OpenGL_Learn07(变换)

1.  向量

向量有一个方向和一个大小。如果一个向量有2个维度,它表示一个平面的方向(想象一下2D的图像),当它有3个维度的时候它可以表达一个3D世界的方向。

可以把这些2D向量当做z坐标为0的3D向量。

OpenGL_Learn07(变换)_第1张图片

2. 向量内积和外积

向量的点乘(内积):简单来说就是可以判断向量方向的相似性

OpenGL_Learn07(变换)_第2张图片

OpenGL_Learn07(变换)_第3张图片

向量外积:简单来说就是可以得到其法向量

OpenGL_Learn07(变换)_第4张图片

3. 向量的加减和长度

向量的加法可以被定义为是分量的(Component-wise)相加,即将一个向量中的每一个分量加上另一个向量的对应分量。

v = (4, 2)k = (1, 2)相加得到(4+1,2+2)

OpenGL_Learn07(变换)_第5张图片

向量的减法等于加上第二个向量的相反向量。两个向量的相减会得到这两个向量指向位置的差。

OpenGL_Learn07(变换)_第6张图片

我们使用勾股定理(Pythagoras Theorem)来获取向量的长度(Length)/大小(Magnitude)。如果你把向量的x与y分量画出来,该向量会和x与y分量为边形成一个三角形。

OpenGL_Learn07(变换)_第7张图片

4. 旋转

OpenGL_Learn07(变换)_第8张图片

OpenGL_Learn07(变换)_第9张图片

5. 代码实现旋转和缩放

texture.vs

#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCorrd;

out vec2 TexCoord;

uniform mat4 transform;
void main()
{
    gl_Position = transform * vec4(aPos, 1.0);
    TexCoord=vec2(aTexCorrd.x,1.0-aTexCorrd.y);
}

texture.fs

#version 330 core
out vec4 FragColor;

in vec3 ourColor;
in vec2 TexCoord;

uniform float mixValue;

//texture sampler
uniform sampler2D textureone;
uniform sampler2D texturetwo;

void main()
{
    FragColor = mix(texture(textureone,TexCoord),texture(texturetwo,TexCoord),mixValue);
}

shader.h

#pragma once

#include 
#include 
#include 
#include 
#include 


class Shader {
public:
	//程序ID
	unsigned int ID;
	
	//构造器读取并构建着色器
	Shader(const char* vertexPath, const char* fagmentPath) {
		std::string vertexCode;
		std::string fragmentCode;
		std::ifstream vShaderFile;
		std::ifstream fShaderFile;

		vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
		fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);

		try {
			vShaderFile.open(vertexPath);
			fShaderFile.open(fagmentPath);
			std::stringstream vShaderStream, fShaderStream;
			vShaderStream << vShaderFile.rdbuf();
			fShaderStream << fShaderFile.rdbuf();
			vShaderFile.close();
			fShaderFile.close();
			vertexCode = vShaderStream.str();
			fragmentCode = fShaderStream.str();
		}
		catch (std::ifstream::failure& e) {
			std::cout << "ERROR::SHADER::FILE_NOT_SUCCESSFULLY_READ: " << e.what() << std::endl;
		}
		const char* vShaderCode = vertexCode.c_str();
		const char* fShaderCode = fragmentCode.c_str();

		//2.complie shaders
		unsigned int vertex, fragment;
		//vertex shader
		vertex = glCreateShader(GL_VERTEX_SHADER);
		glShaderSource(vertex, 1, &vShaderCode, NULL);
		glCompileShader(vertex);
		checkCompileErros(vertex, "VERTEX");
		//fragment Shader
		fragment = glCreateShader(GL_FRAGMENT_SHADER);
		glShaderSource(fragment, 1, &fShaderCode, NULL);
		glCompileShader(fragment);
		checkCompileErros(fragment, "FRAGMENT");
		//shader Program
		ID = glCreateProgram();
		glAttachShader(ID, vertex);
		glAttachShader(ID, fragment);
		glLinkProgram(ID);
		checkCompileErros(ID, "PROGAM");

		glDeleteShader(vertex);
		glDeleteShader(fragment);


