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。

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);

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);
    
    //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)

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!