• opengl 学习 03


    opengl 学习 之 03 lesson

    简介

    使用MVP变换来观察生成的三角形

    link

    http://www.opengl-tutorial.org/uncategorized/2017/06/07/website-update/

    向量介绍

    We will now have (x,y,z,w) vectors.

    If w == 1, then the vector (x,y,z,1) is a position in space.

    If w == 0, then the vector (x,y,z,0) is a direction.

    变换矩阵(Translation matrices)

    In 3D graphics we will mostly use 4x4 matrices. They will allow us to transform our (x,y,z,w) vertices. This is done by multiplying the vertex with the matrix :

    [left[egin{array}{llll} 1 & 0 & 0 & X \ 0 & 1 & 0 & Y \ 0 & 0 & 1 & Z \ 0 & 0 & 0 & 1 end{array} ight] ]

    Example

    So if we want to translate the vector (10,10,10,1) of 10 units in the X direction, we get :

    [left[egin{array}{cccc} 1 & 0 & 0 & 10 \ 0 & 1 & 0 & 0 \ 0 & 0 & 1 & 0 \ 0 & 0 & 0 & 1 end{array} ight] *left[egin{array}{c} 10 \ 10 \ 10 \ 1 end{array} ight]=left[egin{array}{c} 1 * 10+0 * 10+0 * 10+10 * 1 \ 0 * 10+1 * 10+0 * 10+0 * 1 \ 0 * 10+0 * 10+1 * 10+0 * 1 \ 0 * 10+0 * 10+0 * 10+1 * 1 end{array} ight]=left[egin{array}{c} 10+0+0+10 \ 0+10+0+0 \ 0+0+10+0 \ 0+0+0+1 end{array} ight]=left[egin{array}{c} 20 \ 10 \ 10 \ 1 end{array} ight] ]

    Let’s now see what happens to a vector that represents a direction towards the -z axis : (0,0,-1,0)

    [left[egin{array}{cccc} 1 & 0 & 0 & 10 \ 0 & 1 & 0 & 0 \ 0 & 0 & 1 & 0 \ 0 & 0 & 0 & 1 end{array} ight] *left[egin{array}{c} 0 \ 0 \ -1 \ 0 end{array} ight]=left[egin{array}{ccccccc} 1 * 0 & + & 0 * 0 & + & 0 * 0 & + & 10 * 0 \ 0 * 0 & + & 1 * 0 & + & 0 * 0 & + & 0 * 0 \ 0 *-1 & + & 0 *-1 & + & 1 *-1 & + & 0 *-1 \ 0 * 0 & + & 0 * 0 & + & 0 * 0 & + & 1 * 0 end{array} ight]=left[egin{array}{c} 0+0+0+0 \ 0+0+0+0 \ 0+0+-1+0 \ 0+0+0+0 end{array} ight]=left[egin{array}{c} 0 \ 0 \ -1 \ 0 end{array} ight] ]

    单位阵(Identity matrix)

    [left[egin{array}{llll} 1 & 0 & 0 & 0 \ 0 & 1 & 0 & 0 \ 0 & 0 & 1 & 0 \ 0 & 0 & 0 & 1 end{array} ight] imesleft[egin{array}{l} x \ y \ z \ w end{array} ight]=left[egin{array}{l} 1 * x+0 * y+0 * z+0 * w \ 0 * x+1 * y+0 * z+0 * w \ 0 * x+0 * y+1 * z+0 * w \ 0 * x+0 * y+0 * z+1 * w end{array} ight]=left[egin{array}{l} x+0+0+0 \ 0+y+0+0 \ 0+0+z+0 \ 0+0+0+w end{array} ight]=left[egin{array}{c} x \ y \ z \ w end{array} ight] ]

    单位阵啥也不干

    缩放矩阵(Scaling matrices)

    [left[egin{array}{llll} x & 0 & 0 & 0 \ 0 & y & 0 & 0 \ 0 & 0 & z & 0 \ 0 & 0 & 0 & 1 end{array} ight] ]

    So if you want to scale a vector (position or direction, it doesn’t matter) by 2.0 in all directions :

