Opengl 按给定方向缩放网格的一部分
我有很多立方体(ex 100),它们都是同一个网格的一部分,在顶点着色器中,我想沿给定轴缩放每个立方体,因此它的顶部移动,立方体拉伸如下:Opengl 按给定方向缩放网格的一部分,opengl,math,glsl,Opengl,Math,Glsl,我有很多立方体(ex 100),它们都是同一个网格的一部分,在顶点着色器中,我想沿给定轴缩放每个立方体,因此它的顶部移动,立方体拉伸如下: layout (location = 0) in vec3 vertexPos; layout (location = 1) in vec3 vertexNor; layout (location = 2) in float vertexCubeId; uniform mat4 mvp; uniform vec3 cubeUps[100]; unifor
layout (location = 0) in vec3 vertexPos;
layout (location = 1) in vec3 vertexNor;
layout (location = 2) in float vertexCubeId;
uniform mat4 mvp;
uniform vec3 cubeUps[100];
uniform vec3 cubeOrigins[100];
void main()
{
int cubeIndex = int(vertexCubeId);
vec3 cubeUp = cubeUps[cubeIndex];
vec3 cubeOrigin = cubeOrigins[cubeIndex];
vec3 transformedPos = vertexPos;
transformedPos.x += cubeUp.x;
transformedPos.y += cubeUp.y;
transformedPos.z += cubeUp.z;
gl_Position = mvp * vec4(transformedPos, 1.0);
}
...
float scaleFactor = 1.5f;
vec3 scale = cubeUp * scaleFactor;
transformedPos.x -= cubeOrigin.x;
transformedPos.y -= cubeOrigin.y;
transformedPos.z -= cubeOrigin.z;
transformedPos.x *= scale.x;
transformedPos.y *= scale.y;
transformedPos.z *= scale.z;
transformedPos.x += cubeOrigin.x;
transformedPos.y += cubeOrigin.y;
transformedPos.z += cubeOrigin.z;
gl_Position = mvp * vec4(transformedPos, 1.0);
...
float scaleFactor = 1.5f;
transformedPos.x -= cubeOrigin.x;
transformedPos.y -= cubeOrigin.y;
transformedPos.z -= cubeOrigin.z;
float dotProduct = dot(cubeUp, transformedPos);
dotProduct *= (scaleFactor - 1.0f); // or just set scaleFactor
// to 0.5f in the first place
vec3 offset = cubeUp * dotProduct;
transformedPos.x += offset.x;
transformedPos.y += offset.y;
transformedPos.z += offset.z;
transformedPos.x += cubeOrigin.x;
transformedPos.y += cubeOrigin.y;
transformedPos.z += cubeOrigin.z;
每个立方体都有一个ID
,每个顶点都有一个相应的ID
,因此每个顶点都知道它是哪个立方体的一部分。一个统一的vec3规格化立方体数组(立方体应扩展的方向)和一个统一的vec3立方体数组(每个立方体的底部)也传递给着色器。这些统一数组的索引与多维数据集的ID
匹配
好的,我知道立方体的cubeOrigins
像白点一样放在每个立方体底部的中心,因为我认为这是需要的,但不确定:
我可以很容易地沿着给定的normal
转换立方体,如下所示:
layout (location = 0) in vec3 vertexPos;
layout (location = 1) in vec3 vertexNor;
layout (location = 2) in float vertexCubeId;
uniform mat4 mvp;
uniform vec3 cubeUps[100];
uniform vec3 cubeOrigins[100];
void main()
{
int cubeIndex = int(vertexCubeId);
vec3 cubeUp = cubeUps[cubeIndex];
vec3 cubeOrigin = cubeOrigins[cubeIndex];
vec3 transformedPos = vertexPos;
transformedPos.x += cubeUp.x;
transformedPos.y += cubeUp.y;
transformedPos.z += cubeUp.z;
gl_Position = mvp * vec4(transformedPos, 1.0);
}
...
float scaleFactor = 1.5f;
vec3 scale = cubeUp * scaleFactor;
transformedPos.x -= cubeOrigin.x;
transformedPos.y -= cubeOrigin.y;
transformedPos.z -= cubeOrigin.z;
transformedPos.x *= scale.x;
transformedPos.y *= scale.y;
transformedPos.z *= scale.z;
transformedPos.x += cubeOrigin.x;
transformedPos.y += cubeOrigin.y;
transformedPos.z += cubeOrigin.z;
gl_Position = mvp * vec4(transformedPos, 1.0);
...
