Recently i started porting my engine to linux (Testing on Ubuntu 14.04)
So next to my DX11 and DX9 render systems, i started to implement an OpenGL render system.
I'm new to OpenGL, so it's a big learning phase.
Currenly, the OpenGL support simple rendering using shaders, vertex buffers and index buffers (only shaders, no FFP)
When rendering the same code (same object, same matrices) on DX9 or DX11, the result is the same (they are using the same shader as well)
But when rendering with the OpenGL render system on Windows, the position of the cube is different.
Even when running the same code with the OpenGL render system on Windows and Linux, the result is different.
See the attached screenshots
DX11 rendering (or DX9): The cube is in the middle of the screen
[attachment=24020:DX11.png]
OpenGL rendering on Windows: The position of the cube is different (higher and to the right)
[attachment=24021:GL_Windows.png]
OpenGL rendering on Linux: Camera closer to the cube???
[attachment=24022:GL_Linux.PNG]
I have no clue what is causing this, specially cause the result between windows and linux using OpenGL is also different.
Probably some matrix issue, but i searched the net and it seems when using shaders, the same matrices for DX and OpenGL can be used.
Currently i'm stuck on this for about 3 days now, reading about matrices, the difference between DirectX/OpenGL, looking at different SDK's, ...
So, i hope someone can see or know what i have been doing wrong ;)
Below all code related to the matrices and shader code:
This is the base matrix code for the cube rendering
For OpenGL i commented the matModelViewProj.Transpose() line.
But on linux, when commenting the line of not, the result stays the same.
NpMatrix matWorld = NpMatrixIdentity();
NpMatrix matProj = NpMatrixPerspectiveFovLH(NP_PIDIV4, (NpFloat32)m_displayWidth / (NpFloat32)m_displayHeight, 0.1f, 100.0f);
NpMatrix matView = NpMatrixLookAtLH(NpVector3(3.0f, 5.0f, -6.0f), NpVector3(0.0f, 0.0f, 0.0f), NpVector3(0.0f, 1.0f, 0.0f));
NpMatrix matModelViewProj = matWorld * matView * matProj;
matModelViewProj.Transpose();
D3D11 Shader constant code:
MatrixData bufferData;
bufferData.WVP = matModelViewProj;
m_d3dImmediateContext->UpdateSubresource(cBuffer, 0, NULL, &bufferData, 0, 0);
D3D9 Shader constant code:
float paramData[16];
memcpy(¶mData[0], (NpFloat32*)matModelViewProj, sizeof(float) * 16);
m_d3dDevice->SetVertexShaderConstantF(0, paramData, 4);
GL Shader constant code:
GLfloat paramData[16];
memcpy(¶mData[0], (NpFloat32*)matModelViewProj, sizeof(GLfloat) * 16);
glUniformMatrix4fv(paramModelViewProjection, 1, GL_FALSE, paramData);
DX Vertex Shader:
cbuffer matrixBuffer : register(b0)
{
float4x4 matModelViewProjection;
};
struct VSIn
{
float3 Pos : POSITION;
float4 Col : COLOR;
};
struct VSOut
{
float4 Pos : SV_POSITION;
float4 Col : COLOR0;
};
VSOut main(VSIn input)
{
VSOut output;
output.Pos = mul(float4(input.Pos, 1.0), matModelViewProjection);
output.Col = input.Col;
return output;
}
DX Pixel Shader:
struct VSOut
{
float4 Pos : SV_POSITION;
float4 Col : COLOR0;
};
float4 main(VSOut input) : SV_TARGET
{
return input.Col;
}
OpenGL Vertex Shader:
uniform mat4 matModelViewProjection;
attribute vec3 vert_POSITION0;
attribute vec4 vert_COLOR0;
varying vec4 frag_SV_POSITION;
varying vec4 frag_COLOR0;
void main()
{
frag_SV_POSITION = matModelViewProjection * vec4(vert_POSITION0, 1.0);
frag_COLOR0 = vert_COLOR0;
gl_Position = frag_SV_POSITION;
}
OpenGL Fragment Shader:
varying vec4 frag_SV_POSITION;
varying vec4 frag_COLOR0;
void main()
{
gl_FragColor = frag_COLOR0.rgba;
}
The OpenGL shaders have "#version 120" added to the top by the render system when loading the shaders.
