ufk*_*ufk 31 c++ freeglut deprecated opengl-3
我正在尝试在网上阅读一些OpenGL教程.问题是我找到了一些旧的gluPerspective().gluPerspective在OpenGL 3.0中已弃用,在3.1中已删除.
我可以用什么功能代替?
我正在使用安装了最新FreeGlut的C++.
Dan*_*Dan 28
您必须手动计算矩阵,然后将其传递给OpenGL.
这段代码基于gluPerspective文档.
void BuildPerspProjMat(float *m, float fov, float aspect,
float znear, float zfar)
{
float f = 1/tan(fov * PI_OVER_360);
m[0] = f/aspect;
m[1] = 0;
m[2] = 0;
m[3] = 0;
m[4] = 0;
m[5] = f;
m[6] = 0;
m[7] = 0;
m[8] = 0;
m[9] = 0;
m[10] = (zfar + znear) / (znear - zfar);
m[11] = -1;
m[12] = 0;
m[13] = 0;
m[14] = 2*zfar*znear / (znear - zfar);
m[15] = 0;
}
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有一个名为OpenGL Mathematics的C++库可能很有用.
我还是OpenGL 3.1 API的新手,但你需要更新GPU上的矩阵,然后在你的顶点着色器中使用它来获得正确的视角.以下代码只使用glUniform4fv将矩阵加载到视频卡上.
{
glUseProgram(shaderId);
glUniformMatrix4fv(glGetUniformLocation(shaderId, "u_proj_matrix"),
1, GL_FALSE, theProjectionMatrix);
RenderObject();
glUseProgram(0);
}
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来自随机博客的简单顶点着色器(通过堆栈溢出找到).
attribute vec4 a_position;
attribute vec4 a_color;
varying vec4 v_color;
uniform mat4 u_proj_matrix;
uniform mat4 u_model_matrix;
void main() {
mat4 mvp_matrix = u_proj_matrix * u_model_matrix;
v_color = a_color;
gl_Position = mvp_matrix * a_position;
}
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Jhe*_*ico 10
使用GLM.
glm::mat4 projection = glm::perspective(
// FOV & aspect
60.0f, 16.0f / 10.0f,
// Near and far planes
0.001f, 1000f);
// If you're using the now deprecated matrix stacks
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(glm::value_ptr(projection));
// if you're using the new shader based pipelines
GLint projectionUniformLocation = ...;
glUniformMatrix4fv(projectionUniformLocation, 1, GL_FALSE,
glm::value_ptr(projection));
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注意,如果你已经GLM_FORCE_RADIANS定义了那么你应该在透视函数中使用弧度,而不是度...
glm::mat4 projection = glm::perspective(
// FOV & aspect
PI / 3.0f, 16.0f / 10.0f,
// Near and far planes
0.001f, 1000f);
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从我的一个旧项目中复制:
// The following code is a fancy bit of math that is eqivilant to calling:
// gluPerspective( fieldOfView/2.0f, width/height , 0.1f, 255.0f )
// We do it this way simply to avoid requiring glu.h
GLfloat zNear = 0.1f;
GLfloat zFar = 255.0f;
GLfloat aspect = float(width)/float(height);
GLfloat fH = tan( float(fieldOfView / 360.0f * 3.14159f) ) * zNear;
GLfloat fW = fH * aspect;
glFrustum( -fW, fW, -fH, fH, zNear, zFar );
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