Transforming the Model Matrix
To define the position and orientation of an object in a 3D scene, one typically uses the model matrix. While glm::lookAt() is a convenient function for setting up a view matrix, it may not be directly applicable to the model matrix.
Model Transformation
The model matrix transforms vertex positions from the model space (the local coordinate system of the object) to the world space (the coordinate system of the entire scene). It comprises three main elements:
Creating a Model Matrix
Instead of using glm::lookAt(), you can define a model matrix manually using the following structure:
[ X-axis.x, X-axis.y, X-axis.z, 0 ] [ Y-axis.x, Y-axis.y, Y-axis.z, 0 ] [ Z-axis.x, Z-axis.y, Z-axis.z, 0 ] [ trans.x, trans.y, trans.z, 1 ]
For example, if you want to position an object at (0.4, 0.0, 0.0) and rotate it by 45 degrees around the x-axis, you would define the model matrix as:
[ 1.0, 0.0, 0.0, 0.0 ] [ 0.0, 0.707, 0.707, 0.0 ] [ 0.0, -0.707, 0.707, 0.0 ] [ 0.4, 0.0, 0.0, 1.0 ]
Shader Implementation
In your vertex shader, you can then transform the vertex position using the model matrix as follows:
gl_Position = CameraMatrix * ModelMatrix * Pos;
Where:
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