And just to make sure, my matrix functions
NP_INLINE NpMatrix NPAPI NpMatrixPerspectiveLH(const NpFloat32 width, const NpFloat32 height, const NpFloat32 nearPlane, const NpFloat32 farPlane)
{
NpFloat32 dualNearPlane = nearPlane + nearPlane;
NpFloat32 range = farPlane / (farPlane - nearPlane);
NpMatrix matrix;
matrix.m[0][0] = dualNearPlane / width;
matrix.m[0][1] = 0.0f;
matrix.m[0][2] = 0.0f;
matrix.m[0][3] = 0.0f;
matrix.m[1][0] = 0.0f;
matrix.m[1][1] = dualNearPlane / height;
matrix.m[1][2] = 0.0f;
matrix.m[1][3] = 0.0f;
matrix.m[2][0] = 0.0f;
matrix.m[2][1] = 0.0f;
matrix.m[2][2] = range;
matrix.m[2][3] = 1.0f;
matrix.m[3][0] = 0.0f;
matrix.m[3][1] = 0.0f;
matrix.m[3][2] = -range * nearPlane;
matrix.m[3][3] = 0.0f;
return matrix;
}
NP_INLINE NpMatrix NPAPI NpMatrixLookAtLH(const NpVector3 position, const NpVector3 target, const NpVector3 upDirection)
{
NpVector3 direction = target - position;
return NpMatrixLookToLH(position, direction, upDirection);
}
NP_INLINE NpMatrix NPAPI NpMatrixLookToLH(const NpVector3 position, const NpVector3 direction, const NpVector3 upDirection)
{
NpVector3 zAxis = direction.GetNormalized();
NpVector3 xAxis = upDirection.Cross(zAxis).GetNormalized();
NpVector3 yAxis = zAxis.Cross(xAxis);
NpMatrix matrix;
matrix.m[0][0] = xAxis.x;
matrix.m[0][1] = xAxis.y;
matrix.m[0][2] = xAxis.z;
matrix.m[0][3] = -xAxis.Dot(position);
matrix.m[1][0] = yAxis.x;
matrix.m[1][1] = yAxis.y;
matrix.m[1][2] = yAxis.z;
matrix.m[1][3] = -yAxis.Dot(position);
matrix.m[2][0] = zAxis.x;
matrix.m[2][1] = zAxis.y;
matrix.m[2][2] = zAxis.z;
matrix.m[2][3] = -zAxis.Dot(position);
matrix.m[3][0] = 0.0f;
matrix.m[3][1] = 0.0f;
matrix.m[3][2] = 0.0f;
matrix.m[3][3] = 1.0f;
matrix.Transpose();
return matrix;
}
NP_INLINE void NPAPI Transpose()
{
NpMatrix temp;
temp.m[0][0] = m[0][0];
temp.m[0][1] = m[2][0];
temp.m[0][2] = m[0][1];
temp.m[0][3] = m[2][1];
temp.m[1][0] = m[1][0];
temp.m[1][1] = m[3][0];
temp.m[1][2] = m[1][1];
temp.m[1][3] = m[3][1];
temp.m[2][0] = m[0][2];
temp.m[2][1] = m[2][2];
temp.m[2][2] = m[0][3];
temp.m[2][3] = m[2][3];
temp.m[3][0] = m[1][2];
temp.m[3][1] = m[3][2];
temp.m[3][2] = m[1][3];
temp.m[3][3] = m[3][3];
m[0][0] = temp.m[0][0];
m[0][1] = temp.m[1][0];
m[0][2] = temp.m[0][1];
m[0][3] = temp.m[1][1];
m[1][0] = temp.m[0][2];
m[1][1] = temp.m[1][2];
m[1][2] = temp.m[0][3];
m[1][3] = temp.m[1][3];
m[2][0] = temp.m[2][0];
m[2][1] = temp.m[3][0];
m[2][2] = temp.m[2][1];
m[2][3] = temp.m[3][1];
m[3][0] = temp.m[2][2];
m[3][1] = temp.m[3][2];
m[3][2] = temp.m[2][3];
m[3][3] = temp.m[3][3];
}