我们都学过坐标系,根据z轴的方向,一般有两种不同的坐标系表示方法: 其中拇指是x轴正方向,食指是y轴正方向,中指是z轴正方形 OpenGL约定是右手坐标系,而在标准化设备坐标系(NDCSpace)中OpenGL使用的是左手坐标系 还记得上一章的这个公式嘛: 再看看下面的这个顶点着色器,是不是有种亲切感 是的,我们将片段着色器修改如此,就至少可以开始生成我们想要的简单3D图形了 依然是在 OpenGL基础8:SOIL库 这一章的代码上进行扩展,我们让那张拥有纹理的矩形在3D世界中“躺下” 效果如下:(有那种感觉了) (顶点着色器在上面,片段着色器和Shader.h依旧不用改) 很明显可以看出来,我们用的投影方式是透视投影(近大远小): 而对于模型,我们让它倾斜了一定的角度(向后倾倒55°): 如果我们不设观察矩阵,那么我们相当于就是在(0, 0, 0)这个位置观察世界,然而问题就来了,我们的这个矩形中心点正是(0, 0, 0),如果这样的话就会出现我们的“眼睛”和这个矩形过于近甚至重叠的情况 如果你玩过不少游戏,想象一下你卡了BUG,进入了游戏的某块箱子又或者是卡进了墙中,那么你就会发现你的视线可以直接穿过这面墙,这正是因为透视矩阵的near值设置大小超过了你与物体的距离 我们当然要避免这种情况,当然不是为了避免卡BUG,而是“往后退”,暂时定死在(0, 0, 3)的这个位置观察我们例子中的矩形, 也可以这样理解:观察矩阵即是摄像机的位置!但是由于相对关系,这个位置必然是是取反后的结果 因此我们的观察矩阵设置如下: 搞定,完整代码如下: 也可以通过各种调整矩阵来看下不同的效果 一、坐标系
#version 330 core layout (location = 0) in vec3 position; layout (location = 1) in vec4 color; layout (location = 2) in vec2 texture; out vec4 colorIn; out vec2 texIn; uniform mat4 model; //模型矩阵 uniform mat4 view; //观察矩阵 uniform mat4 projection; //投影矩阵 void main() { gl_Position = projection * view * model * vec4(position, 1.0); colorIn = color; texIn = vec2(texture.x, 1.0f - texture.y); }
二、进入3D世界
glm::mat4 projection = glm::mat4(1.0f); projection = glm::perspective(glm::radians(45.0f), (GLfloat)WIDTH / (GLfloat)HEIGHT, 0.1f, 100.0f); GLint projLoc = glGetUniformLocation(shaderYellow.Program, "projection"); glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(projection));
glm::mat4 model = glm::mat4(1.0f); model = glm::rotate(model, glm::radians(-55.0f), glm::vec3(1.0f, 0.0f, 0.0f)); GLint modelLoc = glGetUniformLocation(shaderYellow.Program, "model"); glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
为什么这里说是“暂时定死”呢,因为我们肯定是在移动中观察世界的,后面我们也可以让“摄像机”动起来
glm::mat4 view = glm::mat4(1.0f); view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f)); GLint viewLoc = glGetUniformLocation(shaderYellow.Program, "view"); glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
#include<iostream> #include<opengl/glew.h> #define GLEW_STATIC #include<GLFW/glfw3.h> #include<glm/glm.hpp> #include<glm/gtc/matrix_transform.hpp> #include<glm/gtc/type_ptr.hpp> #include"Shader.h" #include<opengl/freeglut.h> #include<SOIL.h> void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode); const GLuint WIDTH = 800, HEIGHT = 600; int main() { glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "LearnOpenGL", nullptr, nullptr); glfwMakeContextCurrent(window); glfwSetKeyCallback(window, key_callback); glewExperimental = GL_TRUE; glewInit(); int width, height; glfwGetFramebufferSize(window, &width, &height); glViewport(0, 0, width, height); Shader shaderYellow("VShader.txt", "FShaderY.txt"); GLfloat vertices[] = { -0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, -0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.5f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f }; GLuint indices[] = { 0, 1, 2, //用前3个顶点绘制第一个三角形 1, 2, 3 //用后3个顶点绘制第二个三角形 }; GLuint VBO, EBO, VAO, texture; glGenVertexArrays(1, &VAO); glGenBuffers(1, &VBO); glGenBuffers(1, &EBO); glGenTextures(1, &texture); glBindVertexArray(VAO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); glBindTexture(GL_TEXTURE_2D, texture); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0); glEnableVertexAttribArray(0); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat))); glEnableVertexAttribArray(1); glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat))); glEnableVertexAttribArray(2); int picWidth, picHeight; glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); unsigned char* image = SOIL_load_image("Texture/wallpaper.jpg", &picWidth, &picHeight, 0, SOIL_LOAD_RGB); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, picWidth, picHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, image); glGenerateMipmap(GL_TEXTURE_2D); SOIL_free_image_data(image); glBindTexture(GL_TEXTURE_2D, 0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); GLint transformLoc = glGetUniformLocation(shaderYellow.Program, "transform"); while (!glfwWindowShouldClose(window)) { glfwPollEvents(); glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); glBindTexture(GL_TEXTURE_2D, texture); shaderYellow.Use(); glm::mat4 model = glm::mat4(1.0f); glm::mat4 view = glm::mat4(1.0f); glm::mat4 projection = glm::mat4(1.0f); model = glm::rotate(model, glm::radians(-55.0f), glm::vec3(1.0f, 0.0f, 0.0f)); view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f)); projection = glm::perspective(glm::radians(45.0f), (GLfloat)WIDTH / (GLfloat)HEIGHT, 0.1f, 100.0f); GLint modelLoc = glGetUniformLocation(shaderYellow.Program, "model"); GLint viewLoc = glGetUniformLocation(shaderYellow.Program, "view"); GLint projLoc = glGetUniformLocation(shaderYellow.Program, "projection"); glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model)); glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view)); glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(projection)); glBindVertexArray(VAO); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); glBindVertexArray(0); glfwSwapBuffers(window); } glDeleteVertexArrays(1, &VAO); glDeleteBuffers(1, &VBO); glDeleteBuffers(1, &EBO); glfwTerminate(); return 0; } void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode) { if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) glfwSetWindowShouldClose(window, GL_TRUE); }
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