修复摄像机的矩阵变换计算,让摄像机支持正交视图
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@@ -673,21 +673,20 @@ namespace XericLibrary.PostProcess
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float ndcYMin = passSampleRect.y * 2f - 1f;
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float ndcYMax = (passSampleRect.y + passSampleRect.height) * 2f - 1f;
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// 将 NDC 子区域 [ndcMin, ndcMax] 映射到 [-1, 1]
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// 投影矩阵变换: ndc = -m00 * viewX/viewZ - m02
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// 修改后: ndc_new = scale * ndc_original - offset
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// ndcMin → -1: scale * ndcMin - offset = -1 → offset = scale * ndcMin + 1
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// ndcMax → +1: scale * ndcMax - offset = +1 → scale = 2/(ndcMax - ndcMin)
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float scaleX = 2f / (ndcXMax - ndcXMin);
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float scaleY = 2f / (ndcYMax - ndcYMin);
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float offsetX = 1f + ndcXMin * scaleX;
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float offsetY = 1f + ndcYMin * scaleY;
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projMatrix.m00 *= scaleX;
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projMatrix.m11 *= scaleY;
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projMatrix.m02 += offsetX;
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projMatrix.m12 += offsetY;
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// 使用 remap 矩阵将 NDC 子区域映射到 [-1, 1]
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// remap * proj 在 clip space 中做仿射变换:
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// clipX' = remap.m00 * clipX + remap.m03 * clipW
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// clipW' = clipW(不变)
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// ndc' = clipX'/clipW' = remap.m00 * ndc + remap.m03
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// 边界: ndcMin → -1, ndcMax → +1
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// 此法对透视投影和正交投影均正确
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Matrix4x4 remap = Matrix4x4.identity;
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remap.m00 = 2f / (ndcXMax - ndcXMin);
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remap.m03 = -(ndcXMax + ndcXMin) / (ndcXMax - ndcXMin);
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remap.m11 = 2f / (ndcYMax - ndcYMin);
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remap.m13 = -(ndcYMax + ndcYMin) / (ndcYMax - ndcYMin);
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projMatrix = remap * projMatrix;
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projMatrix = GL.GetGPUProjectionMatrix(projMatrix, true);
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cmd.SetViewProjectionMatrices(viewMatrix, projMatrix);
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cmd.SetViewport(new Rect(0, 0, passRTHandle.rt.width, passRTHandle.rt.height));
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@@ -962,6 +961,11 @@ namespace XericLibrary.PostProcess
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if (rawData.Length == 0) return;
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// 修复:使用 m_ReadbackBufferHandle.rt 获取宽高
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if (m_ReadbackBufferHandle == null)
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{
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Debug.LogWarning("[GeoLayerPicker] 更新时机不对!");
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return;
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}
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int width = m_ReadbackBufferHandle.rt.width;
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int height = m_ReadbackBufferHandle.rt.height;
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int count = m_DecodedDataArray.Length;
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