我正在尝试3D投影几个点。从我读过的内容来看,在将投影矩阵应用到顶点之后,顶点在剪辑空间中结束。此时如果-w < x,y,z < w顶点可见,否则它位于可见区域之外,需要剪切。我的问题是,我不能得到一个顶点是-w < x,y,z < w。我一定在做错事,但我不知道它是什么。我尽量坚持使用openGL约定(坐标系等)。请看看这个SSCCE。剪辑空间中的3D透视投影坐标
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#define DEG2RAD 0.01745329f
// multiplies two matrices
void m3d_matrixMul(const float matrix1[], const float matrix2[], float destination[])
{
int i, row, col;
for (i = 15; i >= 0; i--)
{
row = i % 4;
col = i/4 * 4;
destination[i] = matrix1[row] * matrix2[col] + matrix1[row + 4] * matrix2[col + 1] + matrix1[row + 8] * matrix2[col + 2] + matrix1[row + 12] * matrix2[col + 3];
}
}
// multiplies matrix with vector/vertex
void m3d_matVecMul(const float matrix[], const float vector[], float destination[])
{
float x = vector[0], y = vector[1], z = vector[2], w = vector[3];
destination[0] = x * matrix[0] + y * matrix[4] + z * matrix[8] + w * matrix[12];
destination[1] = x * matrix[1] + y * matrix[5] + z * matrix[9] + w * matrix[13];
destination[2] = x * matrix[2] + y * matrix[6] + z * matrix[10] + w * matrix[14];
destination[3] = x * matrix[3] + y * matrix[7] + z * matrix[11] + w * matrix[15];
}
// creates the projection matrix (column major)
void m3d_getFrustum(float left, float right, float bottom, float top, float near, float far, float matrix[])
{
matrix[0] = 2.0f * near/(right - left);
matrix[1] = 0.0f;
matrix[2] = 0.0f;
matrix[3] = 0.0f;
matrix[4] = 0.0f;
matrix[5] = 2.0f * near/(top - bottom);
matrix[6] = 0.0f;
matrix[7] = 0.0f;
matrix[8] = (right + left)/(right - left);
matrix[9] = (top + bottom)/(top - bottom);
matrix[10] = -(far + near)/(far - near);
matrix[11] = -1.0f;
matrix[12] = 0.0f;
matrix[13] = 0.0f;
matrix[14] = -2.0f * far * near/(far - near);
matrix[15] = 0.0f;
}
void m3d_getPerspective(float vfov, float aspect, float near, float far, float matrix[])
{
float height = tanf(vfov * 0.5f * DEG2RAD) * near;
float width = aspect * height;
m3d_getFrustum(-width, width, -height, height, near, far, matrix);
}
void m3d_getIdentity(float matrix[])
{
matrix[0] = 1.0f;
matrix[1] = 0.0f;
matrix[2] = 0.0f;
matrix[3] = 0.0f;
matrix[4] = 0.0f;
matrix[5] = 1.0f;
matrix[6] = 0.0f;
matrix[7] = 0.0f;
matrix[8] = 0.0f;
matrix[9] = 0.0f;
matrix[10] = 1.0f;
matrix[11] = 0.0f;
matrix[12] = 0.0f;
matrix[13] = 0.0f;
matrix[14] = 0.0f;
matrix[15] = 1.0f;
}
void m3d_translate(float x, float y, float z, float matrix[])
{
matrix[12] += x;
matrix[13] += y;
matrix[14] += z;
}
int main(void)
{
float vertex[4] = {0.5f, 0.5f, 0.5f, 1.0f};
float modelView[16];
float projection[16];
float mvp[16];
char buffer[4];
// initialize model-view matrix with identity matrix
m3d_getIdentity(modelView);
// add z-translation to model-view matrix
m3d_translate(0.0f, 0.0f, -2.0f, modelView);
// get perspective projection matrix
m3d_getPerspective(45.0f, 800.0f/600.0f, -0.5f, -1000.0f, projection);
// fuse projection and model-view matrix into one matrix
m3d_matrixMul(projection, modelView, mvp);
// apply model-view-projection matrix to vertex
m3d_matVecMul(mvp, vertex, vertex);
printf("Projected vertex: %f, %f, %f, %f\n", vertex[0], vertex[1], vertex[2], vertex[3]);
printf("Press ENTER to quit.");
fgets(buffer, 4, stdin);
return EXIT_SUCCESS;
// Projected vertex: 0.905330, 1.207107, 2.502001, 1.500000
}
thx提前。
至少'm3d_matVecMul(MVP,顶点,顶点)'覆盖与结果的各部分输入顶点的乘法期间,如果我没有弄错。数组总是通过指针传递,所以你不能通过const向量修改顶点,但是当目的地指向同一个地址时,你可以通过目的地。我建议你检查其他方法,并用笔和纸来验证至少一个非平凡例子(或matlab)的矩阵计算。 – Thomas
嗨! thx为您的评论。实际上这是打算。这些值将被覆盖,因为旧值不再需要。最后我只想要投影坐标。据我所知,不应该是一个问题,对吧?生病尝试手动验证计算,但我不确定是否会导致解决方案。 – user3563584