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45我正試圖理解單點上的OpenGL投影。我使用QGLWidget爲投影矩陣渲染上下文和QMatrix4x4。下面是繪製函數OpenGL正交,透視和截錐投影
attribute vec4 vPosition;
uniform mat4 projection;
uniform mat4 modelView;
void main()
{
gl_Position = projection* vPosition;
}
void OpenGLView::Draw()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(programObject);
glViewport(0, 0, width(), height());
qreal aspect = (qreal)800/((qreal)600);
const qreal zNear = 3.0f, zFar = 7.0f, fov = 45.0f;
QMatrix4x4 projection;
projection.setToIdentity();
projection.ortho(-1.0f,1.0f,-1.0f,1.0f,-20.0f,20.0f);
// projection.frustum(-1.0f,1.0f,-1.0f,1.0f,-20.0f,20.0f);
// projection.perspective(fov,aspect,zNear, zFar);
position.setToIdentity();
position.translate(0.0f, 0.0f, -5.0f);
position.rotate(0,0,0, 0);
QMatrix4x4 mvpMatrix = projection * position;
for (int r=0; r<4; r++)
for (int c=0; c<4; c++)
tempMat[r][c] = mvpMatrix.constData()[ r*4 + c ];
glUniformMatrix4fv(projection, 1, GL_FALSE, (float*)&tempMat[0][0]);
//Draw point at 0,0
GLfloat f_RefPoint[2];
glUniform4f(color,1, 0,1,1);
glPointSize(15);
f_RefPoint[0] = 0;
f_RefPoint[1] = 0;
glEnableVertexAttribArray(vertexLoc);
glVertexAttribPointer(vertexLoc, 2, GL_FLOAT, 0, 0, f_RefPoint);
glDrawArrays (GL_POINTS, 0, 1);
}
觀察:
1)projection.ortho:呈現的窗口和翻譯具有不同的z軸值的點上的點沒有效果
2)投影.frustum:點繪製在windown如只翻譯點翻譯(0.0F,0.0F,-20.0f)
3)projection.perspective:一點是永遠不會呈現在屏幕上。
有人能幫我理解這種行爲嗎?
謝謝馬蒂奇明確的解釋:) –