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
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
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
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);
GLFWwindow* window = glfwCreateWindow(800, 600, "LJHyyds", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
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,
0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f,
};
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);
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 model = glm::mat4(1.0f), view = glm::mat4(1.0f), projection = glm::mat4(1.0f);
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(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);
glfwTerminate();
return 0;
}
__EOF__
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