OpenGL 学习笔记--矩阵变换(07)

矩阵变换

Notes

  • glm矩阵变换
    矩阵相乘顺序 trans * scale * translate * rotate
    模型作用顺序 rotate->translate->scale
glm::mat4 trans;
trans = glm::scale(trans, glm::vec3(0.5, 0.5, 0.5));
trans = glm::translate(trans, glm::vec3(1.0f, 1.0f, 0.0f));
trans = glm::rotate(trans, glm::radians(90.0f), glm::vec3(0.0, 0.0, 1.0));

const char* vertexShaderSource = "#version 400 core\n"
"layout (location = 0) in vec3 aPos;\n"
"layout (location = 1) in vec2 aTexCoord;\n"
"out vec2 TexCoord;\n"
"uniform mat4 transform;\n"
"void main()\n"
"{\n"
"   gl_Position =transform * vec4(aPos.x, aPos.y, aPos.z, 1.0f);\n"
"   TexCoord = aTexCoord;\n"
"}\0";

输出结果
在这里插入图片描述

  • 坐标系统
    局部坐标系相对于局部原点坐标
    世界坐标系想对于世界的全局原点
    观察坐标相对于相机
    裁剪坐标,裁剪坐标处理至[-1,1]范围内
    屏幕坐标,裁剪坐标转换为屏幕坐标
    在这里插入图片描述
  • 局部坐标系->世界坐标系(Model矩阵),cubePositions为立方体在世界坐标位置,进行平移和自旋转
model = glm::translate(model, glm::vec3(cubePositions[i]));
model = glm::rotate(model, float(glfwGetTime()), glm::vec3(1.0f, 2.0f, 0.0f));
  • 世界坐标系->观察空间坐标(View矩阵),相机位置(0.0f, 0.0f, 3.0f),立方体整体沿z轴平移((0.0f, 0.0f, -3.0f))
view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
  • 观察空间坐标->裁剪空间坐标(Projection矩阵)
    • 透视投影(距离越远,看到的东西更小,w可看作另一个维度,坐标范围都在[-w,w],FOV视角内)
      projection = glm::perspective(glm::radians(45.0f), 800.0f / 600.0f, 0.1f, 100.0f);
      在这里插入图片描述

    • 正视投影(定义了一个类似立方体的平截头箱,坐标范围都在这个空间之内
      glm::ortho(0.0f, 800.0f, 0.0f, 600.0f, 0.1f, 100.0f);
      在这里插入图片描述

  • 裁剪空间坐标->屏幕坐标(ViewportTransform矩阵)
  • 将转换矩阵通过uniform的方式给到顶点着色器,计算坐标点位置
glUniformMatrix4fv(glGetUniformLocation(shader.GetShaderProgramID(), "transform"),
				1, GL_FALSE, glm::value_ptr(trans));
				
const char* vertexShaderSource = "#version 400 core\n"
		"layout (location = 0) in vec3 aPos;\n"
		"layout (location = 1) in vec2 aTexCoord;\n"
		"out vec2 TexCoord;\n"
		"uniform mat4 transform;\n"
		"void main()\n"
		"{\n"
		"   gl_Position =transform * vec4(aPos.x, aPos.y, aPos.z, 1.0f);\n"
		"   TexCoord = aTexCoord;\n"
		"}\0";	
  • 开启深度测试
    OpenGL存储它的所有深度信息于一个z缓冲(Z-buffer)中,也称为深度缓冲(Depth Buffer)。深度值存储在每个片段里面(作为片段的z值),当片段想要输出它的颜色时,OpenGL会将它的深度值和Z缓冲进行比较,如果当前片段在其它片段之后,它将会被丢弃,否则将会覆盖。
    每次渲染迭代之前清除深度缓冲(否则前一帧的深度信息仍然保存在缓冲中)
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

