我正在屏幕上绘制2个立方体,我意识到当我在透视矩阵中更改角度时,我的对象表现得非常奇怪,这是我的代码
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(programID);
GLuint mvp = glGetUniformLocation(programID, "MVP");
glm::mat4 Projection = glm::perspective(45.0f, 4.0f / 3.0f, 0.1f, 10.0f);
glm::mat4 translate = glm::translate(glm::mat4(1.0f), vec3(-2.0f, 0.0f, -5.0f));
glm::mat4 rotate = glm::rotate(glm::mat4(1.0f), 54.0f, vec3(-1.0f, 0.0f, 0.0f));
glm::mat4 MVP = Projection * translate * rotate;
glUniformMatrix4fv(mvp, 1, GL_FALSE, &MVP[0][0]);
glDrawElements(GL_TRIANGLES, numOfIndices, GL_UNSIGNED_SHORT, nullptr);
translate = glm::translate(glm::mat4(1.0f), vec3(3.0f, 0.0f, -6.0f));
rotate = glm::rotate(glm::mat4(1.0f), 54.0f, vec3(0.0f, 1.0f, 0.0f));
MVP = Projection * translate * rotate;
glUniformMatrix4fv(mvp, 1, GL_FALSE, &MVP[0][0]);
glDrawElements(GL_TRIANGLES, numOfIndices, GL_UNSIGNED_SHORT, nullptr);
2个立方体共享相同的投影矩阵,但不同的平移和旋转矩阵。这是我的着色器
#version 430
in layout(location=0) vec3 position;
in layout(location=1) vec3 color;
uniform mat4 MVP;
out vec3 theColor;
void main(){
gl_Position = MVP * vec4(position,1.0f);
theColor = color;
}
着色器只是位置顶点的MVP矩阵的倍数。当我使用45.0f为透视矩阵运行代码时,我得到了这个:
似乎我落后于物体并从那里看着它们,当我做了50.0f时,它关闭了,我只能看到其中一个立方体的角落。
答案 0 :(得分:1)
好吧我明白了,glm :: perspective需要radian作为它的第一个参数,所以我应该写(3.14f / 180.0f)* 45.0f而不仅仅是45.0f