them in the fragment shader:
rtt_normal.xyz = normalWS * 0.5 + 0.5;
I display the normal buffer on the screen like this:
color = vec4(abs(texture(gbufferTexture, UV).rgb * 2.0 - 1.0), 1);
What am I missing here?