我正在使用尝试像 Glu.Project() 一样工作的代码,因为 OpenTK 不支持 Glu。
Vector4 pos = new Vector4(s.Position.X, 0.0f, s.Position.Y, 1.0f);
Matrix4 mov = new Matrix4();
Matrix4 prj = new Matrix4();
Matrix4 mpj = new Matrix4();
float[] vp = new float[4];
GL.GetFloat(GetPName.ModelviewMatrix, out mov);
GL.GetFloat(GetPName.ProjectionMatrix, out prj);
GL.GetFloat(GetPName.Viewport, vp);
Matrix4.Mult(ref prj, ref mov, out mpj);
Vector4.Transform(ref pos, ref mpj, out pos);
// Final mathematics as described in OpenGL 2.1 Glu specs
s.set2DPos(new Vector2f( (vp[0] + (vp[2] * (pos.X + 1) / 2.0f)),
(vp[1] + (vp[3] * (pos.Y + 1) / 2.0f)) ));
// Final mathematics as described in OpenGL 3 Vector specs
s.set2DPos(new Vector2f( (view[2] / 2 * pos.X + view[0]),
(view[3] / 2 * pos.X + view[1]) ));
// Neither of them work, but in relation OpenGL 3 vector specs work better.
s 是一个主要作为模型存在于 s.Position 的 3D 空间中的类。但是我从中获得的价值远远超出了窗口边界。
断点的 ModelView 矩阵:
{(1, 0, 0, 0)
(0, 0.7071068, 0.7071068, 0)
(0, -0.7071068, 0.7071068, 0)
(0, -141.4214, -141.4214, 1)}
断点的投影矩阵:
{(1.931371, 0, 0, 0)
(0, 2.414213, 0, 0)
(0, 0, -1.0002, -1)
(0, 0, -2.0002, 0)}
我做错了什么还是我做错了什么?我错过了什么吗?