我正在使用开放的GL ES 1.x代码确定我的投影坐标。
glMatrixMode(GL_PROJECTION);
float width = 320;
float height = 480;
glOrthof(0.0, // Left
1.0, // Right
height / width, // Bottom
0.0, // Top
-1.0, // Near
1.0); // Far
glMatrixMode(GL_MODELVIEW);
What is the equivalent method to setup this in OpenGL ES 2.0 ? What projection matrix should I pass to the vertex shader ?
我已努力履行以下职能:建立汇总表,但不工作:
void SetOrtho (Matrix4x4& m, float left, float right, float bottom, float top, float near,
float far)
{
const float tx = - (right + left)/(right - left);
const float ty = - (top + bottom)/(top - bottom);
const float tz = - (far + near)/(far - near);
m.m[0] = 2.0f/(right-left);
m.m[1] = 0;
m.m[2] = 0;
m.m[3] = tx;
m.m[4] = 0;
m.m[5] = 2.0f/(top-bottom);
m.m[6] = 0;
m.m[7] = ty;
m.m[8] = 0;
m.m[9] = 0;
m.m[10] = -2.0/(far-near);
m.m[11] = tz;
m.m[12] = 0;
m.m[13] = 0;
m.m[14] = 0;
m.m[15] = 1;
}
Vertex Shader:
uniform mat4 u_mvpMatrix;
attribute vec4 a_position;
attribute vec4 a_color;
varying vec4 v_color;
void main()
{
gl_Position = u_mvpMatrix * a_position;
v_color = a_color;
}
客户法(直线透镜):
float min = 0.0f;
float max = 1.0f;
const GLfloat squareVertices[] = {
min, min,
min, max,
max, min,
max, max
};
const GLfloat squareColors[] = {
1, 1, 0, 1,
0, 1, 1, 1,
0, 0, 0, 1,
1, 0, 1, 1,
};
Matrix4x4 proj;
SetOrtho(proj, 0.0f, 1.0f, 480.0/320.0, 0.0f, -1.0f, 1.0f );
正在Peit模拟器中的产出一: