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我在围绕OpenGL的X轴旋转时遇到了一些问题。我拥有的是在着色器内渲染的基本立方体,用于光照计算的法线。立方体的变换是投影矩阵乘以模型矩阵。这个级联在着色器内完成,而旋转和平移计算是在我写的Matrix类内部完成的。当任何旋转围绕y轴进行,一切都旋转如预期所示,通过这些图片:OpenGL旋转歪斜的问题
的问题时,任何旋转,如下所示绕X轴发生开始:
显然,x轴旋转偏斜场景,并导致所有内容被示出不成比例。下面是代码的计算的矩阵和传递是到着色器每此呈现时间:
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
viewMatrix.setIdentity();
viewMatrix.translate(new Vector4(translation));
viewMatrix.rotate(1, 0, 0, -rotateX);
viewMatrix.rotate(0, 1, 0, rotateY);
Matrix4 mvMatrix = new Matrix4(viewMatrix);
Matrix4 pMatrix = new Matrix4(projectionMatrix);
lightShader.useShader();
lightShader.setUniformVector("vColor", new Vector4(.4f,0,0,1f));
lightShader.setUniformMatrix("mvMatrix", mvMatrix);
lightShader.setUniformMatrix("pMatrix", pMatrix);
triangleBatch.draw(lightShader.getAttributes());
Display.update();
着色器代码如下:
uniform mat4 mvMatrix;
uniform mat4 pMatrix;
uniform vec4 vColor;
varying vec4 outFragColor;
attribute vec4 inVertex;
attribute vec4 inNormal;
void main(void) {
vec3 newNorm = vec3(inNormal);
mat3 mNormalMatrix;
mNormalMatrix[0] = mvMatrix[0].xyz;
mNormalMatrix[1] = mvMatrix[1].xyz;
mNormalMatrix[2] = mvMatrix[2].xyz;
vec3 vNorm = normalize(mNormalMatrix * newNorm);
vec3 vLightDir = vec3(0.0, 0.0, 1.0);
float fDot = max(0.0, dot(vNorm, vLightDir));
outFragColor.rgb = vColor.rgb * fDot;
outFragColor.a = vColor.a;
mat4 mvpMatrix;
mvpMatrix = pMatrix * mvMatrix;
gl_Position = mvpMatrix * inVertex;
}
最后,对于旋转的矩阵数学代码是作为如下:
public Matrix4 rotate(Vector4 a, float radians){
Matrix4 temp = new Matrix4().setToRotate(a, radians);
this.multiply(temp);
return this;
}
public Matrix4 setToRotate(Vector4 a, float radians){
a = new Vector4(a).normalise();
float c = GameMath.cos(radians);
float s = GameMath.sin(radians);
float t = 1-c;
float x = a.x;
float y = a.y;
float z = a.z;
float x2 = a.x*a.x;
float y2 = a.y*a.y;
float z2 = a.z*a.z;
this.setIdentity();
this.matrix[0] = c + t*x2;
this.matrix[1] = t*x*y + s*z;
this.matrix[2] = t*x*z - s*y;
this.matrix[4] = t*x*y - s*z;
this.matrix[5] = c + t*y2;
this.matrix[6] = t*y*z + s*x;
this.matrix[8] = t*x*z + s*y;
this.matrix[9] = t*y*z + s*x;
this.matrix[10] = c + t*z2;
return this;
}
矩阵存储在列主要。
投影矩阵的参数是什么? – Tim
近平面:1,远平面:100,视野:45,长宽比:640/480 – dagronlund
您是否确定这不是方面的整数除法?这是一个常见的错误。 – Tim