OpenGL立方体在世界坐标系中_缩放_旋转_平移_顶点片源着色器

上学期帮舍友改了下的半成品,这次继续学习接着改。

记得老师有说过要注意啥啥按列存储的。

没搞明白,然后发现有的按行存储,甚是不解。

《交互式计算机图形学》这本书上注释着按列存储。

嗯,然后我以为电脑应该一样吧。但是左右上下平移发现怎么有是我按的那个方向的线变短,另一个方向的变长,反正就是正方形变成畸形的六面体了。

可能有的按行有的按列,我用的是vs2013社区版。按行存储

所以样例【其他旋转甚么的也是同理转置一下】

x方向平移athat,y方向平移direct。

t=mat4(1.0,0.0,0.0,0.0,
      0.0,1.0,0.0,0.0,
      0.0,0.0,1.0,0.0,
athat,direct,0.0,1.0); 

其他的按列存储

t=mat4(1.0,0.0,0.0,athat,,
      0.0,1.0,0.0,direct,
      0.0,0.0,1.0,0.0,
      0.0,0.0,0.0,1.0); 

【简单的说就是它们是互为转置矩阵,更通俗易懂就讲就是沿着  \  交换数值】


话说在vshader顶点着色器中 gl_Position =t*rx*rz*ry*sf*vPosition;    和   gl_Position =rx*rz*ry*sf*t*vPosition;弄出来的是不一样的哦。

搜罗很多资料,和我要的效果都不一样,然后我就改了一下,发现前者才是我要的效果。

我要的效果是按着世界坐标系上下左右平移旋转,而后者好像貌似是绕着对象坐标系上下左右平移旋转【目前个人感觉应该是这样吧】

整个工程 http://download.csdn.net/detail/u014646950/9477261

工程里面和exe在同一目录的.glsl忘记更改了。

//
// 绘制一个旋转的OpenGL立方体在世界坐标系中_缩放_旋转_平移_顶点片源着色器 
// 使用空闲回调函数增加旋转的角度
//  立方体的旋转角度被发送到用于实现立方体旋转的顶点着色器中

#include "Angel.h"
#pragma comment(lib, "glew32.lib")

typedef Angel::vec4  color4;
typedef Angel::vec4  point4;
 

const int NumVertices = 36; //(6 faces)(2 triangles/face)(3 vertices/triangle)

point4 points[NumVertices]; 

// Vertices of a unit cube centered at origin, sides aligned with axes
point4 vertices[8] = {
	point4(-0.5, -0.5, 0.5, 1.0),
	point4(-0.5, 0.5, 0.5, 1.0),
	point4(0.5, 0.5, 0.5, 1.0),
	point4(0.5, -0.5, 0.5, 1.0),
	point4(-0.5, -0.5, -0.5, 1.0),
	point4(-0.5, 0.5, -0.5, 1.0),
	point4(0.5, 0.5, -0.5, 1.0),
	point4(0.5, -0.5, -0.5, 1.0)
};  
color4 gr = color4(1.0, 1.0, 1.0, 1.0);
color4 onecolor = color4(1.0, 0.0, 1.0, 1.0);
int      Axi = 0;//Xaxis;
GLfloat  Thet[3] = { 0.0, 0.0, 0.0 };
//GLfloat  Atha[3] = { 0.0, 0.0, 0.0 };
GLfloat Disx = 0;
GLfloat Dis = 0;
GLfloat fd = 1;

GLuint  thet;  // The location of the "theta" shader uniform variable
GLuint atha;
GLuint direct;
GLuint f;
GLuint cc;

//----------------------------------------------------------------------------

// quad generates two triangles for each face and assigns colors
//    to the vertices
int Index = 0;
void
quad(int a, int b, int c, int d)
{
	  points[Index] = vertices[a]; Index++;
	  points[Index] = vertices[b]; Index++;
	  points[Index] = vertices[c]; Index++;
	  points[Index] = vertices[a]; Index++;
	  points[Index] = vertices[c]; Index++;
	  points[Index] = vertices[d]; Index++;
}

//----------------------------------------------------------------------------

// generate 12 triangles: 36 vertices 
void
colorcube()
{
	quad(1, 0, 3, 2);
	quad(2, 3, 7, 6);
	quad(3, 0, 4, 7);
	quad(6, 5, 1, 2);
	quad(4, 5, 6, 7);
	quad(5, 4, 0, 1);
}

//----------------------------------------------------------------------------

// OpenGL initialization
void
init()
{
	colorcube();

	// Create a vertex array object
	GLuint vao;
	glGenVertexArrays(1, &vao);
	glBindVertexArray(vao);

	// Create and initialize a buffer object
	GLuint buffer;
	glGenBuffers(1, &buffer);
	glBindBuffer(GL_ARRAY_BUFFER, buffer);
	glBufferData(GL_ARRAY_BUFFER, sizeof(points),
		NULL, GL_STATIC_DRAW);
	glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(points), points);

	// Load shaders and use the resulting shader program
	GLuint program = InitShader("vshader.glsl", "fshader.glsl");
	glUseProgram(program);

	// set up vertex arrays
	GLuint vPosition = glGetAttribLocation(program, "vPosition");
	glEnableVertexAttribArray(vPosition);
	glVertexAttribPointer(vPosition, 4, GL_FLOAT, GL_FALSE, 0,
		BUFFER_OFFSET(0));


	cc = glGetUniformLocation(program, "cc");
	thet = glGetUniformLocation(program, "theta");
	atha = glGetUniformLocation(program, "athat");
	direct = glGetUniformLocation(program, "direct");
	f = glGetUniformLocation(program, "ff");

	glEnable(GL_DEPTH_TEST);///开启深度缓存测试
	glEnable(GL_CULL_FACE);///启动多边形剔除功能
	//glOrtho(1.0, 0.0, 0.0, 1.0, 0.0, 1.0);

}

//----------------------------------------------------------------------------

void
display(void)
{

	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	 
	glUniform3fv(thet, 1, Thet);
	glUniform1f(atha, Disx);
	glUniform1f(direct, Dis);//传递单个的 
	glUniform1f(f, fd);
	glUniform4fv(cc, 1, onecolor);

	glDrawArrays(GL_TRIANGLES, 0, NumVertices);
	glClearColor(gr[0], gr[1], gr[2], gr[3]);
	glFlush();


}


void ProcessMenu(int value)
{
	if (value == 0)
		exit(0);

	if (value == 100)
	{
		gr = vec4(1.0f, 1.0f, 1.0f, 1.0f);
		onecolor = vec4(1.0, 0.0, 1.0, 1.0);
	}
	else{

		switch (value)
		{
		case 21:gr = vec4(0.75f, 0.0f, 1.0f, 1.0f); break;
		case 22:gr = vec4(0.75f, 0.75f, 1.0f, 1.0f); break;
		case 23:gr = vec4(1.75f, 1.75f, 0.75f, 1.0f); break;
		case 24:gr = vec4(1.75f, 1.0f, 1.55f, 1.0f); break;
		case 25:gr = vec4(0.0f, 1.0f, 0.75f, 0.0f); break;
		case 1:onecolor = vec4(0.0f, 0.0f, 0.0f, 1.0f); break;//黑色
		case 2:onecolor = vec4(0.0f, 0.0f, 1.0f, 1.0f); break;//蓝色
		case 3:onecolor = vec4(1.0f, 0.0f, 1.0f, 1.0f); break;//品红色
		case 4:onecolor = vec4(0.0f, 1.0f, 1.0f, 1.0f); break;//青色
		}
	}
	glutSwapBuffers();
	glutPostRedisplay();
}

//----------------------------------------------------------------------------

void
keyboard(unsigned char key, int x, int y)
{ 
	switch (key) {
	case 'x':    Axi = 0; break; //Xaxis;  break;
	case 'y':    Axi = 1; break;//Yaxis;  break;
	case 'z':    Axi = 2; break;//Zaxis;  break;选择对应的x,y,z旋转角度来变化
	case 'f':fd += 0.1; break;//Xdist; break;
	case 's':fd -= 0.1; break;//Ydist; break;
	case 033: // Escape Key
	case 'q': case 'Q':
		exit(EXIT_SUCCESS);
		break;
	}
	if (fd == 0)fd = 0.1;
}
void SpecialKeys(int key, int x, int y)
{ 
	switch (key) {
	case GLUT_KEY_UP:Dis += 0.01;  break;
	case GLUT_KEY_DOWN:Dis -= 0.01;  break;//Ydist; break;
	case GLUT_KEY_LEFT:Disx -= 0.01;   break; 
	case GLUT_KEY_RIGHT:Disx += 0.01;   break;//Xdist; break;
	case 033: // Escape Key
	case 'q': case 'Q':
		exit(EXIT_SUCCESS);
		break;
	}
}

//----------------------------------------------------------------------------


//----------------------------------------------------------------------------

void
idle(void)
{
	Thet[Axi] += 0.01;

	if (Thet[Axi] > 360.0) {
		Thet[Axi] -= 360.0;
	}
	glutSwapBuffers();
	glutPostRedisplay();
}




//----------------------------------------------------------------------------

int
main(int argc, char **argv)
{
	 
	glutInit(&argc, argv);
	glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH);
	glutInitWindowSize(512, 512);
	glutInitContextVersion(3, 1);
	//这里在舍友的电脑上用3,2可以用,在我的电脑上会出现
	//freeglut(dll地址):unableto create OpenGL3.2 context(flags 0, profile 1)
	//我改成3,1就可以了。不知道会不会是版本问题。这里用的是比较旧的版本freeglut。

	glutInitContextProfile(GLUT_CORE_PROFILE);
	glutCreateWindow("Color Cube");

	glewExperimental = true;
	glewInit(); 
	int nGlutColorMenu1 = glutCreateMenu(ProcessMenu);
	glutAddMenuEntry("black", 1);
	glutAddMenuEntry("blue", 2);
	glutAddMenuEntry("magenta", 3);
	glutAddMenuEntry("cyan", 4);

	int nGlutColorMenu2 = glutCreateMenu(ProcessMenu);
	glutAddMenuEntry("background1", 21);
	glutAddMenuEntry("background2", 22);
	glutAddMenuEntry("background3", 23);
	glutAddMenuEntry("background4", 24);
	glutAddMenuEntry("background5", 25);

	int nGlutColorMenu3 = glutCreateMenu(ProcessMenu);
	glutAddMenuEntry("return", 100);

	int nGlutColorMenu = glutCreateMenu(ProcessMenu);
	glutAddSubMenu("coclor", nGlutColorMenu1);
	glutAddSubMenu("background", nGlutColorMenu2);
	glutAddSubMenu("return", nGlutColorMenu3);
	glutAttachMenu(GLUT_RIGHT_BUTTON);
	init();
	glutDisplayFunc(display);
	glutSpecialFunc(SpecialKeys);
	glutKeyboardFunc(keyboard);
	//glutMouseFunc(mouse);
	glutIdleFunc(idle);
	 

	glutMainLoop();
	return 0;
}



vshader.glsl

#version 150

in  vec4 vPosition;
in  vec4 vColor;
out vec4 color;

uniform vec4 cc;
uniform vec3 theta;
uniform float athat;
uniform float direct;
uniform float ff;
void main() 
{
    // Compute the sines and cosines of theta for each of
    //   the three axes in one computation.
    vec3 angles = radians( theta );
    vec3 c = cos( angles );
    vec3 s = sin( angles );

    // Remeber: thse matrices are column-major
    mat4 rx = mat4( 1.0,  0.0,  0.0, 0.0,
		    0.0,  c.x,  s.x, 0.0,
		    0.0, -s.x,  c.x, 0.0,
		    0.0,  0.0,  0.0, 1.0 );

    mat4 ry = mat4( c.y, 0.0, -s.y, 0.0,
		    0.0, 1.0,  0.0, 0.0,
		    s.y, 0.0,  c.y, 0.0,
		    0.0, 0.0,  0.0, 1.0 );