    [left[egin{array}{llll} 2 & 0 & 0 & 0 \ 0 & 2 & 0 & 0 \ 0 & 0 & 2 & 0 \ 0 & 0 & 0 & 1 end{array} ight] imesleft[egin{array}{l} x \ y \ z \ w end{array} ight]=left[egin{array}{l} 2 * x+0 * y+0 * z+0 * w \ 0 * x+2 * y+0 * z+0 * w \ 0 * x+0 * y+2 * z+0 * w \ 0 * x+0 * y+0 * z+1 * w end{array} ight]=left[egin{array}{c} 2 * x+0+0+0 \ 0+2 * y+0+0 \ 0+0+2 * z+0 \ 0+0+0+1 * w end{array} ight]=left[egin{array}{c} 2 * x \ 2 * y \ 2 * z \ w end{array} ight] ]

    合并作用

    [TransformedVector = TranslationMatrix * RotationMatrix * ScaleMatrix * OriginalVector ]

    作用顺序是,首先缩放,在旋转,在移动。

    The Model Matrix (模型矩阵)

    You apply this matrix to all your vertices at each frame (in GLSL, not in C++!) and everything moves. Something that doesn’t move will be at the center of the world.

    应该就是 上面的 缩放、移动和旋转的集合就是模型矩阵。

    模型的坐标通过模型矩阵变化到世界坐标系

    The View matrix(视图矩阵)

    功能类似于摄像机。

    世界坐标系通过视图举证变换到摄像机坐标。

    glm::mat4 CameraMatrix = glm::lookAt(
     cameraPosition, // the position of your camera, in world space
     cameraTarget, // where you want to look at, in world space
     upVector // probably glm::vec3(0,1,0), but (0,-1,0) would make you looking upside-down, which
    can be great too
    );
    

    The Projection matrix(投影矩阵)

    如何放在电脑屏幕上显示,通过一个梯形体,类似于埃及金字塔削去了顶部一个四面体。

    // Generates a really hard-to-read matrix, but a normal, standard 4x4 matrix nonetheless
    glm::mat4 projectionMatrix = glm::perspective(
     FoV, // The horizontal Field of View, in degrees : the amount of "zoom". Think "camera lens".
    Usually between 90° (extra wide) and 30° (quite zoomed in)
     4.0f / 3.0f, // Aspect Ratio. Depends on the size of your window. Notice that 4/3 == 800/600 ==
    1280/960, sounds familiar ?
     0.1f, // Near clipping plane. Keep as big as possible, or you'll get precision issues.
     100.0f // Far clipping plane. Keep as little as possible.
    );
    

    上图即为流程图。

    累计变换:MVP(ModelViewProjection)

    // C++ : compute the matrix
    glm::mat4 MVPmatrix = projection * view * model; // Remember : inverted !
    

    image

    code

    // Include standard headers
    #include <stdio.h>
    #include <stdlib.h>
    
    // Include GLEW
    #include <GL/glew.h>
    
    // Include GLFW
    #include <GLFW/glfw3.h>
    GLFWwindow* window;
    
    // Include GLM
    #include <glm/glm.hpp>
    #include <glm/gtc/matrix_transform.hpp>
    using namespace glm;
    
    #include <common/shader.hpp>
    
    int main( void )
    {
    	// Initialise GLFW
    	if( !glfwInit() )
    	{
    		fprintf( stderr, "Failed to initialize GLFW
    " );
    		getchar();
    		return -1;
    	}
    
    	glfwWindowHint(GLFW_SAMPLES, 4);
    	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    	glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed
    	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); //We don't want the old OpenGL 
    
    	// Open a window and create its OpenGL context
    	window = glfwCreateWindow( 1024, 768, "Tutorial 03 - Matrices", NULL, NULL);
    	if( window == NULL ){
    		fprintf( stderr, "Failed to open GLFW window. If you have an Intel GPU, they are not 3.3 compatible. Try the 2.1 version of the tutorials.
    " );
    		getchar();
    		glfwTerminate();
    		return -1;
    	}
    	glfwMakeContextCurrent(window);
    
    	// Initialize GLEW
    	glewExperimental = true; // Needed for core profile
    	if (glewInit() != GLEW_OK) {
    		fprintf(stderr, "Failed to initialize GLEW
    ");
    		getchar();
    		glfwTerminate();
    		return -1;
    	}
    
    	// Ensure we can capture the escape key being pressed below
    	glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);
    
    	// Dark blue background
    	glClearColor(0.0f, 0.0f, 0.4f, 0.0f);
    
    	GLuint VertexArrayID;
    	glGenVertexArrays(1, &VertexArrayID);
    	glBindVertexArray(VertexArrayID);
    
    	// Create and compile our GLSL program from the shaders
    	GLuint programID = LoadShaders( "SimpleTransform.vertexshader", "SingleColor.fragmentshader" );
    
    	// Get a handle for our "MVP" uniform
    	GLuint MatrixID = glGetUniformLocation(programID, "MVP");
    
    	// Projection matrix : 45� Field of View, 4:3 ratio, display range : 0.1 unit <-> 100 units
    	glm::mat4 Projection = glm::perspective(glm::radians(45.0f), 4.0f / 3.0f, 0.1f, 100.0f);
    	// Or, for an ortho camera :
    	//glm::mat4 Projection = glm::ortho(-10.0f,10.0f,-10.0f,10.0f,0.0f,100.0f); // In world coordinates
    	
    	// Camera matrix
    	glm::mat4 View       = glm::lookAt(
    								glm::vec3(4,3,3), // Camera is at (4,3,3), in World Space
    								glm::vec3(0,0,0), // and looks at the origin
    								glm::vec3(0,1,0)  // Head is up (set to 0,-1,0 to look upside-down)
    						   );
    	// Model matrix : an identity matrix (model will be at the origin)
    	glm::mat4 Model      = glm::mat4(1.0f);
    	// Our ModelViewProjection : multiplication of our 3 matrices
    	glm::mat4 MVP        = Projection * View * Model; // Remember, matrix multiplication is the other way around
    
    	static const GLfloat g_vertex_buffer_data[] = { 
    		-1.0f, -1.0f, 0.0f,
    		 1.0f, -1.0f, 0.0f,
    		 0.0f,  1.0f, 0.0f,
    	};
    
    	GLuint vertexbuffer;
    	glGenBuffers(1, &vertexbuffer);
    	glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
    	glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);
    
    	do{
    
    		// Clear the screen
    		glClear( GL_COLOR_BUFFER_BIT );
    
    		// Use our shader
    		glUseProgram(programID);
    
    		// Send our transformation to the currently bound shader, 
    		// in the "MVP" uniform
    		glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &MVP[0][0]);
    
    		// 1rst attribute buffer : vertices
    		glEnableVertexAttribArray(0);
    		glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
    		glVertexAttribPointer(
    			0,                  // attribute. No particular reason for 0, but must match the layout in the shader.
    			3,                  // size
    			GL_FLOAT,           // type
    			GL_FALSE,           // normalized?
    			0,                  // stride
    			(void*)0            // array buffer offset
    		);
    
    		// Draw the triangle !
    		glDrawArrays(GL_TRIANGLES, 0, 3); // 3 indices starting at 0 -> 1 triangle
    
    		glDisableVertexAttribArray(0);
    
    		// Swap buffers
    		glfwSwapBuffers(window);
    		glfwPollEvents();
    
    	} // Check if the ESC key was pressed or the window was closed
    	while( glfwGetKey(window, GLFW_KEY_ESCAPE ) != GLFW_PRESS &&
    		   glfwWindowShouldClose(window) == 0 );
    
    	// Cleanup VBO and shader
    	glDeleteBuffers(1, &vertexbuffer);
    	glDeleteProgram(programID);
    	glDeleteVertexArrays(1, &VertexArrayID);
    
    	// Close OpenGL window and terminate GLFW
    	glfwTerminate();
    
    	return 0;
    }
    
    #version 330 core
    
    // Output data
    out vec3 color;
    
    void main()
    {
    
    	// Output color = red 
    	color = vec3(1,0,0);
    
    }
    
    
    #version 330 core
    
    // Output data
    out vec3 color;
    
    void main()
    {
    
    	// Output color = red 
    	color = vec3(1,0,0);
    
    }
    
    
    #version 330 core
    
    // Input vertex data, different for all executions of this shader.
    layout(location = 0) in vec3 vertexPosition_modelspace;
    
    // Values that stay constant for the whole mesh.
    uniform mat4 MVP;
    
    void main(){
    	// Output position of the vertex, in clip space : MVP * position
    	gl_Position =  MVP * vec4(vertexPosition_modelspace,1);
    }
    

    shader 加载函数

    #include <stdio.h>
    #include <string>
    #include <vector>
    #include <iostream>
    #include <fstream>
    #include <algorithm>
    #include <sstream>
    using namespace std;
    
