OpenGL-Frustum不剔除远平面以外的多边形

OpenGL - Frustum not culling polygons beyond far plane

本文关键字:多边形 平面 OpenGL-Frustum      更新时间:2023-10-16

我已经实现了截头体剔除,并正在检查边界框是否与截头体平面相交。我添加了暂停截头体更新的功能,这让我可以查看截头体剔除是否正常工作。当我在暂停后转身时,没有任何东西在我身后、左右两侧呈现,它们会像你预期的那样逐渐变细。在剪辑距离(远平面)之外,它们仍然进行渲染,我不确定是截头体更新或边界框检查代码有问题,还是我使用了错误的矩阵或其他什么。当我把投影矩阵中的距离设置为3000.0f时,它仍然表示,远远超过它的边界框仍然在截头体中,但事实并非如此。

这是我创建模型视图矩阵的地方:

projectionMatrix = glm::perspective(newFOV, 4.0f / 3.0f, 0.1f, 3000.0f);
viewMatrix = glm::mat4(1.0);
viewMatrix = glm::scale(viewMatrix, glm::vec3(1.0, 1.0, -1.0));
viewMatrix = glm::rotate(viewMatrix, anglePitch, glm::vec3(1.0, 0.0, 0.0));
viewMatrix = glm::rotate(viewMatrix, angleYaw, glm::vec3(0.0, 1.0, 0.0));
viewMatrix = glm::translate(viewMatrix, glm::vec3(-x, -y, -z));
modelViewProjectiomMatrix = projectionMatrix * viewMatrix;

我之所以在Z方向上按-1缩放,是因为这些级别是用DirectX渲染的,所以我反转了Z方向。

以下是我更新截头体的地方:

void CFrustum::calculateFrustum()
{
    glm::mat4 mat = camera.getModelViewProjectionMatrix();
    // Calculate the LEFT side
    m_Frustum[LEFT][A] = (mat[0][3]) + (mat[0][0]);
    m_Frustum[LEFT][B] = (mat[1][3]) + (mat[1][0]);
    m_Frustum[LEFT][C] = (mat[2][3]) + (mat[2][0]);
    m_Frustum[LEFT][D] = (mat[3][3]) + (mat[3][0]);
    // Calculate the RIGHT side
    m_Frustum[RIGHT][A] = (mat[0][3]) - (mat[0][0]);
    m_Frustum[RIGHT][B] = (mat[1][3]) - (mat[1][0]);
    m_Frustum[RIGHT][C] = (mat[2][3]) - (mat[2][0]);
    m_Frustum[RIGHT][D] = (mat[3][3]) - (mat[3][0]);
    // Calculate the TOP side
    m_Frustum[TOP][A] = (mat[0][3]) - (mat[0][1]);
    m_Frustum[TOP][B] = (mat[1][3]) - (mat[1][1]);
    m_Frustum[TOP][C] = (mat[2][3]) - (mat[2][1]);
    m_Frustum[TOP][D] = (mat[3][3]) - (mat[3][1]);
    // Calculate the BOTTOM side
    m_Frustum[BOTTOM][A] = (mat[0][3]) + (mat[0][1]);
    m_Frustum[BOTTOM][B] = (mat[1][3]) + (mat[1][1]);
    m_Frustum[BOTTOM][C] = (mat[2][3]) + (mat[2][1]);
    m_Frustum[BOTTOM][D] = (mat[3][3]) + (mat[3][1]);
    // Calculate the FRONT side
    m_Frustum[FRONT][A] = (mat[0][3]) + (mat[0][2]);
    m_Frustum[FRONT][B] = (mat[1][3]) + (mat[1][2]);
    m_Frustum[FRONT][C] = (mat[2][3]) + (mat[2][2]);
    m_Frustum[FRONT][D] = (mat[3][3]) + (mat[3][2]);
    // Calculate the BACK side
    m_Frustum[BACK][A] = (mat[0][3]) - (mat[0][2]);
    m_Frustum[BACK][B] = (mat[1][3]) - (mat[1][2]);
    m_Frustum[BACK][C] = (mat[2][3]) - (mat[2][2]);
    m_Frustum[BACK][D] = (mat[3][3]) - (mat[3][2]);
    // Normalize all the sides
    NormalizePlane(m_Frustum, LEFT);
    NormalizePlane(m_Frustum, RIGHT);
    NormalizePlane(m_Frustum, TOP);
    NormalizePlane(m_Frustum, BOTTOM);
    NormalizePlane(m_Frustum, FRONT);
    NormalizePlane(m_Frustum, BACK);
}

