GLM简单使用
glm是一个开源的对矩阵运算的库,下载地址:
https://github.com/g-truc/glm/releases
直接包含其头文件即可使用:
#include <glad/glad.h>//glad必须在glfw头文件之前包含
#include <GLFW/glfw3.h>
#include <iostream>
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
//GLM
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#define GLM_ENABLE_EXPERIMENTAL
#include <glm/gtx/string_cast.hpp>
void frameBufferSizeCallbakc(GLFWwindow* window, int width, int height)
{
glViewport(0, 0, width, height);
}
void glfwKeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
}
GLuint program = 0;
GLuint vao = 0;
GLuint texture = 0;
glm::mat4 transform(1.0f);//4×4单位矩阵
//旋转
void doRotationTransform()
{
//构建一个旋转矩阵,绕着z轴旋转45度角
//rotate函数:用于生成旋转矩阵
//bug1:rotate必须得到一个float类型的角度,c++的template
//bug2:rotate函数接受的不是角度(degree),接收的弧度(radians)
//注意点:radians函数也是模板函数,切记要传入float类型数据,加f后缀
transform = glm::rotate(glm::mat4(1.0), glm::radians(90.f), glm::vec3(0.0, 0.0, 1.0));
}
//平移
void doTranslationTransform()
{
transform = glm::translate(glm::mat4(1.0), glm::vec3(0.5f, 0.0, 0.0));
}
//缩放
void doScaleTransform()
{
//x缩放0.1,y缩放0.5,z不缩放
transform = glm::scale(glm::mat4(1.0), glm::vec3(0.1f, 0.5f, 1.0f));
}
//复合变换
void doTransform()
{
glm::mat4 rotateMat = glm::rotate(glm::mat4(1.0f), glm::radians(90.0f), glm::vec3(0.0, 0.0, 1.0));
glm::mat4 translateMat = glm::translate(glm::mat4(1.0f), glm::vec3(0.5f, 0.0f, 0.0f));
//先旋转 再平移
transform = translateMat * rotateMat;
//先平移 后旋转
//transform = rotateMat * translateMat;
}
float angle = 0.0f;
void doRotation()
{
angle += 2.0f;
//每一帧都会“重新”构建一个旋转矩阵
transform = glm::rotate(glm::mat4(1.0f), glm::radians(angle), glm::vec3(0.0f, 0.0f, 1.0f));;
}
void prepareVAO()
{
//positions
float positions[] = {
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.0f, 0.5f, 0.0f,
};
//颜色
float colors[] = {
1.0f, 0.0f,0.0f,
0.0f, 1.0f,0.0f,
0.0f, 0.0f,1.0f
};
//索引
unsigned int indices[] = {
0, 1, 2,
};
//uv坐标
float uvs[] = {
0.0f, 0.0f,
1.0f, 0.0f,
0.5f, 1.0f,
};
//2 VBO创建
GLuint posVbo = 0;
GLuint colorVbo = 0;
GLuint uvVbo = 0;
glGenBuffers(1, &posVbo);
glBindBuffer(GL_ARRAY_BUFFER, posVbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(positions), positions, GL_STATIC_DRAW);
glGenBuffers(1, &colorVbo);
glBindBuffer(GL_ARRAY_BUFFER, colorVbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors, GL_STATIC_DRAW);
glGenBuffers(1, &uvVbo);
glBindBuffer(GL_ARRAY_BUFFER, uvVbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(uvs), uvs, GL_STATIC_DRAW);
//3 EBO创建
GLuint ebo = 0;
glGenBuffers(1, &ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
//4 VAO创建
vao = 0;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
//5 绑定vbo ebo 加入属性描述信息
//5.1 加入位置属性描述信息
glBindBuffer(GL_ARRAY_BUFFER, posVbo);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
//5.2 加入颜色属性描述信息
glBindBuffer(GL_ARRAY_BUFFER, colorVbo);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
//5.3 加入uv属性描述数据
glBindBuffer(GL_ARRAY_BUFFER, uvVbo);
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0);
//5.2 加入ebo到当前的vao
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBindVertexArray(0);
}
void prepareShader() {
//1 完成vs与fs的源代码,并且装入字符串
const char* vertexShaderSource =
"#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"layout (location = 1) in vec3 aColor;\n"
"layout (location = 2) in vec2 aUV;\n"
"out vec3 color;\n"
"out vec2 uv;\n"
"uniform mat4 transform;\n"
"void main()\n"
"{\n"
" vec4 position = vec4(aPos, 1.0);\n"
" position = transform * position;\n"
" gl_Position = position;\n"
" color = aColor;\n"
" uv = aUV;\n"
"}\0";
const char* fragmentShaderSource =
"#version 330 core\n"
"out vec4 FragColor;\n"
"in vec3 color;\n"
"in vec2 uv;\n"
"uniform sampler2D sampler;\n"
"void main()\n"
"{\n"
" FragColor = texture(sampler, uv);\n"
"}\n\0";
//2 创建Shader程序(vs、fs)
GLuint vertex, fragment;
vertex = glCreateShader(GL_VERTEX_SHADER);
fragment = glCreateShader(GL_FRAGMENT_SHADER);
//3 为shader程序输入shader代码
glShaderSource(vertex, 1, &vertexShaderSource, NULL);
glShaderSource(fragment, 1, &fragmentShaderSource, NULL);
int success = 0;
char infoLog[1024];
//4 执行shader代码编译
glCompileShader(vertex);
//检查vertex编译结果
glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(vertex, 1024, NULL, infoLog);
std::cout << "Error: SHADER COMPILE ERROR --VERTEX" << "\n" << infoLog << std::endl;
}
glCompileShader(fragment);
//检查fragment编译结果
glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(fragment, 1024, NULL, infoLog);
std::cout << "Error: SHADER COMPILE ERROR --FRAGMENT" << "\n" << infoLog << std::endl;
}
//5 创建一个Program壳子
program = glCreateProgram();
//6 将vs与fs编译好的结果放到program这个壳子里
glAttachShader(program, vertex);
glAttachShader(program, fragment);
//7 执行program的链接操作,形成最终可执行shader程序
glLinkProgram(program);
//检查链接错误
glGetProgramiv(program, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(program, 1024, NULL, infoLog);
std::cout << "Error: SHADER LINK ERROR " << "\n" << infoLog << std::endl;
}
//清理
glDeleteShader(vertex);
glDeleteShader(fragment);
}
void prepareTextrue()
{
//1 stbImage 读取图片
int width, height, channels;
//--反转y轴
stbi_set_flip_vertically_on_load(true);
unsigned char* data = stbi_load("goku.jpg", &width, &height, &channels, STBI_rgb_alpha);
//2 生成纹理并且激活单元绑定
glGenTextures(1, &texture);
//--激活纹理单元--
glActiveTexture(GL_TEXTURE0);
//--绑定纹理对象--
glBindTexture(GL_TEXTURE_2D, texture);
//3 传输纹理数据,开辟显存
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
//***释放数据
stbi_image_free(data);
//4 设置纹理的过滤方式
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
//5 设置纹理的包裹方式
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);//u
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);//v
}
void render()
{
//执行opengl画布清理操作
glClear(GL_COLOR_BUFFER_BIT);
//1.绑定当前的program
glUseProgram(program);
//2 更新Uniform的时候,一定要先UserProgram
//2.1 通过名称拿到Uniform变量的位置Location
GLint location = glGetUniformLocation(program, "sampler");
//2.2 通过Location更新Uniform变量的值
glUniform1f(location, 0);
GLint locationTransform = glGetUniformLocation(program, "transform");
//transpose参数:表示是否对传输进去的矩阵数据进行转置
glUniformMatrix4fv(locationTransform, 1, GL_FALSE, glm::value_ptr(transform));
//3 绑定当前的vao
glBindVertexArray(vao);
//4 发出绘制指令
//glDrawArrays(GL_TRIANGLE_STRIP, 0, 6);
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, 0);
}
int main()
{
//初始化glfw环境
glfwInit();
//设置opengl主版本号
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
//设置opengl次版本号
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
//设置opengl启用核心模式
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
//创建窗体对象
GLFWwindow* window = glfwCreateWindow(800, 600, "lenarnOpenGL", nullptr, nullptr);
//设置当前窗体对象为opengl的绘制舞台
glfwMakeContextCurrent(window);
//窗体大小回调
glfwSetFramebufferSizeCallback(window, frameBufferSizeCallbakc);
//键盘相应回调
glfwSetKeyCallback(window, glfwKeyCallback);
//使用glad加载所有当前版本opengl的函数
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "初始化glad失败" << std::endl;
return -1;
}
;
//设置opengl视口大小和清理颜色
glViewport(0, 0, 800, 600);
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
//shader
prepareShader();
//vao
prepareVAO();
//texture
prepareTextrue();
//doTransform();
//执行窗体循环
while (!glfwWindowShouldClose(window))
{
//接受并分发窗体消息
//检查消息队列是否有需要处理的鼠标、键盘等消息
//如果有的话就将消息批量处理,清空队列
glfwPollEvents();
doRotation();
//渲染操作
render();
//切换双缓存
glfwSwapBuffers(window);
}
//推出程序前做相关清理
glfwTerminate();
return 0;
}
上述代码分别实现了对图像进行旋转平移缩放的操作。
在VS中定义transform四维矩阵变量,将这个变量与位置向量进行相乘即可进行旋转平移缩放。
叠加变换
上面的旋转三角形可以通过叠加来实现
void doTransform()
{
旋转三角形
float angle = 1.0f;
transform = glm::rotate(transform, glm::radians(angle), glm::vec3(0.0f, 0.0f, 1.0f));
}
在每一帧进行渲染时调用此函数即可