从透视到正投影

From perspective to orthographic projections

本文关键字:正投影 透视      更新时间:2023-10-16

我正在尝试将相机投影从透视更改为正交。目前,我的代码在透视投影方面工作正常

m_prespective = glm::perspective(70.0f, (float)DISPLAY_WIDTH / (float)DISPLAY_HEIGHT, 0.01f, 1000.0f);
m_position = glm::vec3(mesh.centre.x, mesh.centre.y, -mesh.radius);
m_forward = centre;
m_up = glm::vec3(0.0f, 1.0f, 0.0f);
return m_prespective * glm::lookAt(m_position, m_forward, m_up);

但是一旦我将其更改为正交投影,我就再也看不到我的网格了。

m_ortho = glm::ortho(0.0f, (float)DISPLAY_WIDTH, (float)DISPLAY_HEIGHT,5.0f, 0.01f, 1000.0f);
m_position = glm::vec3(mesh.centre.x, mesh.centre.y, -mesh.radius);
m_forward = centre;
m_up = glm::vec3(0.0f, 1.0f, 0.0f);
return m_ortho * glm::lookAt(m_position, m_forward, m_up);

我不明白我做错了什么。

在透视投影中,术语(float)DISPLAY_WIDTH / (float)DISPLAY_HEIGHT是评估图像纵横比。这个数字将接近1。透视投影的近平面处的左右裁剪平面距离为 aspect * near_distance 。更有趣的是在观看距离上左右的广阔,在您的情况下是abs(m_position.z)= abs(mesh.radius) .

将其转移到正交投影中,左、右、上和下裁剪平面距离应具有相同的数量级,因此给定坡向接近 1,则左、右、下和顶部的值应接近 abs(mesh.radius) 的值。除了纵横比外,以像素为单位的显示器分辨率完全无关紧要。

此外,使用透视投影时,应选择尽可能大的near值,以便所有所需的几何图形都可见。否则将浪费宝贵的深度缓冲区分辨率。

float const view_distance = mesh.radius + 1;
float const aspect = (float)DISPLAY_WIDTH / (float)DISPLAY_HEIGHT;
switch( typeof_projection ){
case perspective:
    m_projection = glm::perspective(70.0f, aspect, 1.f, 1000.0f);
    break;
case ortho:
    m_projection = glm::ortho(
        -aspect * view_distance,
         aspect * view_distance,
        view_distance,
        view_distance,
        -1000, 1000 );
    break;
}
m_position = glm::vec3(mesh.centre.x, mesh.centre.y, -view_distance);
m_forward = centre;
m_up = glm::vec3(0.0f, 1.0f, 0.0f);
return m_projection * glm::lookAt(m_position, m_forward, m_up);