最后,在我检查边界框的地方:

bool CFrustum::BoxInFrustum( float x, float y, float z, float x2, float y2, float z2)
{
    // Go through all of the corners of the box and check then again each plane
    // in the frustum.  If all of them are behind one of the planes, then it most
    // like is not in the frustum.
    for(int i = 0; i < 6; i++ )
    {
        if(m_Frustum[i][A] * x  + m_Frustum[i][B] * y  + m_Frustum[i][C] * z  + m_Frustum[i][D] > 0)  continue;
        if(m_Frustum[i][A] * x2 + m_Frustum[i][B] * y  + m_Frustum[i][C] * z  + m_Frustum[i][D] > 0)  continue;
        if(m_Frustum[i][A] * x  + m_Frustum[i][B] * y2 + m_Frustum[i][C] * z  + m_Frustum[i][D] > 0)  continue;
        if(m_Frustum[i][A] * x2 + m_Frustum[i][B] * y2 + m_Frustum[i][C] * z  + m_Frustum[i][D] > 0)  continue;
        if(m_Frustum[i][A] * x  + m_Frustum[i][B] * y  + m_Frustum[i][C] * z2 + m_Frustum[i][D] > 0)  continue;
        if(m_Frustum[i][A] * x2 + m_Frustum[i][B] * y  + m_Frustum[i][C] * z2 + m_Frustum[i][D] > 0)  continue;
        if(m_Frustum[i][A] * x  + m_Frustum[i][B] * y2 + m_Frustum[i][C] * z2 + m_Frustum[i][D] > 0)  continue;
        if(m_Frustum[i][A] * x2 + m_Frustum[i][B] * y2 + m_Frustum[i][C] * z2 + m_Frustum[i][D] > 0)  continue;
        // If we get here, it isn't in the frustum
        return false;
    }
    // Return a true for the box being inside of the frustum
    return true;
}

我注意到了一些事情,特别是关于如何设置投影矩阵。对于初学者来说,gluProject不会返回值,除非您使用某种包装器或奇怪的api。gluLookAt的使用频率更高。

接下来,假设缩放、旋转和平移函数用于更改模型视图矩阵,则需要颠倒它们的顺序。OpenGL实际上并不移动对象;相反,它有效地移动原点并使用<0,0,0>。因此,您可以"移动"到要渲染的位置,然后根据需要旋转轴,然后拉伸栅格。

至于剪裁问题,您可能需要仔细查看glClipPlane()。如果的其他一切基本上都有效,但似乎存在一些舍入误差,请尝试将透视图(,,)函数中的近剪裁平面从0.1更改为1.0(较小的值往往会干扰z缓冲区)。

我看到了很多不熟悉的语法,所以我认为你在使用某种包装器;但这里有一些(Qt)代码片段,来自我自己的GL项目,我使用。可能有帮助,不知道:

//This gets called during resize, as well as once during initialization
void GLWidget::resizeGL(int width, int height) {
  int side = qMin(width, height);
  padX = (width-side)/2.0;
  padY = (height-side)/2.0;
  glViewport(padX, padY, side, side);
  glMatrixMode(GL_PROJECTION);
  glLoadIdentity();
  gluPerspective(60.0, 1.0, 1.0, 2400.0);
  glMatrixMode(GL_MODELVIEW);
  glLoadIdentity();
}
//This fragment gets called at the top of every paint event:
  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  glPushMatrix();
  glLightfv(GL_LIGHT0, GL_POSITION, FV0001);
  camMain.stepVars();
  gluLookAt(camMain.Pos[0],camMain.Pos[1],camMain.Pos[2],
            camMain.Aim[0],camMain.Aim[1],camMain.Aim[2],   
            0.0,1.0,0.0);
  glPolygonMode(GL_FRONT_AND_BACK, drawMode);
//And this fragment represents a typical draw event
void GLWidget::drawFleet(tFleet* tIn) {
  if (tIn->firstShip != 0){
    glPushMatrix();
    glTranslatef(tIn->Pos[0], tIn->Pos[1], tIn->Pos[2]);
    glRotatef(tIn->Yaw, 0.0, 1.0, 0.0);
    glRotatef(tIn->Pitch,0,0,1);
    drawShip(tIn->firstShip);
    glPopMatrix();
  }
}