float scaleFactor = 1.5f;
transformedPos.x -= cubeOrigin.x;
transformedPos.y -= cubeOrigin.y;
transformedPos.z -= cubeOrigin.z;
float dotProduct = dot(cubeUp, transformedPos);
dotProduct *= (scaleFactor - 1.0f); // or just set scaleFactor
// to 0.5f in the first place
vec3 offset = cubeUp * dotProduct;
transformedPos.x += offset.x;
transformedPos.y += offset.y;
transformedPos.z += offset.z;
transformedPos.x += cubeOrigin.x;
transformedPos.y += cubeOrigin.y;
transformedPos.z += cubeOrigin.z;
但是我的缩放计划没有成功。我认为我需要做的是:
layout (location = 0) in vec3 vertexPos;
layout (location = 1) in vec3 vertexNor;
layout (location = 2) in float vertexCubeId;
uniform mat4 mvp;
uniform vec3 cubeUps[100];
uniform vec3 cubeOrigins[100];
void main()
{
int cubeIndex = int(vertexCubeId);
vec3 cubeUp = cubeUps[cubeIndex];
vec3 cubeOrigin = cubeOrigins[cubeIndex];
vec3 transformedPos = vertexPos;
transformedPos.x += cubeUp.x;
transformedPos.y += cubeUp.y;
transformedPos.z += cubeUp.z;
gl_Position = mvp * vec4(transformedPos, 1.0);
}
...
float scaleFactor = 1.5f;
vec3 scale = cubeUp * scaleFactor;
transformedPos.x -= cubeOrigin.x;
transformedPos.y -= cubeOrigin.y;
transformedPos.z -= cubeOrigin.z;
transformedPos.x *= scale.x;
transformedPos.y *= scale.y;
transformedPos.z *= scale.z;
transformedPos.x += cubeOrigin.x;
transformedPos.y += cubeOrigin.y;
transformedPos.z += cubeOrigin.z;
gl_Position = mvp * vec4(transformedPos, 1.0);
...
float scaleFactor = 1.5f;
transformedPos.x -= cubeOrigin.x;
transformedPos.y -= cubeOrigin.y;
transformedPos.z -= cubeOrigin.z;
float dotProduct = dot(cubeUp, transformedPos);
dotProduct *= (scaleFactor - 1.0f); // or just set scaleFactor
// to 0.5f in the first place
vec3 offset = cubeUp * dotProduct;
transformedPos.x += offset.x;
transformedPos.y += offset.y;
transformedPos.z += offset.z;
transformedPos.x += cubeOrigin.x;
transformedPos.y += cubeOrigin.y;
transformedPos.z += cubeOrigin.z;
但这会将立方体移动到不需要的位置,并且无法正确缩放它们
我是否需要在应用比例之前旋转顶点坐标,以便正确使用原点
如何从给定的
cubeUp
向量获得用于缩放的正确值?在cubeUp
方向上取顶点的点积(减去原点后),然后缩放并添加到顶点位置。这将确保顶点仅沿cubeUp
的方向移动。大概是这样的:
layout (location = 0) in vec3 vertexPos;
layout (location = 1) in vec3 vertexNor;
layout (location = 2) in float vertexCubeId;
uniform mat4 mvp;
uniform vec3 cubeUps[100];
uniform vec3 cubeOrigins[100];
void main()
{
int cubeIndex = int(vertexCubeId);
vec3 cubeUp = cubeUps[cubeIndex];
vec3 cubeOrigin = cubeOrigins[cubeIndex];
vec3 transformedPos = vertexPos;
transformedPos.x += cubeUp.x;
transformedPos.y += cubeUp.y;
transformedPos.z += cubeUp.z;
gl_Position = mvp * vec4(transformedPos, 1.0);
}
...
float scaleFactor = 1.5f;
vec3 scale = cubeUp * scaleFactor;
transformedPos.x -= cubeOrigin.x;
transformedPos.y -= cubeOrigin.y;
transformedPos.z -= cubeOrigin.z;
transformedPos.x *= scale.x;
transformedPos.y *= scale.y;
transformedPos.z *= scale.z;
transformedPos.x += cubeOrigin.x;
transformedPos.y += cubeOrigin.y;
transformedPos.z += cubeOrigin.z;
gl_Position = mvp * vec4(transformedPos, 1.0);
...
float scaleFactor = 1.5f;
transformedPos.x -= cubeOrigin.x;
transformedPos.y -= cubeOrigin.y;
transformedPos.z -= cubeOrigin.z;
float dotProduct = dot(cubeUp, transformedPos);
dotProduct *= (scaleFactor - 1.0f); // or just set scaleFactor
// to 0.5f in the first place
vec3 offset = cubeUp * dotProduct;
transformedPos.x += offset.x;
transformedPos.y += offset.y;
transformedPos.z += offset.z;
transformedPos.x += cubeOrigin.x;
transformedPos.y += cubeOrigin.y;
transformedPos.z += cubeOrigin.z;
为了直观地理解为什么简单地乘以比例向量不起作用,请想象由cubeOrigin
和cubeUp
定义的平面上的顶点(即立方体的底部)。它不应该动。但是,每个角点顶点都将有一个非零的transformedPos
向量,这意味着在乘以scale
后,值将不相同,除非在特殊情况下,cubeUp
正好指向X、Y或Z轴
您需要专门乘以
transformedPos
向量中位于cubeUp
方向的部分,该部分等于dot(cubeUp,transformedPos)*cubeUp
。与其先减去该部分,再乘以1.5,然后再重新相加,不如只乘以0.5再相加,效率更高。vec3 cubeUp=cubeUps[popupIndex];这应该是vec3 cubeUp=cubeUps[cubeIndex]?(和cubeOrigin一样)是的,你是对的,我现在就编辑它。感谢您的回答,我一到家就会查看解决方案:)