变换
有个易于使用,专门为OpenGL量身定做的数学库,那就是GLM。
GLM是OpenGL Mathematics的缩写,它是一个只有头文件的库,也就是说我们只需包含对应的头文件就行了,不用链接和编译。
OpenGL开发者通常使用一种内部矩阵布局,叫做列主序(Column-major Ordering)布局。GLM的默认布局就是列主序。
code
旋转、平移变换
#include "../env/glm/glm.hpp"
#include "../env/glm/gtc/matrix_transform.hpp"
#include "../env/glm/gtc/type_ptr.hpp"
#include <iostream>
#define STB_IMAGE_IMPLEMENTATION
#include "../env/std_image.h"
#include "../env/glad.h"
#include "../env/glfw3.h"
#include <fstream>
#define WIDTH 800
#define HEIGHT 600
GLFWwindow *initialize(int width, int height);
GLuint complieVertexShader(const std::string &filename);
GLuint complieFragmentShader(const std::string &filename);
GLuint getShaderProgram(GLuint vertexShader, GLuint fragmentShader);
void framebuffer_size_callback(GLFWwindow *window, int width, int height);
void processInput(GLFWwindow *window);
std::string getShaderSource(const std::string &filename);
int main()
{
GLFWwindow *window = initialize(WIDTH, HEIGHT);
GLuint vertexShader = complieVertexShader("5-vertex.glsl");
GLuint fragmentShader = complieFragmentShader("5-fragment.glsl");
GLuint shaderProgram = getShaderProgram(vertexShader, fragmentShader);
GLuint myVAO;
glGenVertexArrays(1, &myVAO);
glBindVertexArray(myVAO);
float vertices[] = {
// ---- 位置 ---- ---- 颜色 ---- - 纹理坐标 -
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // 右上
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // 右下
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // 左下
-0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f // 左上
};
GLuint indices[] = {
0, 1, 3,
2, 1, 3};
unsigned int myVBO;
glGenBuffers(1, &myVBO);
glBindBuffer(GL_ARRAY_BUFFER, myVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)(6 * sizeof(float)));
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
GLuint myEBO;
glGenBuffers(1, &myEBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, myEBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
int width, height, channel;
unsigned char *data = stbi_load("../images/container.jpg", &width, &height, &channel, 0);
GLuint texture1;
glGenTextures(1, &texture1);
glBindTexture(GL_TEXTURE_2D, texture1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
stbi_image_free(data);
stbi_set_flip_vertically_on_load(true);
data = stbi_load("../images/awesomeface.png", &width, &height, &channel, 0);
GLuint texture2;
glGenTextures(1, &texture2);
glBindTexture(GL_TEXTURE_2D, texture2);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
stbi_image_free(data);
// 激活不同的纹理单元
glUseProgram(shaderProgram);
GLint texture1Location = glGetUniformLocation(shaderProgram, "texture1");
glUniform1i(texture1Location, 0);
GLint texture2Location = glGetUniformLocation(shaderProgram, "texture2");
glUniform1i(texture2Location, 1);
// 获取着色器中定义的变换矩阵的位置
GLint transformMatrixLocation = glGetUniformLocation(shaderProgram, "transform");
while (!glfwWindowShouldClose(window))
{
glUseProgram(shaderProgram);
// 激活不同的纹理单元
// glm中的矩阵是列主序的
glm::mat4 transform = glm::mat4(1.0f);
// 旋转
transform = glm::rotate(transform, (float)glfwGetTime(), glm::vec3(0.0f, 0.0f, 1.0f));
// 缩放
transform = glm::scale(transform, glm::vec3(0.5f, 0.5f, 1.0f ));
// 平移
transform = glm::translate(transform, glm::vec3(0.25f, 0.0f, 0.0f));
// 将矩阵发送到GPU
glUniformMatrix4fv(transformMatrixLocation, 1, GL_FALSE, glm::value_ptr(transform));
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture1);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture2);
glBindVertexArray(myVAO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
processInput(window);
glfwSwapBuffers(window);
glfwPollEvents();
glClearColor(0.2, 0.3, 0.3, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
}
glfwTerminate();
return 0;
}
void framebuffer_size_callback(GLFWwindow *window, int width, int height)
{
glViewport(0, 0, width, height);
}
void processInput(GLFWwindow *window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
{
glfwSetWindowShouldClose(window, true);
}
}
GLFWwindow *initialize(int width, int height)
{
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow *window = glfwCreateWindow(WIDTH, HEIGHT, "2", nullptr, nullptr);
if (!window)
{
exit(-1);
}
glfwMakeContextCurrent(window);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
exit(-1);
}
glViewport(0, 0, width, height);
glfwSetWindowSizeCallback(window, framebuffer_size_callback);
return window;
}
std::string getShaderSource(const std::string &filename)
{
std::ifstream in;
in.open(filename, std::ios::in);
if (!in.is_open())
{
exit(-1);
}
std::string ans, line;
while (!in.eof())
{
getline(in, line);
ans += line;
ans.push_back('\n');
}
return ans;
}
GLuint complieVertexShader(const std::string &filename)
{
const char *charPtr = nullptr;
unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
std::string vertexShaderSource = getShaderSource(filename);
if (vertexShaderSource.empty())
exit(-1);
charPtr = vertexShaderSource.c_str();
// 把这个着色器源码附加到着色器对象上,然后编译
glShaderSource(vertexShader, 1, &charPtr, nullptr);
glCompileShader(vertexShader);
// 获取顶点着色器编译信息
int success;
char info[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertexShader, 512, nullptr, info);
std::cout << "Complie vertex shader error: " << info << std::endl;
exit(-1);
}
return vertexShader;
}
GLuint complieFragmentShader(const std::string &filename)
{
const char *charPtr = nullptr;
// 编译片段着色器
unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
std::string fragmentShaderSource = getShaderSource(filename);
if (fragmentShaderSource.empty())
{
exit(-1);
}
charPtr = fragmentShaderSource.c_str();
glShaderSource(fragmentShader, 1, &charPtr, nullptr);
glCompileShader(fragmentShader);
int success;
char info[512];
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShader, 512, nullptr, info);
std::cout << "Complie fragment shader error: " << info << std::endl;
exit(-1);
}
return fragmentShader;
}
GLuint getShaderProgram(GLuint vertexShader, GLuint fragmentShader)
{
// 创建着色器程序对象
GLuint shaderProgram;
shaderProgram = glCreateProgram();
// 链接着色器到程序对象
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
// 删除着色器对象
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
return shaderProgram;
}
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoord;
uniform mat4 transform;
out vec2 ourTexCoord;
void main() {
gl_Position = transform * vec4(aPos, 1.0f);
ourTexCoord = aTexCoord;
}