代码示例

https://gitee.com/NiMiKiss/opengl-notes.git
shader.h

#ifndef _SHADER_H_
#define _SHADER_H_
#include<glad/glad.h>
#include<GLFW/glfw3.h>
#include <iostream>
class Shader
{
public:
	Shader();
	~Shader();
	void UseShader() const;
	void InitShader();
	int GetShaderProgramID() const;
private:
	int m_iShaderProgramID;
};

#endif // !_SHADER_H_

shader.cpp

#include "Shader.h"

Shader::Shader()
{

}

Shader::~Shader()
{

}

void Shader::InitShader()
{
	const char* vertexShaderSource = "#version 400 core\n"
		"layout (location = 0) in vec3 aPos;\n"
		"layout (location = 1) in vec2 aTexCoord;\n"
		"out vec2 TexCoord;\n"
		"uniform mat4 transform;\n"
		"void main()\n"
		"{\n"
		"   gl_Position =transform * vec4(aPos.x, aPos.y, aPos.z, 1.0f);\n"
		"   TexCoord = aTexCoord;\n"
		"}\0";
	const char* fragmentShaderSource = "#version 400 core\n"
		"out vec4 FragColor;\n"
		"in vec2 TexCoord;\n"
		"uniform sampler2D ourTexture1;\n"
		"uniform sampler2D ourTexture2;\n"
		"void main()\n"
		"{\n"
		"   FragColor = mix(texture(ourTexture1,TexCoord),texture(ourTexture2,TexCoord),0.2);\n"
		"}\n\0";

	int vertexShader = glCreateShader(GL_VERTEX_SHADER);
	glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
	glCompileShader(vertexShader);

	int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
	glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
	glCompileShader(fragmentShader);

	m_iShaderProgramID = glCreateProgram();
	glAttachShader(m_iShaderProgramID, vertexShader);
	glAttachShader(m_iShaderProgramID, fragmentShader);
	glLinkProgram(m_iShaderProgramID);
}

void Shader::UseShader() const
{
	glUseProgram(m_iShaderProgramID);
}

int Shader::GetShaderProgramID()const
{
	return m_iShaderProgramID;
}

OpenGL.cpp

#include "Shader.h"
#include "stb_image.h"
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>

Shader shader;
GLFWwindow* window;
unsigned int VAO;
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;

float vertices[] = {
	-0.5f, -0.5f, -0.5f,  0.0f, 0.0f,
	 0.5f, -0.5f, -0.5f,  1.0f, 0.0f,
	 0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
	 0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
	-0.5f,  0.5f, -0.5f,  0.0f, 1.0f,
	-0.5f, -0.5f, -0.5f,  0.0f, 0.0f,

	-0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
	 0.5f, -0.5f,  0.5f,  1.0f, 0.0f,
	 0.5f,  0.5f,  0.5f,  1.0f, 1.0f,
	 0.5f,  0.5f,  0.5f,  1.0f, 1.0f,
	-0.5f,  0.5f,  0.5f,  0.0f, 1.0f,
	-0.5f, -0.5f,  0.5f,  0.0f, 0.0f,

	-0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
	-0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
	-0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
	-0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
	-0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
	-0.5f,  0.5f,  0.5f,  1.0f, 0.0f,

	 0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
	 0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
	 0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
	 0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
	 0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
	 0.5f,  0.5f,  0.5f,  1.0f, 0.0f,

	-0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
	 0.5f, -0.5f, -0.5f,  1.0f, 1.0f,
	 0.5f, -0.5f,  0.5f,  1.0f, 0.0f,
	 0.5f, -0.5f,  0.5f,  1.0f, 0.0f,
	-0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
	-0.5f, -0.5f, -0.5f,  0.0f, 1.0f,

