Python之OpenGL笔记(7):缩放变换

一、目的

1、使用GLSL实现图形的缩放。

二、程序运行结果

在这里插入图片描述

三、缩放变换

  缩放变换非常简单,它的目的是增大或者缩小物体的尺寸。
  二维空间坐标(x,y)以(0, 0)为中心在水平方向上缩放a倍,在垂直方向上缩放b倍,指的是变换后坐标位置距离(0,0)的水平距离变为原坐标离位置中心点的水平距离的a倍,垂直距离变为原坐标离位置中心点的垂直距离的b倍。
  根据以上定义,(x,y)以(0,0)为中心缩放后变换后的坐标为(m,n),即(m,n) = (a·x, b·y)。显然变换后的坐标离中心点的水平距离由x|缩放为|ax|,垂直距离由|y|缩放为|by|。若a>1,则表示在水平方向放大,就是离中心点的水平距离增大了。反之,在水平方向上缩小。同样,若b>1,则表示在垂直方向放大,就是离中心点的垂直距离增大了。反之,在垂直方向上缩小。若a = b,即常说的等比例缩放。例如,(-100,100)以(0,0)为中心放大两倍,则坐标变换为(-200,200)。

  对于三维空间上的一点(x,y,z),我们使用4*4齐次矩阵的形式来表示缩放变换:
scare.PNG

四、代码解析

1、在GLSL程序中,建立一个4*4齐次矩阵dot,将该矩阵与每个点相乘可得到缩放scare倍的新点坐标。
2、使用glUniform1f(glGetUniformLocation(self.program, “scale”), scale)将变化的值赋给GLSL程序中的scale变量。

五、源代码

"""
glfw_square01.py
Author: dalong10
Description: Draw a Square, learning OPENGL 
"""
import glutils    #Common OpenGL utilities,see glutils.py
import sys, random, math
import OpenGL
from OpenGL.GL import *
from OpenGL.GL.shaders import *
import numpy 
import numpy as np
import glfw

strVS = """
#version 330 core
layout(location = 0) in vec3 position;
uniform float scale;

void main(){
	mat4 rot=mat4(vec4(scale, 0.0,0.0,0.0),
					vec4(0.0, scale,0.0,0.0),
					vec4(0.0,0.0,1.0,0.0),
					vec4(0.0,0.0,0.0,1.0));
	gl_Position=rot * vec4(position.x, position.y, position.z, 1.0);
	
	}
"""

strFS = """
#version 330 core
out vec3 color;
void main(){
	color = vec3(1,1,0);
	}
"""

class FirstSquare:
    def __init__(self, side):
        self.side = side

        # load shaders
        self.program = glutils.loadShaders(strVS, strFS)
        glUseProgram(self.program)
        
        s = side/2.0
        vertices = [
            -s, s, 0,  
             s, s, 0,  
             s, -s, 0 , 
             -s, -s, 0            
             ]              
        # set up vertex array object (VAO)
        self.vao = glGenVertexArrays(1)
        glBindVertexArray(self.vao)
        # set up VBOs
        vertexData = numpy.array(vertices, numpy.float32)
        self.vertexBuffer = glGenBuffers(1)
        glBindBuffer(GL_ARRAY_BUFFER, self.vertexBuffer)
        glBufferData(GL_ARRAY_BUFFER, 4*len(vertexData), vertexData, 
                     GL_STATIC_DRAW)
        #enable arrays
        self.vertIndex = 0
        glEnableVertexAttribArray(self.vertIndex)
        # set buffers 
        glBindBuffer(GL_ARRAY_BUFFER, self.vertexBuffer)
        glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, None)
        # unbind VAO
        glBindVertexArray(0)

    def render(self):       
        # use shader
        glUseProgram(self.program)
        scale = i*0.1
        glUniform1f(glGetUniformLocation(self.program, "scale"), scale)

        # bind VAO
        glBindVertexArray(self.vao)
        # draw
        glDrawArrays(GL_LINE_LOOP, 0, 4)
        # unbind VAO
        glBindVertexArray(0)

if __name__ == '__main__':
    import sys
    import glfw
    import OpenGL.GL as gl
    def on_key(window, key, scancode, action, mods):
        if key == glfw.KEY_ESCAPE and action == glfw.PRESS:
            glfw.set_window_should_close(window,1)

    # Initialize the library
    if not glfw.init():
        sys.exit()

    # Create a windowed mode window and its OpenGL context
    window = glfw.create_window(640, 480, "Square scale", None, None)
    if not window:
        glfw.terminate()
        sys.exit()

    # Make the window's context current
    glfw.make_context_current(window)

    # Install a key handler
    glfw.set_key_callback(window, on_key)

    # Loop until the user closes the window
    while not glfw.window_should_close(window):
        # Render here
        width, height = glfw.get_framebuffer_size(window)
        ratio = width / float(height)
        gl.glViewport(0, 0, width, height)
        gl.glClear(gl.GL_COLOR_BUFFER_BIT)
        gl.glClearColor(0.0,0.0,4.0,0.0)
        firstSquare0 = FirstSquare(1.0)        
        for i in range(1,10):
            firstSquare0.render()            

        # Swap front and back buffers
        glfw.swap_buffers(window)
        
        # Poll for and process events
        glfw.poll_events()

    glfw.terminate()

六、参考文献:

1、Sun‘刺眼的博客 https://www.cnblogs.com/android-blogs/p/5454692.html
2、大龙10简书 https://www.jianshu.com/p/4382b25ad797

  • 0
    点赞
  • 4
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值