问题描述
我正在尝试从opengles文档 http:实现我自己的glOtho函数: //www.khronos.org/opengles/documentation/opengles1_0/html/glOrtho.html
在我的顶点着色器中修改投影矩阵.由于我看到简单的三角形顶点不正确,当前它无法正常工作.能否请您检查下面的代码,看看我做错了什么.
Im trying to implement my own glOtho function from the opengles docs http://www.khronos.org/opengles/documentation/opengles1_0/html/glOrtho.html
to modify a Projection matrix in my vertex shader. It's currently not working properly as I see my simple triangles vertices out of place. Can you please check the code below and see if i'm doing things wrong.
我尝试将tx,ty和tz设置为0,这似乎使其能够正确呈现.任何想法为什么会这样吗?
I've tried setting tx,ty and tz to 0 and that seems to make it render properly. Any ideas why would this be so?
void ES2Renderer::_applyOrtho(float left, float right,float bottom, float top,float near, float far) const{
float a = 2.0f / (right - left);
float b = 2.0f / (top - bottom);
float c = -2.0f / (far - near);
float tx = - (right + left)/(right - left);
float ty = - (top + bottom)/(top - bottom);
float tz = - (far + near)/(far - near);
float ortho[16] = {
a, 0, 0, tx,
0, b, 0, ty,
0, 0, c, tz,
0, 0, 0, 1
};
GLint projectionUniform = glGetUniformLocation(_shaderProgram, "Projection");
glUniformMatrix4fv(projectionUniform, 1, 0, &ortho[0]);
}
void ES2Renderer::_renderScene()const{
GLfloat vVertices[] = {
0.0f, 5.0f, 0.0f,
-5.0f, -5.0f, 0.0f,
5.0f, -5.0f, 0.0f};
GLuint positionAttribute = glGetAttribLocation(_shaderProgram, "Position");
glEnableVertexAttribArray(positionAttribute);
glVertexAttribPointer(positionAttribute, 3, GL_FLOAT, GL_FALSE, 0, vVertices);
glDrawArrays(GL_TRIANGLES, 0, 3);
glDisableVertexAttribArray(positionAttribute);
}
着色器
attribute vec4 Position;
uniform mat4 Projection;
void main(void){
gl_Position = Projection*Position;
}
解决方案从下面的Nicols答案中,我对矩阵进行了修改,使其看起来正确呈现
SolutionFrom Nicols answer below I modifed my matrix as so and it seemed render properly
float ortho[16] = {
a, 0, 0, 0,
0, b, 0, 0,
0, 0, c, 0,
tx, ty, tz, 1
};
重要提示您不能使用GL_TRUE为glUniform的转置参数,如下所示. opengles不支持.它必须是GL_FALSE
Important noteYou cannot use GL_TRUE for transpose argument for glUniform as below. opengles does not support it. it must be GL_FALSE
glUniformMatrix4fv(projectionUniform, 1, GL_TRUE, &ortho[0]);
来自 http://www.khronos.org/opengles /sdk/docs/man/xhtml/glUniform.xml
转置指定在将值加载到统一变量中时是否转置矩阵.必须为GL_FALSE.
transposeSpecifies whether to transpose the matrix as the values are loaded into the uniform variable. Must be GL_FALSE.
推荐答案
OpenGL中的矩阵是主要列.除非您将GL_TRUE作为第三个参数传递给glUniformMatrix4fv,否则矩阵将相对于您想要的有效地转置.
Matrices in OpenGL are column major. Unless you pass GL_TRUE as the third parameter to glUniformMatrix4fv, the matrix will effectively be transposed relative to what you would intend.
这篇关于如何为opengles 2.0实现glOrtho?是否具有glOrtho规范中的tx,ty,tz值?的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持!