编辑
我已经确定这不是我的矩阵的问题,而是glGetUniformLocation
找不到请求的变量
编辑 2
我已经修复了上述错误并且单位矩阵现在可以工作了。所以我想现在这个错误又回到了我的矩阵。
我在让我的投影和视图矩阵正确时遇到了一些问题。我已经对照几个例子检查了它们,不知道我哪里出错了。除非我禁用着色器,否则我在屏幕上什么也看不到。
我像这样计算模型矩阵:
float aspect = (float)width / std::max(1.0f, (float)height);
float top = tan(Maths::toRadian(FOV * 0.5f)) * near;
float bottom = -top;
float right = top * aspect;
float left = -right;
projMatrix.reset();
projMatrix(0, 0) = (2.0f * near) / (right - left);
projMatrix(1, 1) = (2.0f * near) / (top - bottom);
projMatrix(2, 2) = -(far + near) / (far - near);
projMatrix(2, 3) = -1.0f;
projMatrix(3, 2) = (-2.0f * far * near) / (far - near);
projMatrix(3, 3) = 0.0f;
我像这样计算视图矩阵:
Camera::Camera(const Maths::Vector3& pos)
: position(pos), target(0.0f, 0.0f, 0.0f), up(0.0f, 1.0f, 0.0f) {
target.normalize();
up.normalize();
}
Maths::Matrix4 Camera::getMatrix() const {
Maths::Matrix4 mat;
Maths::Vector3 z = position - target;
Maths::Vector3 x = Maths::crossProduct(up, z);
Maths::Vector3 y = Maths::crossProduct(z, x);
z.normalize();
x.normalize();
mat(0, 0) = x.x; mat(0, 1) = y.x; mat(0, 2) = y.z;
mat(1, 0) = x.y; mat(1, 1) = y.y; mat(1, 2) = y.z;
mat(2, 0) = x.z; mat(1, 2) = y.z; mat(2, 2) = y.z;
mat(3, 0) = -Maths::dotProduct(x, position);
mat(3, 1) = -Maths::dotProduct(y, position);
mat(3, 2) = -Maths::dotProduct(z, position);
return mat;
}
然后我最终将它们传递给着色器,如下所示:
glGetUniformLocation(viewMatrix, "view");
glGetUniformLocation(projMatrix, "proj");
glUniformMatrix4fv(viewMatrix, 1, GL_TRUE, view.asArray());
glUniformMatrix4fv(projMatrix, 1, GL_TRUE, proj.asArray());
最后是我的着色器:
顶点:
#version 330
layout (location = 0) in vec3 position;
uniform mat4 view;
uniform mat4 proj;
void main()
{
gl_Position = proj * view * vec4(position, 1.0);
};
分段:
#version 330
out vec4 gl_FragColor;
void main()
{
gl_FragColor = vec4(1.0f, 0.0f, 0.0f, 1.0f);
}
为了涵盖所有基础,这里是我计算点积和叉积的方法:
float dotProduct(const Vector3& a, const Vector3& b) {
return a.x * b.x + a.y * b.y + a.z * b.z;
}
Vector3 crossProduct(const Vector3& a, const Vector3& b) {
return Vector3(a.y * b.z - a.z * b.y,
a.z * b.x - a.x * b.z,
a.x * b.y - a.y * b.z);
}