我的程序的目标是显示一个简单的在 Y 轴上旋转的彩色三角形,没有任何平移。我正在使用 GLM 库。问题是我的三角形的变换是不正确的:它有一个奇怪且不合逻辑的行为。这是我的 C++ 代码加上顶点着色器和片段着色器代码:
C++ 代码:
float angle = 0.0f;
struct Vertex
{
float x, y, z;
};
static Vertex vertices[9] =
{
-1.000000f, 0.000000f, 0.000000f,
0.000000f, 1.000000f, 0.000000f,
1.000000f, 0.000000f, 0.000000f
};
static Vertex colors[9] =
{
1.000000f, 0.000000f, 0.000000f,
0.000000f, 1.000000f, 0.000000f,
0.000000f, 0.000000f, 1.000000f
};
[...]
int
main(int ac, char **av)
{
bool continuer = true;
SDL_Event event;
GLuint vboID[2];
GLuint programID = 0;
//SDL window initialization
SDL_Init(SDL_INIT_VIDEO);
SDL_WM_SetCaption("VBO tests",NULL);
SDL_SetVideoMode(WIDTH, HEIGHT, 32, SDL_OPENGL);
//Viewport initialization
glViewport(0, 0, WIDTH, HEIGHT);
//Projection initialization
glm::mat4 projection = glm::mat4(1.0f);
projection = glm::perspective<GLfloat>(60.0f, (float)(WIDTH/HEIGHT), 1.0f, 1000.0f);
//View initialization
glm::mat4 view = glm::lookAt<GLfloat>(glm::vec3(0.0f, 0.0f, 8.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f));
glewInit();
//Shaders initialization
programID = initShaders("triangle.vert", "triangle.frag");
//Main loop
while (continuer)
{
eventListener(&event, &continuer);
glClearDepth(1.0f);
glClearColor(0.13f, 0.12f, 0.13f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(programID);
//Model transformations
glm::mat4 model = glm::mat4(1.0f);
model *= glm::translate(model, glm::vec3(0.0f, 0.0f, 0.0f));
model *= glm::rotate(model, angle, glm::vec3(0.0f, 1.0f, 0.0f));
glm::mat4 ModelViewMatrix = model * view;
glm::mat4 ModelViewProjectionMatrix = projection * ModelViewMatrix;
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, vertices);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, colors);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glUniformMatrix4fv(glGetUniformLocation(programID, "ModelView"), 1, GL_TRUE, glm::value_ptr(ModelViewMatrix));
glUniformMatrix4fv(glGetUniformLocation(programID, "MVP"), 1, GL_TRUE, glm::value_ptr(ModelViewProjectionMatrix));
glDrawArrays(GL_TRIANGLES, 0, 3);
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(0);
glUseProgram(0);
angle += 0.020f;
glFlush();
SDL_GL_SwapBuffers();
}
SDL_Quit();
return (0);
}
顶点着色器代码:
#version 330
in vec3 VertexPosition;
in vec3 VertexColor;
uniform mat4 ModelViewMatrix;
uniform mat4 MVP;
out vec3 Color;
void main()
{
Color = VertexColor;
gl_Position = MVP * vec4(VertexPosition, 1.0f);
}
片段着色器代码:
#version 330
in vec3 Color;
out vec4 FragColor;
void main() {
FragColor = vec4(Color, 1.0);
}
当我为模型声明一个简单的矩阵旋转时,我将它发送到顶点着色器并将它用作 MVP 并且它可以工作。但是当我添加投影矩阵 + 视图矩阵时,它不能正常工作。这是一张图片:
通常,三角形应位于屏幕的中心。
有人可以帮助我吗?