大家好,
这是我第一次在这里发帖,因为我卡住了......
当一个网格远离原点(0, 0, 0)时,当旋转或移动相机时,它会更多地“跳动”/“闪烁”。很难描述这种效果:就像网格有点抖动/颤抖/震动,而且随着你离原点越来越远,这种颤动会越来越大。
对我来说,在距离原点约100000个单位的地方开始观察到这种现象,例如在(0, 0, 100000)处。无论是平移轴还是网格类型(使用Mesh.Create...创建的默认网格或使用assimp.NET导入的3ds网格),都不会影响这种效果。当出现这种效果时,网格的位置值不会改变,通过记录位置进行了检查。
如果我没有漏掉什么,那么问题就只剩下两种可能性:
- 我的相机代码
- DirectX设备
至于DirectX设备,这是我的设备初始化代码:
private void InitializeDevice()
{
//Initialize D3D
_d3dObj = new D3D9.Direct3D();
//Set presentation parameters
_presParams = new D3D9.PresentParameters();
_presParams.Windowed = true;
_presParams.SwapEffect = D3D9.SwapEffect.Discard;
_presParams.AutoDepthStencilFormat = D3D9.Format.D16;
_presParams.EnableAutoDepthStencil = true;
_presParams.PresentationInterval = D3D9.PresentInterval.One;
_presParams.BackBufferFormat = _d3dObj.Adapters.DefaultAdapter.CurrentDisplayMode.Format;
_presParams.BackBufferHeight = _d3dObj.Adapters.DefaultAdapter.CurrentDisplayMode.Height;
_presParams.BackBufferWidth = _d3dObj.Adapters.DefaultAdapter.CurrentDisplayMode.Width;
//Set form width and height to current backbuffer width und height
this.Width = _presParams.BackBufferWidth;
this.Height = _presParams.BackBufferHeight;
//Checking device capabilities
D3D9.Capabilities caps = _d3dObj.GetDeviceCaps(0, D3D9.DeviceType.Hardware);
D3D9.CreateFlags devFlags = D3D9.CreateFlags.SoftwareVertexProcessing;
D3D9.DeviceType devType = D3D9.DeviceType.Reference;
//setting device flags according to device capabilities
if ((caps.VertexShaderVersion >= new Version(2, 0)) && (caps.PixelShaderVersion >= new Version(2, 0)))
{
//if device supports vertexshader and pixelshader >= 2.0
//then use the hardware device
devType = D3D9.DeviceType.Hardware;
if (caps.DeviceCaps.HasFlag(D3D9.DeviceCaps.HWTransformAndLight))
{
devFlags = D3D9.CreateFlags.HardwareVertexProcessing;
}
if (caps.DeviceCaps.HasFlag(D3D9.DeviceCaps.PureDevice))
{
devFlags |= D3D9.CreateFlags.PureDevice;
}
}
//initialize the device
_device = new D3D9.Device(_d3dObj, 0, devType, this.Handle, devFlags, _presParams);
//set culling
_device.SetRenderState(D3D9.RenderState.CullMode, D3D9.Cull.Counterclockwise);
//set texturewrapping (needed for seamless spheremapping)
_device.SetRenderState(D3D9.RenderState.Wrap0, D3D9.TextureWrapping.All);
//set lighting
_device.SetRenderState(D3D9.RenderState.Lighting, false);
//enabling the z-buffer
_device.SetRenderState(D3D9.RenderState.ZEnable, D3D9.ZBufferType.UseZBuffer);
//and setting write-access exlicitly to true...
//i'm a little paranoid about this since i had to struggle for a few days with weirdly overlapping meshes
_device.SetRenderState(D3D9.RenderState.ZWriteEnable, true);
}
我是否遗漏了某个标志或渲染状态?是否有什么可能导致这样奇怪/扭曲的行为?
