Python之OpenGL笔记(10):变换综合应用

一、目的

1、综合使用GLSL实现图形的平移、缩放、旋转。

二、程序运行结果

在这里插入图片描述

三、变换综合应用

  对点进行先平移,在缩放,最后旋转操作,即将点坐标齐次矩阵与平移矩阵、缩放矩阵、旋转矩阵相乘得到的变换后的坐标。

四、代码解析

  程序中render(self,a,b,scale,r): 参数a,b表示x轴平移a,y轴平移b;缩放scale倍,然后绕Z轴旋转r度。

五、源代码

"""
glfw_square04.py
Author: dalong10
Description: Draw 4 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 a;
uniform float b;
uniform float scale;
uniform float theta;

void main(){
	mat4 rot1=mat4(vec4(1.0, 0.0,0.0,0),
				vec4(0.0, 1.0,0.0,0),
				vec4(0.0,0.0,1.0,0.0),
				vec4(a,b,0.0,1.0));
	mat4 rot2=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));
	mat4 rot3=mat4(vec4(cos(theta),sin(theta),0.0,0),
				vec4(-sin(theta), cos(theta),0.0,0),
				vec4(0.0,         0.0,1.0, 0.0),
				vec4(0.0,         0.0,0.0, 1.0));
	gl_Position=rot3 *rot2 *rot1 * 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,a,b,scale,r):       
        # use shader
        glUseProgram(self.program)

        glUniform1f(glGetUniformLocation(self.program, "a"), a)
        glUniform1f(glGetUniformLocation(self.program, "b"), b)
        glUniform1f(glGetUniformLocation(self.program, "scale"), scale)
        theta = r*PI/180.0
        glUniform1f(glGetUniformLocation(self.program, "theta"), theta)

        # 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(300, 300, "4 Square ", 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)
    PI = 3.14159265358979323846264
    # 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)        

        firstSquare0.render(0.0,1,0.3,0)            
        firstSquare0.render(1,0.0,0.4,15)            
        firstSquare0.render(0.0,-1,0.5,30)            
        firstSquare0.render(-0.5,0.0,0.6,45)            

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

    glfw.terminate()

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