c – OpenGL – Frustum没有剔除远处飞机上的多边形
发布时间:2020-12-16 07:32:05 所属栏目:百科 来源:网络整理
导读:我已经实现了视锥体剔除,并检查了它与平截头体平面交叉的边界框.我添加了暂停视锥体更新的功能,这让我可以看到视锥体剔除是否正常工作.当我暂停后转身时,没有任何东西在我后面和左右两侧呈现,它们也会像你期望的那样逐渐变细.超出剪辑距离(远平面),它们仍然
我已经实现了视锥体剔除,并检查了它与平截头体平面交叉的边界框.我添加了暂停视锥体更新的功能,这让我可以看到视锥体剔除是否正常工作.当我暂停后转身时,没有任何东西在我后面和左右两侧呈现,它们也会像你期望的那样逐渐变细.超出剪辑距离(远平面),它们仍然呈现,我不确定它是我的视锥体更新或边界框检查代码的问题,或我使用错误的矩阵或什么.当我将投影矩阵中的距离设置为3000.0f时,它仍然表示边界框仍然处于平截头体内,但事实并非如此.
这是我创建模型视图矩阵的地方: projectionMatrix = glm::perspective(newFOV,4.0f / 3.0f,0.1f,3000.0f); viewMatrix = glm::mat4(1.0); viewMatrix = glm::scale(viewMatrix,glm::vec3(1.0,1.0,-1.0)); viewMatrix = glm::rotate(viewMatrix,anglePitch,0.0,0.0)); viewMatrix = glm::rotate(viewMatrix,angleYaw,glm::vec3(0.0,0.0)); viewMatrix = glm::translate(viewMatrix,glm::vec3(-x,-y,-z)); modelViewProjectiomMatrix = projectionMatrix * viewMatrix; 我在Z方向上将其缩放-1的原因是因为水平设计为使用DirectX渲染,所以我反转Z方向. 这是我更新我的视锥体的地方: void CFrustum::calculateFrustum() { glm::mat4 mat = camera.getModelViewProjectionMatrix(); // Calculate the LEFT side m_Frustum[LEFT][A] = (mat[0][3]) + (mat[0][0]); m_Frustum[LEFT][B] = (mat[1][3]) + (mat[1][0]); m_Frustum[LEFT][C] = (mat[2][3]) + (mat[2][0]); m_Frustum[LEFT][D] = (mat[3][3]) + (mat[3][0]); // Calculate the RIGHT side m_Frustum[RIGHT][A] = (mat[0][3]) - (mat[0][0]); m_Frustum[RIGHT][B] = (mat[1][3]) - (mat[1][0]); m_Frustum[RIGHT][C] = (mat[2][3]) - (mat[2][0]); m_Frustum[RIGHT][D] = (mat[3][3]) - (mat[3][0]); // Calculate the TOP side m_Frustum[TOP][A] = (mat[0][3]) - (mat[0][1]); m_Frustum[TOP][B] = (mat[1][3]) - (mat[1][1]); m_Frustum[TOP][C] = (mat[2][3]) - (mat[2][1]); m_Frustum[TOP][D] = (mat[3][3]) - (mat[3][1]); // Calculate the BOTTOM side m_Frustum[BOTTOM][A] = (mat[0][3]) + (mat[0][1]); m_Frustum[BOTTOM][B] = (mat[1][3]) + (mat[1][1]); m_Frustum[BOTTOM][C] = (mat[2][3]) + (mat[2][1]); m_Frustum[BOTTOM][D] = (mat[3][3]) + (mat[3][1]); // Calculate the FRONT side m_Frustum[FRONT][A] = (mat[0][3]) + (mat[0][2]); m_Frustum[FRONT][B] = (mat[1][3]) + (mat[1][2]); m_Frustum[FRONT][C] = (mat[2][3]) + (mat[2][2]); m_Frustum[FRONT][D] = (mat[3][3]) + (mat[3][2]); // Calculate the BACK side m_Frustum[BACK][A] = (mat[0][3]) - (mat[0][2]); m_Frustum[BACK][B] = (mat[1][3]) - (mat[1][2]); m_Frustum[BACK][C] = (mat[2][3]) - (mat[2][2]); m_Frustum[BACK][D] = (mat[3][3]) - (mat[3][2]); // Normalize all the sides NormalizePlane(m_Frustum,LEFT); NormalizePlane(m_Frustum,RIGHT); NormalizePlane(m_Frustum,TOP); NormalizePlane(m_Frustum,BOTTOM); NormalizePlane(m_Frustum,FRONT); NormalizePlane(m_Frustum,BACK); } 最后,我检查边界框: bool CFrustum::BoxInFrustum( float x,float y,float z,float x2,float y2,float z2) { // Go through all of the corners of the box and check then again each plane // in the frustum. If all of them are behind one of the planes,then it most // like is not in the frustum. for(int i = 0; i < 6; i++ ) { if(m_Frustum[i][A] * x + m_Frustum[i][B] * y + m_Frustum[i][C] * z + m_Frustum[i][D] > 0) continue; if(m_Frustum[i][A] * x2 + m_Frustum[i][B] * y + m_Frustum[i][C] * z + m_Frustum[i][D] > 0) continue; if(m_Frustum[i][A] * x + m_Frustum[i][B] * y2 + m_Frustum[i][C] * z + m_Frustum[i][D] > 0) continue; if(m_Frustum[i][A] * x2 + m_Frustum[i][B] * y2 + m_Frustum[i][C] * z + m_Frustum[i][D] > 0) continue; if(m_Frustum[i][A] * x + m_Frustum[i][B] * y + m_Frustum[i][C] * z2 + m_Frustum[i][D] > 0) continue; if(m_Frustum[i][A] * x2 + m_Frustum[i][B] * y + m_Frustum[i][C] * z2 + m_Frustum[i][D] > 0) continue; if(m_Frustum[i][A] * x + m_Frustum[i][B] * y2 + m_Frustum[i][C] * z2 + m_Frustum[i][D] > 0) continue; if(m_Frustum[i][A] * x2 + m_Frustum[i][B] * y2 + m_Frustum[i][C] * z2 + m_Frustum[i][D] > 0) continue; // If we get here,it isn't in the frustum return false; } // Return a true for the box being inside of the frustum return true; } 解决方法
我注意到了一些事情,特别是你如何设置投影矩阵.对于初学者来说,除非你使用某种包装或奇怪的api,否则gluProject不会返回一个值. gluLookAt更常用.
接下来,假设缩放,旋转和平移功能旨在更改模型视图矩阵,您需要反转它们的顺序. OpenGL实际上并没有移动对象;相反,它有效地移动原点,并使用< 0,0>的新定义渲染每个对象.因此,您“移动”到您想要渲染的位置,然后根据需要旋转轴,然后拉伸网格. 至于裁剪问题,你可能想给glClipPlane()一个好看.如果其他一切大部分都有效,但似乎有一些舍入错误,请尝试将您的透视(,)函数中的近剪裁平面从0.1更改为1.0(较小的值往往会弄乱z缓冲区). 我看到很多不熟悉的语法,所以我认为你正在使用某种包装器;但是我使用的是我自己的GL项目中的一些(Qt)代码片段.可能有帮助,不知道: //This gets called during resize,as well as once during initialization void GLWidget::resizeGL(int width,int height) { int side = qMin(width,height); padX = (width-side)/2.0; padY = (height-side)/2.0; glViewport(padX,padY,side,side); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(60.0,2400.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } //This fragment gets called at the top of every paint event: glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix(); glLightfv(GL_LIGHT0,GL_POSITION,FV0001); camMain.stepVars(); gluLookAt(camMain.Pos[0],camMain.Pos[1],camMain.Pos[2],camMain.Aim[0],camMain.Aim[1],camMain.Aim[2],0.0); glPolygonMode(GL_FRONT_AND_BACK,drawMode); //And this fragment represents a typical draw event void GLWidget::drawFleet(tFleet* tIn) { if (tIn->firstShip != 0){ glPushMatrix(); glTranslatef(tIn->Pos[0],tIn->Pos[1],tIn->Pos[2]); glRotatef(tIn->Yaw,0.0); glRotatef(tIn->Pitch,1); drawShip(tIn->firstShip); glPopMatrix(); } } 我正在假设你对GL很新,所以如果我有点迂腐,我会道歉. (编辑:李大同) 【声明】本站内容均来自网络,其相关言论仅代表作者个人观点,不代表本站立场。若无意侵犯到您的权利,请及时与联系站长删除相关内容! |
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