几何变换
安装glm
GLM(类似numpy),是一个只有头文件的库,下载下来源码把里面的glm文件夹复制到VS的include目录下就可以了
然后类似这么调用:
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
初始化变换矩阵
glm::mat4 trans = glm::mat4(1.0f)
旋转的话:
trans = glm::rotate(trans, glm::radians(90.0f), glm::vec3(0.0, 0.0, 1.0));
其中,第一个参数是矩阵,下面继续写的话继续直接连乘,第二个参数是要用到弧度,然后radians把角度转弧度,第三个参数是绕哪个轴旋转,这是绕z轴
scale的话:
trans = glm::scale(trans, glm::vec3(0.5, 0.5, 0.5));
第一个参数与上面的旋转连乘了,第二个是因为0.5也要用glm的vec才认
vertexshader
uniform一个transform矩阵
gl_Position的vec4坐标前乘变换矩阵transform
纹理坐标不用变,变换了之后纹理坐标还能对应上
uniform修改
获取uniform在shader里的位置,然后
unsigned int transformLoc = glGetUniformLocation(myshader.ID, "transform");
在渲染循环里,画图之前:
glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(trans));
变换的时候uniform的修改一定要写在渲染循环里
在渲染循环里变换
把初始化和translate、scale、rotate等都写在渲染循环里,不每次都初始化的话矩阵会一直随时间变
trans = glm::rotate(trans, (float)glfwGetTime(), glm::vec3(0.0, 0.0, 1.0));
#include<glad/glad.h>
#include<GLFW/glfw3.h>
#include<iostream>
#include<Shader.cpp>
#define STB_IMAGE_IMPLEMENTATION
#include<stb_image.h>
#include<glm/glm.hpp>
#include<glm/gtc/matrix_transform.hpp>
#include<glm/gtc/type_ptr.hpp>
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
glViewport(0, 0, width, height);
}
void processInput(GLFWwindow* window)
{
if (glfwGetKey(window, GLFW_KEY_KP_ENTER) == GLFW_PRESS or glfwGetKey(window, GLFW_KEY_ENTER) == GLFW_PRESS or glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
}
int main()
{
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
//创建窗口对象
GLFWwindow* window = glfwCreateWindow(800, 600, "LJHyyds", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
//初始化GLAD管理指针,加载系统OpenGL函数指针
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to init GLAD" << std::endl;
return -1;
}
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
Shader myshader("shader.vs", "shader.fs");
float vertices[] = {
0.5f, 0.5f, 0.0f, 1.0f, 1.0f,//右上
0.5f, -0.5f, 0.0f, 1.0f, 0.0f,//右下
-0.5f, 0.5f, 0.0f, 0.0f, 1.0f,//左上
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f,//左下
};
int indices[] = {
0, 1, 2,
1, 2, 3
};
unsigned int VBO, VAO, EBO, texture;
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
glGenTextures(1, &texture);
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
glBindTexture(GL_TEXTURE_2D, texture);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); //第一个是类型,第二个是大小,第三个是数据
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
int width, height, nrChannels;
unsigned char *data = stbi_load("container.jpg", &width, &height, &nrChannels, 0);
if (data)
{
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
}
else
{
std::cout << "Failed to load texture" << std::endl;
}
stbi_image_free(data);
unsigned int transformLoc = glGetUniformLocation(myshader.ID, "transform");
myshader.use();
while (!glfwWindowShouldClose(window))
{
processInput(window);
glClearColor(0.0f, 0.5f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glm::mat4 trans = glm::mat4(1.0f);
trans = glm::translate(trans, glm::vec3(0.5, 0.0, 0.0));
trans = glm::rotate(trans, (float)glfwGetTime(), glm::vec3(0.0, 0.0, 1.0));
glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(trans));
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
//关闭窗口
glfwTerminate();
return 0;
}
shader.vs
#version 330 core
layout (location=0) in vec3 aPos;
layout (location=1) in vec2 aTexCoord;
out vec2 TexCoord;
uniform mat4 transform;
void main()
{
gl_Position = transform * vec4(aPos, 1.0);
TexCoord = aTexCoord;
}
``

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