OpenGL变换--5

这篇博客介绍了OpenGL编程中如何使用GLM库进行基础数学运算,包括平移、旋转和缩放矩阵变换,并详细阐述了纹理加载的步骤,涉及GLSL shader中的矩阵变量设置和纹理单元绑定。同时,文章提供了完整的OpenGL程序示例,展示了从顶点数据到纹理映射的实现过程。
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参考:这里

这一节主要讲基础数学知识和矩阵变换:平移、旋转、缩放。

OpenGL没有自带任何的矩阵和向量知识,所以我们必须定义自己的数学类和函数。有个易于使用,专门为OpenGL量身定做的数学库,那就是GLM。具体细节参考上面链接!

程序中用矩阵的大致流程:
1.设置相应的矩阵,如:平移、旋转、缩放,注意顺序,操作是相对自身坐标轴
2.把矩阵传递到shader代码中的变量。
3.注意矩阵初始化问题:glm::mat4 mat=glm::mat4(1.0f);
4.GLSL也有mat2、mat3、mat4类型,这些只在shader代码中使用。

//顺序不能错
#include <glad/glad.h>
#include <GLFW/glfw3.h>

//glm头文件,矩阵
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>

#include <iostream>

#include "Shader.h"
#include "stb_image.h"

using namespace std;

void framebuffer_size_callback(GLFWwindow* windwo, int width, int height);
void processInput(GLFWwindow* window);

const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;

int main()
{
#pragma region Init
	//init
	glfwInit();
	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

#ifdef __APPLE__
	glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif

	//create window object
	GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
	if (window == NULL)
	{
		cout << "Failed to create GLFW window!" << endl;
		glfwTerminate();
		return -1;
	}
	glfwMakeContextCurrent(window);
	//regiester callback
	glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);

	//init GLAD
	if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
	{
		cout << "Failed to init GLAD!" << endl;
		return -1;
	}
#pragma endregion


	//configure options
	//设置线框模式
	//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);

	//关闭线框模式:填充
	//glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);

	//compile and build shader program	
	Shader shader("Shaders/Learn4_transform.vs", "Shaders/Learn4_transform.fs");

	//顶点数据
	float vertices[] = {
		//     ---- 位置 ----       ---- 颜色 ----     - 纹理坐标 -
				0.5f,  0.5f, 0.0f,   1.0f, 0.0f, 0.0f,   1.0f, 1.0f,   // 右上
				0.5f, -0.5f, 0.0f,   0.0f, 1.0f, 0.0f,   1.0f, 0.0f,   // 右下
				-0.5f, -0.5f, 0.0f,   0.0f, 0.0f, 1.0f,   0.0f, 0.0f,   // 左下
				-0.5f,  0.5f, 0.0f,   1.0f, 1.0f, 0.0f,   0.0f, 1.0f    // 左上
	};

	unsigned int indices[] = {
		0, 1, 3, // first triangle
		1, 2, 3  // second triangle
	};

	//set vertex
	unsigned int VBO, VAO, EBO;
	glGenVertexArrays(1, &VAO);
	glGenBuffers(1, &VBO);
	glGenBuffers(1, &EBO);

	//OpenGL核心模式必须用VAO才能显示要画的图形
	glBindVertexArray(VAO);
	glBindBuffer(GL_ARRAY_BUFFER, VBO);
	glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
	glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);

	//set pointer
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
	glEnableVertexAttribArray(0);

	glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
	glEnableVertexAttribArray(1);

	glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
	glEnableVertexAttribArray(2);

	// load and create a texture 
   // -------------------------
	unsigned int texture1, texture2;
	glGenTextures(1, &texture1);
	glBindTexture(GL_TEXTURE_2D, texture1); // all upcoming GL_TEXTURE_2D operations now have effect on this texture object
	// set the texture wrapping parameters
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);	// set texture wrapping to GL_REPEAT (default wrapping method)
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
	// set texture filtering parameters
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	// load image, create texture and generate mipmaps
	int width, height, nrChannels;

	stbi_set_flip_vertically_on_load(true);

	// The FileSystem::getPath(...) is part of the GitHub repository so we can find files on any IDE/platform; replace it with your own image path.
	unsigned char* data = stbi_load("Images/container.jpg", &width, &height, &nrChannels, 0);
	if (data)
	{
		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
		glGenerateMipmap(GL_TEXTURE_2D);
	}
	else
	{
		std::cout << "Failed to load texture" << std::endl;
	}
	stbi_image_free(data);

	glGenTextures(1, &texture2);
	glBindTexture(GL_TEXTURE_2D, texture2); // all upcoming GL_TEXTURE_2D operations now have effect on this texture object
	// set the texture wrapping parameters
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);	// set texture wrapping to GL_REPEAT (default wrapping method)
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

	// set texture filtering parameters
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);


	// The FileSystem::getPath(...) is part of the GitHub repository so we can find files on any IDE/platform; replace it with your own image path.
	data = stbi_load("Images/awesomeface.png", &width, &height, &nrChannels, 0);
	if (data)
	{
		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
		glGenerateMipmap(GL_TEXTURE_2D);
	}
	else
	{
		std::cout << "Failed to load texture" << std::endl;
	}
	stbi_image_free(data);

	//设置之前要使用shader
	shader.Use();
	//设置uniform sampler2D,只采样一张图时,可以不用设置,设置一次即可
	glUniform1i(glGetUniformLocation(shader.ID, "texture1"), 0);//手动设置
	shader.SetInt("texture2", 1);//用Shader封装的方法设置	

	//render loop
	while (!glfwWindowShouldClose(window))
	{
		//input
		processInput(window);

		//render
		glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
		glClear(GL_COLOR_BUFFER_BIT);

		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, texture1);
		glActiveTexture(GL_TEXTURE1);
		glBindTexture(GL_TEXTURE_2D, texture2);

		//use shader program
		shader.Use();
		glm::mat4 trans = glm::mat4(1.0f);
		trans = glm::translate(trans, glm::vec3(0.5f, 0.5f, 0.0f));
		trans = glm::rotate(trans, (float)glfwGetTime(), glm::vec3(0.0, 0.0, 1.0));
		//1.用封装的方法
		shader.SetMat4("transform", trans);

		//2.手动设置:两种方式
		//glUniformMatrix4fv(glGetUniformLocation(shader.ID, "transform"), 1, GL_FALSE, glm::value_ptr(trans));
		//glUniformMatrix4fv(glGetUniformLocation(shader.ID, "transform"), 1, GL_FALSE, &trans[0][0]);


		glBindVertexArray(VAO);
		glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);

		shader.Use();
		trans = glm::mat4(1.0f);
		trans = glm::translate(trans, glm::vec3(-0.5f, 0.5f, 0.0f));
		trans = glm::rotate(trans, (float)glfwGetTime(), glm::vec3(0.0, 0.0, 1.0));
		shader.SetMat4("transform", trans);

		glBindVertexArray(VAO);
		glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);

		//swap buffer
		glfwSwapBuffers(window);
		//call events
		glfwPollEvents();
	}

	//clear
	glDeleteVertexArrays(1, &VAO);
	glDeleteBuffers(1, &VBO);
	glDeleteBuffers(1, &EBO);
	shader.Delete();

	//terminate software
	glfwTerminate();
	return 0;
}


void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
	glViewport(0, 0, SCR_HEIGHT, SCR_HEIGHT);
}

void processInput(GLFWwindow* window)
{
	if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
	{
		glfwSetWindowShouldClose(window, true);
	}
}

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