基于C++的OpenGL 04 之变换
阅读原文时间:2023年07月08日阅读:5

本文基于C++语言,描述OpenGL的变换

前置知识可参考:

笔者这里不过多描述每个名词、函数和细节,更详细的文档可以参考:

平移、旋转、缩放等变换主要是使用变换矩阵来实现

OpenGL Mathematics(GLM)是一个基于GLSL的只有头文件的C++数学运算库

GLM的GitHub站点为:g-truc/glm: OpenGL Mathematics (GLM) (github.com)

使用GLM只需将其头文件的根目录包含到工程目录中即可

笔者这里使用的是CMake进行构建,所以只需将GLM目录使用CMake语句进行包含即可:

include_directories(lib)

引入头文件:

#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>

设置一个平移、旋转、缩放的矩阵:

glm::mat4 trans = glm::mat4(1.0f);
trans = glm::translate(trans, glm::vec3(0.5f, -0.5f, 0.0f)*(float)sin(glfwGetTime()));
trans = glm::rotate(trans, (float)glfwGetTime(), glm::vec3(0.0f, 0.0f, 1.0f));
trans = glm::scale(trans, glm::vec3(1.0f, 1.0f, 0.0f)*(float)(sin(glfwGetTime()) * 0.5 + 0.5));

在顶点着色器中将变换矩阵与坐标结合:

#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;
layout (location = 2) in vec2 aTexCoord;

out vec3 ourColor;
out vec2 TexCoord;

uniform mat4 transform;

void main()
{
    gl_Position = transform * vec4(aPos, 1.0);
    ourColor = aColor;
    TexCoord = aTexCoord;
}

将变换矩阵输入到GPU:

glUniformMatrix4fv(glGetUniformLocation(ourShader.ID, "transform"), 1, GL_FALSE, glm::value_ptr(trans));

如果顺利的话,结果如下:

主要文件test.cpp

#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include <math.h>
#include "Shader.hpp"
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>

void framebuffer_size_callback(GLFWwindow *window, int width, int height);
void process_input(GLFWwindow *window);
unsigned int *renderInit();
void render(unsigned int shaderProgram, unsigned int VAO, unsigned int texture1, unsigned int texture2);
bool checkCompile(unsigned int shader);
bool checkProgram(unsigned int shaderProgram);

int main()
{
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    GLFWwindow *window = glfwCreateWindow(800, 600, "transformation", nullptr, nullptr);

    if (window == nullptr)
    {
        std::cout << "Faild to create window" << std::endl;
        glfwTerminate();
    }
    glfwMakeContextCurrent(window);

    if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
    {
        std::cout << "Faild to initialize glad" << std::endl;
        return -1;
    }
    glad_glViewport(0, 0, 800, 600);
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);

    unsigned int *arr = renderInit();

    while (!glfwWindowShouldClose(window))
    {
        process_input(window);

        glm::mat4 trans = glm::mat4(1.0f);
        trans = glm::translate(trans, glm::vec3(0.5f, -0.5f, 0.0f)*(float)sin(glfwGetTime()));
        trans = glm::rotate(trans, (float)glfwGetTime(), glm::vec3(0.0f, 0.0f, 1.0f));
        trans = glm::scale(trans, glm::vec3(1.0f, 1.0f, 0.0f)*(float)(sin(glfwGetTime()) * 0.5 + 0.5));
        glUniformMatrix4fv(glGetUniformLocation(arr[0], "transform"), 1, GL_FALSE, glm::value_ptr(trans));

        // render

        std::cout << arr[0] << " " << arr[1] << " " << arr[2] << " " << arr[3] << " " << arr[4] << std::endl;
        render(arr[0], arr[1], arr[3], arr[4]);

        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    glDeleteProgram(arr[0]);
    glDeleteVertexArrays(1, &arr[1]);
    glDeleteBuffers(1, &arr[2]);

    glfwTerminate();
    return 0;
}

void framebuffer_size_callback(GLFWwindow *window, int width, int height)
{
    glViewport(0, 0, width, height);
}

