透视投影的一些困惑



我刚刚学习了透视投影,发现在openGl中应用它有点令人困惑。

考虑一个简单的正方形
在使用透视投影之前,我只需要定义它在[-1,1]空间中顶点的坐标,对于{0.0f,0.0f,0.0.f,1.0f,1.0f,1.0f}的输入,正方形将占据窗口的第一象限
从我的代码中考虑以下部分:

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);
    }

但是,结果是一个空白屏幕
我需要在这里应用哪些额外的转换
此外,顶点数据应该在哪个坐标中?

这是完整的代码:

#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;
}

但是,结果是一个空白屏幕。我需要在这里应用哪些额外的转换?

您可以看到glm::perspective调用的最后两个参数,它们定义了近剪辑距离和远剪辑距离。您的正方形位于Z=0处,并且在没有进一步变换的情况下,因此会脱离观察体积。解决方案:在-Z方向上移动seqare几个单位。

注意以下对近值和远值的限制:

  • abs(远)>abs(近)>0

  • sgn(近)=sgn(远)

如果sgn(near)=sgn(far)=-还必须交换深度范围的符号,或者将深度测试功能更改为GL_LESS。

由于深度缓冲区的分辨率不是线性分布的,而是以1/z的方式

  • abs(近)应该尽可能大
  • 腹肌(远)应该尽可能小

也许这个网站可以帮助你,它解释了OpenGL:中投影矩阵的设置

http://www.songho.ca/opengl/gl_projectionmatrix.html

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