我假设你是GL的新手,所以如果我表现得有点迂腐,我很抱歉。

我也遇到了同样的问题。

根据Vinny Rose的回答,我检查了创建归一化平面的函数,发现了一个错误。

这是更正后的版本,注释了错误的计算:

plane plane_normalized(float A, float B, float C, float D) {
    // Wrong, this is not a 4D vector
    // float nf = 1.0f / sqrtf(A * A + B * B + C * C + D * D);
    // Correct
    float nf = 1.0f / sqrtf(A * A + B * B + C * C);
    return (plane) {{
        nf * A,
        nf * B,
        nf * C,
        nf * D
    }};
}

我的猜测是,您的NormalizePlane函数也有类似的作用。

标准化的要点是使平面处于Hessian正态,这样我们就可以进行简单的半空间测试。如果将平面标准化为四维向量,则法线方向[a,B,C]仍然正确,但偏移D不正确。

我认为,在测试顶部、底部、左侧和右侧平面上的点时,你会得到正确的结果,因为它们穿过原点,而附近的平面可能足够近,不会引起注意。(边界球测试将失败。)

当我恢复了正确的规范化时,截头体剔除对我来说起到了预期的作用。

以下是我认为正在发生的事情:远平面被正确定义,但在我的测试中,该平面的D值太小了。因此,物体被认为位于远平面的正确一侧,因为数学迫使远平面实际上比你想要的要远得多。

尝试不同的方法:(http://www.lighthouse3d.com/tutorials/view-frustum-culling/geometric-approach-extracting-the-planes/)

float tang = tanf(fov * PI / 360.0f);
float nh = near * tang; // near height
float nw = nh * aspect; // near width
float fh = far * tang; // far height
float fw = fh * aspect; // far width
glm::vec3 p,nc,fc,X,Y,Z,Xnw,Ynh;
//camera position
p = glm::vec3(viewMatrix[3][0],viewMatrix[3][1],viewMatrix[3][2]);
// the left vector
glm::vec3 X = glm::vec3(viewMatrix[0][0], viewMatrix[1][0], viewMatrix[2][0]);
// the up vector
glm::vec3 Y = glm::vec3(viewMatrix[0][1], viewMatrix[1][1], viewMatrix[2][1]);
// the look vector
glm::vec3 Z = glm::vec3(viewMatrix[0][2], viewMatrix[1][2], viewMatrix[2][2]);
nc = p - Z * near; // center of the near plane
fc = p - Z * far; // center of the far plane
// the distance to get to the left or right edge of the near plane from nc
Xnw = X * nw;
// the distance to get to top or bottom of the near plane from nc
Ynh = Y * nh;
// the distance to get to the left or right edge of the far plane from fc
Xfw = X * fw;
// the distance to get to top or bottom of the far plane from fc
Yfh = Y * fh;
ntl = nc + Ynh - Xnw; // "near top left"
ntr = nc + Ynh + Xnw; // "near top right" and so on
nbl = nc - Ynh - Xnw;
nbr = nc - Ynh + Xnw;
ftl = fc + Yfh - Xfw;
ftr = fc + Yfh + Xfw;
fbl = fc - Yfh - Xfw;
fbr = fc - Yfh + Xfw;
m_Frustum[TOP] = planeWithPoints(ntr,ntl,ftl);
m_Frustum[BOTTOM] = planeWithPoints(nbl,nbr,fbr);
m_Frustum[LEFT] = planeWithPoints(ntl,nbl,fbl);
m_Frustum[RIGHT] = planeWithPoints(nbr,ntr,fbr);
m_Frustum[FRONT] = planeWithPoints(ntl,ntr,nbr);
m_Frustum[BACK] = planeWithPoints(ftr,ftl,fbl);
// Normalize all the sides
NormalizePlane(m_Frustum, LEFT);
NormalizePlane(m_Frustum, RIGHT);
NormalizePlane(m_Frustum, TOP);
NormalizePlane(m_Frustum, BOTTOM);
NormalizePlane(m_Frustum, FRONT);
NormalizePlane(m_Frustum, BACK);