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

unsigned int *renderInit()
{
    unsigned int VAO;
    glGenVertexArrays(1, &VAO);
    glBindVertexArray(VAO);

    unsigned int texture1;
    glGenTextures(1, &texture1);
    glBindTexture(GL_TEXTURE_2D, texture1);
    // 为当前绑定的纹理对象设置环绕、过滤方式
    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);
    // 加载并生成纹理
    int width, height, nrChannels;
    unsigned char *data = stbi_load("../container.jpg", &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);

    unsigned int texture2;
    glGenTextures(1, &texture2);
    glBindTexture(GL_TEXTURE_2D, texture2);
    // 为当前绑定的纹理对象设置环绕、过滤方式
    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);
    // // 加载并生成纹理
    int width2, height2, nrChannels2;
    stbi_set_flip_vertically_on_load(true);
    unsigned char *data2 = stbi_load("../awesomeface.png", &width2, &height2, &nrChannels2, 0);
    if (data2)
    {
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width2, height2, 0, GL_RGBA, GL_UNSIGNED_BYTE, data2);
        glGenerateMipmap(GL_TEXTURE_2D);
    }
    else
    {
        std::cout << "Failed to load texture" << std::endl;
    }
    stbi_image_free(data2);

    float 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 VBO;
    glGenBuffers(1, &VBO);
    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

    unsigned int indices[] = {
        0, 1, 3, // first triangle
        1, 2, 3  // second triangle
    };
    unsigned int EBO;
    glGenBuffers(1, &EBO);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);

    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)0);
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)(3 * sizeof(float)));
    glEnableVertexAttribArray(1);
    glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)(6 * sizeof(float)));
    glEnableVertexAttribArray(2);

    Shader shaderProgram = Shader("../test.vs.glsl", "../test.fs.glsl");
    shaderProgram.use();

    glUniform1i(glGetUniformLocation(shaderProgram.ID, "texture1"), 0);
    glUniform1i(glGetUniformLocation(shaderProgram.ID, "texture2"), 1);
    return new unsigned int[5]{shaderProgram.ID, VAO, VBO, texture1, texture2};
}
void render(unsigned int shaderProgram, unsigned int VAO, unsigned int texture1, unsigned int texture2)
{
    glClearColor(0.2, 0.3, 0.3, 1.0);
    glClear(GL_COLOR_BUFFER_BIT);

    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, texture1);
    glActiveTexture(GL_TEXTURE1);
    glBindTexture(GL_TEXTURE_2D, texture2);
    glUseProgram(shaderProgram);

    glBindVertexArray(VAO);
    glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
}

顶点着色器test.vs.glsl

#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;
layout (location = 2) in vec2 aTexCoord;

out vec3 ourColor;
out vec2 TexCoord;

uniform mat4 transform;

void main()
{
    gl_Position = transform * vec4(aPos, 1.0);
    ourColor = aColor;
    TexCoord = aTexCoord;
}

片段着色器test.fs.glsl

#version 330 core
out vec4 FragColor;

in vec3 ourColor;
in vec2 TexCoord;

uniform sampler2D texture1;
uniform sampler2D texture2;

void main()
{
    FragColor = mix(texture(texture1, TexCoord), texture(texture2, TexCoord), 0.2);
}

CMake构建文件CMakeLists.txt

cmake_minimum_required(VERSION 3.3)
set(CMAKE_C_STANDARD 11)
set(CMAKE_CXX_STANDARD 14)

project(transformation)

find_package(glfw3 REQUIRED)
find_package( OpenGL REQUIRED )
include_directories( ${OPENGL_INCLUDE_DIRS}  lib)
file(GLOB project_file glad.c Shader.hpp test.cpp)
add_executable(${PROJECT_NAME} ${project_file})

target_link_libraries(${PROJECT_NAME}  ${OPENGL_LIBRARIES} glfw)

[1]变换 - LearnOpenGL CN (learnopengl-cn.github.io)

[2]glm/manual.md at master · g-truc/glm (github.com)

[3]OpenGL学习笔记三——引入GLM库,实现transform_绿洲守望者的博客-CSDN博客_glm库

[4]OpenGL学习笔记(五)纹理 - 知乎 (zhihu.com)

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