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java - Opengl 渲染 - z 范围 -1 到 1 之外的任何内容都不会出现?

转载 作者:行者123 更新时间:2023-12-01 13:06:21 26 4
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我在 1 到 -1 范围(z 范围)之外渲染的任何内容都不会出现在屏幕上。我一直在尝试一切,包括使用不同的矩阵来尝试将 1 到 -1 之外的顶点转换到这个范围内,但似乎没有任何效果。

我将把我的代码放在下面。它由一个存储数据的模型类、一个着色器程序(我不会包含它 - 它非常简单)和一个主类组成。

顶点着色器

#version 330 core

in vec4 in_Position;
in vec4 in_Color;

out vec4 pass_Color;

void main(void) {

gl_Position = in_Position;
pass_Color = in_Color;

}

片段着色器

#version 330 core

in vec4 pass_Color;

out vec4 out_Color;

void main(void) {
out_Color = pass_Color;
}

模型类

package util;

import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.opengl.GL15.*;
import static org.lwjgl.opengl.GL30.*;
import static org.lwjgl.opengl.GL20.*;

import java.nio.ByteBuffer;
import java.nio.FloatBuffer;


public class Model {

// Vertex Array ID
int vaoID;
// VBO ID's
int vboVertexID, vboColorID, vboIndexID;
// Vertex Count
int numVertices, numIndices;

public Model(FloatBuffer vertexData, int vertexCount, FloatBuffer colorData, int colorCount, ByteBuffer indexData, int indexCount) {
// Create the vertex array
vaoID = glGenVertexArrays();
// Select the vertex array
bind();
// Attach vertex data
attachVertexData(vertexData, vertexCount);
// Attach Color data
attachColorData(colorData, colorCount);
// Deselect the vertex array
unbind();
// Indice attachment
attachIndexArray(indexData);

// Set the vertex count
numVertices = vertexCount;
numIndices = indexCount;
}

/**
* Attach some vertex data
*/
public void attachVertexData(FloatBuffer vertexData, int vertexCount) {
// Create the buffer
vboVertexID = glGenBuffers();
// Bind the new buffer
glBindBuffer(GL_ARRAY_BUFFER, vboVertexID);
// Give the data to the GPU
glBufferData(GL_ARRAY_BUFFER, vertexData, GL_STATIC_DRAW);
// Set the location of the data within the vertex array
glVertexAttribPointer(0, vertexCount, GL_FLOAT, false, 0, 0);
// Deselect this buffer
glBindBuffer(GL_ARRAY_BUFFER, 0);
}

/**
* Attach some color data
*/
public void attachColorData(FloatBuffer colorData, int colorCount) {
// Create the buffer
vboColorID = glGenBuffers();
// Bind the new buffer
glBindBuffer(GL_ARRAY_BUFFER, vboColorID);
// Give the data to the GPU
glBufferData(GL_ARRAY_BUFFER, colorData, GL_STATIC_DRAW);
// Set the location of the data within the vertex array
glVertexAttribPointer(1, colorCount, GL_FLOAT, false, 0, 0);
// Deselect this buffer
glBindBuffer(GL_ARRAY_BUFFER, 0);
}

/**
* Attach the index data
*/
public void attachIndexArray(ByteBuffer indexData) {
// Create the buffer
vboIndexID = glGenBuffers();
// Bind it
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboIndexID);
// Put the data in
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexData, GL_STATIC_DRAW);
// Unbind the buffer
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboIndexID);
}

/**
* Enable the buffers
*/
public void enableAttribArrays() {
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
}

/**
* Disable buffers
*/
public void disableAttribArrays() {
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
}

/**
* Bind the Model
*/
public void bind() {
glBindVertexArray(vaoID);
}

/**
* Unbind the Model
*/
public void unbind() {
glBindVertexArray(0);
}

/**
* Bind the indices
*/
public void bindIndexBuffer() {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboIndexID);
}

/**
* Unbind the indices buffer
*/
public void unbindIndexBuffer() {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}

/**
* Draw the vertex array
*/
public void drawArray() {
glDrawElements(GL_TRIANGLE_STRIP, numIndices, GL_UNSIGNED_BYTE, 0);
}
}

主类

package d3;

import java.nio.ByteBuffer;
import java.nio.FloatBuffer;

import org.lwjgl.BufferUtils;
import org.lwjgl.LWJGLException;
import org.lwjgl.opengl.ContextAttribs;
import org.lwjgl.opengl.Display;
import org.lwjgl.opengl.DisplayMode;
import org.lwjgl.opengl.PixelFormat;

import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.opengl.GL15.*;
import static org.lwjgl.opengl.GL30.*;
import static org.lwjgl.opengl.GL20.*;
import util.Game;
import util.Model;
import util.ShaderProgram;

public class Pyramidion {

ShaderProgram shader;
Model model;

public Pyramidion() {

try {
Display.setDisplayMode(new DisplayMode(800, 600));
Display.create(new PixelFormat(), new ContextAttribs(3, 2).withForwardCompatible(true).withProfileCore(true));