然后planeWithPoints将类似于:

planeWithPoints(glm::vec3 a, glm::vec3 b, glm::vec3 c){
    double A = a.y * (b.z - c.z) + b.y * (c.z - a.z) + c.y * (a.z - b.z);
    double B = a.z * (b.x - c.x) + b.z * (c.x - a.x) + c.z * (a.x - b.x);
    double C = a.x * (b.y - c.y) + b.x * (c.y - a.y) + c.x * (a.y - b.y);
    double D = -(a.x * (b.y * c.z - c.y * b.z) + b.x * (c.y * a.z - a.y * c.z) + c.x * (a.y * b.z - b.y * a.z));
    return glm::vec4(A,B,C,D);
}

我没有测试以上任何一项。但如果你需要的话,原始参考资料就在那里。

上一个答案: 当矩阵由2D阵列表示时,OpenGL和GLSL矩阵按列主顺序存储和访问。GLM也是如此,因为它们遵循GLSL标准。

您需要将创建的截头体更改为以下内容。

// Calculate the LEFT side (column1 + column4)
m_Frustum[LEFT][A] = (mat[3][0]) + (mat[0][0]);
m_Frustum[LEFT][B] = (mat[3][1]) + (mat[0][1]);
m_Frustum[LEFT][C] = (mat[3][2]) + (mat[0][2]);
m_Frustum[LEFT][D] = (mat[3][3]) + (mat[0][3]);
// Calculate the RIGHT side (-column1 + column4)
m_Frustum[RIGHT][A] = (mat[3][0]) - (mat[0][0]);
m_Frustum[RIGHT][B] = (mat[3][1]) - (mat[0][1]);
m_Frustum[RIGHT][C] = (mat[3][2]) - (mat[0][2]);
m_Frustum[RIGHT][D] = (mat[3][3]) - (mat[0][3]);
// Calculate the TOP side (-column2 + column4)
m_Frustum[TOP][A] = (mat[3][0]) - (mat[1][0]);
m_Frustum[TOP][B] = (mat[3][1]) - (mat[1][1]);
m_Frustum[TOP][C] = (mat[3][2]) - (mat[1][2]);
m_Frustum[TOP][D] = (mat[3][3]) - (mat[1][3]);
// Calculate the BOTTOM side (column2 + column4)
m_Frustum[BOTTOM][A] = (mat[3][0]) + (mat[1][0]);
m_Frustum[BOTTOM][B] = (mat[3][1]) + (mat[1][1]);
m_Frustum[BOTTOM][C] = (mat[3][2]) + (mat[1][2]);
m_Frustum[BOTTOM][D] = (mat[3][3]) + (mat[1][3]);
// Calculate the FRONT side (column3 + column4)
m_Frustum[FRONT][A] = (mat[3][0]) + (mat[2][0]);
m_Frustum[FRONT][B] = (mat[3][1]) + (mat[2][1]);
m_Frustum[FRONT][C] = (mat[3][2]) + (mat[2][2]);
m_Frustum[FRONT][D] = (mat[3][3]) + (mat[2][3]);
// Calculate the BACK side (-column3 + column4)
m_Frustum[BACK][A] = (mat[3][0]) - (mat[2][0]);
m_Frustum[BACK][B] = (mat[3][1]) - (mat[2][1]);
m_Frustum[BACK][C] = (mat[3][2]) - (mat[2][2]);
m_Frustum[BACK][D] = (mat[3][3]) - (mat[2][3]);