I am rendering a simple torus in WebGL. Rotating the vertices works fine but I have a problem with the normals. When rotated around a single axis, they keep the correct direction but when the rotation around a second axis increases, the normals start rotating the wrong way up until one of the rotations are 180°, then the normals are rotating in the complete opposite of what they should. I assume the problem lies with the quaternion used for rotation, but I have not been able to determine what is wrong.
Here is a (slightly modified, but it still shows the problem) jsfiddle of my project: https://jsfiddle.net/dt509x8h/1/
In the html-part of the fiddle there is a div containing all the data from the obj-file I am reading to generate the torus (although a lower resolution one).
vertex shader:
attribute vec4 aVertexPosition;
attribute vec3 aNormalDirection;
uniform mat4 uMVPMatrix;
uniform mat3 uNMatrix;
varying vec3 nrm;
void main(void) {
gl_Position = uMVPMatrix * aVertexPosition;
nrm = aNormalDirection * uNMatrix;
}
fragment shader:
varying vec3 nrm;
void main(void) {
gl_FragColor = vec4(nrm, 1.0);
}
Updating the matrices (run when there has been input):
mat4.perspective(pMatrix, Math.PI*0.25, width/height, clipNear, clipFar); //This is actually not run on input, it is just here to show the creation of the perspective matrix
mat4.fromRotationTranslation(mvMatrix, rotation, position);
mat3.normalFromMat4(nMatrix, mvMatrix);
mat4.multiply(mvpMatrix, pMatrix, mvMatrix);
var uMVPMatrix = gl.getUniformLocation(shaderProgram, "uMVPMatrix");
var uNMatrix = gl.getUniformLocation(shaderProgram, "uNMatrix");
gl.uniformMatrix4fv(uMVPMatrix, false, mvpMatrix);
gl.uniformMatrix3fv(uNMatrix, false, nMatrix);
Creating the rotation quaternion (called when mouse has moved):
var d = vec3.fromValues(lastmousex-mousex, mousey-lastmousey, 0.0);
var l = vec3.length(d);
vec3.normalize(d,d);
var axis = vec3.cross(vec3.create(), d, [0,0,1]);
vec3.normalize(axis, axis);
var q = quat.setAxisAngle(quat.create(), a, l*scale);
quat.multiply(rotation, q, rotation);
Rotating the torus only around the Y-axis, the normals point in the right directions:
Rotating the torus around two axes. The normals are pointing all over the place:
I am using glMatrix v2.3.2 for all matrix and quaternion operations.
Update:
It seems that rotating only around the Z axis (by setting the input axis for quat.setAxisAngle
explicitly to [0,0,1]
, or by using quat.rotateZ
) also causes the normals to rotate in the opposite direction.
Zeroing the z-component of the axis
does not help.
Update2:
Rotating by quat.rotateX(q, q, l*scale); quat.rotateY(q, q, l*scale); quat.multiply(rotation, q, rotation);
Seems correct, but as soon as rotation around Z is introduced the z normals starts to move around.
Using the difference in x or y mouse-values instead of l
causes all normals to move, and so does using largely different scale
-values for x and y.
Update3: changing the order of multiplication in the shader to uNMatrix * aNormalDirection
causes the normals to always rotate the wrong way.
In my case, the problem was with how I loaded the data from an .obj-file. I had inverted the z-position of all vertices, but the normals were generated from the non-inverted vertices.
Using non-inverted z-positions and flipping the normal-matrix multiplication fixed the issues.
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