我有一个实体(三角形),当尝试以圆周运动旋转它的旋转时。当我应用投影和变换矩阵时,它也没有居中,它位于离中心一定距离的右边,我什至不知道为什么它没有居中
变换矩阵以及顶点
float[] vertices = {
1409.598f, -58.85f, 1471.946f,
1460.572f, -58.9047f, 1462.047f,
1408.506f, -20.5531f, 1471.137f
};
public static Matrix4f createTransformationMatrix(Vector3f entity, float rx, float ry,
float rz, float scale) {
Matrix4f matrix = new Matrix4f();
matrix.setIdentity();
Matrix4f.translate(entity, matrix, matrix);
Matrix4f.rotate((float) Math.toRadians(rx), new Vector3f(1,0,0), matrix, matrix);
Matrix4f.rotate((float) Math.toRadians(ry), new Vector3f(0,1,0), matrix, matrix);
Matrix4f.rotate((float) Math.toRadians(rz), new Vector3f(0,0,1), matrix, matrix);
Matrix4f.scale(new Vector3f(scale,scale,scale), matrix, matrix);
return matrix;
}
有帮助吗?
投影矩阵:
private static final float FOV = 70;
private static final float NEAR_PLANE = 0.1f;
private static final float FAR_PLANE = 10000;
private void createProjectionMatrix() {
float aspectRatio = (float) Display.getWidth() / (float) Display.getHeight();
float y_scale = (float) ((1f / Math.tan(Math.toRadians(FOV / 2f))) * aspectRatio);
float x_scale = y_scale / aspectRatio;
float frustum_length = FAR_PLANE - NEAR_PLANE;
projectionMatrix = new Matrix4f();
projectionMatrix.m00 = x_scale;
projectionMatrix.m11 = y_scale;
projectionMatrix.m20 = 0f;
projectionMatrix.m21 = 0f;
projectionMatrix.m22 = -((FAR_PLANE + NEAR_PLANE) / frustum_length);
projectionMatrix.m23 = -1;
projectionMatrix.m32 = -((2 * NEAR_PLANE * FAR_PLANE) / frustum_length);
projectionMatrix.m33 = 0;
}
视图矩阵:
public static Matrix4f createViewMatrix(Camera camera) {
Matrix4f viewMatrix = new Matrix4f();
viewMatrix.setIdentity();
Matrix4f.rotate((float) Math.toRadians(camera.getPitch()), new Vector3f(1, 0, 0), viewMatrix,
viewMatrix);
Matrix4f.rotate((float) Math.toRadians(camera.getYaw()), new Vector3f(0, 1, 0), viewMatrix, viewMatrix);
Vector3f cameraPos = camera.getPosition();
Vector3f negativeCameraPos = new Vector3f(-cameraPos.x, -cameraPos.y, -cameraPos.z);
Matrix4f.translate(negativeCameraPos, viewMatrix, viewMatrix);
return viewMatrix;
}
顶点着色器:
#version 400 core
in vec3 position;
uniform mat4 transformationMatrix;
uniform mat4 projectionMatrix;
uniform mat4 viewMatrix;
void main(void){
gl_Position = projectionMatrix * viewMatrix * transformationMatrix * vec4(position,1.0);
}
答案 0 :(得分:0)
我认为您的投影矩阵有误。使用此行:
float y_scale = 1f / Math.tan(Math.toRadians(FOV / 2f));