我使用 webgl 并修改着色器(vs.glsls 和 fs.glsl)以了解 GLSL 和图形编程。我有一个模型想要缩放、旋转和平移。缩放和旋转工作正常,但是当我乘以平移矩阵时,结果很奇怪。我知道这是一个非常基本的问题,但我遗漏了一些东西,我需要找出它。 我的模型通过 y 轴无限拉伸(stretch)。
白色区域应该是模特的眼睛:
这是我的顶点着色器代码:
mat4 rX = mat4 (
1.0, 0.0, 0.0, 0.0,
0.0, 0.0, -1.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 0.0, 1.0
);
mat4 rZ = mat4 (
0.0, 1.0, 0.0, 0.0,
-1.0, 0.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0
);
mat4 eyeScale = mat4 (
.50,0.0,0.0,0.0,
0.0,.50,0.0,0.0,
0.0,0.0,.50,0.0,
0.0,0.0,0.0,1.0
);
mat4 eyeTrans = mat4(
1.0,0.0,0.0,0.0,
0.0,1.0,0.0,4.0,
0.0,0.0,1.0,0.0,
0.0,0.0,0.0,1.0
);
mat4 iR = eyeTrans*rZ*rX*eyeScale;
gl_Position = projectionMatrix * modelViewMatrix *iR* vec4(position, 1.0);
}
最佳答案
当您设置平移矩阵时,您交换了行和列
将其更改为:
mat4 eyeTrans = mat4(
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 4.0, 0.0, 1.0
);
4*4 矩阵如下所示:
c0 c1 c2 c3 c0 c1 c2 c3
[ Xx Yx Zx Tx ] [ 0 4 8 12 ]
[ Xy Yy Zy Ty ] [ 1 5 9 13 ]
[ Xz Yz Zz Tz ] [ 2 6 10 14 ]
[ 0 0 0 1 ] [ 3 7 11 15 ]
在 GLSL 中,列的寻址方式如下:
vec4 c0 = eyeTrans[0].xyzw;
vec4 c1 = eyeTrans[1].xyzw;
vec4 c2 = eyeTrans[2].xyzw;
vec4 c3 = eyeTrans[3].xyzw;
4*4矩阵的内存图像如下所示:
[ Xx, Xy, Xz, 0, Yx, Yy, Yz, 0, Zx, Zy, Zz, 0, Tx, Ty, Tz, 1 ]
进一步查看:
关于GLSL 中的矩阵转换被无限拉伸(stretch),我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/46763234/