将相机绕z轴旋转45度,但不绕x轴旋转 我试图在C++中安装一个正射相机,并且在正确地旋转时遇到一些问题。
当我尝试将相机绕z轴旋转45度时,一切正常(模型定义为-0.5f到0.5f) 但是,当尝试绕x轴旋转时,角度会被放大(即绕1弧度旋转时,角度几乎消失) 以下是相关代码:将相机绕z轴旋转45度,但不绕x轴旋转 我试图在C++中安装一个正射相机,并且在正确地旋转时遇到一些问题。,c++,opengl,orthographic,C++,Opengl,Orthographic,当我尝试将相机绕z轴旋转45度时,一切正常(模型定义为-0.5f到0.5f) 但是,当尝试绕x轴旋转时,角度会被放大(即绕1弧度旋转时,角度几乎消失) 以下是相关代码: int main(int argc, char** argv) { sdl2::Context context; sdl2::Window window("myWindow", 800, 600); sdl2::GLContext glContext(window);
int main(int argc, char** argv)
{
sdl2::Context context;
sdl2::Window window("myWindow", 800, 600);
sdl2::GLContext glContext(window);
//make the shader
Shader shader("shaders/quad.vert", "shaders/quad.frag");
Quad quad;
//create a orthographic projection
glm::mat4 projection = glm::ortho(0.0f, 800.0f, 0.0f, 600.0f);
auto zAxis = glm::vec3(0.0f, 0.0f, 1.0f);
glUseProgram(shader.getID());
auto projectionLoc = glGetUniformLocation(shader.getID(), "projection");
glUniformMatrix4fv(projectionLoc, 1, false, glm::value_ptr(projection));
auto viewLoc = glGetUniformLocation(shader.getID(), "view");
auto viewTransform = glm::mat4(1.0f);
auto zRot = glm::quat(glm::vec3(glm::radians(1.0f), glm::radians(0.0f), glm::radians(0.0f)));
viewTransform *= glm::toMat4(zRot);
glUniformMatrix4fv(viewLoc, 1, true, glm::value_ptr(viewTransform));
bool quit = false;
SDL_Event e;
while (!quit)
{
while (SDL_PollEvent(&e) != 0)
{
if (e.type == SDL_QUIT)
{
quit = true;
}
}
glClear(GL_COLOR_BUFFER_BIT);
quad.render(shader);
SDL_GL_SwapWindow(window());
}
SDL_Delay(3000);
return 0;
}
#version 430 core
layout (location = 0) in vec3 pos;
layout (location = 1) in vec2 uv;
uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
void main()
{
gl_Position = projection * view * model * vec4(pos, 1.0);
}
Quad::Quad() :
_position(0, 0, 0)
{
glCreateBuffers(1, &_vbo);
glCreateVertexArrays(1, &_vao);
glGenBuffers(1, &_ebo);
float vertices[] = {
0.5f, 0.5f, 0.0f, // top right
0.5f, -0.5f, 0.0f, // bottom right
-0.5f, -0.5f, 0.0f, // bottom left
-0.5f, 0.5f, 0.0f // top left
};
uint32_t indices[] = {
0, 1, 3,
1, 2, 3
};
glBindVertexArray(_vao);
glBindBuffer(GL_ARRAY_BUFFER, _vbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _ebo);
glEnableVertexAttribArray(0);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
}
Quad::~Quad()
{
glDeleteVertexArrays(1, &_vao);
glDeleteBuffers(1, &_vbo);
}
void Quad::render(const Shader& shader)
{
glBindVertexArray(_vao);
glUseProgram(shader.getID());
auto modelView = glm::mat4(1.0f);
//modelView = glm::translate(modelView, glm::vec3(400.0f, 300.0f, 0.0f));
modelView = glm::scale(modelView, glm::vec3(400.0f, 400.0f, 1.0f));
//modelView = glm::scale(modelView, glm::vec3(800, 600, 0));
auto modelLoc = glGetUniformLocation(shader.getID(), "model");
auto viewLoc = glGetUniformLocation(shader.getID(), "view");
auto projectionLoc = glGetUniformLocation(shader.getID(), "projection");
glUniformMatrix4fv(modelLoc, 1, false, glm::value_ptr(modelView));
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
}
绕x轴或y轴旋转对象时,对象将被对象的近平面和远平面剪裁。默认情况下,“近”为-1.0,“远”为1.0。增加到近平面和远平面的距离(请参见)。例如:
glm::mat4投影=glm::正交(0.0f、800.0f、0.0f、600.0f)代码>
glm::mat4投影=glm::正交(0.0f,800.0f,0.0f,600.0f,-500.0f,500.0f);
我知道这必须是最基本的,非常感谢!