    // Workaround for bug in ATI driver
    ry[1][0] = 0.0;
    ry[1][1] = 1.0;

    mat4 rz = mat4( c.z, s.z, 0.0, 0.0,
		    -s.z,  c.z, 0.0, 0.0,
		    0.0,  0.0, 1.0, 0.0,
		    0.0,  0.0, 0.0, 1.0 );

    // Workaround for bug in ATI driver
    rz[2][2] = 1.0;
    
    //color = vColor;
	color=cc;
	mat4 t=mat4(1.0,0.0,0.0,0.0,
	0.0,1.0,0.0,0.0,
	0.0,0.0,1.0,0.0,
	athat,direct,0.0,1.0); 
	   
    mat4 sf=mat4(ff,0.0,0,0,
	0.0,ff,0.0,0.0,
	0.0,0.0,ff,0.0,
	0.0,0.0,0.0,1.0); 

    gl_Position =t*rx*rz*ry*sf*vPosition;
} 



fshader.glsl

#version 150

in  vec4 color;
out vec4 fColor;

void main() 
{ 
    fColor = color;
} 


InitShader.cpp          

#include "Angel.h"

namespace Angel {

// Create a NULL-terminated string by reading the provided file
static char*
readShaderSource(const char* shaderFile)
{
    //FILE* fp = fopen(shaderFile, "r");
	//由于vs甚么安全性的原因,不让使用fopen,用下面的fopen_s代替;
	FILE *fp;
	fopen_s(&fp, shaderFile, "r");


    if ( fp == NULL ) { return NULL; }

    fseek(fp, 0L, SEEK_END);
    long size = ftell(fp);

    fseek(fp, 0L, SEEK_SET);
    char* buf = new char[size + 1];
    fread(buf, 1, size, fp);

    buf[size] = '\0';
    fclose(fp);

    return buf;
}


// Create a GLSL program object from vertex and fragment shader files
GLuint
InitShader(const char* vShaderFile, const char* fShaderFile)
{
    struct Shader {
	const char*  filename;
	GLenum       type;
	GLchar*      source;
    }  shaders[2] = {
	{ vShaderFile, GL_VERTEX_SHADER, NULL },
	{ fShaderFile, GL_FRAGMENT_SHADER, NULL }
    };

    GLuint program = glCreateProgram();
    
    for ( int i = 0; i < 2; ++i ) {
	Shader& s = shaders[i];
	s.source = readShaderSource( s.filename );
	if ( shaders[i].source == NULL ) {
	    std::cerr << "Failed to read " << s.filename << std::endl;
	    exit( EXIT_FAILURE );
	}

	GLuint shader = glCreateShader( s.type );
	glShaderSource( shader, 1, (const GLchar**) &s.source, NULL );
	glCompileShader( shader );

	GLint  compiled;
	glGetShaderiv( shader, GL_COMPILE_STATUS, &compiled );
	if ( !compiled ) {
	    std::cerr << s.filename << " failed to compile:" << std::endl;
	    GLint  logSize;
	    glGetShaderiv( shader, GL_INFO_LOG_LENGTH, &logSize );
	    char* logMsg = new char[logSize];
	    glGetShaderInfoLog( shader, logSize, NULL, logMsg );
	    std::cerr << logMsg << std::endl;
	    delete [] logMsg;

	    exit( EXIT_FAILURE );
	}

	delete [] s.source;

	glAttachShader( program, shader );
    }

    /* link  and error check */
    glLinkProgram(program);

    GLint  linked;
    glGetProgramiv( program, GL_LINK_STATUS, &linked );
    if ( !linked ) {
	std::cerr << "Shader program failed to link" << std::endl;
	GLint  logSize;
	glGetProgramiv( program, GL_INFO_LOG_LENGTH, &logSize);
	char* logMsg = new char[logSize];
	glGetProgramInfoLog( program, logSize, NULL, logMsg );
	std::cerr << logMsg << std::endl;
	delete [] logMsg;

	exit( EXIT_FAILURE );
    }

    /* use program object */
    glUseProgram(program);

    return program;
}

}  // Close namespace Angel block


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