【发布时间】:2019-06-18 01:48:57
【问题描述】:
我正在实现一个能够旋转图像和放大/缩小的小型图像查看器。我是故意使用 OpenGL 和 GLM 进行自学的。到目前为止一切正常,发生的唯一问题是当我旋转图像时图像严重倾斜。当图像的宽度和高度有很大不同时,尤其会发生这种情况。旋转 90 度后,纹理似乎会弯曲直到适合,这会导致图像失真。我对这里的轮换方式理解完全错误吗?据我了解,它只是将多边形坐标与旋转矩阵相乘。但后来我不明白为什么会导致纹理膨胀。
我尝试过使用视角,甚至使用glm::lookAt() 设置了一个虚构的相机,但到目前为止没有成功。
顶点着色器的实现:
const GLchar* vertexSource = R"glsl(
#version 150 core
in vec2 position;
in vec3 color;
in vec2 texcoord;
out vec3 Color;
out vec2 Texcoord;
uniform mat4 model;
void main()
{
Color = color;
Texcoord = texcoord;
gl_Position = model * vec4(position, 0.0, 1.0);
}
)glsl";
轮换的实现:
//...
model = glm::mat4(1.0f);
//Get the transformation into the shader
uniTrans = glGetUniformLocation(shaderProgram, "model");
//...
else if(windowEvent.key.code == sf::Keyboard::Left){
degree = 5;
model = glm::rotate(model, glm::radians(degree), glm::vec3(0.0f, 0.0f, 1.0f));
glUniformMatrix4fv(uniTrans, 1, GL_FALSE, glm::value_ptr(model));
}
else if(windowEvent.key.code == sf::Keyboard::Right){
degree = -5;
model = glm::rotate(model, glm::radians(degree), glm::vec3(0.0f, 0.0f, 1.0f));
glUniformMatrix4fv(uniTrans, 1, GL_FALSE, glm::value_ptr(model));
}
//...
顶点数组的实现(这些因素使纹理不会填满整个窗口。它们以边框始终为200像素的方式生成):
//...
GLfloat vertices[] = {
//Position //Color //Texcoords
facX*(-1.0f), facY*( 1.0f), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, //top-left
facX*( 1.0f), facY*( 1.0f), 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, //top-right
facX*( 1.0f), facY*(-1.0f), 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, //bottom-right
facX*(-1.0f), facY*(-1.0f), 1.0f, 1.0f, 1.0f, 0.0f, 1.0f //bottom-left
};
//...
设置纹理:
GLuint tex;
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image.getX(), image.getY(), 0, GL_BGRA, GL_UNSIGNED_BYTE, (const GLvoid*)data);
//Defining how to proceed if the texture is smaller than the space
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
//Specify Border Color
float color[] = {1.0f, 0.0f, 0.0f, 1.0f};
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, color);
//Set up filter for up and downscaling of the texture (linear smooth, nearest would give pixelised result)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
为了更直观地描述出现的问题,当我将宽度 != 高度的图像旋转 90 度时,“新”高度将是旧宽度。但是,发生的事情是高度保持不变,这当然会导致图像凸出。 有人知道我做错了什么吗?
【问题讨论】: