将屏幕坐标转换为OpenGL世界坐标时出现问题

时间:2020-09-05 01:07:46

标签: c++ qt opengl opengl-4

我正在使用C ++ / Qt / OpenGL 4.3来实现OpenGL查看器,但我坚持将鼠标坐标转换为世界坐标。

更新:阅读评论和答案后,我发现此代码可以正常工作:

    float depth;
    double  mouseX;
    double  mouseY;
    _app->getCurPos(mouseX, mouseY);
    glReadPixels(mouseX, _h - mouseY, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, (void *)&depth);

    float x = (2.0f * mouseX) / _w - 1.0f;
    float y =  1.0f - (2.0f * mouseY) / _h;
    float z = depth * 2.0 - 1.0; // convert to NDC

    QVector4D pos(x, y, z, 1.0);
    QMatrix4x4 invVM(_app->camera()->ViewMatrix().inverted());
    QMatrix4x4 invPM(_app->camera()->ProjectionMatrix().inverted());
    QVector4D world = invVM * invPM * pos;
    world /= world.w();
    qDebug() << "world" << world;

(来自原始问题...) 该代码在哪里出错?其输出如下。

代码:

// mouse coordinates to world coordinates
  QVector3D GLCamera::transformScreen(float mouseX, float mouseY)
  {
    // our 3D view has Y as "UP"
    float x = (2.0f * mouseX) / _w - 1.0f;
    float y =  0.0f;
    float z =  1.0f - (2.0f * mouseY) / _h;

    // hard code NDC to upper-right of screen
    x = 1.0;
    y = 0.0;
    z = 1.0;
    QVector4D ndc = QVector4D(x, y, z, 1);

    QVector4D point1 =  ndc * mProjectionMatrix.inverted();
    qDebug() << point1;
    
    QVector3D point3D = QVector3D(point1) / point1.w();
    qDebug() << point3D;
    
    QVector3D point2 = point3D * mViewMatrix.inverted();
    qDebug() << point2;
    
    qDebug() << "mViewMatrix: " << mViewMatrix;
    qDebug() << "inv        : " << mViewMatrix.inverted();
    qDebug() << "mProjMatrix: " << mProjectionMatrix;
    qDebug() << "inv        : " << mProjectionMatrix.inverted();

    return point2;
  }

输出:

qDebug: QVector4D(1, 0, 1, 1)
qDebug: QVector4D(0.742599, 0, -49.995, 49.005)
qDebug: QVector3D(0.0151535, 0, -1.0202)

# This is the returned value x seems so much smaller than z
qDebug: QVector3D(-0.000938916, -0.0418856, 0.0473429)


qDebug: mViewMatrix:  QMatrix4x4(type:Translation,Rotation
         1         0         0         0         
         0  0.748955 -0.662621 -0.626549         
         0  0.662621  0.748955  -22.9856         
         0         0         0         1         
)
qDebug: inv        :  QMatrix4x4(type:Translation,Rotation
         1         0         0         0         
         0  0.748955  0.662621      15.7         
         0 -0.662621  0.748955      16.8         
         0         0         0         1         
)
qDebug: mProjMatrix:  QMatrix4x4(type:General
   1.34662         0         0         0         
         0   2.41421         0         0         
         0         0   -1.0002 -0.020002         
         0         0        -1         0         
)
qDebug: inv        :  QMatrix4x4(type:General
  0.742599         0         0         0         
         0  0.414214         0         0         
         0         0         0        -1         
         0         0   -49.995    50.005         
)

1 个答案:

答案 0 :(得分:0)

在NDC中,屏幕的右上角是(1, 1, depth)。您需要一个合理的深度值才能获得所需的点。否则,您只会得到射线。

您显示的矩阵应该用于右乘法:

QVector4D point1 = mProjectionMatrix.inverted() * ndc;
QVector3D point2 = mViewMatrix.inverted() * point3D;

视角鸿沟应该发生在最后,而不是在两者之间。到此为止,继续使用4D向量。否则,将视空间位置(point1)作为QVector3D传递将将w分量设置为0,并且您将失去任何平移。您可以将其作为QPoint3D传递,它将设置w = 1,但是保留4D向量是最安全的选择。

QVector3D point3D = QVector3D(point1) / point1.w();

我也建议合理地命名中间结果(而不仅仅是pointX)。将它们命名为pointClipSpacepointViewSpacepointWorldSpace或类似名称。

再次,确定NDC深度对于获得可解释的结果非常重要。