我使用webgl并修改着色器(vs.glsls和fs.glsl)以理解GLSL和图形编程。我有一个模型,我想缩放,旋转和翻译。缩放和旋转工作正常但是当我乘以平移矩阵时,结果很奇怪。我知道这是一个非常基本的问题,但我错过了一些东西,我需要找到它。 我的模型通过y轴无限延伸。
白色区域应该是模型的眼睛:
这是我的顶点着色器代码:
mat4 rX = mat4 (
1.0, 0.0, 0.0, 0.0,
0.0, 0.0, -1.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 0.0, 1.0
);
mat4 rZ = mat4 (
0.0, 1.0, 0.0, 0.0,
-1.0, 0.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0
);
mat4 eyeScale = mat4 (
.50,0.0,0.0,0.0,
0.0,.50,0.0,0.0,
0.0,0.0,.50,0.0,
0.0,0.0,0.0,1.0
);
mat4 eyeTrans = mat4(
1.0,0.0,0.0,0.0,
0.0,1.0,0.0,4.0,
0.0,0.0,1.0,0.0,
0.0,0.0,0.0,1.0
);
mat4 iR = eyeTrans*rZ*rX*eyeScale;
gl_Position = projectionMatrix * modelViewMatrix *iR* vec4(position, 1.0);
}
答案 0 :(得分:4)
您在设置转换矩阵时交换了行和列
将其更改为:
mat4 eyeTrans = mat4(
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 4.0, 0.0, 1.0
);
4 * 4矩阵看起来像这样:
c0 c1 c2 c3 c0 c1 c2 c3
[ Xx Yx Zx Tx ] [ 0 4 8 12 ]
[ Xy Yy Zy Ty ] [ 1 5 9 13 ]
[ Xz Yz Zz Tz ] [ 2 6 10 14 ]
[ 0 0 0 1 ] [ 3 7 11 15 ]
在GLSL中,列的处理方式如下:
vec4 c0 = eyeTrans[0].xyzw;
vec4 c1 = eyeTrans[1].xyzw;
vec4 c2 = eyeTrans[2].xyzw;
vec4 c3 = eyeTrans[3].xyzw;
4 * 4矩阵的记忆图像如下所示:
[ Xx, Xy, Xz, 0, Yx, Yy, Yz, 0, Zx, Zy, Zz, 0, Tx, Ty, Tz, 1 ]
进一步了解: