【发布时间】:2019-03-26 08:44:22
【问题描述】:
最近,我正在尝试使用 OpenGL 在我的窗口内容视图 (OSX NSView) 中渲染一个三角形(如图 1),我使用 GLM 库函数 glm::ortho 进行“正交投影”,在渲染之后,顶点三角形都在错误的位置,它们似乎与窗口内容视图有偏移。
我有两个问题:
我是否误解了 glm::ortho(基于以下代码)?
当窗口调整大小(放大,缩小)时,如何保持三角形在窗口中保持相同的位置(即顶部顶点在宽度中间,底部顶点在角落) ?
结果如下:
我的渲染函数:
- (void)render
{
float view_width = self.frame.size.width;
float view_height = self.frame.size.height;
glViewport(0, 0, view_width, view_height);
glClearColor(0.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Using Orthographic Projection Matrix, vertex position
// using view coordinate(pixel coordinate)
float positions[] = {
0.0f, 0.0f, 0.0f, 1.0f,
view_width, 0.0f, 0.0f, 1.0f,
view_width/(float)2.0, view_height, 0.0f, 1.0f,
};
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(positions), positions);
glm::mat4 p = glm::ortho(0.0f, view_width, 0.0f, view_height);
glm::mat4 v = glm::lookAt(glm::vec3(0, 0, 1), glm::vec3(0, 0, 0), glm::vec3(0, 1, 0));
glm::mat4 m = glm::mat4(1.0f);
// upload uniforms to shader
glUniformMatrix4fv(_projectionUniform, 1, GL_FALSE, &p[0][0]);
glUniformMatrix4fv(_viewUniform, 1, GL_FALSE, &v[0][0]);
glUniformMatrix4fv(_modelUniform, 1, GL_FALSE, &m[0][0]);
glDrawElements(GL_TRIANGLE_STRIP, sizeof(positions) / sizeof(positions[0]),GL_UNSIGNED_SHORT, 0);
[_openGLContext flushBuffer];
}
我的顶点着色器:
#version 410
in vec4 position;
uniform highp mat4 projection;
uniform highp mat4 view;
uniform highp mat4 model;
void main (void)
{
gl_Position = position * projection * view * model;
}
【问题讨论】:
-
必须是
gl_Position = projection * view * model * position;
标签: opengl glsl shader projection glm-math