问题描述
我在 OpenGL 中实现视锥体剔除时遇到问题。 我使用这个 Lighthouse3d 教程(引擎的其余部分来自 learnopengl.com)在世界空间中实现了平面提取。 它运作良好,但仅当相机指向地平线时。如果相机朝上或朝下,视锥体会逐渐变窄。
确实,远视锥平面的大小在指向地平线时是 1023 * 828,但在指向上或下时只有 17 * 14。近视锥平面也会出现同样的问题。
这里是每帧更新视锥体的代码(C++):
tang = (float) tan(glm::radians(45.0f) * 0.5f);
ratio = SCR_WIDTH * 1.0 / SCR_HEIGHT;
// Direction vectors
cameraZ = cameraFront * -1.0f;
cameraRight = glm::cross(glm::vec3(0.0f,1.0f,0.0f),cameraZ);
cameraUp = glm::cross(cameraZ,cameraRight);
// Dimensions of near and far frustum planes
Hnear = neardist * tang; // Hnear = near plane height
Wnear = Hnear * ratio; // Wnear = near plane width
Hfar = fardist * tang; // Hfar = far plane height
Wfar = Hfar * ratio; // Wfar = far plane width
// distance of near and far planes
fc = cameraPos - cameraZ * fardist; // fc = far center
nc = cameraPos - cameraZ * neardist; // nc = near center
// Extraction of frustum points
ntl = nc + (cameraUp * Hnear) - (cameraRight * Wnear);
ntr = nc + (cameraUp * Hnear) + (cameraRight * Wnear);
nbl = nc - (cameraUp * Hnear) - (cameraRight * Wnear);
nbr = nc - (cameraUp * Hnear) + (cameraRight * Wnear);
ftl = fc + (cameraUp * Hfar) - (cameraRight * Wfar);
ftr = fc + (cameraUp * Hfar) + (cameraRight * Wfar);
fbl = fc - (cameraUp * Hfar) - (cameraRight * Wfar);
fbr = fc - (cameraUp * Hfar) + (cameraRight * Wfar);
// computation of the 6 frustum planes
topPlane = {ntr,ntl,ftl};
bottomPlane = {nbl,nbr,fbr};
leftPlane = {ntl,nbl,fbl};
rightPlane = {nbr,ntr,fbr};
nearPlane = {ntl,nbr};
farPlane = {ftr,ftl,fbl};
结果如下:
解决方法
问题是由于 cameraUp 和 cameraRight 值没有标准化。