openGL 入门—— 数学变换 ---向量与矩阵

本文深入探讨了OpenGL中纹理的应用及变换矩阵的使用方法。详细介绍了如何加载和使用纹理,包括纹理参数设置、纹理坐标应用,并通过实例展示了如何在OpenGL中实现平移、旋转和缩放等几何变换。

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1)向量与向量的乘法:  dot(a,b)  cross(a,b)

2)矩阵与矩阵乘法: 矩阵行列乘法

3)向量与矩阵乘法:向量看作一维矩阵

4)例外:::::

GLSL的vect4* vec4是逐元乘法(component wise)

vect4 a=(1.0,2.0,3.0,4.0);

vect4 b=(0.1,0.2,0.3,0.4);

vect4 c=a*b;  //vect4(0.1,0.4,0.9,1.6)

5)W分量为1  顶点向量  W分量为0  速度等向量

 

 

缩放矩阵:

位移矩阵:

旋转矩阵:

 

#include <iostream>
#define GLEW_STATIC
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include "Shader.h"
/*图像载入数据 翻转*/
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"

#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
using namespace std;


//齐次坐标系 【-1,1】Normalized Device Coordinates(NDC)
//Vertex input
GLfloat vertices[] = {
	//     ---- 位置 ----       ---- 颜色 ----     - 纹理坐标 -
		 0.5f,  0.5f, 0.0f,   1.0f, 0.0f, 0.0f,   1.0f, 1.0f,   // 右上
		 0.5f, -0.5f, 0.0f,   0.0f, 1.0f, 0.0f,   1.0f, 0.0f,   // 右下
		-0.5f, -0.5f, 0.0f,   0.0f, 0.0f, 1.0f,   0.0f, 0.0f,   // 左下
		-0.5f,  0.5f, 0.0f,   1.0f, 1.0f, 0.0f,   0.0f, 1.0f    // 左上
};


unsigned int indices[] = {  // note that we start from 0! 
	0, 1, 2,   // first triangle
	 2,3, 0    // second triangle
};


void processInput(GLFWwindow* window)
{
	if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
		glfwSetWindowShouldClose(window, true);
}

int main(int argc, char* argv[])
{

	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(800, 600, "LearnOpenGL", nullptr, nullptr);
	if (window == nullptr)
	{
		std::cout << "Failed to create GLFW window" << std::endl;
		glfwTerminate();
		return EXIT_FAILURE;
	}
	glfwMakeContextCurrent(window);

	//////==========================
	glewExperimental = GL_TRUE;
	if (glewInit() != GLEW_OK)
	{
		std::cout << "Failed to initialize GLEW" << std::endl;
		return EXIT_FAILURE;
	}

	int width, height;
	glfwGetFramebufferSize(window, &width, &height);
	glViewport(0, 0, width, height);
	//线框模式(Wireframe Mode)
	//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); 
	////三角形默认逆时针绘制--背面剔除
	//glEnable(GL_CULL_FACE);
	//glCullFace(GL_BACK);

	Shader* myShader = new Shader("vertexSource.txt", "fragmentSource.txt");


	//VAO Vertex Array Object
	 // 1. bind Vertex Array Object 绑定顶点数组对象
	unsigned int VAO;
	glGenVertexArrays(1, &VAO);
	glBindVertexArray(VAO);

	// vertex buffer objects (VBO)   can store a large number of vertices in the GPU's memory.
	// 2. copy our vertices array in a buffer for OpenGL to use
	unsigned int VBO;
	glGenBuffers(1, &VBO);  //产生一个bufferID 
	glBindBuffer(GL_ARRAY_BUFFER, VBO);
	glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

	//3.copy our index array in a element buffer for OpenGL to use
	unsigned int EBO;
	glGenBuffers(1, &EBO);
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
	glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);

	// 4. then set our vertex attributes pointers
	// 位置属性
	glVertexAttribPointer(6, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0);
	glEnableVertexAttribArray(6);
	// 颜色属性
	glVertexAttribPointer(7, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
	glEnableVertexAttribArray(7);
	// 纹理属性
	glVertexAttribPointer(8, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat)));
	glEnableVertexAttribArray(8);

	unsigned int TexBufferA;
	glGenTextures(1, &TexBufferA);
	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D, TexBufferA);
	// set the texture wrapping/filtering options (on the currently bound texture object)
	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);
	// load and generate the texture
	int widthT, heightT, nrChannelsT;
	unsigned char* data = stbi_load("container.jpg", &widthT, &heightT, &nrChannelsT, 0);
	if (data)
	{
		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, widthT, heightT, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
		glGenerateMipmap(GL_TEXTURE_2D);  //多级渐远纹理
	}
	else
	{
		std::cout << "Failed to load texture" << std::endl;
	}
	stbi_image_free(data);


	unsigned int TexBufferB;
	glGenTextures(1, &TexBufferB);
	glActiveTexture(GL_TEXTURE3);
	glBindTexture(GL_TEXTURE_2D, TexBufferB);
	stbi_set_flip_vertically_on_load(true);
	unsigned char* data2 = stbi_load("awesomeface.png", &widthT, &heightT, &nrChannelsT, 0);
	if (data2)
	{
		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, widthT, heightT, 0, GL_RGBA, GL_UNSIGNED_BYTE, data2);
		glGenerateMipmap(GL_TEXTURE_2D);  //多级渐远纹理
	}
	else
	{
		std::cout << "Failed to load texture" << std::endl;
	}
	stbi_image_free(data2);

	//变换矩阵  先进行缩放操作,然后是旋转,最后才是位移  
	//矩阵相乘是右边乘,从右往左读
	
	//glm::mat4 trans = glm::mat4(1.0f);
	//trans = glm::rotate(trans, glm::radians(90.0f), glm::vec3(0.0, 0.0, 1.0));
    //trans = glm::scale(trans, glm::vec3(0.5, 0.5, 0.5));


	while (!glfwWindowShouldClose(window))
	{
		glm::mat4 trans = glm::mat4(1.0f);
		trans = glm::translate(trans, glm::vec3(0.5, -0.5, 0));
		trans = glm::rotate(trans, (float)glfwGetTime(), glm::vec3(0.0, 0.0, 1.0));
		//trans = glm::translate(trans, glm::vec3(-0.001f, 0, 0));
		//trans = glm::rotate(trans, glm::radians(0.1f), glm::vec3(0.0, 0.0, 1.0));
	   // trans = glm::scale(trans, glm::vec3(1.002, 1.002, 1.002));
		processInput(window);

		glClearColor(0.2, 0.3, 0.3f, 1.0);
		glClear(GL_COLOR_BUFFER_BIT);


		// 4. draw the object
		myShader->use();

		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, TexBufferA);
		glActiveTexture(GL_TEXTURE3);
		glBindTexture(GL_TEXTURE_2D, TexBufferB);
		glBindVertexArray(VAO);

		/* //设置uniform
		 GLint vertexColorLocation = glGetUniformLocation(myShader->ID, "ourColor");
		 glUseProgram(shaderProgram);
		 glUniform4f(vertexColorLocation, 0.0f, greenValue, 0.0f, 1.0f);*/

		glUniform1i(glGetUniformLocation(myShader->ID, "ourTexture"), 0);
		glUniform1i(glGetUniformLocation(myShader->ID, "ourFace"), 3);
		glUniformMatrix4fv(glGetUniformLocation(myShader->ID, "transform"), 1, GL_FALSE, glm::value_ptr(trans));

		// glDrawArrays(GL_TRIANGLES, 0, 6);
		glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);

		glfwPollEvents();
		glfwSwapBuffers(window);
	}

	glfwTerminate();
	//std::cin.get();

	return 0;
}




#version 330 core
layout (location = 6) in vec3 aPos;
layout (location = 7) in vec3 aColor;
layout (location = 8) in vec2 aTexCoord;

out vec4 vertexColor; 
out vec2 TexCoord;

uniform mat4 transform;

void main()
{
   gl_Position =transform * vec4(aPos.x, aPos.y, aPos.z, 1.0);
   vertexColor=vec4(aColor.x+0.5, aColor.y, aColor.z, 1.0);
   TexCoord = aTexCoord;
}





#version 330 core
in vec4 vertexColor; 
in vec2 TexCoord;
//uniform  vec4 ourColor; 

out vec4 FragColor;  
uniform sampler2D ourTexture;
uniform sampler2D ourFace;

void main()
{
   //FragColor = vertexColor;
   //FragColor = texture(ourTexture, TexCoord) * vertexColor;
   FragColor = mix(texture(ourTexture, TexCoord) , texture(ourFace, TexCoord),0.2);

}

 

 

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