我下面這個網站了解射線使用計算着色器跟蹤:https://github.com/LWJGL/lwjgl3-wiki/wiki/2.6.1.-Ray-tracing-with-OpenGL-Compute-Shaders-%28Part-I%29透視投影OpenGL和計算着色器
我的問題,該教程詳細的程序,以獲得透視投影。我想我正確地遵循了他的步驟,但是我得到了錯誤的結果,我相信我在矩陣計算中犯了一個錯誤。
我對透視代碼projection-
//Getting the perspective projection using glm::perspective
glm::mat4 projection = glm::perspective(60.0f, 1024.0f/768.0f, 1.0f, 2.0f);
//My Camera Position
glm::vec3 camPos=glm::vec3(3.0, 2.0, 7.0);
//My View matrix using glm::lookAt
glm::mat4 view = glm::lookAt(camPos, glm::vec3(0.0, 0.5, 0.0),glm::vec3(0.0, 1.0, 0.0));
//Calculating inverse of the view*projection
glm::mat4 inv = glm::inverse(view*projection);
//Calculating the rays from camera position to the corners of the frustum as detailed in the site.
glm::vec4 ray00=glm::vec4(-1, -1, 0, 1) * inv;
ray00 /= ray00.w;
ray00 -= glm::vec4(camPos,1.0);
glm::vec4 ray10 = glm::vec4(+1, -1, 0, 1) * inv;
ray10 /= ray10.w;
ray10 -= glm::vec4(camPos,1.0);
glm::vec4 ray01=glm::vec4(-1, 1, 0, 1) * inv;
ray01 /= ray01.w;
ray01 -= glm::vec4(camPos,1.0);
glm::vec4 ray11 = glm::vec4(+1, +1, 0, 1) * inv;
ray11 /= ray11.w;
ray11 -= glm::vec4(camPos,1.0);
上述tranformations的結果:[![此處輸入圖像的描述] [1]]
[1]
作爲附加信息,我打電話給我的計算着色器使用
//Dispatch Shaders.
glDispatchCompute ((GLuint)1024.0/16, (GLuint)768.0f/8 , 1);
我也通過值到着色器使用
//Querying the location for ray00 and assigning the value. Similarly for the rest
GLuint ray00Id = glGetUniformLocation(computeS, "ray00");
glUniform3f(ray00Id, ray00.x, ray00.y, ray00.z);
GLuint ray01Id = glGetUniformLocation(computeS, "ray01");
glUniform3f(ray01Id, ray01.x, ray01.y, ray01.z);
GLuint ray10Id = glGetUniformLocation(computeS, "ray10");
glUniform3f(ray10Id, ray10.x, ray10.y, ray10.z);
GLuint ray11Id = glGetUniformLocation(computeS, "ray11");
glUniform3f(ray11Id, ray11.x, ray11.y, ray11.z);
GLuint camId = glGetUniformLocation(computeS, "eye");
glUniform3f(camId, camPos.x, camPos.y, camPos.z);
更新回答關於derhass的建議。
我的形象現在看起來像: Latest Image
我建議你也運行相應的lwjgl代碼並比較矩陣和向量。還要檢查統一位置的有效性(!= -1)或使用[顯式位置](https://www.opengl.org/wiki/Layout_Qualifier_%28GLSL%29#Explicit_uniform_location) – elect
我已經檢查過統一的有效性他們是正確的。根據你的建議,我給了他們明確的位置,但結果保持不變。我將嘗試運行lwjl代碼並比較矩陣。 – AlexanderTG