- 来源:《Computer Graphics Programming in OpenGL Using C++ 》by V Scott
Gordon John L Clevenger - 内容:程序4.41 Pre-Computing the Perspective Matrix,书P97页,PDF116/403
- 动画和实时渲染中需要反复调用 display 函数,所以需要使得 display 函数执行速度最快。 尽可能避免 display
函数执行任何分配空间的步骤,比如:①实例化对象 ② 声明变量。 - 还可以将透视矩阵的计算移动到 init 函数中,同时在运行程序时调整窗口大小,由此 init、 display、 main 函数都需要修改
- 结果:
C++/OpenGL 入门(13):改变窗口大小重新计算投影矩阵
修改的部分:
定义矩阵堆栈
// 创建一个矩阵堆栈
stack<glm::mat4> mvStack;
init 函数中增加 通过窗口大小计算透视矩阵的部分
void init(GLFWwindow* window) {
renderingProgram = createShaderProgram("add/4.12 vertShader.glsl", "add/4.12 fragShader.glsl");
cameraX = 0.0f; cameraY = 2.0f; cameraZ = 15.0f;
setupVertices();
// 通过窗口大小计算p矩阵 build perspective matrix
glfwGetFramebufferSize(window, &width, &height);
aspect = (float)width / (float)height;
pMat = glm::perspective(1.0472f, aspect, 0.1f, 1000.0f); // 1.0472 radians = 60 degrees
}
定义新的函数,实现计算透视矩阵功能
void window_reshape_callback(GLFWwindow* window, int newWidth, int newHeight) {
aspect = (float)newWidth / (float)newHeight; // new width&height provided by the callback
glViewport(0, 0, newWidth, newHeight); // sets screen region associated with framebuffer
pMat = glm::perspective(1.0472f, aspect, 0.1f, 1000.0f);
}
main 函数中,在 init 函数之前增加调用 glfwSetWindowSizeCallback 函数
glfwSetWindowSizeCallback(window, window_reshape_callback); // 在exe中直接改变窗口大小
init(window);
程序4.41 Pre-Computing the Perspective Matrix
文件1: 4.41 SolarSystem.cpp
#include <string>
#include <iostream>
#include <fstream>
#include <cmath>
#include <stack>
#include "glm\glm.hpp"
#include "glm\gtc\type_ptr.hpp"
#include "glm\gtc\matrix_transform.hpp"
#include "Utils\4.1 Utils.h"
using namespace std;
#define numVAOs 1
#define numVBOs 2
float cameraX, cameraY, cameraZ;
GLuint renderingProgram;
GLuint vao[numVAOs];
GLuint vbo[numVBOs];
// allocate variables used in display() function,
// so that they won’t need to be allocated during rendering
GLuint mvLoc, projLoc;
int width, height;
float aspect;
glm::mat4 pMat, vMat, mMat, mvMat;
// 创建一个矩阵堆栈
stack<glm::mat4> mvStack;
void setupVertices(void) {
// 36 vertices, 12 triangles, makes 2x2x2 cube placed at origin
float CubePositions[108] = {
-1.0f, 1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f,
1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f,
1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, -1.0f,
1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f,
1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
-1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
-1.0f, -1.0f, 1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f, 1.0f,
-1.0f, -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f,
-1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f,
1.0f, -1.0f, -1.0f, -1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f,
-1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, -1.0f
};
// pyramid with 18 vertices, comprising 6 triangles (four sides, and two on the bottom)
float pyramidPositions[54] =
{ -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 1.0f, 0.0f, // front face
1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 1.0f, 0.0f, // right face
1.0f, -1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 1.0f, 0.0f, // back face
-1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 1.0f, 0.0f, // left face
-1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, // base – left front
1.0f, -1.0f, 1.0f, -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f // base – right back
};
glGenVertexArrays(1, vao);
glBindVertexArray(vao[0]);
glGenBuffers(numVBOs, vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(CubePositions), CubePositions, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, vbo[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(pyramidPositions), pyramidPositions, GL_STATIC_DRAW);
}
void init(GLFWwindow* window) {
renderingProgram = createShaderProgram("add/4.12 vertShader.glsl", "add/4.12 fragShader.glsl");
cameraX = 0.0f; cameraY = 2.0f; cameraZ = 15.0f;
setupVertices();
// 通过窗口大小计算p矩阵 build perspective matrix
glfwGetFramebufferSize(window, &width, &height);
aspect = (float)width / (float)height;
pMat = glm::perspective(1.0472f, aspect, 0.1f, 1000.0f); // 1.0472 radians = 60 degrees
}
void display(GLFWwindow* window, double currentTime) {
