Shader::getShader(SH_ACTIVE)->setUniformLocation("uInvProjection", glm::inverse(projection));
}
-void Camera::useOldInvProjView() const
+void Camera::useOldProjView() const
{
- Shader::getShader(SH_ACTIVE)->setUniformLocation("uOldInvProjView", oldInvProjView);
+ Shader::getShader(SH_ACTIVE)->setUniformLocation("uOldProjView", oldProjView);
+ Shader::getShader(SH_ACTIVE)->setUniformLocation("uInvProjView", glm::inverse(projection*lookAt(cCenter, cPosition, cUpVector)));
}
void Camera::updateView(const vec3& _target)
projection = perspective(yFov * (float)M_D2R, xyRatio, zNear, zFar);
}
-
-void Camera::saveInvProjView()
+void Camera::saveProjView()
{
- oldInvProjView = glm::inverse(projection*lookAt(cCenter, cPosition, cUpVector));
+ oldProjView = projection*lookAt(cCenter, cPosition, cUpVector);
}
Camera::FC_stat Camera::frustum_sphere(vec3 _center, float _radius) const
void useView() const;
void useProjection() const;
- void useOldInvProjView() const;
+ void useOldProjView() const;
void updateView(const vec3& target);
void updateView_pitch(float);
void updateProjection(float xyRatio);
void updateProjection(float yFov, float xyRatio, float zNear, float zFar);
- void saveInvProjView();
+ void saveProjView();
vec3 getDirection() { return cFront;}
vec3 getRight() { return cRight; }
float pitch, yaw;
float dist;
- /*old Projektion * View -> invers */
- mat4 oldInvProjView = mat4(1.f);
+ /*old Projektion * View */
+ mat4 oldProjView = mat4(1.f);
/*Frustum*/
float tan_alphaY;
{
switch (_target)
{
+ case DRAW_ModelMotionBlur:
+ //upload new->old model
+ Shader::getShader(SH_ACTIVE)->setUniformLocation("uCur2OldModel", oldModelMat * glm::inverse(modelMat));
case DRAW_Model:
default:
texture->useTexture();