	-0.5f,  0.5f, -0.5f,  0.0f, 1.0f,
	 0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
	 0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
	 0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
	-0.5f,  0.5f,  0.5f,  0.0f, 0.0f,
	-0.5f,  0.5f, -0.5f,  0.0f, 1.0f
};

glm::vec3 cubePositions[] = {
	glm::vec3(0.0f,  0.0f,  0.0f),
	glm::vec3(2.0f,  5.0f, -15.0f),
	glm::vec3(-1.5f, -2.2f, -2.5f),
	glm::vec3(-3.8f, -2.0f, -12.3f),
	glm::vec3(2.4f, -0.4f, -3.5f),
	glm::vec3(-1.7f,  3.0f, -7.5f),
	glm::vec3(1.3f, -2.0f, -2.5f),
	glm::vec3(1.5f,  2.0f, -2.5f),
	glm::vec3(1.5f,  0.2f, -1.5f),
	glm::vec3(-1.3f,  1.0f, -1.5f)
};

void Init()
{
	glfwInit();
	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 4);
	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
	window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
	if (window == NULL)
	{
		std::cout << "Failed to create GLFW window" << std::endl;
		glfwTerminate();
		return;
	}
	glfwMakeContextCurrent(window);

	if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
	{
		std::cout << "Failed to initialize GLAD" << std::endl;
		return;
	}

	shader.InitShader();
}

void SetVAO()
{
	unsigned int VBO, EBO;
	glGenVertexArrays(1, &VAO);
	glGenBuffers(1, &VBO);

	glBindVertexArray(VAO);

	glBindBuffer(GL_ARRAY_BUFFER, VBO);
	glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
	glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));

	glEnableVertexAttribArray(0);
	glEnableVertexAttribArray(1);
}

void Texture()
{
	int width(0), height(0), nrChannels(0);
	unsigned char* data;
	stbi_set_flip_vertically_on_load(true);
	unsigned int texture[2];
	glGenTextures(2, texture);

	glBindTexture(GL_TEXTURE_2D, texture[0]);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	data = stbi_load("../OpenGL/resources/textures/container.jpg", &width, &height, &nrChannels, 0);
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
	glGenerateMipmap(GL_TEXTURE_2D);
	stbi_image_free(data);

	glBindTexture(GL_TEXTURE_2D, texture[1]);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	data = stbi_load("../OpenGL/resources/textures/awesomeface.png", &width, &height, &nrChannels, 0);
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
	glGenerateMipmap(GL_TEXTURE_2D);
	stbi_image_free(data);

	glActiveTexture(GL_TEXTURE0); //先激活再绑定
	glBindTexture(GL_TEXTURE_2D, texture[0]);

	glActiveTexture(GL_TEXTURE1);
	glBindTexture(GL_TEXTURE_2D, texture[1]);
	shader.UseShader();
	glUniform1i(glGetUniformLocation(shader.GetShaderProgramID(), "ourTexture1"), 0);
	glUniform1i(glGetUniformLocation(shader.GetShaderProgramID(), "ourTexture2"), 1);
}
int main()
{
	Init();
	SetVAO();
	Texture();

	glEnable(GL_DEPTH_TEST);
	while (!glfwWindowShouldClose(window))
	{
		glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

		for (size_t i = 0; i < 10; ++i)
		{
			glm::mat4 trans(glm::mat4(1.0f)), model(glm::mat4(1.0f)), view(glm::mat4(1.0f)), projection(glm::mat4(1.0f));

			model = glm::translate(model, glm::vec3(cubePositions[i]));
			model = glm::rotate(model, float(glfwGetTime()), glm::vec3(1.0f, 2.0f, 0.0f));
			
			view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));

			projection = glm::perspective(glm::radians(45.0f), 800.0f / 600.0f, 0.1f, 100.0f);

			trans = projection * view * model;

			glUniformMatrix4fv(glGetUniformLocation(shader.GetShaderProgramID(), "transform"),
				1, GL_FALSE, glm::value_ptr(trans));

			glBindVertexArray(VAO);
			glDrawArrays(GL_TRIANGLES, 0, 36);
		}

		glfwSwapBuffers(window);
		glfwPollEvents();
	}
}

输出结果
10个旋转的立方体
在这里插入图片描述

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