矩阵变换
- 在顶点着色器中添加一个变换矩阵
transform
,用矩阵uniform乘以位置向量
#version 330 core
layout (location = 7) in vec3 aPos;
layout (location = 8) in vec3 aColor;
layout (location = 9) in vec2 aTexCoord;
out vec4 vertexColor;
out vec2 TexCoord;
uniform mat4 transform; //添加矩阵
void main(){
gl_Position = transform * vec4(aPos.x, aPos.y, aPos.z, 1.0);
vertexColor = vec4(aColor.x,aColor.y,aColor.z,1.0);
TexCoord = aTexCoord;
}
- 在
while
里使用矩阵
while (!glfwWindowShouldClose(window))
{
//输入
processInput(window);
//渲染部分
//设置opengl的窗口背景的颜色
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
//在前面定义时候已经绑定了一次,这里还需要绑定第二次
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, TexBufferA);
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, TexBufferB);
glBindVertexArray(VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
testShader->use();
glUniform1i(glGetUniformLocation(testShader->ID, "ourTexture"), 0);
glUniform1i(glGetUniformLocation(testShader->ID, "ourFace"), 3);
glUniformMatrix4fv(glGetUniformLocation(testShader->ID, "transform"), 1, GL_FALSE, glm::value_ptr(trans));
//最后一个参数是真正的矩阵数据,但是GLM并不是把它们的矩阵储存为OpenGL所希望接受的那种,因此要先用GLM的自带的函数value_ptr来变换这些数据
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glfwSwapBuffers(window);//glfwWindowShouldClose函数在我们每次循环的开始前检查一次GLFW是否被要求退出,如果是的话该函数返回true然后渲染循环便结束了,之后为我们就可以关闭应用程序了
glfwPollEvents();//glfwPollEvents函数检查有没有触发什么事件(比如键盘输入、鼠标移动等)、更新窗口状态,并调用对应的回调函数
}
注意: 对于定义的矩阵,用GLM的自带的函数value_ptr
来变换这些数据
- 矩阵变化 定义在
while
之前 也可以在while
中不断进行变换
glm::mat4 trans;
trans = glm::translate(trans, glm::vec3(0.5f, -0.5f, 0.0f));
//trans = glm::rotate(trans, glm::radians(90.0f), glm::vec3(0.0, 0.0, 1.0));
trans = glm::rotate(trans, (float)glfwGetTime(), glm::vec3(0.0f, 0.0f, 1.0f));
trans = glm::scale(trans, glm::vec3(0.5, 0.5, 0.5));
注意:实际的变换顺序应该与阅读顺序相反
,即:先做缩放,再做旋转,最后做平移。