	}
	//使用/激活程序
	void use() {
		glUseProgram(ID);
	}
	//uniform工具函数
	void setBool(const std::string& name, bool value) const {
		glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
	}
	void setInt(const std::string& name, int value) const {
		glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
	}
	void setFloat(const std::string& name, float value) const {
		glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
	}


private:
	void checkCompileErros(unsigned int shader, std::string type) {
		int success;
		char infoLog[1024];
		if (type != "PROGRAM") {
			glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
			if (!success) {
				glGetShaderInfoLog(shader, 1024, NULL, infoLog);
				std::cout << "ERROR::SHADER_COMPILATION_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
			}
		}
		else
		{
			glGetProgramiv(shader, GL_LINK_STATUS, &success);
			if (!success)
			{
				glGetProgramInfoLog(shader, 1024, NULL, infoLog);
				std::cout << "ERROR::PROGRAM_LINKING_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
			}
		}
	}
};

 

main.cpp

下载glm

Tags · g-truc/glm (github.com)

#include 
#include 

#include 
#include "stb_image.h"
#include 
#include "shader.h"

#include 
#include 
#include 
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow* window);

// settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;

float mixValue = 0.2f;

int main() {

	//1.初始化配置
	glfwInit();
	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

#ifdef __APPLE__
	glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE);
#endif // __APPLE__

	//2.gltf 窗口创建
	GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LeranOpenGL", NULL, NULL);
	if (window == NULL) {
		std::cout << "Failed to create GLFW window" << std::endl;
		glfwTerminate();
		return -1;
	}

	glfwMakeContextCurrent(window);
	glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);

	//3. 加载所有GL函数指针
	if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
		std::cout << "Failed to initialize GLAD" << std::endl;
		return -1;
	}

	Shader ourShader("./texture.vs", "./texture.fs");

	//4. 设置顶点数据
	float vertices[] = {
		// positions          // colors           // texture coords
		 0.5f,  0.5f, 0.0f, 1.0f, 1.0f, // top right
		 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, // bottom right
		-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, // bottom left
		-0.5f,  0.5f, 0.0f, 0.0f, 1.0f  // top left 
	};

	unsigned int indices[] = {
	0, 1, 3, // first triangle
	1, 2, 3  // second triangle
	};

	unsigned int VBO, VAO, EBO;
	glGenVertexArrays(1, &VAO);
	glGenBuffers(1, &VBO);
	glGenBuffers(1,&EBO);//元素缓冲对象:Element Buffer Object,EBO 

	glBindVertexArray(VAO);
	
	//复制顶点数组到缓冲区中供opengl使用
	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);


	//设置顶点属性指针
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
	glEnableVertexAttribArray(0);
	//设置纹理属性指针
	glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
	glEnableVertexAttribArray(1);

	//加载和创建纹理
	unsigned int textureone,texturetwo;
	glGenTextures(1, &textureone);
	glBindTexture(GL_TEXTURE_2D, textureone);
	//设置纹理环绕参数
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
	//设置纹理过滤参数
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

	//加载图像和生成mipmaps
	int width, height, nrChannels;
	stbi_set_flip_vertically_on_load(true);
	std::string filePath = R"(D:\CPlusProject\LearnOpenGL\DataSet\container.jpg)";
	unsigned char* data = stbi_load(filePath.c_str(), &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);


	glGenTextures(1, &texturetwo);
	glBindTexture(GL_TEXTURE_2D, texturetwo);
	//设置纹理环绕参数
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
	//设置纹理过滤参数
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

