投影变换

1|0model

将模型从模型坐标系转换为世界坐标系,这里采用放倒,把它放到地上

model = glm::rotate(model, glm::radians(-60.0f), glm::vec3(1.0f, 0.0f, 0.0f));

2|0view

相机在(0, 0)点,现在模型中心也在(0,0)点,需要把模型往前拿一拿,就是往z轴负方向移动

view = glm::translate(view, glm::vec3(0.0f, 0.0f, -2.0f));

3|0projection

透视投影在OpenGL里好实现,
glm::mat4 proj = glm::perspective(glm::radians(45.0f), (float)width/(float)height, 0.1f, 100.0f);
第一个是视角,45°是正常的,再大就是末日视角,第二个一般是屏幕的长除以宽就行了,第三和第四个是近平面和远平面的位置,第一个值如果大了就是第三人称游戏,在太过靠近一个物体的时候你的视线会直接穿过去,在这个大几何体内的所有物体都会能看见,出去了就看不见了

projection = glm::perspective(glm::radians(45.0f), (float)800 / (float)600, 0.1f, 100.0f);

4|0vertexshader和主程序

#version 330 core layout (location=0) in vec3 aPos; layout (location=1) in vec2 aTexCoord; out vec2 TexCoord; uniform mat4 transform, model, view, projection; void main() { gl_Position = projection * view * model * vec4(aPos, 1.0); TexCoord = aTexCoord; }

给他们传uniform的主程序,和坐标变换一样,在渲染循环外得到location,然后渲染循环里传矩阵

#include<glad/glad.h> #include<GLFW/glfw3.h> #include<iostream> #include<Shader.cpp> #define STB_IMAGE_IMPLEMENTATION #include<stb_image.h> #include<glm/glm.hpp> #include<glm/gtc/matrix_transform.hpp> #include<glm/gtc/type_ptr.hpp> void framebuffer_size_callback(GLFWwindow* window, int width, int height) { glViewport(0, 0, width, height); } void processInput(GLFWwindow* window) { if (glfwGetKey(window, GLFW_KEY_KP_ENTER) == GLFW_PRESS or glfwGetKey(window, GLFW_KEY_ENTER) == GLFW_PRESS or glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) glfwSetWindowShouldClose(window, true); } int main() { glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); //创建窗口对象 GLFWwindow* window = glfwCreateWindow(800, 600, "LJHyyds", NULL, NULL); if (window == NULL) { std::cout << "Failed to create" << std::endl; glfwTerminate(); return -1; } glfwMakeContextCurrent(window); //初始化GLAD管理指针,加载系统OpenGL函数指针 if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { std::cout << "Failed to init GLAD" << std::endl; return -1; } glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); Shader myshader("shader.vs", "shader.fs"); float vertices[] = { 0.5f, 0.5f, 0.0f, 1.0f, 1.0f,//右上 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,//右下 -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,//左上 -0.5f, -0.5f, 0.0f, 0.0f, 0.0f,//左下 }; int indices[] = { 0, 1, 2, 1, 2, 3 }; unsigned int VBO, VAO, EBO, texture; glGenBuffers(1, &VBO); glGenBuffers(1, &EBO); glGenTextures(1, &texture); glGenVertexArrays(1, &VAO); glBindVertexArray(VAO); glBindTexture(GL_TEXTURE_2D, texture); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); //第一个是类型,第二个是大小,第三个是数据 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0); glEnableVertexAttribArray(0); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float))); glEnableVertexAttribArray(1); int width, height, nrChannels; unsigned char *data = stbi_load("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); unsigned int transformLoc = glGetUniformLocation(myshader.ID, "transform"); unsigned int modelLoc = glGetUniformLocation(myshader.ID, "model"); unsigned int viewLoc = glGetUniformLocation(myshader.ID, "view"); unsigned int projectionLoc = glGetUniformLocation(myshader.ID, "projection"); myshader.use(); while (!glfwWindowShouldClose(window)) { processInput(window); glClearColor(0.0f, 0.5f, 1.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); //glm::mat4 trans = glm::mat4(1.0f); glm::mat4 model = glm::mat4(1.0f), view = glm::mat4(1.0f), projection = glm::mat4(1.0f); //trans = glm::translate(trans, glm::vec3(0.5, 0.0, 0.0)); //trans = glm::rotate(trans, (float)glfwGetTime(), glm::vec3(0.0, 0.0, 1.0)); model = glm::rotate(model, glm::radians(-60.0f), glm::vec3(1.0f, 0.0f, 0.0f)); view = glm::translate(view, glm::vec3(0.0f, 0.0f, -2.0f)); projection = glm::perspective(glm::radians(45.0f), (float)800 / (float)600, 0.1f, 100.0f); //glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(trans)); glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model)); glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view)); glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, glm::value_ptr(projection)); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); glfwSwapBuffers(window); glfwPollEvents(); } glDeleteVertexArrays(1, &VAO); glDeleteBuffers(1, &VBO); //关闭窗口 glfwTerminate(); return 0; }

__EOF__

本文作者Liujiahang
本文链接https://www.cnblogs.com/IamIron-Man/p/16615517.html
关于博主:评论和私信会在第一时间回复。或者直接私信我。
版权声明:本博客所有文章除特别声明外,均采用 BY-NC-SA 许可协议。转载请注明出处!
声援博主:如果您觉得文章对您有帮助,可以点击文章右下角推荐一下。您的鼓励是博主的最大动力!


如果您觉得阅读本文对您有帮助,请点一下“推荐”按钮,您的“推荐”将是我最大的写作动力!欢迎各位转载,但是未经作者本人同意,转载文章之后必须在文章页面明显位置给出作者和原文连接,否则保留追究法律责任的权利。
posted @   IamIron-Man  阅读(177)  评论(0编辑  收藏  举报
相关博文:
阅读排行:
· 25岁的心里话
· 闲置电脑爆改个人服务器(超详细) #公网映射 #Vmware虚拟网络编辑器
· 零经验选手,Compose 一天开发一款小游戏!
· 因为Apifox不支持离线,我果断选择了Apipost!
· 通过 API 将Deepseek响应流式内容输出到前端
点击右上角即可分享
微信分享提示