我想在QGLWidget中显示OptixSDK的sample6。
我的应用程序只有3个QSlider,用于围绕X,Y,Z轴和QGLWidget旋转。
根据我的理解,只要我的QSlider或Mouseevents调用 updateGL(),就会调用 paintGL()。然后我初始化一个旋转矩阵并将此矩阵应用于PinholeCamera,以便用新变换的cameracoordinates追踪场景,对吧?
当跟踪完成时,我得到outputbuffer并使用它用 glDrawPixels()绘制像素,就像在OptiX框架中给出的GLUTdisplay.cpp一样。
但我的问题是图像偏斜/扭曲。例如,我想要显示一个球,但球是极端的,但旋转工作正常。 当我缩小时,图像似乎在水平方向上比在垂直方向上缩放得慢得多。
我几乎可以肯定/希望它必须对未正确使用的 gl ...()函数执行某些操作。我错过了什么?有人可以帮助我吗?
为了完整性,我发布了我的 paintGL()和 updateGL()代码。
void MyGLWidget::initializeGL()
{
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
m_scene = new MeshViewer();
m_scene->setMesh( (std::string( sutilSamplesDir() ) + "/ball.obj").c_str());
int buffer_width, buffer_height;
// Set up scene
SampleScene::InitialCameraData initial_camera_data;
m_scene->setUseVBOBuffer( false );
m_scene->initScene( initial_camera_data );
int m_initial_window_width = 400;
int m_initial_window_height = 400;
if( m_initial_window_width > 0 && m_initial_window_height > 0)
m_scene->resize( m_initial_window_width, m_initial_window_height );
// Initialize camera according to scene params
m_camera = new PinholeCamera( initial_camera_data.eye,
initial_camera_data.lookat,
initial_camera_data.up,
-1.0f, // hfov is ignored when using keep vertical
initial_camera_data.vfov,
PinholeCamera::KeepVertical );
Buffer buffer = m_scene->getOutputBuffer();
RTsize buffer_width_rts, buffer_height_rts;
buffer->getSize( buffer_width_rts, buffer_height_rts );
buffer_width = static_cast<int>(buffer_width_rts);
buffer_height = static_cast<int>(buffer_height_rts);
float3 eye, U, V, W;
m_camera->getEyeUVW( eye, U, V, W );
SampleScene::RayGenCameraData camera_data( eye, U, V, W );
// Initial compilation
m_scene->getContext()->compile();
// Accel build
m_scene->trace( camera_data );
m_scene->getContext()->launch( 0, 0 );
// Initialize state
glMatrixMode(GL_PROJECTION);glLoadIdentity();glOrtho(0, 1, 0, 1, -1, 1 );
glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glViewport(0, 0, buffer_width, buffer_height);
}
这是paintGL()
void MyGLWidget::paintGL()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
float3 eye, U, V, W;
m_camera->getEyeUVW( eye, U, V, W );
SampleScene::RayGenCameraData camera_data( eye, U, V, W );
{
nvtx::ScopedRange r( "trace" );
m_scene->trace( camera_data );
}
// Draw the resulting image
Buffer buffer = m_scene->getOutputBuffer();
RTsize buffer_width_rts, buffer_height_rts;
buffer->getSize( buffer_width_rts, buffer_height_rts );
int buffer_width = static_cast<int>(buffer_width_rts);
int buffer_height = static_cast<int>(buffer_height_rts);
RTformat buffer_format = buffer.get()->getFormat();
GLvoid* imageData = buffer->map();
assert( imageData );
switch (buffer_format) {
/*... set gl_data_type and gl_format ...*/
}
RTsize elementSize = buffer->getElementSize();
int align = 1;
if ((elementSize % 8) == 0) align = 8;
else if ((elementSize % 4) == 0) align = 4;
else if ((elementSize % 2) == 0) align = 2;
glPixelStorei(GL_UNPACK_ALIGNMENT, align);
gldata = QGLWidget::convertToGLFormat(image_data);
NVTX_RangePushA("glDrawPixels");
glDrawPixels( static_cast<GLsizei>( buffer_width ), static_cast<GLsizei>( buffer_height ),gl_format, gl_data_type, imageData);
// glDraw
NVTX_RangePop();
buffer->unmap();
}
答案 0 :(得分:2)
经过几个小时的调试,我发现我忘了设置Camera-parameters,它没有任何东西可以用于OpenGL的东西。
我的U坐标,视平面的水平轴搞砸了,但是V,W和眼睛的坐标是正确的。
在 initializeGL()
中添加这些行之后abc_bbc,2100
一切都是对的。