投影变换

model

将模型从模型坐标系转换为世界坐标系,这里采用放倒,把它放到地上

model = glm::rotate(model, glm::radians(-60.0f), glm::vec3(1.0f, 0.0f, 0.0f));

view

相机在(0, 0)点,现在模型中心也在(0,0)点,需要把模型往前拿一拿,就是往z轴负方向移动

view = glm::translate(view, glm::vec3(0.0f, 0.0f, -2.0f));

projection

透视投影在OpenGL里好实现,
glm::mat4 proj = glm::perspective(glm::radians(45.0f), (float)width/(float)height, 0.1f, 100.0f);
第一个是视角,45°是正常的,再大就是末日视角,第二个一般是屏幕的长除以宽就行了,第三和第四个是近平面和远平面的位置,第一个值如果大了就是第三人称游戏,在太过靠近一个物体的时候你的视线会直接穿过去,在这个大几何体内的所有物体都会能看见,出去了就看不见了

projection = glm::perspective(glm::radians(45.0f), (float)800 / (float)600, 0.1f, 100.0f);

vertexshader和主程序

#version 330 core
layout (location=0) in vec3 aPos;
layout (location=1) in vec2 aTexCoord;

out vec2 TexCoord;

uniform mat4 transform, model, view, projection;

void main()
{
	gl_Position = projection * view * model * vec4(aPos, 1.0);
	TexCoord = aTexCoord;
}

给他们传uniform的主程序,和坐标变换一样,在渲染循环外得到location,然后渲染循环里传矩阵

#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");
	unsigned int modelLoc = glGetUniformLocation(myshader.ID, "model");
	unsigned int viewLoc = glGetUniformLocation(myshader.ID, "view");
	unsigned int projectionLoc = glGetUniformLocation(myshader.ID, "projection");
	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);
		glm::mat4 model = glm::mat4(1.0f), view = glm::mat4(1.0f), projection = 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));
		model = glm::rotate(model, glm::radians(-60.0f), glm::vec3(1.0f, 0.0f, 0.0f));
		view = glm::translate(view, glm::vec3(0.0f, 0.0f, -2.0f));
		projection = glm::perspective(glm::radians(45.0f), (float)800 / (float)600, 0.1f, 100.0f);
		//glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(trans));
		glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
		glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
		glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, glm::value_ptr(projection));
		glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
		glfwSwapBuffers(window);
		glfwPollEvents();
	}
	glDeleteVertexArrays(1, &VAO);
	glDeleteBuffers(1, &VBO);
	//关闭窗口
	glfwTerminate();
	return 0;
}
posted @ 2022-08-23 11:14  IamIron-Man  阅读(235)  评论(0)    收藏  举报