OpenGL学习(四)变换

中文OpenGL学习网站:https://learnopengl-cn.github.io

一、学会使用矩阵变换

注:注意矩阵的结合顺序(从左往右读 位移->旋转->缩放)

1.1代码

#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <iostream>
#include "CShader.h"
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"

const unsigned int WIDTH = 800;
const unsigned int HEIGHT = 600;
float MixValue = 0.2f;
void callbackFramebufferSize(GLFWwindow *vWindow, int vWidth, int vHeight)
{
	glViewport(0, 0, vWidth, vHeight);
}
void processInput(GLFWwindow *vWindow)
{
	if (glfwGetKey(vWindow, GLFW_KEY_ESCAPE) == GLFW_PRESS)
	{
		glfwSetWindowShouldClose(vWindow, true);
	}
	if (glfwGetKey(vWindow, GLFW_KEY_UP) == GLFW_PRESS)
	{
		MixValue = MixValue + 0.001f;
		if (MixValue >= 1.0f)
			MixValue = 1.0f;
	}
	if (glfwGetKey(vWindow, GLFW_KEY_DOWN) == GLFW_PRESS)
	{
		MixValue = MixValue - 0.001f;
		if (MixValue <= 0.0f)
			MixValue = 0.0f;
	}
}
int main()
{
	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, "LearnOpenGL", NULL, NULL);
	if (Window == NULL)
	{
		std::cout << "failed to create glfw window" << std::endl;
		glfwTerminate();
		return -1;
	}
	glfwMakeContextCurrent(Window);
	glfwSetFramebufferSizeCallback(Window, callbackFramebufferSize);
	if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
	{
		std::cout << "failed to initialize glad" << std::endl;
		return -1;
	}
	CShader ShaderProgram("Shader/Vertex/VertexSource7.glsl", "Shader/Fragment/FragmentSource4.glsl");
	//位置、颜色、纹理坐标
	float Vertices[] =
	{
		0.5f,  0.5f,  0.0f, 1.0f, 0.0f, 0.0f, 1.0f,1.0f,
		0.5f, -0.5f,  0.0f, 0.0f, 1.0f, 0.0f, 1.0f,0.0f,
	   -0.5f, -0.5f,  0.0f, 0.0f, 0.0f, 1.0f, 0.0f,0.0f,
	   -0.5f,  0.5f,  0.0f, 1.0f, 1.0f, 0.0f, 0.0f,1.0f
	};
	unsigned int Indexs[] =
	{
		0,1,3,
		1,2,3
	};
	unsigned int VAO, VBO, EBO;
	glGenVertexArrays(1, &VAO);
	glGenBuffers(1, &VBO);
	glGenBuffers(1, &EBO);
	glBindVertexArray(VAO);
	glBindBuffer(GL_ARRAY_BUFFER, VBO);
	glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices), Vertices, GL_STATIC_DRAW);
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
	glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(Indexs), Indexs, GL_STATIC_DRAW);
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
	glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
	glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
	glEnableVertexAttribArray(0);
	glEnableVertexAttribArray(1);
	glEnableVertexAttribArray(2);
	//创建应用纹理
	unsigned int Texture1, Texture2;
	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_NEAREST);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
	int Width, Height, NrChannels;
	stbi_set_flip_vertically_on_load(true);
	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);
	//第二张纹理
	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_NEAREST);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
	stbi_set_flip_vertically_on_load(true);
	Data = stbi_load("awesomeface.png", &Width, &Height, &NrChannels, 0);
	if (Data)
	{
		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Width, Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, Data);
		glGenerateMipmap(GL_TEXTURE_2D);
	}
	else
	{
		std::cout << "failed to load texture" << std::endl;
	}
	stbi_image_free(Data);
	ShaderProgram.useProgram();
	ShaderProgram.setInt("texture1", 0);
	ShaderProgram.setInt("texture2", 1);
	
