Go-GL 的 Project 方法给了我意想不到的大屏幕坐标。
总结一下:
// Screen is 800x600.
projection := mgl32.Perspective(
mgl32.DegToRad(45), // Field of view (45 degrees).
800.0 / 600.0, // Aspect ratio.
0.1, // Near Z at 0.1.
10) // Far Z at 10.
camera := mgl32.LookAtV(
mgl32.Vec3{0, 0.1, 10}, // Camera out on Z and slightly above.
mgl32.Vec3{0, 0, 0}, // Looking at the origin.
mgl32.Vec3{0, 1, 0} // Up is positive Y.
model := mgl32.Ident4() // Simple model matrix, to avoid confusion.
modelView := camera.Mul4(model) // The model-view matrix (== camera, here).
// Okay, so what does the origin translate to? Expect center-of-screen, with arbitrary-seeming depth.
origin := mgl32.Vec3{0, 0, 0}
screenOrigin := mgl32.Project(origin, modelView, projection, 0, 0, 800, 600)
fmt.Printf("Origin: (%v, %v, %v)", screenOrigin[0], screenOrigin[1], screenOrigin[2])
// What about the point 5 to the right of the origin?
// Expect increased X, but still less than screenWidth.
// Y and Z should be the same as for the origin.
// In my actual program, I drew (-1,-1,-1)-(1,1,1) cube at (5,0,0) and
// it is completely visible in the window.
test := mgl32.Vec3{5, 0, 0}
screenTest := mgl32.Project(test, modelView, projection, 0, 0, 800, 600)
fmt.Printf("Test: (%v, %v, %v)", screenTest[0], screenTest[1], screenTest[2])
结果?
Origin: (400, 300, 5.500255)
Test: (4021.32, 300, 5.500255)
4021.32?那是远离屏幕的方式!
我几乎消除了我能想到的所有变量,除了我用作基本提示的立方体渲染。我的代码基于此,但我移动了相机和立方体:https ://github.com/go-gl/examples/tree/master/gl41core-cube
如果我使用 (0, 0, 0) 作为输入向量并在 +X 中将 Ident4() 平移 5 个单位(这是有道理的),我会得到相同的结果。
那么我做错了什么?根据我正在绘制的立方体的位置,我预计 X = 625。