【发布时间】:2021-04-15 02:33:55
【问题描述】:
当我使用投影矩阵时
glm::mat4 projection(1.0f);
一切正常,它会绘制一个矩形,但只要我使用
glm::mat4 projection = glm::ortho(0.0f, 800.0f, 600.0f, 0.0f, -1.0f, 1.0f);
我不再画任何东西了。
你知道为什么吗?
这是我的渲染器代码:
void Renderer::renderRect(Shader& shader, glm::vec2 pos, glm::vec2 size, glm::vec3 color, float rotation, float opacity) {
shader.use();
glm::mat4 model(1.0f);
glm::translate(model, glm::vec3(pos, 0.0f));
glm::scale(model, glm::vec3(size, 1.0f));
glm::mat4 view(1.0f);
glm::mat4 projection = glm::ortho(0.0f, 800.0f, 600.0f, 0.0f, -1.0f, 1.0f);
//glm::mat4 projection(1.0f);
shader.setMat4("model", model);
shader.setMat4("view", view);
shader.setMat4("projection", projection);
shader.setVec4("color", glm::vec4(color, opacity));
glBindVertexArray(quadVAO);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
}
我不确定问题到底出在哪里,但可能与我的顶点着色器有关:
#version 330 core
layout (location = 0) in vec2 pos;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
gl_Position = projection * view * model * vec4(pos.xy, 0.0, 1.0);
}
renderRect 函数被调用:
renderer->renderRect(shader, glm::vec2(200.0f, 200.0f), glm::vec2(300.0f, 300.0f), glm::vec3(0.0f, 0.0f, 1.0f));
顶点是:
float vertices[]{
0.0f, 1.0f,
1.0f, 0.0f,
0.0f, 0.0f,
0.0f, 1.0f,
1.0f, 0.0f,
1.0f, 1.0f
};
【问题讨论】:
标签: c++ opengl glsl shader glm-math