我想知道如何在 OpenGL 中围绕其 Y 轴旋转 OpenGL 三角形,我已经能够将三角形从对象空间转换到剪辑空间。我想知道是否有人对这个问题有任何经验并且可以伸出援助之手。
主文件
#include <iostream>
#include <fstream>
#include <sstream>
#include <GL/glew.h>
#include <GL/freeglut.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <Windows.h>
using namespace std;
using namespace glm;
const int windowWidth = 1024;
const int windowHeight = 768;
GLuint VBO;
const int NUMVERTS = 3;
GLuint gModelToWorldTransformLocation;
GLuint gWorldToViewTransformLocation;
GLuint gProjectionTransformLocation;
struct SimpleVertex
{
vec3 pos;
vec4 colour;
};
static void renderSceneCallBack()
{
static mat4 modelToWorldTransform = mat4(1.0f);
static mat4 worldToViewTransform = lookAt(
vec3(0.0f,0.0f,3.0f), // position of your camera, in world space
vec3(0.0f,0.0f,0.0f), // look at in world space
vec3(0.0f,1.0f,0.0f) // Camera up direction (set to 0,-1,0 to look upside-down)
);
static mat4 projectionTransform = perspective(45.0f, (float)windowWidth / (float)windowHeight, 1.0f, 100.0f);
glUniformMatrix4fv(gModelToWorldTransformLocation, 1, GL_FALSE, &modelToWorldTransform[0][0]);
glUniformMatrix4fv(gWorldToViewTransformLocation, 1, GL_FALSE, &worldToViewTransform[0][0]);
glUniformMatrix4fv(gProjectionTransformLocation, 1, GL_FALSE, &projectionTransform[0][0]);
glClear(GL_COLOR_BUFFER_BIT);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(SimpleVertex), 0);
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeof(SimpleVertex), (const GLvoid*)12);
glDrawArrays(GL_TRIANGLES, 0, NUMVERTS);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glutSwapBuffers();
}
static void initializeGlutCallbacks()
{
glutDisplayFunc(renderSceneCallBack);
glutIdleFunc(renderSceneCallBack);
}
static void createVertexBuffer()
{
// Create some vertices to put in our VBO.
// Create vertex buffer
SimpleVertex vertices[] =
{
{vec3(-0.5f, -0.5f, 0.0f), vec4(1.0f, 0.0f, 0.0f, 1.0f)},
{vec3(0.5f, -0.5f, 0.0f), vec4(0.0f, 1.0f, 0.0f, 1.0f)},
{vec3( 0.0f, 0.5f, 0.0f), vec4(0.0f, 0.0f, 1.0f, 1.0f)}
};
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(SimpleVertex) * 3, vertices, GL_STATIC_DRAW);
}
static void addShader(GLuint shaderProgram, const char* pShaderText, GLenum shaderType)
{
GLuint shaderObj = glCreateShader(shaderType);
if (shaderObj == 0)
{
cerr<<"Error creating shader type "<<shaderType<<endl;
exit(0);
}
const GLchar* p[1];
p[0] = pShaderText;
GLint Lengths[1];
Lengths[0]= strlen(pShaderText);
glShaderSource(shaderObj, 1, p, Lengths);
glCompileShader(shaderObj);
GLint success;
glGetShaderiv(shaderObj, GL_COMPILE_STATUS, &success);
if (!success)
{
GLchar InfoLog[1024];
glGetShaderInfoLog(shaderObj, 1024, NULL, InfoLog);
cerr<<"Error compiling shader type "<<shaderType<<": "<<InfoLog<<endl;
exit(1);
}
glAttachShader(shaderProgram, shaderObj);
}
const string readFileToString(char* filename)
{
ifstream file (filename, ios::in);
if (file.is_open())
{
stringstream continut;
continut << file.rdbuf();
continut << '\0';
return continut.str();
}
return "";
}
static void buildShaders()
{
GLuint shaderProgram = glCreateProgram();
if (shaderProgram == 0)
{
cerr<<"Error creating shader program\n";
exit(1);
}
string VS = readFileToString("vertexShader.glsl");
string FS = readFileToString("fragmentShader.glsl");
addShader(shaderProgram, VS.c_str(), GL_VERTEX_SHADER);
addShader(shaderProgram, FS.c_str(), GL_FRAGMENT_SHADER);
GLint success = 0;
GLchar errorLog[1024] = { 0 };
glLinkProgram(shaderProgram);
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (success == 0)
{
glGetProgramInfoLog(shaderProgram, sizeof(errorLog), NULL, errorLog);
cerr<<"Error linking shader program: "<<errorLog<<endl;
exit(1);
}
glValidateProgram(shaderProgram);
glGetProgramiv(shaderProgram, GL_VALIDATE_STATUS, &success);
if (!success)
{
glGetProgramInfoLog(shaderProgram, sizeof(errorLog), NULL, errorLog);
cerr<<"Error linking shader program: "<<errorLog<<endl;
exit(1);
}
glUseProgram(shaderProgram);
gModelToWorldTransformLocation = glGetUniformLocation(shaderProgram, "gModelToWorldTransform");
//assert(gModelToWorldTransformLocation != 0xFFFFFFFF);
gWorldToViewTransformLocation = glGetUniformLocation(shaderProgram, "gWorldToViewTransform");
//assert(gWorldToViewTransformLocation != 0xFFFFFFFF);
gProjectionTransformLocation = glGetUniformLocation(shaderProgram, "gProjectionTransform");
//assert(gProjectionTransformLocation != 0xFFFFFFFF);
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGBA);
glutInitWindowSize(windowWidth, windowHeight);
glutInitWindowPosition(100, 100);
glutCreateWindow("Transformations");
initializeGlutCallbacks();
// Must be done after glut is initialized!
GLenum res = glewInit();
if (res != GLEW_OK)
{
cerr<<"Error: "<<glewGetErrorString(res)<<"\n";
return 1;
}
buildShaders();
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
// Create a vertex buffer
createVertexBuffer();
glutMainLoop();
return 0;
}
顶点着色器
#version 330
layout (location = 0) in vec3 Position;
layout (location = 1) in vec4 Colour;
out vec4 Colour0;
uniform mat4 gModelToWorldTransform;
uniform mat4 gWorldToViewTransform;
uniform mat4 gProjectionTransform;
void main()
{
vec4 vertexPositionInModelSpace = vec4(Position, 1);
vec4 vertexInWorldSpace = gModelToWorldTransform * vertexPositionInModelSpace;
vec4 vertexInViewSpace = gWorldToViewTransform * vertexInWorldSpace;
vec4 vertexInHomogeneousClipSpace = gProjectionTransform * vertexInViewSpace;
gl_Position = vertexInHomogeneousClipSpace;
Colour0 = Colour;
}
片段着色器
#version 330
in vec4 Colour0;
out vec4 FragColor;
void main()
{
FragColor = Colour0;
}