【发布时间】:2014-06-14 01:03:31
【问题描述】:
我正在渲染一个矩形棱镜并平移它。但是,当我将其从相机中移开时,有时模型会做出一些意想不到的事情;它会拉伸或根本不翻译。这似乎都取决于顶点的z坐标是什么。如果模型的前部从 2.0f 开始,则模型可以正常平移。但是,如果前面处于最小 Z 距离 (1.0f) 处,则模型将拉伸并且同一面将不会被平移。如果前面在 1.0f 之后,则模型根本不会显示在屏幕上。
这是我的模型数据:
前三个浮点数是位置,后三个是法线,最后两个是 uv 对
VertexData cubeData[] =
{
//back
{-0.5f,-0.5f,1.0f,0.0f,0.0f,1.0f,0.0f,0.0f},
{-0.5f, 0.5f,1.0f,0.0f,0.0f,1.0f,0.0f,0.0f},
{ 0.5f, 0.5f,1.0f,0.0f,0.0f,1.0f,0.0f,0.0f},
{-0.5f,-0.5f,1.0f,0.0f,0.0f,1.0f,0.0f,0.0f},
{ 0.5f,-0.5f,1.0f,0.0f,0.0f,1.0f,0.0f,0.0f},
{ 0.5f, 0.5f,1.0f,0.0f,0.0f,1.0f,0.0f,0.0f},
//front
{-0.5f,-0.5f,-1.0f,0.0f,0.0f,-1.0f,0.0f,0.0f},
{-0.5f, 0.5f,-1.0f,0.0f,0.0f,-1.0f,0.0f,0.0f},
{ 0.5f, 0.5f,-1.0f,0.0f,0.0f,-1.0f,0.0f,0.0f},
{-0.5f,-0.5f,-1.0f,0.0f,0.0f,-1.0f,0.0f,0.0f},
{ 0.5f,-0.5f,-1.0f,0.0f,0.0f,-1.0f,0.0f,0.0f},
{ 0.5f, 0.5f,-1.0f,0.0f,0.0f,-1.0f,0.0f,0.0f},
//left
{-0.5f,-0.5f, 1.0f,-1.0f,0.0f,0.0f,0.0f,0.0f},
{-0.5f, 0.5f, 1.0f,-1.0f,0.0f,0.0f,0.0f,0.0f},
{-0.5f,-0.5f,-1.0f,-1.0f,0.0f,0.0f,0.0f,0.0f},
{-0.5f, 0.5f,-1.0f,-1.0f,0.0f,0.0f,0.0f,0.0f},
{-0.5f, 0.5f, 1.0f,-1.0f,0.0f,0.0f,0.0f,0.0f},
{-0.5f,-0.5f,-1.0f,-1.0f,0.0f,0.0f,0.0f,0.0f},
//right
{0.5f,-0.5f, 1.0f,1.0f,0.0f,0.0f,0.0f,0.0f},
{0.5f, 0.5f, 1.0f,1.0f,0.0f,0.0f,0.0f,0.0f},
{0.5f,-0.5f,-1.0f,1.0f,0.0f,0.0f,0.0f,0.0f},
{0.5f, 0.5f,-1.0f,1.0f,0.0f,0.0f,0.0f,0.0f},
{0.5f, 0.5f, 1.0f,1.0f,0.0f,0.0f,0.0f,0.0f},
{0.5f,-0.5f,-1.0f,1.0f,0.0f,0.0f,0.0f,0.0f}
};
我正在使用 for 循环来改变每个顶点的 z 坐标
std::vector<VertexData> vertexDataCube;
float distance = 0.0f;
for(int i = 0;i < 24;i++)
{
cubeData[i].z += distance;
vertexDataCube.push_back(cubeData[i]);
}
这是程序的输出
距离 = 0.0f
距离 = 2.0f
距离 = 1.0f
距离 = -1.0f
在每张图片中,顶点都向前平移了 5 个单位,但就像我上面所说的,如果 距离 为负数,这似乎不会改变输出,如果距离是0.0f。
这是我用来设置模型、视图和投影矩阵的代码。
DirectX::XMFLOAT3 look,pos,up;
look = DirectX::XMFLOAT3(0.0f,0.0f,100.0f);
pos = DirectX::XMFLOAT3(0.0f,0.0f,1.0f);
up = DirectX::XMFLOAT3(0.0f,1.0f,0.0f);
XMStoreFloat4x4(&constBufferData.mModel,DirectX::XMMatrixIdentity());
XMStoreFloat4x4(&constBufferData.mView,DirectX::XMMatrixLookToLH(DirectX::XMLoadFloat3(&pos),DirectX::XMLoadFloat3(&look),DirectX::XMLoadFloat3(&up)));
XMStoreFloat4x4(&constBufferData.mPerspective,DirectX::XMMatrixPerspectiveFovLH(3.14159f/4.0f,WINDOW_WIDTH/WINDOW_HEIGHT,1.0f,100.0f));
然后在我的主循环中,我根据用户输入翻译模型矩阵,但现在我只翻译 5.0f。
XMStoreFloat4x4(&constBufferData.mModel,DirectX::XMMatrixTranslation(0.0f,0.0f,5.0f));
【问题讨论】:
-
你是如何设置世界/视图/投影矩阵的?这很重要,尤其是投影矩阵。
-
我将在上面的编辑中发布我的矩阵设置。
-
对我来说似乎没有什么失真,你看到的是完全正常的,当距离为 0 时,相机在图元内,当距离大于 0 时,你只会看到未被剔除的面你会看到部分/完整的原语,当它小于 0 时,它就在视野之外,所以你根本看不到它