OpenGL里的坐标系统包括 model矩阵,view矩阵,projection矩阵
从着色器代码中可以看出我们物体顶点的坐标受model矩阵,view矩阵,projection矩阵影响
static const char *vertexShaderSource =
"attribute highp vec4 posAttr;\n"
"attribute lowp vec4 colAttr;\n"
"varying lowp vec4 col;\n"
"uniform highp mat4 projection;\n"
"uniform highp mat4 view;\n"
"uniform highp mat4 model;\n"
"attribute vec2 a_texcoord;\n"
"varying highp vec2 v_texcoord;\n"
"void main() {\n"
" col = colAttr;\n"
" gl_Position = projection * view * model * posAttr;\n"
" v_texcoord = a_texcoord;\n"
"}\n";
这三个矩阵只是我们人为区分的,实际都是一样的矩阵,之前我们是这么写的
gl_Position = projection * posAttr;
现在我们把他们分开是为了方便修改
projection矩阵
用于管理透视投影矩阵,函数原型
void QMatrix4x4::perspective(float verticalAngle, float aspectRatio, float nearPlane, float farPlane)
//乘以一个矩阵,为了建立透视投影矩阵
projection.perspective(60.0f, 4.0f/3.0f, 0.1f, 100.0f);
view矩阵
用于管理摄像机矩阵,我们把摄像机移动到z轴10.0的位置
view.translate(0.0f, 0.0f, 10.0f);
使用lookAt来移动摄像机,让摄像机围绕物体旋转
int num = m_frame;
GLfloat radius = 15.0f;
GLfloat camX = sin((GLfloat)num/100) * radius;
GLfloat camZ = cos((GLfloat)num/100) * radius;
view.lookAt(QVector3D(camX*1.5f, 0.0f, camZ*1.5f), QVector3D(0.0f, 0.0f, 0.0f), QVector3D(0.0f, 1.0f, 0.0f));
因为摄像机是正值(逆时针)旋转,所以物体看起来像是负值(顺时针)旋转
model矩阵
用于管理物体矩阵,我们有9*3=27个立方体,为了不重叠,用translate移动他们的坐标,rotate来旋转物体
//乘以这个矩阵,通过向量上的角度旋转坐标
model.translate((a%3)*2.0f - 2.5f, qFloor(a/3)*2.0f - 2.5f, -b*2.0f + 2.5f);
model.rotate(60*m_frame / screen()->refreshRate(), 0, 1, 0);