    #include <stdlib.h>
    #include <string.h>
    
    #include <GL/glew.h>
    
    #include "shader.hpp"
    
    GLuint LoadShaders(const char * vertex_file_path,const char * fragment_file_path){
    
    	// Create the shaders
    	GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);
    	GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
    
    	// Read the Vertex Shader code from the file
    	std::string VertexShaderCode;
    	std::ifstream VertexShaderStream(vertex_file_path, std::ios::in);
    	if(VertexShaderStream.is_open()){
    		std::stringstream sstr;
    		sstr << VertexShaderStream.rdbuf();
    		VertexShaderCode = sstr.str();
    		VertexShaderStream.close();
    	}else{
    		printf("Impossible to open %s. Are you in the right directory ? Don't forget to read the FAQ !
    ", vertex_file_path);
    		getchar();
    		return 0;
    	}
    
    	// Read the Fragment Shader code from the file
    	std::string FragmentShaderCode;
    	std::ifstream FragmentShaderStream(fragment_file_path, std::ios::in);
    	if(FragmentShaderStream.is_open()){
    		std::stringstream sstr;
    		sstr << FragmentShaderStream.rdbuf();
    		FragmentShaderCode = sstr.str();
    		FragmentShaderStream.close();
    	}
    
    	GLint Result = GL_FALSE;
    	int InfoLogLength;
    
    
    	// Compile Vertex Shader
    	printf("Compiling shader : %s
    ", vertex_file_path);
    	char const * VertexSourcePointer = VertexShaderCode.c_str();
    	glShaderSource(VertexShaderID, 1, &VertexSourcePointer , NULL);
    	glCompileShader(VertexShaderID);
    
    	// Check Vertex Shader
    	glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result);
    	glGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
    	if ( InfoLogLength > 0 ){
    		std::vector<char> VertexShaderErrorMessage(InfoLogLength+1);
    		glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]);
    		printf("%s
    ", &VertexShaderErrorMessage[0]);
    	}
    
    
    
    	// Compile Fragment Shader
    	printf("Compiling shader : %s
    ", fragment_file_path);
    	char const * FragmentSourcePointer = FragmentShaderCode.c_str();
    	glShaderSource(FragmentShaderID, 1, &FragmentSourcePointer , NULL);
    	glCompileShader(FragmentShaderID);
    
    	// Check Fragment Shader
    	glGetShaderiv(FragmentShaderID, GL_COMPILE_STATUS, &Result);
    	glGetShaderiv(FragmentShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
    	if ( InfoLogLength > 0 ){
    		std::vector<char> FragmentShaderErrorMessage(InfoLogLength+1);
    		glGetShaderInfoLog(FragmentShaderID, InfoLogLength, NULL, &FragmentShaderErrorMessage[0]);
    		printf("%s
    ", &FragmentShaderErrorMessage[0]);
    	}
    
    
    
    	// Link the program
    	printf("Linking program
    ");
    	GLuint ProgramID = glCreateProgram();
    	glAttachShader(ProgramID, VertexShaderID);
    	glAttachShader(ProgramID, FragmentShaderID);
    	glLinkProgram(ProgramID);
    
    	// Check the program
    	glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result);
    	glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength);
    	if ( InfoLogLength > 0 ){
    		std::vector<char> ProgramErrorMessage(InfoLogLength+1);
    		glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, &ProgramErrorMessage[0]);
    		printf("%s
    ", &ProgramErrorMessage[0]);
    	}
    
    	
    	glDetachShader(ProgramID, VertexShaderID);
    	glDetachShader(ProgramID, FragmentShaderID);
    	
    	glDeleteShader(VertexShaderID);
    	glDeleteShader(FragmentShaderID);
    
    	return ProgramID;
    }
    
    
    
    
    #ifndef SHADER_HPP
    #define SHADER_HPP
    
    GLuint LoadShaders(const char * vertex_file_path,const char * fragment_file_path);
    
    #endif
    
    
    Hope is a good thing,maybe the best of things,and no good thing ever dies.----------- Andy Dufresne
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  • 原文地址:https://www.cnblogs.com/eat-too-much/p/14063346.html
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