	//Trans = glm::scale(Trans, glm::vec3(0.5, 0.5, 0.5));
	//Trans = glm::rotate(Trans, glm::radians(90.0f), glm::vec3(0.0, 0.0, 1.0));
	//Trans = glm::translate(Trans, glm::vec3(0.5f, 0.5f, 0.0));	
	while (!glfwWindowShouldClose(Window))
	{
		processInput(Window);
		ShaderProgram.useProgram();
		ShaderProgram.setFloat("MixValue", MixValue);
		glm::mat4 Trans = glm::mat4(1.0f);
		Trans = glm::translate(Trans, glm::vec3(0.5f, -0.5f, 0.0f));
		Trans = glm::rotate(Trans, (float)glfwGetTime(), glm::vec3(0.0, 0.0, 1.0f));
		unsigned int TransLoc = glGetUniformLocation(ShaderProgram.m_ShaderId, "Transform");
		glUniformMatrix4fv(TransLoc, 1, GL_FALSE, glm::value_ptr(Trans));
		glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
		glClear(GL_COLOR_BUFFER_BIT);
		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, Texture1);
		glActiveTexture(GL_TEXTURE1);
		glBindTexture(GL_TEXTURE_2D, Texture2);		
		glBindVertexArray(VAO);
		glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
		glfwSwapBuffers(Window);
		glfwPollEvents();
	}
	glDeleteBuffers(1, &VBO);
	glDeleteBuffers(1, &EBO);
	glDeleteVertexArrays(1, &VAO);
	glfwTerminate();
	return 0;

}
//顶点着色器
#version 330 core
layout(location = 0) in vec3 aPos;
layout(location = 1) in vec3 aColor;
layout(location = 2) in vec2 aTexCoord;
out vec3 ourColor;
out vec2 TexCoord;
uniform mat4 Transform;
void main()
{
	gl_Position = Transform*vec4(aPos, 1.0f);
	ourColor = aColor;
	TexCoord = aTexCoord;
}

//片段着色器
#version 330 core
out vec4 FragColor;
in vec3 ourColor;
in vec2 TexCoord;
uniform sampler2D texture1;
uniform sampler2D texture2;
uniform float MixValue;
void main()
{
	FragColor = mix(texture(texture1, TexCoord), texture(texture2, TexCoord), MixValue);
}

1.2结果

箱子在右下角旋转

二、尝试再次调用glDrawElements画出第二个箱子,使用变换将其摆放在不同的位置。让这个箱子被摆放在窗口的左上角,并且会不断的缩放(而不是旋转)

2.1代码

#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <iostream>
#include "CShader.h"
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"