glClear(GL_DEPTH_BUFFER_BIT);
glClearColor(0.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT); // 每一次都将背景清理(clear)为黑色
glUseProgram(renderingProgram);
// get the uniform variables for the MV and projection matrices
mvLoc = glGetUniformLocation(renderingProgram, "mv_matrix");
projLoc = glGetUniformLocation(renderingProgram, "proj_matrix");
// build view matrix, model matrix, and model-view matrix
vMat = glm::translate(glm::mat4(1.0f), glm::vec3(-cameraX, -cameraY, -cameraZ));
mvStack.push(vMat);
// ---------------------- pyramid == sun --------------------------------------------
mvStack.push(mvStack.top());
mvStack.top() *= glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, 0.0f)); // sun position
mvStack.push(mvStack.top());
mvStack.top() *= glm::rotate(glm::mat4(1.0f), (float)currentTime, glm::vec3(1.0f, 0.0f, 0.0f));
// sun rotation
glUniformMatrix4fv(mvLoc, 1, GL_FALSE, glm::value_ptr(mvStack.top()));
glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(pMat));
glBindBuffer(GL_ARRAY_BUFFER, vbo[1]);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LEQUAL);
glDrawArrays(GL_TRIANGLES, 0, 18); // draw the sun
mvStack.pop(); // remove the sun’s axial rotation from the stack
//----------------------- cube == planet ---------------------------------------------
mvStack.push(mvStack.top());
mvStack.top() *=
glm::translate(glm::mat4(1.0f), glm::vec3(sin((float)currentTime)*6.0, 0.0f, cos((float)currentTime)*6.0));
mvStack.push(mvStack.top());
mvStack.top() *= glm::rotate(glm::mat4(1.0f), (float)currentTime, glm::vec3(0.0, 1.0, 0.0));
mvStack.top() *= glm::scale(glm::mat4(1.0f), glm::vec3(0.75f, 0.75f, 0.75f)); // make the moon smaller
// planet rotation
glUniformMatrix4fv(mvLoc, 1, GL_FALSE, glm::value_ptr(mvStack.top()));
glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(pMat));
glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0);
glDrawArrays(GL_TRIANGLES, 0, 36); // draw the planet
mvStack.pop(); // remove the planet’s axial rotation from the stack
//----------------------- smaller cube == moon -----------------------------------
mvStack.push(mvStack.top());
mvStack.top() *=
glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, sin((float)currentTime)*2.0,
cos((float)currentTime)*2.0));
mvStack.top() *= glm::rotate(glm::mat4(1.0f), (float)currentTime, glm::vec3(0.0, 0.0, 1.0));
// moon rotation
mvStack.top() *= glm::scale(glm::mat4(1.0f), glm::vec3(0.25f, 0.25f, 0.25f)); // make the moon smaller
glUniformMatrix4fv(mvLoc, 1, GL_FALSE, glm::value_ptr(mvStack.top()));
glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(pMat));
glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0);
glDrawArrays(GL_TRIANGLES, 0, 36); // draw the moon
// remove moon scale/rotation/position, planet position, sun position, and view matrices from stack
mvStack.pop(); mvStack.pop(); mvStack.pop(); mvStack.pop();
}
void window_reshape_callback(GLFWwindow* window, int newWidth, int newHeight) {
aspect = (float)newWidth / (float)newHeight; // new width&height provided by the callback
glViewport(0, 0, newWidth, newHeight); // sets screen region associated with framebuffer
pMat = glm::perspective(1.0472f, aspect, 0.1f, 1000.0f);
}
int main(void) { // main() is unchanged from before
if (!glfwInit()) { exit(EXIT_FAILURE); }
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
GLFWwindow* window = glfwCreateWindow(600, 600, "Chapter 4 - program 4", NULL, NULL);
glfwMakeContextCurrent(window);
if (glewInit() != GLEW_OK) { exit(EXIT_FAILURE); }
glfwSwapInterval(1);
glfwSetWindowSizeCallback(window, window_reshape_callback); // 在exe中直接改变窗口大小
init(window);
while (!glfwWindowShouldClose(window)) {
display(window, glfwGetTime());
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwDestroyWindow(window);
glfwTerminate();
exit(EXIT_SUCCESS);
}
文件2: 4.12 vertShader.glsl
#version 430
layout (location=0) in vec3 position;
uniform mat4 mv_matrix;
uniform mat4 proj_matrix;
out vec4 varyingColor;
void main(void)
{ gl_Position = proj_matrix * mv_matrix * vec4(position,1.0);
varyingColor = vec4(position,1.0) * 0.5 + vec4(0.5, 0.5, 0.5, 0.5);
}
文件3: 4.12 fragShader.glsl
#version 430
in vec4 varyingColor;
out vec4 color;
uniform mat4 mv_matrix;
uniform mat4 proj_matrix;
void main(void)
{ color = varyingColor;
}