我刚刚了解了Perspective投影,并且发现在openGl中应用它有点令人困惑。
考虑一个简单的广场 在使用透视投影之前,我可以在[-1,1]空间中定义其顶点的坐标,并输入{0.0f,0.0f,0.0f,1.0f,1.0f,1.0f,1.0f,0.0 f},方块将占据窗口的第一象限 请考虑我的代码中的以下部分:
设置矩阵:
glm::mat4 mvp(1.0);
mvp*=glm::perspective(45.0f,1.0f,0.01f,100.0f);
制服:
loc = glGetUniformLocation(program.getHandle(),"mvp");
glUniformMatrix4fv(loc,1,GL_FALSE,glm::value_ptr(mvp));
顶点着色器:
#version 330
in vec2 pos;
uniform mat4 mvp;
void main()
{
gl_Position = mvp*vec4(pos,0.0f,1.0f);
}
但结果是一个空白的屏幕
我需要在这里应用哪些额外的转换?
另外,顶点数据应该在哪个坐标中?
以下是完整的代码:
#include "program.h"
#include <GL/glew.h>
#include <SFML/Window.hpp>
#include <stdexcept>
#include <iostream>
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/core/type.hpp>
void GlewInit()
{
GLenum err = glewInit();
if (GLEW_OK != err)
{
std::cerr<<"Error: "<<glewGetErrorString(err)<<std::endl;
throw(std::runtime_error("GLEW_INIT Failure."));
}
}
int main()
{
sf::Window win(sf::VideoMode(400,400),"Manasij");
GlewInit();
float vertexdata[]={0.0f,0.0f,0.0f,1.0f,1.0f,1.0f,1.0f,0.0f};
GLubyte indexdata[]={0,1,2,3};
float colordata[]={0.3f,0.0f,0.5f,1.0f};
mm::Program program
(
{
mm::Shader(GL_VERTEX_SHADER,"vshader.vert"),
mm::Shader(GL_FRAGMENT_SHADER,"fshader.frag")
}
);
glm::mat4 mvp(1.0);
mvp*=glm::perspective(45.0f,1.0f,0.01f,100.0f);
GLuint vao,vbo,ibo;
glGenVertexArrays(1,&vao);
glBindVertexArray(vao);
glGenBuffers(1,&vbo);
glBindBuffer(GL_ARRAY_BUFFER,vbo);
glBufferData(GL_ARRAY_BUFFER,8*sizeof(GLfloat),vertexdata,GL_STATIC_DRAW);
glGenBuffers(1,&ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,4*sizeof(GLubyte),indexdata,GL_STATIC_DRAW);
glVertexAttribPointer(0,2,GL_FLOAT,GL_FALSE,0,0);
glEnableVertexAttribArray(0);
glBindAttribLocation(program.getHandle(),0,"pos");
glUseProgram(program.getHandle());
auto loc = glGetUniformLocation(program.getHandle(),"col");
glUniform4fv(loc,1,colordata);
loc = glGetUniformLocation(program.getHandle(),"mvp");
glUniformMatrix4fv(loc,1,GL_FALSE,glm::value_ptr(mvp));
glUseProgram(0);
glClearColor(1.0f,1.0f,1.0f,1.0f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
while(win.isOpen())
{
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(program.getHandle());
// glDrawArrays(GL_QUADS,0,4);
glDrawElements(GL_QUADS,4,GL_UNSIGNED_BYTE,nullptr);
glUseProgram(0);
win.display();
sf::Event eve;
while(win.pollEvent(eve))
if(eve.type==sf::Event::Closed)
win.close();
}
return 0;
}
答案 0 :(得分:4)
但是,结果是一个黑屏。 我需要在这里应用哪些额外的转换?
您会看到glm::perspective
调用的最后两个参数,它们定义了近距离和远距离剪辑距离。你的方格在Z = 0,没有进一步的变换因此落在观看体积之外。解决方案:在-Z方向上移动seqare几个单位。
请注意near和far值的以下约束:
abs(远)&gt; abs(近)&gt; 0
sgn(near)= sgn(far)
如果 sgn(near)= sgn(far)= - ,您还必须交换深度范围的符号,或将深度测试功能更改为GL_LESS。
由于深度缓冲分辨率不是线性分布,而是以类似1 / z的方式分布
答案 1 :(得分:0)
也许这个网站可以帮到你,它解释了OpenGL中投影矩阵的设置: