投影矩阵最终建立的是一个平截头体(也可以称为台),在这种变换下呈现远小近大的效果。这里我将我学到知识记录下来,以后备忘用。
蒋彩阳原创文章,首发地址:http://blog.youkuaiyun.com/gamesdev/article/details/44926299。欢迎同行前来探讨。
首先是使用OpenGL的glFrustum函数,它要求传入的是前后、左右、上下等参数,这要求这个平截头体是轴对称的。由它构成的矩阵是为:
如果我们使用的不是glFrustum,而是glPerspetive,那么它的公式就更加简单了:
我们可以借助Qt来验证一下:
-
#include <math.h>
-
#include <QDebug>
-
#include <QCoreApplication>
-
#include <QVector3D>
-
#include <QMatrix4x4>
-
qreal deg2Rad( qreal deg )
-
{
-
return deg * 2 * M_PI / 180.0f;
-
}
-
int main(int argc, char *argv[])
-
{
-
QCoreApplication a(argc, argv);
-
qreal fov = 45.0;
-
qreal aspectRatio = 16.0 / 9.0;
-
qreal near = 0.5;
-
qreal far = 500.0;
-
qreal left = -near * tan( deg2Rad( fov ) / 2.0 ) * aspectRatio;
-
qreal right = near * tan( deg2Rad( fov ) / 2.0 ) * aspectRatio;
-
qreal bottom = -near * tan( deg2Rad( fov ) / 2.0 );
-
qreal top = near * tan( deg2Rad( fov ) / 2.0 );
-
QMatrix4x4 matrix;
-
matrix.frustum( left, right, bottom, top, near, far );
-
qDebug( ) << "The normal perspective matrix is: " << matrix;
-
QMatrix4x4 matrix_2;
-
float* d = matrix_2.data( );
-
d[0] = 2 * near / ( right - left );
-
d[1] = 0.0;
-
d[2] = 0.0;
-
d[3] = 0.0;
-
d[4] = 0.0;
-
d[5] = 2 * near / ( top - bottom );
-
d[6] = 0.0;
-
d[7] = 0.0;
-
d[8] = ( right + left ) / ( right - left );
-
d[9] = ( top + bottom ) / ( top - bottom );
-
d[10] = -( far + near ) / ( far - near );
-
d[11] = -1;
-
d[12] = 0.0;
-
d[13] = 0.0;
-
d[14] = -2 * far * near / ( far - near );
-
d[15] = 0.0;
-
qDebug( ) << "The user manipulated matrix is: " << matrix_2;
-
QMatrix4x4 matrix_3;
-
d = matrix_3.data( );
-
d[0] = 1.0 / ( tan( deg2Rad( fov ) / 2.0 ) * aspectRatio );
-
d[1] = 0.0;
-
d[2] = 0.0;
-
d[3] = 0.0;
-
d[4] = 0.0;
-
d[5] = 1.0 / ( tan( deg2Rad( fov ) / 2.0 ) );
-
d[6] = 0.0;
-
d[7] = 0.0;
-
d[8] = 0.0;
-
d[9] = 0.0;
-
d[10] = -( far + near ) / ( far - near );
-
d[11] = -1;
-
d[12] = 0.0;
-
d[13] = 0.0;
-
d[14] = -2 * far * near / ( far - near );
-
d[15] = 0.0;
-
qDebug( ) << "Another user manipulated matrix is: " << matrix_3;
-
return a.exec( );
-
}
注意:和OpenGL一样,矩阵是列主序的,所以上述公式在赋值的时候要一列一列地读,先读第一列的四个数,然后第二列……运行结果如下: