[英]Culling frustum becoming narrow when looking up or down
我在 OpenGL 中實現截錐體剔除時遇到問題。 我在世界空間中實現了平面提取,使用這個Lighthouse3d教程(引擎的 rest 來自 learnopengl.com)。 它工作得很好,但只有當相機指向地平線時。 如果相機指向上方或下方,截錐體會逐漸變窄。
事實上,當指向地平線時,遠截頭體平面大小為 1023 * 828,但在指向上或下時僅為 17 * 14。 近平截頭體平面也會出現同樣的問題。
這是每幀更新截錐體的代碼(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,ntr,nbr};
farPlane = {ftr,ftl,fbl};
結果如下:
問題是由於 cameraUp 和 cameraRight 值未標准化。
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