	//加载图像和生成mipmaps
	filePath = R"(D:\CPlusProject\LearnOpenGL\DataSet\awesomeface.png)";
	unsigned char* data2 = stbi_load(filePath.c_str(), &width, &height, &nrChannels, 0);

	if (data2) {
		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data2);
		glGenerateMipmap(GL_TEXTURE_2D);
	}
	else {
		std::cout << "Failed to load texture" << std::endl;
	}

	stbi_image_free(data2);


	
	ourShader.use();
	glUniform1i(glGetUniformLocation(ourShader.ID, "textureone"), 0);//二选一
	ourShader.setInt("texturetwo", 1);//二选一


	//glm::vec4 vec(1.0f, 0.0f, 0.0f, 1.0f);
	 译注:下面就是矩阵初始化的一个例子,如果使用的是0.9.9及以上版本
	//glm::mat4 trans = glm::mat4(1.0f);
	//trans = glm::translate(trans, glm::vec3(1.0f, 1.0f, 0.0f));
	//vec = trans * vec;
	//std::cout << vec.x << vec.y << vec.z << std::endl;

	glm::mat4 trans = glm::mat4(1.0f);
	trans = glm::rotate(trans, glm::radians(90.f), glm::vec3(0.0, 0.0, 1.0));
	trans = glm::scale(trans, glm::vec3(0.5, 0.5, 0.5));
	unsigned int transformLoc = glGetUniformLocation(ourShader.ID, "transform");
	glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(trans));

	//5. 循环渲染
	while (!glfwWindowShouldClose(window)) {
		processInput(window);

		// render
		glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
		glClear(GL_COLOR_BUFFER_BIT);
		//绑定纹理
		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, textureone);
		glActiveTexture(GL_TEXTURE1);
		glBindTexture(GL_TEXTURE_2D, texturetwo);


		ourShader.setFloat("mixValue", mixValue);


		ourShader.use();
		glBindVertexArray(VAO);
		glDrawElements(GL_TRIANGLES,6,GL_UNSIGNED_INT,0);

		glfwSwapBuffers(window);
		glfwPollEvents();

	}

	glDeleteVertexArrays(1, &VAO);
	glDeleteBuffers(1, &VBO);
	glDeleteBuffers(1, &EBO);

	glfwTerminate();
	return 0;

}

// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------
void processInput(GLFWwindow* window)
{
	if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
		glfwSetWindowShouldClose(window, true);

	if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS) {
		std::cout << "up" << std::endl;
		mixValue += 0.001f;
		if (mixValue >= 1.0f) {
			mixValue = 1.0f;
		}
	}

	if (glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS)
	{
		std::cout << "down" << std::endl;
		mixValue -= 0.001f; // change this value accordingly (might be too slow or too fast based on system hardware)
		if (mixValue <= 0.0f)
			mixValue = 0.0f;
	}
	std::cout << "mixValue:" << mixValue <

OpenGL_Learn07(变换)_第10张图片

6. 持续旋转

要让箱子随着时间推移旋转,我们必须在游戏循环中更新变换矩阵。也就是在while结构体中。

在这里我们先把箱子围绕原点(0, 0, 0)旋转,之后,我们把旋转过后的箱子位移到屏幕的右下角。

	//5. 循环渲染
	while (!glfwWindowShouldClose(window)) {
		processInput(window);

		// render
		glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
		glClear(GL_COLOR_BUFFER_BIT);
		//绑定纹理
		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, textureone);
		glActiveTexture(GL_TEXTURE1);
		glBindTexture(GL_TEXTURE_2D, texturetwo);


		ourShader.setFloat("mixValue", mixValue);

		glm::mat4 trans = glm::mat4(1.0f);
		trans = glm::translate(trans, glm::vec3(0.5f, -0.5f, 0.0f));
		trans = glm::rotate(trans, (float)glfwGetTime(), glm::vec3(0.0f, 0.0f, 1.0f));
		unsigned int transformLoc = glGetUniformLocation(ourShader.ID, "transform");
		glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(trans));


		ourShader.use();
		glBindVertexArray(VAO);
		glDrawElements(GL_TRIANGLES,6,GL_UNSIGNED_INT,0);

		glfwSwapBuffers(window);
		glfwPollEvents();

	}

OpenGL_Learn07(变换)_第11张图片

7. 先平移后旋转And先旋转后平移

上面的例子是先平移后旋转,下面的代码是先旋转后平移

	//5. 循环渲染
	while (!glfwWindowShouldClose(window)) {
		processInput(window);

		// render
		glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
		glClear(GL_COLOR_BUFFER_BIT);
		//绑定纹理
		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, textureone);
		glActiveTexture(GL_TEXTURE1);
		glBindTexture(GL_TEXTURE_2D, texturetwo);


		ourShader.setFloat("mixValue", mixValue);

		
		glm::mat4 trans = glm::mat4(1.0f);
		//先平移后旋转
		//trans = glm::translate(trans, glm::vec3(0.5f, -0.5f, 0.0f));
		//trans = glm::rotate(trans, (float)glfwGetTime(), glm::vec3(0.0f, 0.0f, 1.0f));

		//先旋转后平移
		trans = glm::rotate(trans, (float)glfwGetTime(), glm::vec3(0.0f, 0.0f, 1.0f));
		trans = glm::translate(trans, glm::vec3(0.5f, -0.5f, 0.0f));
		unsigned int transformLoc = glGetUniformLocation(ourShader.ID, "transform");
		glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(trans));


		ourShader.use();
		glBindVertexArray(VAO);
		glDrawElements(GL_TRIANGLES,6,GL_UNSIGNED_INT,0);

		glfwSwapBuffers(window);
		glfwPollEvents();

	}

OpenGL_Learn07(变换)_第12张图片

8. 绘制两个三角形,不同的显示方式

尝试再次调用glDrawElements画出第二个箱子,使用变换将其摆放在不同的位置。让这个箱子被摆放在窗口的左上角,并且会不断的缩放(而不是旋转)。(sin函数在这里会很有用,不过注意使用sin函数时应用负值会导致物体被翻转)。

	//5. 循环渲染
	while (!glfwWindowShouldClose(window)) {
		processInput(window);

		// render
		glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
		glClear(GL_COLOR_BUFFER_BIT);
		//绑定纹理
		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, textureone);
		glActiveTexture(GL_TEXTURE1);
		glBindTexture(GL_TEXTURE_2D, texturetwo);


		ourShader.setFloat("mixValue", mixValue);

		
		glm::mat4 trans = glm::mat4(1.0f);
		//先平移后旋转
		//trans = glm::translate(trans, glm::vec3(0.5f, -0.5f, 0.0f));
		//trans = glm::rotate(trans, (float)glfwGetTime(), glm::vec3(0.0f, 0.0f, 1.0f));

		//先旋转后平移
		trans = glm::rotate(trans, (float)glfwGetTime(), glm::vec3(0.0f, 0.0f, 1.0f));
		trans = glm::translate(trans, glm::vec3(0.5f, -0.5f, 0.0f));
		unsigned int transformLoc = glGetUniformLocation(ourShader.ID, "transform");
		glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(trans));


		ourShader.use();
		glBindVertexArray(VAO);
		glDrawElements(GL_TRIANGLES,6,GL_UNSIGNED_INT,0);


		//second transformation
		trans = glm::mat4(1.0f);
		trans = glm::translate(trans, glm::vec3(-0.5f, 0.5f, 0.0f));
		float scaleAmount = static_cast(sin(glfwGetTime()));
		trans = glm::scale(trans, glm::vec3(scaleAmount, scaleAmount, scaleAmount));
		glUniformMatrix4fv(transformLoc, 1, GL_FALSE, &trans[0][0]);// this time take the matrix value array's first element as its memory pointer value
		glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);


		glfwSwapBuffers(window);
		glfwPollEvents();

	}

OpenGL_Learn07(变换)_第13张图片

 

向量点乘与叉乘的概念及几何意义 - 知乎 (zhihu.com)

变换 - LearnOpenGL CN (learnopengl-cn.github.io)

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