我有以下JavaScript代码:正确透视投影(使用GL-矩阵)表示什么都没有,但没有它示出了细
// convenience function.
function v(x, y, z){
var v = vec3.create();
vec3.set(v, x, y, z);
return v;
}
window.onload = function() {
gl = get_gl('c', {antialias: true})
var vert_shader = make_vertex_shader(gl,
`
in vec3 a_pos;
uniform mat4 u_transform;
uniform mat4 u_camera;
uniform mat4 u_projection;
void main(){
gl_Position = vec4(a_pos.xyz, 1) * u_transform * u_camera * u_projection;
}
`);
var frag_shader = make_fragment_shader(gl,
`
uniform vec4 u_color;
out vec4 frag_color;
void main(){
frag_color = u_color;
}
`)
var program = make_program(gl, vert_shader, frag_shader);
// Triangle
var points = [1, 0, 0,
-1, 0, 0,
0, 1, 0]
var pos_buffer = gl.createBuffer()
gl.bindBuffer(gl.ARRAY_BUFFER, pos_buffer)
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(points), gl.STATIC_DRAW)
// ---------- create a transform matrix..
var point_transform = mat4.create();
mat4.scale(point_transform, point_transform, v(0.5, 1, 1))
// ---------- create a camera matrix
var camera = mat4.create();
mat4.lookAt(camera, v(0, 0, 10), v(0, 0, 0), v(0, 1, 0))
// ---------- create a projection matrix
var proj = mat4.create();
var c = document.querySelector('#c')
mat4.perspective(proj, 0.5, c.width/c.height, 1, 1000)
// ---------- set attribs
var attrib_location = gl.getAttribLocation(program, "a_pos")
gl.vertexAttribPointer(attrib_location, 3, gl.FLOAT, false, 0, 0)
// ---------- set uniforms
gl.useProgram(program)
var color_location = gl.getUniformLocation(program, "u_color")
gl.uniform4fv(color_location, new Float32Array([0.9, 0.9, 0.8, 1]))
var transform_location = gl.getUniformLocation(program, "u_transform")
gl.uniformMatrix4fv(transform_location, false, point_transform)
var camera_location = gl.getUniformLocation(program, "u_camera")
gl.uniformMatrix4fv(camera_location, false, camera)
var proj_location = gl.getUniformLocation(program, "u_projection")
gl.uniformMatrix4fv(proj_location, false, mat4.identity(mat4.create()))
// ---------- setup pre drawing
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height)
gl.clearColor(0, 0, 0, 0)
gl.clear(gl.COLOR_BUFFER_BIT)
// ---------- do the drawing
gl.enableVertexAttribArray(attrib_location)
gl.drawArrays(gl.TRIANGLES, 0, 3)
}
此输出屏幕上的三角形作为预期:
注意我在这里实际上并没有使用透视矩阵进行任何乘法运算。我只是传递一个身份矩阵来表明它在没有它的情况下正常工作。
现在,当我改变行:
gl.uniformMatrix4fv(proj_location, false, mat4.identity(mat4.create()))
到:
gl.uniformMatrix4fv(proj_location, false, proj)
我得到一个空白的画布。
我在网上查看了帖子,尝试了一些建议,比如反转Z.并且用远近的飞机等弄乱等等。但它总是空输出。
视角矩阵有什么问题?即在这里:
mat4.perspective(proj, 0.5, c.width/c.height, 1, 1000)
注:我使用gl-matrix的MAT4和VEC3模块的矩阵运算。
它更改为'GL_POSITION = u_projection * u_camera * u_transform * vec4(a_pos.xyz,1);' – Rabbid76
!!这工作!但为什么?我不明白.. –
@fff看到答案 – Rabbid76