其次坐标:
若w==1,则向量(x,y,z,1)为空间中的点。
若w==0,则向量(x,y,z,0)为方向
Model Coordinates---Model Matrix ----> World Coordinates---View Matrix ----> Camera Coordinates ---Projection Matrix---->Homogeneous Coordinates
第一步:创建模型视图投影(MVP)矩阵。任何要渲染的模型都要走这一步.
glm::mat4 Projection =glm::perspective(45.0f,4.0f/3.0f,0.1f,100.0f);
glm::mat4 View =glm::lookAt(
glm::vec3(4,3,3),
glm::vec3(0,0,0),
glm::vec3(0,1,0)
);
glm::mat4 Model = glm::mat4(1.0f);
glm::mat4 MVP =Projection*View*Model;
//第二步:把MVP传给GLSL
GLuint MatrixID=glGetUniformLocation(programID,"MVP");
glUinformMatrix4fv(MatrixID,1,GL_FALSE,&MVP[0][0]);
第三步:在GLSL中用MVP变换顶点
in vec3 vertexPosition_modelspace;
uniform mat4 MVP
void main()
{
vec4 v=vec4(vertexPosition_modelspace ,1);
gl_position=MVP*V;
}
完成:物体在原点(0,0,0),从点(4,3,3)透视观察,相机的上方向为(0,1,0),视场角为45