Display.setVSyncEnabled(true);
} catch (LWJGLException e) {
e.printStackTrace();
}

init();

while(!Display.isCloseRequested()) {

render();

Display.update();
}

Display.destroy();

}

public void init() {

Display.setTitle("Pyramid");
glViewport(0, 0, Display.getWidth(), Display.getHeight());

// Shader Initialization
setupShader();

// Model Init
setupModel();

}

private void setupModel() {

int verticesCount = 4;
float[] verticesData = {
-0.5f, +0.5f, -10f, 1f, // Top Left
-0.5f, -0.5f, 0f, 1f, // Bottom Left
+0.5f, -0.5f, 0f, 1f, // Bottom Right
+0.5f, +0.5f, 0f, 1f // Top Right
};
FloatBuffer verticesBuffer = BufferUtils.createFloatBuffer(verticesData.length);
verticesBuffer.put(verticesData); verticesBuffer.flip();

int colorCount = 4;
float[] colorData = {
0f, 1f, 0f, 1f, // Green
1f, 0f, 0f, 1f, // Red
0f, 0f, 1f, 1f, // Blue
1f, 1f, 1f, 1f // White
};
FloatBuffer colorBuffer = BufferUtils.createFloatBuffer(colorData.length);
colorBuffer.put(colorData); colorBuffer.flip();

int indicesCount = 6;
byte[] indicesData = {
0, 1, 2,
2, 3, 0
};
ByteBuffer indicesBuffer = BufferUtils.createByteBuffer(indicesData.length);
indicesBuffer.put(indicesData); indicesBuffer.flip();

// Create Model
model = new Model(verticesBuffer, verticesCount, colorBuffer, colorCount, indicesBuffer, indicesCount);

}

private void setupShader() {

shader = new ShaderProgram();
shader.attachVertexShader("src/d3/vertex.vert");
shader.attachFragmentShader("src/d3/fragment.frag");
shader.link();
shader.bindAtrribLocation(0, "in_Position");
shader.bindAtrribLocation(1, "in_Color");

}

public void render() {


glClear(GL_COLOR_BUFFER_BIT);

shader.bind();

model.bind();
model.enableAttribArrays();
model.bindIndexBuffer();

model.drawArray();

model.unbindIndexBuffer();
model.disableAttribArrays();
model.unbind();

ShaderProgram.unbind();

}

public static void main(String[] args) {
new Pyramidion();
}

}

编辑:添加了我的矩阵设置

顶点着色器

#version 330 core

uniform mat4 model_Matrix;
uniform mat4 view_Matrix;
uniform mat4 projection_Matrix;

in vec4 in_Position;
in vec4 in_Color;

out vec4 pass_Color;

void main(void) {

gl_Position = projection_Matrix * view_Matrix * model_Matrix * in_Position;
//gl_Position = in_Position;
pass_Color = in_Color;

}

设置矩阵的代码

private void setupMatrices() {

// Model - Identity Matrix
model_Matrix = new Mat4(1.0f);
shader.setUniformMat4("model_Matrix", model_Matrix);

// View - translate it forward
view_Matrix = new Mat4(1f);
shader.setUniformMat4("view_Matrix", view_Matrix);

// Projection - simple perspective
projection_Matrix = Matrices.perspective(60, Display.getWidth() / Display.getHeight(), 0.1f, 100f);
projection_Matrix = Matrices.ortho(-1, 1, 1, -1, 0.1f, 100f);
projection_Matrix = new Mat4(1);
shader.setUniformMat4("projection_Matrix", projection_Matrix);

}

最佳答案

仔细查看应用了矩阵乘法的顶点着色器。特别是这两行:

gl_Position = projection_Matrix * view_Matrix * model_Matrix * in_Position;
gl_Position = in_Position;

所以你看到了吗?好吧,看第二行?它有什么作用?它用未转换的 in_Position 覆盖 gl_Position 变量。摆脱它,你应该会看到矩阵发挥作用。

更新

下一个问题在这里

// Projection - simple perspective
projection_Matrix = Matrices.perspective(60, Display.getWidth() / Display.getHeight(), 0.1f, 100f);
projection_Matrix = Matrices.ortho(-1, 1, 1, -1, 0.1f, 100f);
projection_Matrix = new Mat4(1);

你真的应该满足于一个矩阵并坚持下去。现在您只需用单位矩阵覆盖projecting_Matrix。

在计算透视矩阵时,显示宽度和高度的除法可能是向下舍入的整数除法。您必须先将 getWidth 和 getHeight 的结果转换为 float 。

projection_Matrix =
Matrices.perspective(
60,
(float)Display.getWidth() / (float)Display.getHeight(),
0.1f, 100.f );

但是我怀疑你真的想要那里的显示尺寸。您更有可能希望将视口(viewport)大小用于长宽比计算。另外,近处的 0.1 和远处的 100 都不是最佳值。您应该选择尽可能大的。

关于java - Opengl 渲染 - z 范围 -1 到 1 之外的任何内容都不会出现?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/23233510/

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