【OpenGL】Shader个人学习笔记(10)--Projecting Matrix

这篇博客介绍了如何在OpenGL中使用glm库来创建投影矩阵,以实现将3D图像正确映射到2D屏幕上的过程。作者强调了投影矩阵在创建视景错觉中的作用,以及glm库作为纯头文件库的便捷性。通过添加特定头文件,定义投影矩阵操作,并在Shader类和命令文件中更新语句,可以调整绘制比例,避免图像拉伸。
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利用OpenGL调整绘制的比例,使其成为一个不拉伸的图像

Cherno大佬的symbol​​​​​

used commonly as transformation : to create an illusion like camera moving

输出屏幕不是标准的

 vector : a direcition & magnitude & length

  • directional vector
  • positional vector

matrices:

  • (coming to come)

 使用glm(OpenGL标准库)

下载链接中的最新release,使用其中的glm文件夹https://github.com/g-truc/glm,并将其放到src/vendor/路径下

glm中没有cpp文件是一个纯头文件库,意味着不需要编译,只要link了就可以使用

使用project matrix是告诉window how we want to map different vertices to it , 电脑屏幕是2d的,但是picture是一个3d方式绘制的,我们需要draw it to 2d surface --------mapping

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Projective texture mapping in Unity Shader is a technique used to project a texture onto an object in a way that simulates the effect of a slide projector. It can be used to create various effects like projecting a spotlight texture onto a surface, projecting a decal onto a curved surface, or creating a shadow map for an object. To implement projective texture mapping in Unity Shader, you need to use a combination of vertex and fragment shaders. The vertex shader calculates the projective transformation matrix, which is used to transform the texture coordinates in the fragment shader. The fragment shader samples the texture and applies it to the object's surface. Here's a simple example of a vertex shader that calculates the projective transformation matrix: ``` Shader "Custom/ProjectiveTextureMapping" { Properties { _MainTex ("Texture", 2D) = "white" {} _Projector ("Projector", 3D) = "" {} } SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag uniform sampler2D _MainTex; uniform float4x4 unity_Projector; float4x4 unity_ObjectToWorld; struct appdata { float4 vertex : POSITION; float3 normal : NORMAL; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = mul(unity_Projector, v.vertex).xy; return o; } fixed4 frag (v2f i) : SV_Target { return tex2D(_MainTex, i.uv); } ENDCG } } } ``` In this example, the `_MainTex` property is the texture to be projected, and the `_Projector` property is the object that will project the texture. The `unity_Projector` variable is a matrix that transforms the texture coordinates from object space to clip space. The `vert` function calculates the transformed texture coordinates and passes them to the fragment shader in the `v2f` struct. The fragment shader simply samples the texture using the transformed texture coordinates and returns the color. You can use this shader by assigning it to a material and setting the `_MainTex` and `_Projector` properties to appropriate textures and objects, respectively.
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