所以我可以使用 OpenGL3.2+ 绘制一个旋转的立方体并将其从 0,0,0 向左平移,但是当我尝试绘制第二个(向右)时,它不会渲染.. .
这是我的显示功能:
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(myShader.handle());
GLuint matLocation = glGetUniformLocation(myShader.handle(), "ProjectionMatrix");
glUniformMatrix4fv(matLocation, 1, GL_FALSE, &ProjectionMatrix[0][0]);
spinY+=0.03;
if(spinY>360) spinY = 0;
glm::mat4 viewMatrix;
viewMatrix = glm::translate(glm::mat4(1.0),glm::vec3(0,0,-100)); //viewing matrix
ModelViewMatrix = glm::translate(viewMatrix,glm::vec3(-30,0,0)); //translate object from the origin
ModelViewMatrix = glm::rotate(ModelViewMatrix,spinY, glm::vec3(0,1,0)); //rotate object about y axis
glUniformMatrix4fv(glGetUniformLocation(myShader.handle(), "ModelViewMatrix"), 1, GL_FALSE, &ModelViewMatrix[0][0]); //pass matrix to shader
//Add the following line just before the line to draw the cube to
//check that the origin of the cube in eye space is (-30, 0, -100);
result = glm::vec3(ModelViewMatrix * glm::vec4(0,0,0,1));
std::cout<<glm::to_string(result)<<std::endl; //print matrix to get coordinates.
myCube.render();
glUseProgram(0);
}
我希望能够使用相同的 Cube 类/大小等,但只需再次渲染它(我认为这是最有效/最好的方法)。
我试过这个
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(myShader.handle());
GLuint matLocation = glGetUniformLocation(myShader.handle(), "ProjectionMatrix");
glUniformMatrix4fv(matLocation, 1, GL_FALSE, &ProjectionMatrix[0][0]);
spinY+=0.03;
if(spinY>360) spinY = 0;
glm::mat4 viewMatrix;
viewMatrix = glm::translate(glm::mat4(1.0),glm::vec3(0,0,-100)); //viewing matrix
ModelViewMatrix = glm::translate(viewMatrix,glm::vec3(-30,0,0)); //translate object from the origin
ModelViewMatrix = glm::rotate(ModelViewMatrix,spinY, glm::vec3(0,1,0)); //rotate object about y axis
glUniformMatrix4fv(glGetUniformLocation(myShader.handle(), "ModelViewMatrix"), 1, GL_FALSE, &ModelViewMatrix[0][0]); //pass matrix to shader
//Add the following line just before the line to draw the cube to
//check that the origin of the cube in eye space is (-30, 0, -100);
result = glm::vec3(ModelViewMatrix * glm::vec4(0,0,0,1));
std::cout<<glm::to_string(result)<<std::endl; //print matrix to get coordinates.
myCube.render();
glm::mat4 viewMatrix_TWO;
viewMatrix_TWO = glm::translate(glm::mat4(1.0),glm::vec3(0,0,-100)); //viewing matrix
ModelViewMatrix_TWO = glm::translate(viewMatrix_TWO,glm::vec3(30,0,0)); //translate object from the origin
ModelViewMatrix_TWO = glm::rotate(ModelViewMatrix_TWO,spinY, glm::vec3(0,1,0)); //rotate object about y axis
glUniformMatrix4fv(glGetUniformLocation(myShader.handle(), "ModelViewMatrix_TWO"), 1, GL_FALSE, &ModelViewMatrix[0][0]); //pass matrix to shader
myCube.render();
glUseProgram(0);
}
显然,我实现错了......我怎样才能在屏幕的任一侧获得一个立方体?谢谢。
更新
我意识到,我没有创建第二个立方体对象,但是现在实现了它,它仍然不起作用......我是否混淆了视图/模型矩阵的交互方式?我为每个对象创建了一个新对象......
新代码:
myCube.render();
spinX+=0.03;
if(spinX>360) spinX = 0;
glm::mat4 viewMatrix_Two,ModelViewMatrix_Two;
viewMatrix_Two = glm::translate(glm::mat4(1.0),glm::vec3(0,0,-100)); //viewing matrix
ModelViewMatrix_Two = glm::translate(viewMatrix_Two,glm::vec3(30,0,0)); //translate object from the origin
ModelViewMatrix_Two = glm::rotate(ModelViewMatrix_Two,spinX, glm::vec3(0,1,0)); //rotate object about y axis
glUniformMatrix4fv(glGetUniformLocation(myShader.handle(), "ModelViewMatrix_Two"), 1, GL_FALSE, &ModelViewMatrix_Two[0][0]); //pass matrix to shader
myCube_Two.render();
更新
着色器:
uniform mat4 ModelViewMatrix;
//uniform mat4 ModelViewMatrix_Two; //NOT NEEDED - USED SAME SHADER OBJECT
uniform mat4 ProjectionMatrix;
in vec3 in_Position; // Position coming in
in vec3 in_Color; // colour coming in
out vec3 ex_Color; // colour leaving the vertex, this will be sent to the fragment shader
void main(void)
{
gl_Position = ProjectionMatrix * ModelViewMatrix * vec4(in_Position, 1.0);
//gl_Position = ProjectionMatrix * ModelViewMatrix_Two * vec4(in_Position, 1.0);
ex_Color = in_Color;
}