我的相机类基于Michael Silvermans C++ Quaternion Camera:
//every variable prefixed with an underscore is
//a private static variable initialized beforehand
public static class Camera
{
//gets called every frame
public static void Update()
{
if (_filter)
{
_filteredPos = Vector3.Lerp(_filteredPos, _pos, _filterAlpha);
_filteredRot = Quaternion.Slerp(_filteredRot, _rot, _filterAlpha);
}
_device.SetTransform(D3D9.TransformState.Projection, Matrix.PerspectiveFovLH(_fov, _screenAspect, _nearClippingPlane, _farClippingPlane));
_device.SetTransform(D3D9.TransformState.View, GetViewMatrix());
}
public static void Move(Vector3 delta)
{
_pos += delta;
}
public static void RotationYaw(float theta)
{
_rot = Quaternion.Multiply(Quaternion.RotationAxis(_up, -theta), _rot);
}
public static void RotationPitch(float theta)
{
_rot = Quaternion.Multiply(_rot, Quaternion.RotationAxis(_right, theta));
}
public static void SetTarget(Vector3 target, Vector3 up)
{
SetPositionAndTarget(_pos, target, up);
}
public static void SetPositionAndTarget(Vector3 position, Vector3 target, Vector3 upVec)
{
_pos = position;
Vector3 up, right, lookAt = target - _pos;
lookAt = Vector3.Normalize(lookAt);
right = Vector3.Cross(upVec, lookAt);
right = Vector3.Normalize(right);
up = Vector3.Cross(lookAt, right);
up = Vector3.Normalize(up);
SetAxis(lookAt, up, right);
}
public static void SetAxis(Vector3 lookAt, Vector3 up, Vector3 right)
{
Matrix rot = Matrix.Identity;
rot.M11 = right.X;
rot.M12 = up.X;
rot.M13 = lookAt.X;
rot.M21 = right.Y;
rot.M22 = up.Y;
rot.M23 = lookAt.Y;
rot.M31 = right.Z;
rot.M32 = up.Z;
rot.M33 = lookAt.Z;
_rot = Quaternion.RotationMatrix(rot);
}
public static void ViewScene(BoundingSphere sphere)
{
SetPositionAndTarget(sphere.Center - new Vector3((sphere.Radius + 150) / (float)Math.Sin(_fov / 2), 0, 0), sphere.Center, new Vector3(0, 1, 0));
}
public static Vector3 GetLookAt()
{
Matrix rot = Matrix.RotationQuaternion(_rot);
return new Vector3(rot.M13, rot.M23, rot.M33);
}
public static Vector3 GetRight()
{
Matrix rot = Matrix.RotationQuaternion(_rot);
return new Vector3(rot.M11, rot.M21, rot.M31);
}
public static Vector3 GetUp()
{
Matrix rot = Matrix.RotationQuaternion(_rot);
return new Vector3(rot.M12, rot.M22, rot.M32);
}
public static Matrix GetViewMatrix()
{
Matrix viewMatrix, translation = Matrix.Identity;
Vector3 position;
Quaternion rotation;
if (_filter)
{
position = _filteredPos;
rotation = _filteredRot;
}
else
{
position = _pos;
rotation = _rot;
}
translation = Matrix.Translation(-position.X, -position.Y, -position.Z);
viewMatrix = Matrix.Multiply(translation, Matrix.RotationQuaternion(rotation));
return viewMatrix;
}
}
你在相机代码中发现了什么可能导致这种行为的问题吗?
我无法想象DirectX不能处理大于100k的距离。我应该渲染太阳系,我使用1个单位=1km。因此,地球将在其到太阳的最大距离处渲染为(0,0,152100000)(仅作为示例)。如果这些“跳跃”继续发生,这将变得不可能。 最后,我考虑缩小所有内容,以使系统永远不会超出原点100k / -100k的距离,但我认为这行不通,因为随着距离原点的距离越来越远,“抖动”会变得更大。缩小所有内容也会缩小跳跃行为。