6

所以我在 OpenGL ES 中生成了一个球体(特别是 OpenGL ES 2.0,在 Java 中,用于 Android)。当这个球体放置在与我的视图矩阵使用的中心相同的位置时,这很好,但是当偏离中心时,球体会严重扭曲(见下文)。

为什么会发生这种情况,我该如何阻止它?

在此处输入图像描述

那是同一个球体。右上角的那个只是翻译成 x 和 y(不是 z)。

我的 GLSurfaceView.renderer 实现中的一些代码片段,

public void onSurfaceCreated(GL10 unused, EGLConfig config) {
    GLES20.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
    GLES20.glEnable(GLES20.GL_CULL_FACE);
    GLES20.glEnable(GLES20.GL_DEPTH_TEST);

    // Both centred on (0,0,0), of radius 1.0.
    outerSphere = new Sphere();
    centreSphere = new Sphere();
}

public void onSurfaceChanged(GL10 unused, int width, int height) {
    GLES20.glViewport(0, 0, width, height);

    ratio = (float) width / height;

    final float left = -ratio;
    final float right = ratio;
    final float bottom = -1.0f;
    final float top = 1.0f;
    final float near = 1.0f;
    final float far = 100.0f;

    Matrix.frustumM(projMatrix, 0, left, right, bottom, top, near, far);
}

public void onDrawFrame(GL10 unused) {
    GLES20.glClear(GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);

    float eyeX = 0.0f;
    float eyeY = 0.0f;
    float eyeZ = 10.0f;

    final float lookX = 0.0f;
    final float lookY = 0.0f;
    final float lookZ = 0.0f;

    final float upX = 0.0f;
    final float upY = 1.0f;
    final float upZ = 0.0f;

    Matrix.setLookAtM(viewMatrix, 0, eyeX, eyeY, eyeZ, lookX, lookY, lookZ,
                      upX, upY, upZ);

    // Set identity matrix as input for translations.
    Matrix.setIdentityM(outerModelMatrix, 0);

    // Translate outer sphere by 5 in x and y.
    Matrix.translateM(outerModelMatrix, 0, 5.0f, 5.0f, 0.0f);

    // MVP matrix = Projection * View * Model.
    Matrix.multiplyMM(centreMVPMatrix, 0, viewMatrix, 0, centreModelMatrix, 0);
    Matrix.multiplyMM(centreMVPMatrix, 0, projectionMatrix, 0, centreMVPMatrix, 0);
    Matrix.multiplyMM(outerMVPMatrix, 0, viewMatrix, 0, outerModelMatrix, 0);
    Matrix.multiplyMM(outerMVPMatrix, 0, projectionMatrix, 0, outerMVPMatrix, 0);

    outerSphere.draw(outerMVPMatrix);
    centreSphere.draw(outerMVPMatrix);

}

我的着色器很简单,

private final static String vertexShaderCode =
    "uniform mat4 u_MVPMatrix;" +
    "attribute vec4 a_Position;" +
    "uniform vec4 u_Color;" +
    "void main() {" +
    "    gl_Position = u_MVPMatrix * a_Position;" +
    "}";
private final static String fragmentShaderCode = 
    "precision mediump float;" +
    "uniform vec4 u_Color;" +
    "void main() {" +
    "    gl_FragColor = u_Color;" +
    "}";

我已经省略了 Sphere 类中的几乎所有代码,以及我认为不需要的其他东西(?),但如果需要它们,我会放上它们。

4

1 回答 1

5

欢迎来到透视失真的世界!

更多细节:你的视野太窄,你必须塑造平截头体,让它更大一点。

于 2013-03-17T03:39:25.763 回答