const unsigned int WIDTH = 800;
const unsigned int HEIGHT = 600;
float MixValue = 0.2f;
void callbackFramebufferSize(GLFWwindow *vWindow, int vWidth, int vHeight)
{
	glViewport(0, 0, vWidth, vHeight);
}
void processInput(GLFWwindow *vWindow)
{
	if (glfwGetKey(vWindow, GLFW_KEY_ESCAPE) == GLFW_PRESS)
	{
		glfwSetWindowShouldClose(vWindow, true);
	}
	if (glfwGetKey(vWindow, GLFW_KEY_UP) == GLFW_PRESS)
	{
		MixValue = MixValue + 0.001f;
		if (MixValue >= 1.0f)
			MixValue = 1.0f;
	}
	if (glfwGetKey(vWindow, GLFW_KEY_DOWN) == GLFW_PRESS)
	{
		MixValue = MixValue - 0.001f;
		if (MixValue <= 0.0f)
			MixValue = 0.0f;
	}
}
int main()
{
	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, "LearnOpenGL", NULL, NULL);
	if (Window == NULL)
	{
		std::cout << "failed to create glfw window" << std::endl;
		glfwTerminate();
		return -1;
	}
	glfwMakeContextCurrent(Window);
	glfwSetFramebufferSizeCallback(Window, callbackFramebufferSize);
	if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
	{
		std::cout << "failed to initialize glad" << std::endl;
		return -1;
	}
	CShader ShaderProgram("Shader/Vertex/VertexSource7.glsl", "Shader/Fragment/FragmentSource4.glsl");
	//位置、颜色、纹理坐标
	float Vertices[] =
	{
		0.5f,  0.5f,  0.0f, 1.0f, 0.0f, 0.0f, 1.0f,1.0f,
		0.5f, -0.5f,  0.0f, 0.0f, 1.0f, 0.0f, 1.0f,0.0f,
	   -0.5f, -0.5f,  0.0f, 0.0f, 0.0f, 1.0f, 0.0f,0.0f,
	   -0.5f,  0.5f,  0.0f, 1.0f, 1.0f, 0.0f, 0.0f,1.0f
	};
	unsigned int Indexs[] =
	{
		0,1,3,
		1,2,3
	};
	unsigned int VAO, VBO, EBO;
	glGenVertexArrays(1, &VAO);
	glGenBuffers(1, &VBO);
	glGenBuffers(1, &EBO);
	glBindVertexArray(VAO);
	glBindBuffer(GL_ARRAY_BUFFER, VBO);
	glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices), Vertices, GL_STATIC_DRAW);
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
	glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(Indexs), Indexs, GL_STATIC_DRAW);
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
	glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
	glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
	glEnableVertexAttribArray(0);
	glEnableVertexAttribArray(1);
	glEnableVertexAttribArray(2);
	//创建应用纹理
	unsigned int Texture1, Texture2;
	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_NEAREST);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
	int Width, Height, NrChannels;
	stbi_set_flip_vertically_on_load(true);
	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);
	//第二张纹理
	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_NEAREST);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
	stbi_set_flip_vertically_on_load(true);
	Data = stbi_load("awesomeface.png", &Width, &Height, &NrChannels, 0);
	if (Data)
	{
		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Width, Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, Data);
		glGenerateMipmap(GL_TEXTURE_2D);
	}
	else
	{
		std::cout << "failed to load texture" << std::endl;
	}
	stbi_image_free(Data);
	ShaderProgram.useProgram();
	ShaderProgram.setInt("texture1", 0);
	ShaderProgram.setInt("texture2", 1);	
	while (!glfwWindowShouldClose(Window))
	{
		processInput(Window);
		ShaderProgram.useProgram();
		glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
		glClear(GL_COLOR_BUFFER_BIT);
		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, Texture1);
		glActiveTexture(GL_TEXTURE1);
		glBindTexture(GL_TEXTURE_2D, Texture2);
		ShaderProgram.setFloat("MixValue", MixValue);
		glm::mat4 Trans = glm::mat4(1.0f);
		Trans = glm::translate(Trans, glm::vec3(0.5f, -0.5f, 0.0f));
		Trans = glm::rotate(Trans, (float)glfwGetTime(), glm::vec3(0.0, 0.0, 1.0f));			
		unsigned int TransLoc = glGetUniformLocation(ShaderProgram.m_ShaderId, "Transform");
		glUniformMatrix4fv(TransLoc, 1, GL_FALSE, glm::value_ptr(Trans));	
		glBindVertexArray(VAO);
		glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
		Trans = glm::mat4(1.0f);
		Trans = glm::translate(Trans, glm::vec3(-0.5f, 0.5f, 0.0f));
		float Scale = sin(glfwGetTime());
		Trans = glm::scale(Trans, glm::vec3(Scale, Scale, Scale));		
		glUniformMatrix4fv(TransLoc, 1, GL_FALSE, glm::value_ptr(Trans));
		glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
		glfwSwapBuffers(Window);
		glfwPollEvents();
	}
	glDeleteBuffers(1, &VBO);
	glDeleteBuffers(1, &EBO);
	glDeleteVertexArrays(1, &VAO);
	glfwTerminate();
	return 0;

}
//顶点着色器
#version 330 core
layout(location = 0) in vec3 aPos;
layout(location = 1) in vec3 aColor;
layout(location = 2) in vec2 aTexCoord;
out vec3 ourColor;
out vec2 TexCoord;
uniform mat4 Transform;
void main()
{
	gl_Position = Transform*vec4(aPos, 1.0f);
	ourColor = aColor;
	TexCoord = aTexCoord;
}

//片段着色器
#version 330 core
out vec4 FragColor;
in vec3 ourColor;
in vec2 TexCoord;
uniform sampler2D texture1;
uniform sampler2D texture2;
uniform float MixValue;
void main()
{
	FragColor = mix(texture(texture1, TexCoord), texture(texture2, TexCoord), MixValue);
}

2.2结果

 

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