glm::mat4 trans;
trans = glm::translate(trans, glm::vec3(0.0, 0.0, 0.0));
//平移函数,第一个参数为矩阵,第二个为平移方向坐标
trans = glm::rotate(trans, (GLfloat)glfwGetTime()*50.0f, glm::vec3(0.0, 0.0,1.0));
//旋转函数,第二参数为角度,当然也用获取时间函数,第三参数表示沿z轴逆时针旋转
GLfloat scaletime = sin(glfwGetTime());
trans = glm::scale(trans, glm::vec3(scaletime, scaletime, scaletime));
//缩放函数,第二个参数为缩放坐标
GLuint transform = glGetUniformLocation(ourShader.Program, "transform1");
//传到着色器
glUniformMatrix4fv(transform, 1, GL_FALSE, glm::value_ptr(trans));
#version 330 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec3 color;
layout (location = 2) in vec2 texCoord;
out vec3 ourColor;
out vec2 TexCoord;
uniform mat4 transform1;
void main()
{
gl_Position = transform1*vec4(position, 1.0f);
ourColor = color;
TexCoord = vec2(texCoord.x, 1.0 - texCoord.y);
}
注意:如果进行多个变换,需要按照位移、旋转、缩放的顺序进行排列,否则,最后的结果与你预想的不一样,这是因为矩阵乘法不满足交换律。