实现3D引擎(七)- 模型视图投影变换

    本文在前文实现3D引擎(三)- 绘制三角形的基础上,添加模型视图投影变换。

    渲染流水线上的各种变换如下:

  

    首先,顶点着色器通过uniform变量接收上述三个变换矩阵。

uniform mat4 projectionMatrix; 
uniform mat4 modelMatrix; 
uniform mat4 viewMatrix; 

    顶点的坐标依次乘以模型,视图,投影矩阵。

gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(position, 1.0);

    其次,计算模型变换矩阵。将模型绕X轴旋转80度,放入世界坐标系中。

glm::mat4 model = glm::mat4(1.0f);
model = glm::rotate(model, glm::radians(80.0f), glm::vec3(1.0f, 0.0f, 0.0f));

    计算视图变换矩阵。相机位于原点,场景沿Z轴负方向移动3。

 glm::mat4 view = glm::mat4(1.0f);
 view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));

    计算投影变换矩阵。视锥角度45度,屏幕长宽比800/600,近平面0.1f,远平面100.0f。

glm::mat4 projection = glm::mat4(1.0f);
projection = glm::perspective(glm::radians(45.0f), (float)(800 / 600), 0.1f, 100.0f);

    最后,将上述三个矩阵传递到顶点着色器。

glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "modelMatrix"), 1, GL_FALSE, glm::value_ptr(model));
glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "viewMatrix"), 1, GL_FALSE, glm::value_ptr(view));
glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "projectionMatrix"), 1, GL_FALSE, glm::value_ptr(projection));

    示例代码如下:

#include<iostream>
#define GLEW_STATIC
#include<GL/glew.h>
#include<GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>


const char* vertexShaderSource =
"#version 330 core                     \n"
"layout(location = 0) in vec3 position; \n"
"uniform mat4 projectionMatrix; \n"
"uniform mat4 modelMatrix; \n"
"uniform mat4 viewMatrix; \n"
"void main() {                          \n"
"		gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(position, 1.0);} \n ";

const char* fragmentShaderSource =
"#version 330 core                   \n"
"out vec4 color;                     \n"
"void main(){                        \n"
"	color = vec4(1.0f, 0.5f, 0.2f, 1.0f);}  \n";

GLfloat vertices[] = {
    -0.5f, -0.5f, 0.0f,
    0.5f, -0.5f, 0.0f,
    0.0f,  0.5f, 0.0f
};

//key表示按下的键,action表示键按下/释放,mode表示是否有Ctrl、Shift、Alt等按钮操作
void key_callback(GLFWwindow * window, int key, int scancode, int action, int mode)
{
    //用户按下ESC键,设置窗口WindowShouldClose属性为true,关闭应用程序
    if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
        glfwSetWindowShouldClose(window, GL_TRUE);
}

int main()
{
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);    //主版本号
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);    //次版本号
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);//核心模式

    GLFWwindow* window = glfwCreateWindow(800, 600, "OpenGL Game", NULL, NULL); //创建窗口
    if (window == NULL)
    {
        std::cout << "Open window failed!" << std::endl;
        glfwTerminate();
        return -1;
    }
    //将窗口的上下文设置为当前线程的主上下文
    glfwMakeContextCurrent(window);

    //GLEW是用来管理OpenGL的函数指针,调用任何OpenGL的函数之前都需要初始化GLEW
    glewExperimental = GL_TRUE;
    if (glewInit() != GLEW_OK)
    {
        std::cout << "Init Glew failed!" << std::endl;
        glfwTerminate();
        return -1;
    }

    int width, height;
    //从GLFW中获取视口大小
    glfwGetFramebufferSize(window, &width, &height);
    //窗口左下角的位置、宽度、高度
    glViewport(0, 0, width, height);

    //注册按键回调函数
    glfwSetKeyCallback(window, key_callback);

    //顶点数组对象
    unsigned int VAO;
    glGenVertexArrays(1, &VAO);
    glBindVertexArray(VAO);

    //顶点缓冲对象
    unsigned int VBO;
    glGenBuffers(1, &VBO);
    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    //将顶点数据复制到缓冲中
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

    //创建顶点着色器
    unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
    glCompileShader(vertexShader);

    //创建片段着色器
    unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
    glCompileShader(fragmentShader);

    //创建着色器程序
    unsigned int shaderProgram = glCreateProgram();
    glAttachShader(shaderProgram, vertexShader);
    glAttachShader(shaderProgram, fragmentShader);
    glLinkProgram(shaderProgram);

    //顶点属性配置,告诉OpenGL该如何解析顶点数据
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);

    //启用着色器程序
    glUseProgram(shaderProgram);
    glm::mat4 model = glm::mat4(1.0f);
    model = glm::rotate(model, glm::radians(80.0f), glm::vec3(1.0f, 0.0f, 0.0f));
    glm::mat4 view = glm::mat4(1.0f);
    view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
    glm::mat4 projection = glm::mat4(1.0f);
    projection = glm::perspective(glm::radians(45.0f), (float)(800 / 600), 0.1f, 100.0f);
    glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "modelMatrix"), 1, GL_FALSE, glm::value_ptr(model));
    glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "viewMatrix"), 1, GL_FALSE, glm::value_ptr(view));
    glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "projectionMatrix"), 1, GL_FALSE, glm::value_ptr(projection));

    //检查GLFW是否要求退出
    while (!glfwWindowShouldClose(window))
    {
        //检查是否触发事件(鼠标移动、键盘输入等),如果有则调用相应的回调函数
        glfwPollEvents();
        //渲染操作放入循环中
        //清屏
        glClearColor(0.2f, 0.3f, 0.3f, 1.0);
        glClear(GL_COLOR_BUFFER_BIT);    
        glBindVertexArray(VAO);  
        //绘制
        glDrawArrays(GL_TRIANGLES, 0, 3);
        //交换颜色缓冲
        glfwSwapBuffers(window);
    }
    //结束时释放资源
    glfwTerminate();
    return 0;
}

    运行结果:

  

  • 0
    点赞
  • 1
    收藏
    觉得还不错? 一键收藏
  • 0
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
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