我想在sample6中显示OptixSDK的QGLWidget。
我的应用程序只有3 QSlider的旋转围绕X,Y,Z轴和QGLWidget。
据我理解,每当我的paintGL()被updateGL或Mouseevents调用时,都会调用QSlider ()。然后我初始化一个旋转矩阵,并将这个矩阵应用到PinholeCamera中,以便用新的转换后的摄像机坐标来跟踪场景,对吗?
跟踪完成后,我得到输出缓冲区,并使用它用glDrawPixels()绘制像素,就像在GLUTdisplay.cpp中给出的OptiX框架一样。
但我的问题是,这个形象是扭曲的。例如,我想展示一个球,但球是极端扁平,但旋转工作良好。当我放大的时候,图像的缩放速度似乎比垂直的要慢得多。
我几乎可以肯定/希望它必须对gl.()函数做一些没有正确使用的操作。我遗漏了什么?有人能帮我吗?
为了完整起见,我发布了我的paintGL()和updateGL()代码。
void MyGLWidget::initializeGL()
{
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
m_scene = new MeshViewer();
m_scene->setMesh( (std::string( sutilSamplesDir() ) + "/ball.obj").c_str());
int buffer_width, buffer_height;
// Set up scene
SampleScene::InitialCameraData initial_camera_data;
m_scene->setUseVBOBuffer( false );
m_scene->initScene( initial_camera_data );
int m_initial_window_width = 400;
int m_initial_window_height = 400;
if( m_initial_window_width > 0 && m_initial_window_height > 0)
m_scene->resize( m_initial_window_width, m_initial_window_height );
// Initialize camera according to scene params
m_camera = new PinholeCamera( initial_camera_data.eye,
initial_camera_data.lookat,
initial_camera_data.up,
-1.0f, // hfov is ignored when using keep vertical
initial_camera_data.vfov,
PinholeCamera::KeepVertical );
Buffer buffer = m_scene->getOutputBuffer();
RTsize buffer_width_rts, buffer_height_rts;
buffer->getSize( buffer_width_rts, buffer_height_rts );
buffer_width = static_cast<int>(buffer_width_rts);
buffer_height = static_cast<int>(buffer_height_rts);
float3 eye, U, V, W;
m_camera->getEyeUVW( eye, U, V, W );
SampleScene::RayGenCameraData camera_data( eye, U, V, W );
// Initial compilation
m_scene->getContext()->compile();
// Accel build
m_scene->trace( camera_data );
m_scene->getContext()->launch( 0, 0 );
// Initialize state
glMatrixMode(GL_PROJECTION);glLoadIdentity();glOrtho(0, 1, 0, 1, -1, 1 );
glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glViewport(0, 0, buffer_width, buffer_height);
}下面是paintGL()
void MyGLWidget::paintGL()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
float3 eye, U, V, W;
m_camera->getEyeUVW( eye, U, V, W );
SampleScene::RayGenCameraData camera_data( eye, U, V, W );
{
nvtx::ScopedRange r( "trace" );
m_scene->trace( camera_data );
}
// Draw the resulting image
Buffer buffer = m_scene->getOutputBuffer();
RTsize buffer_width_rts, buffer_height_rts;
buffer->getSize( buffer_width_rts, buffer_height_rts );
int buffer_width = static_cast<int>(buffer_width_rts);
int buffer_height = static_cast<int>(buffer_height_rts);
RTformat buffer_format = buffer.get()->getFormat();
GLvoid* imageData = buffer->map();
assert( imageData );
switch (buffer_format) {
/*... set gl_data_type and gl_format ...*/
}
RTsize elementSize = buffer->getElementSize();
int align = 1;
if ((elementSize % 8) == 0) align = 8;
else if ((elementSize % 4) == 0) align = 4;
else if ((elementSize % 2) == 0) align = 2;
glPixelStorei(GL_UNPACK_ALIGNMENT, align);
gldata = QGLWidget::convertToGLFormat(image_data);
NVTX_RangePushA("glDrawPixels");
glDrawPixels( static_cast<GLsizei>( buffer_width ), static_cast<GLsizei>( buffer_height ),gl_format, gl_data_type, imageData);
// glDraw
NVTX_RangePop();
buffer->unmap();
}发布于 2015-05-26 09:40:41
经过几个小时的调试,我发现我忘记设置相机参数了,它没有什么可以使用的OpenGL东西。
我的U坐标,平面的水平轴被搞乱了,但是V,W和眼睛坐标是正确的。
在initializeGL()中添加了这些行之后
m_camera->setParameters(initial_camera_data.eye,
initial_camera_data.lookat,
initial_camera_data.up,
initial_camera_data.vfov,
initial_camera_data.vfov,
PinholeCamera::KeepVertical );一切都很好。
https://stackoverflow.com/questions/30358742
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