自定义顶点处理器不起作用 - 矩阵乘法错误或其他啥?
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【中文标题】自定义顶点处理器不起作用 - 矩阵乘法错误或其他啥?【英文标题】:Custom vertex processor doesn't work - matrix multiplication error or something else?自定义顶点处理器不起作用 - 矩阵乘法错误或其他什么? 【发布时间】:2016-01-09 16:18:16 【问题描述】:我正在用 C++ 编写简单的渲染器。它使用类似于 OpenGL 的约定,但 它既不使用 OpenGL 也不使用 DirectX。 float3, float4, float4x4
是我自己的自定义结构。
问题是,当我将eye
设置在0, 0, 0
以外的某个位置时,我会在不希望看到它们的三角形中得到奇怪的结果。
我猜这是因为错误的矩阵乘法公式、错误的乘法顺序、归一化或错误的lookAt/setPerspective
公式。但我坚持下去,我找不到错误。
我稍后会上传一些插图/屏幕,因为我现在无法访问它们。
我对矩阵使用列表示法 (matrix[column][row]
),就像 OpenGL 一样。
这里是矩阵乘法代码:
class float4x4 //[column][row]
float4 columns[4];
public:
float4x4 multiplyBy(float4x4 &b)
float4x4 c = float4x4();
c.columns[0] = float4(
columns[0].x * b.columns[0].x + columns[1].x * b.columns[0].y + columns[2].x * b.columns[0].z + columns[3].x * b.columns[0].w,
columns[0].y * b.columns[0].x + columns[1].y * b.columns[0].y + columns[2].y * b.columns[0].z + columns[3].y * b.columns[0].w,
columns[0].z * b.columns[0].x + columns[1].z * b.columns[0].y + columns[2].z * b.columns[0].z + columns[3].z * b.columns[0].w,
columns[0].w * b.columns[0].x + columns[1].w * b.columns[0].y + columns[2].w * b.columns[0].z + columns[3].w * b.columns[0].w
);
c.columns[1] = float4(
columns[0].x * b.columns[1].x + columns[1].x * b.columns[1].y + columns[2].x * b.columns[1].z + columns[3].x * b.columns[1].w,
columns[0].y * b.columns[1].x + columns[1].y * b.columns[1].y + columns[2].y * b.columns[1].z + columns[3].y * b.columns[1].w,
columns[0].z * b.columns[1].x + columns[1].z * b.columns[1].y + columns[2].z * b.columns[1].z + columns[3].z * b.columns[1].w,
columns[0].w * b.columns[1].x + columns[1].w * b.columns[1].y + columns[2].w * b.columns[1].z + columns[3].w * b.columns[1].w
);
c.columns[2] = float4(
columns[0].x * b.columns[2].x + columns[1].x * b.columns[2].y + columns[2].x * b.columns[2].z + columns[3].x * b.columns[2].w,
columns[0].y * b.columns[2].x + columns[1].y * b.columns[2].y + columns[2].y * b.columns[2].z + columns[3].y * b.columns[2].w,
columns[0].z * b.columns[2].x + columns[1].z * b.columns[2].y + columns[2].z * b.columns[2].z + columns[3].z * b.columns[2].w,
columns[0].w * b.columns[2].x + columns[1].w * b.columns[2].y + columns[2].w * b.columns[2].z + columns[3].w * b.columns[2].w
);
c.columns[3] = float4(
columns[0].x * b.columns[3].x + columns[1].x * b.columns[3].y + columns[2].x * b.columns[3].z + columns[3].x * b.columns[3].w,
columns[0].y * b.columns[3].x + columns[1].y * b.columns[3].y + columns[2].y * b.columns[3].z + columns[3].y * b.columns[3].w,
columns[0].z * b.columns[3].x + columns[1].z * b.columns[3].y + columns[2].z * b.columns[3].z + columns[3].z * b.columns[3].w,
columns[0].w * b.columns[3].x + columns[1].w * b.columns[3].y + columns[2].w * b.columns[3].z + columns[3].w * b.columns[3].w
);
return c;
float4 multiplyBy(const float4 &b)
//based on http://***.com/questions/25805126/vector-matrix-product-efficiency-issue
float4x4 a = *this; //getTransposed(); ???
float4 result(
dotProduct(a[0], b),
dotProduct(a[1], b),
dotProduct(a[2], b),
dotProduct(a[3], b)
);
return result;
inline float4x4 getTransposed()
float4x4 transposed;
for (unsigned i = 0; i < 4; i++)
for (unsigned j = 0; j < 4; j++)
transposed.columns[i][j] = columns[j][i];
return transposed;
;
#define dotProduct(a, b) a.getDotProduct(b)
和:
inline float getDotProduct(const float4 &anotherVector) const
return x * anotherVector.x + y * anotherVector.y + z * anotherVector.z + w * anotherVector.w;
我的VertexProcessor
:
class VertexProcessor
float4x4 obj2world;
float4x4 world2view;
float4x4 view2proj;
float4x4 obj2proj;
public:
inline float3 tr(const float3 & v) //in object space
float4 r = obj2proj.multiplyBy(float4(v.x, v.y, v.z, 1.0f/*v.w*/));
return float3(r.x / r.w, r.y / r.w, r.z / r.w); //we get vector in unified cube from -1,-1,-1 to 1,1,1
inline void transform()
obj2proj = obj2world.multiplyBy(world2view);
obj2proj = obj2proj.multiplyBy(view2proj);
inline void setIdentity()
obj2world = float4x4(
float4(1.0f, 0.0f, 0.0f, 0.0f),
float4(0.0f, 1.0f, 0.0f, 0.0f),
float4(0.0f, 0.0f, 1.0f, 0.0f),
float4(0.0f, 0.0f, 0.0f, 1.0f)
);
inline void setPerspective(float fovy, float aspect, float nearP, float farP)
fovy *= PI / 360.0f;
float fValue = cos(fovy) / sin(fovy);
view2proj[0] = float4(fValue/aspect, 0.0f, 0.f, 0.0f);
view2proj[1] = float4(0.0f, fValue, 0.0f, 0.0f);
view2proj[2] = float4(0.0f, 0.0f, (farP + nearP) / (nearP - farP), -1.0f);
view2proj[3] = float4(0.0f, 0.0f, 2.0f * farP * nearP / (nearP - farP), 0.0f);
inline void setLookat(float3 eye, float3 center, float3 up)
float3 f = center - eye;
f.normalizeIt();
up.normalizeIt();
float3 s = f.getCrossProduct(up);
float3 u = s.getCrossProduct(f);
world2view[0] = float4(s.x, u.x, -f.x, 0.0f);
world2view[1] = float4(s.y, u.y, -f.y, 0.0f);
world2view[2] = float4(s.z, u.z, -f.z, 0.0f);
world2view[3] = float4(eye/*.getNormalized() ???*/ * -1.0f, 1.0f);
inline void multByTranslation(float3 v)
float4x4 m(
float4(1.0f, 0.0f, 0.0f, 0.0f),
float4(0.0f, 1.0f, 0.0f, 0.0f),
float4(0.0f, 0.0f, 1.0f, 0.0f),
float4(v.x, v.y, v.z, 1.0f)
);
world2view = m.multiplyBy(world2view);
inline void multByScale(float3 v)
float4x4 m(
float4(v.x, 0.0f, 0.0f, 0.0f),
float4(0.0f, v.y, 0.0f, 0.0f),
float4(0.0f, 0.0f, v.z, 0.0f),
float4(0.0f, 0.0f, 0.0f, 1.0f)
);
world2view = m.multiplyBy(world2view);
inline void multByRotation(float a, float3 v)
float s = sin(a*PI / 180.0f), c = cos(a*PI / 180.0f);
v.normalizeIt();
float4x4 m(
float4(v.x*v.x*(1-c)+c, v.y*v.x*(1 - c) + v.z*s, v.x*v.z*(1-c)-v.y*s, 0.0f),
float4(v.x*v.y*(1-c)-v.z*s, v.y*v.y*(1-c)+c, v.y*v.z*(1-c)+v.x*s, 0.0f),
float4(v.x*v.z*(1-c)+v.y*s, v.y*v.z*(1-c)-v.x*s, v.z*v.z*(1-c)+c, 0.0f),
float4(0.0f, 0.0f, 0.0f, 1.0f)
);
world2view = m.multiplyBy(world2view);
;
还有Rasterizer
:
class Rasterizer final
Buffer * buffer = nullptr;
inline float toScreenSpaceX(float x) return (x + 1) * buffer->getWidth() * 0.5f;
inline float toScreenSpaceY(float y) return (y + 1) * buffer->getHeight() * 0.5f;
inline int orient2d(float ax, float ay, float bx, float by, const float2& c)
return (bx - ax)*(c.y - ay) - (by - ay)*(c.x - ax);
public:
Rasterizer(Buffer * buffer) : buffer(buffer)
//v - position in screen space ([0, width], [0, height], [-1, -1])
void triangle(
float3 v0, float3 v1, float3 v2,
float3 n0, float3 n1, float3 n2,
float2 uv0, float2 uv1, float2 uv2,
Light * light0, Light * light1,
float3 camera, Texture * texture
)
v0.x = toScreenSpaceX(v0.x);
v0.y = toScreenSpaceY(v0.y);
v1.x = toScreenSpaceX(v1.x);
v1.y = toScreenSpaceY(v1.y);
v2.x = toScreenSpaceX(v2.x);
v2.y = toScreenSpaceY(v2.y);
//based on: https://fgiesen.wordpress.com/2013/02/08/triangle-rasterization-in-practice/
//compute triangle bounding box
int minX = MIN3(v0.x, v1.x, v2.x);
int minY = MIN3(v0.y, v1.y, v2.y);
int maxX = MAX3(v0.x, v1.x, v2.x);
int maxY = MAX3(v0.y, v1.y, v2.y);
//clip against screen bounds
minX = MAX(minX, 0);
minY = MAX(minY, 0);
maxX = MIN(maxX, buffer->getWidth() - 1);
maxY = MIN(maxY, buffer->getHeight() - 1);
//rasterize
float2 p(0.0f, 0.0f);
for (p.y = minY; p.y <= maxY; p.y++)
for (p.x = minX; p.x <= maxX; p.x++)
// Determine barycentric coordinates
//int w0 = orient2d(v1.x, v1.y, v2.x, v2.y, p);
//int w1 = orient2d(v2.x, v2.y, v0.x, v0.y, p);
//int w2 = orient2d(v0.x, v0.y, v1.x, v1.y, p);
float w0 = (v1.y - v2.y)*(p.x - v2.x) + (v2.x - v1.x)*(p.y - v2.y);
w0 /= (v1.y - v2.y)*(v0.x - v2.x) + (v2.x - v1.x)*(v0.y - v2.y);
float w1 = (v2.y - v0.y)*(p.x - v2.x) + (v0.x - v2.x)*(p.y - v2.y);
w1 /= (v2.y - v0.y)*(v1.x - v2.x) + (v0.x - v2.x)*(v1.y - v2.y);
float w2 = 1 - w0 - w1;
// If p is on or inside all edges, render pixel.
if (w0 >= 0 && w1 >= 0 && w2 >= 0)
float depth = w0 * v0.z + w1 * v1.z + w2 * v2.z;
if (depth < buffer->getDepthForPixel(p.x, p.y))
//...
buffer->setPixel(p.x, p.y, diffuse.r, diffuse.g, diffuse.b, ALPHA_VISIBLE, depth);
;
我坚信 Rasterizer
本身运行良好,因为当我用代码(而不是主循环)测试它时:
float3 v0 0, 0, 0.1f ;
float3 v1 0.5, 0, 0.1f ;
float3 v2 1, 1, 0.1f ;
//Rasterizer test (without VertexProcessor)
rasterizer->triangle(v0, v1, v2, n0, n1, n2, uv0, uv1, uv2, light0, light1, eye, defaultTexture);
我得到了正确的图像,三角形在屏幕中间有一个角(统一空间中的[0, 0]
),一个在右下角([1, 1]
),一个在[0.5, 0]
。
float3
结构:
class float3
public:
union
struct float x, y, z; ;
struct float r, g, b; ;
float p[3];
;
float3() = delete;
float3(const float3 &other) : x(other.x), y(other.y), z(other.z)
float3(float x, float y, float z) : x(x), y(y), z(z)
float &operator[](unsigned index)
ERROR_HANDLE(index < 3, L"The float3 index out of bounds (0-2 range, " + C::toWString(index) + L" given).");
return p[index];
float getLength() const return std::abs(sqrt(x*x + y*y + z*z));
void normalizeIt();
inline float3 getNormalized() const
float3 result(*this);
result.normalizeIt();
return result;
inline float3 getCrossProduct(const float3 &anotherVector) const
//based on: http://www.sciencehq.com/physics/vector-product-multiplying-vectors.html
return float3(
y * anotherVector.z - anotherVector.y * z,
z * anotherVector.x - anotherVector.z * x,
x * anotherVector.y - anotherVector.x * y
);
inline float getDotProduct(const float3 &anotherVector) const
//based on: https://www.ltcconline.net/greenl/courses/107/Vectors/DOTCROS.HTM
return x * anotherVector.x + y * anotherVector.y + z * anotherVector.z;
...
;
主循环:
VertexProcessor vp;
DirectionalLight * light0 = new DirectionalLight( 0.3f, 0.3f, 0.3f , 0.0f, -1.0f, 0.0f );
DirectionalLight * light1 = new DirectionalLight( 0.4f, 0.4f, 0.4f , 0.0f, -1.0f, 0.5f );
while(!my_window.is_closed())
tgaBuffer.clearDepth(10.0f); //it could be 1.0f but 10.0f won't hurt, we draw pixel if it's depth < actual depth in buffer
tgaBuffer.clearColor(0, 0, 255, ALPHA_VISIBLE);
vp.setPerspective(75.0f, tgaBuffer.getWidth() / tgaBuffer.getHeight(), 10.0f, 2000.0f);
float3 eye = 10.0f, 10.0f - frameTotal / 10.0f, 10.0f ; //animate eye
vp.setLookat(eye, float3 0.0f, 0.0f, 0.0f .getNormalized(), 0.0f, 1.0f, 0.0f );
vp.setIdentity();
//we could call e.g. vp.multByRotation(...) here, but we won't to keep it simple
vp.transform();
//bottom
drawTriangle(0, 1, 2);
drawTriangle(2, 3, 0);
drawTriangle(3, 2, 7);
drawTriangle(7, 2, 6);
drawTriangle(5, 1, 0);
drawTriangle(0, 5, 4);
drawTriangle(4, 5, 6);
drawTriangle(6, 7, 4);
frameTotal++;
drawTriangle(...)
代表:
#define drawTriangle(i0, i1, i2) rasterizer->triangle(vp.tr(v[i0]), vp.tr(v[i1]), vp.tr(v[i2]), v[i0], v[i1], v[i2], n0, n1, n2, uv0, uv1, uv2, light0, light1, eye, defaultTexture);
这里是三角形数据的初始化:
float3 offset 0.0f, 0.0f, 0.0f ;
v.push_back(offset + float3 -10, -10, -10 );
v.push_back(offset + float3 +10, -10, -10 );
v.push_back(offset + float3 +10, -10, +10 );
v.push_back(offset + float3 -10, -10, +10 );
v.push_back(offset + float3 -10, +10, -10 );
v.push_back(offset + float3 +10, +10, -10 );
v.push_back(offset + float3 +10, +10, +10 );
v.push_back(offset + float3 -10, +10, +10 );
【问题讨论】:
在setPerspective
中,您使用的是fovy *= PI / 360.0f;
,但它不应该是`fovy *= PI / 180.0f;` 吗?
@Gene 我不是在后面的setPerspective(...)
公式中考虑到它(不乘以 2 等)吗?
是的,这很可能是真的。只是没注意到,抱歉。
【参考方案1】:
我很久以前就为 opengl 创建了一个小的 c 库。在我学习计算机图形学期间,它通常是出于学习目的。我查看了我的资料来源,我对透视投影和方向的实现非常不同。
pbm_Mat4 pbm_mat4_projection_perspective(PBfloat fov, PBfloat ratio, PBfloat near, PBfloat far)
PBfloat t = near * tanf(fov / 2.0f);
PBfloat b = -t;
PBfloat r = ratio * t, l = ratio * b;
return pbm_mat4_create(pbm_vec4_create(2.0f * near / (r - l), 0, 0, 0),
pbm_vec4_create(0, 2.0f * near / (t - b), 0, 0),
pbm_vec4_create((r + l) / (r - l), (t + b) / (t - b), - (far + near) / (far - near), -1.0f),
pbm_vec4_create(0, 0, -2.0f * far * near / (far - near), 0));
pbm_Mat4 pbm_mat4_orientation_lookAt(pbm_Vec3 pos, pbm_Vec3 target, pbm_Vec3 up)
pbm_Vec3 forward = pbm_vec3_normalize(pbm_vec3_sub(target, pos));
pbm_Vec3 right = pbm_vec3_normalize(pbm_vec3_cross(forward, up));
up = pbm_vec3_normalize(pbm_vec3_cross(right, forward));
forward = pbm_vec3_scalar(forward, -1);
pos = pbm_vec3_scalar(pos, -1);
return pbm_mat4_create(pbm_vec4_create_vec3(right),
pbm_vec4_create_vec3(up),
pbm_vec4_create_vec3(forward),
pbm_vec4_create_vec3_w(pbm_vec3_create(pbm_vec3_dot(right, pos),
pbm_vec3_dot(up, pos),
pbm_vec3_dot(forward, pos)), 1));
这些方法已经过测试,您可能希望针对它们进行测试。如果您想要完整的资源,请访问 here。此外,您可以重新访问平截头体和投影矩阵online。遗憾的是,我无法与您分享我大学的资料:(
【讨论】:
我已经根据你的更改了方向/投影代码。它发生了变化,但仍然 - 当我围绕0,0,0
目标设置眼睛(pos
)时,我看不到相机围绕该点旋转。相反,我的对象从屏幕的左到右动画,然后再从右到左。而且它们以某种方式缩放(挤压)。
从您的代码来看,动画行为似乎符合预期float3 eye = 10.0f, 10.0f - frameTotal / 10.0f, 10.0f ; //animate eye
。你有一些截图或一个小的测试项目可以分享吗?没有期望地扔掉所有代码有点困难。以上是关于自定义顶点处理器不起作用 - 矩阵乘法错误或其他啥?的主要内容,如果未能解决你的问题,请参考以下文章
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