首页
学习
活动
专区
圈层
工具
发布
社区首页 >问答首页 >如何随着时间的推移在OpenGL中平移和旋转三角形?

如何随着时间的推移在OpenGL中平移和旋转三角形?
EN

Stack Overflow用户
提问于 2020-04-28 15:54:10
回答 1查看 383关注 0票数 1

我正在尝试随着时间的推移旋转和平移我的单个三角形。我已经编写了main.cpp,并且为我的顶点和片段着色器源代码编写了单独的文件。

下面是我的main.cpp文件中的代码:

代码语言:javascript
复制
void framebuffer_size_callback(GFLWwindow* window, int width, int height);
void processInput(GLFWwindow *window);

// Shaders
const char *vertexShaderSource =
"#version 410\n"
"in vec3 vp;\n"
"void main()\n"
"{\n"
"gl_Position = vec4(aPos, 1.0);\n"
"}\0";

const char *fragmentShaderSource =
"#version 410\n"
"out vec4 FragColor;\n"
"in vec3 myColor;\n"
"void main()\n"
"{\n"
"FragColor = vec4(myColor, 1.0f);\n"
"}\n\0";

int main ()
{
  // start GL context and O/S window using the GLFW helper library
  if (!glfwInit ())
  {
     fprintf (stderr, "ERROR: could not start GLFW3\n");
     return 1;
  }
 // uncomment these lines if on Apple OS X
 glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
 glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
 glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
 glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

 GLFWwindow* window = glfwCreateWindow(640, 480, "LearnOpenGL", NULL, NULL);

    if (!window)
    {
        fprintf(stderr, "ERROR: could not open window with GLFW3\n");
        glfwTerminate();
        return 1;
    }
    glfwMakeContextCurrent(window);

    // start GLEW extension handler
    glewExperimental = GL_TRUE;
    glewInit();

    // get version info
    const GLubyte* renderer = glGetString(GL_RENDERER);
    const GLubyte* version = glGetString(GL_VERSION);

    printf("Renderer: %s\n", renderer);
    printf("OpenGL version supported %s\n", version);

    glEnable(GL_DEPTH_TEST); // enable depth-testing
    glDepthFunc(GL_LESS);

    // Draw a single triangle
    float points[] = {
    // positions       // colors
    0.0f, 0.5f, 0.0f,  1.0f, 0.0f, 0.0f,
    0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f,
    -0.5f, -0.5f, 0.0f, 0.0f 0.0f, 1.0f
    };

    GLuint VBO = 0;
    glGenBuffers(1, &VBO);
    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW);

    // Generate a VAO.
    GLuint VAO = 0;
    glGenVertexArrays(1, &VAO);
    glBindVertexArray(VAO);
    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
    glEnableVertexAttribArray(0);

    // Compile a Vertex Shader
    int vertexShader = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
    glCompileShader(vertexShader);

    // Compile a fragment shader.
    int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
    glCompileShader(fragmentShader);

    // Compile shaders into a executable shader program.
    int shaderProgram = glCreateProgram();
    glAttachShader(shaderProgram, fragmentShader);
    glAttachShader(shaderProgram, vertexShader);
    glLinkProgram(shaderProgram);

    // Create another float array to make my triangle fan.
    float points_5_triangles[] = {
    -0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f,
    0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f,
    0.0f, 0.5f, 0.0f, 1.0f, 2.0f, 0.5f,
    // Another triangle made from point 1, 3, and 4
    -0.5f,
    }
    // Generate another VBO for my Triangle Fan
    GLuint VBO_5_triangles = 0;
    glGenBuffers(1, &VBO_5_triangles);
    glBindBuffer(GL_ARRAY_BUFFER, VBO_5_triangles);
    glBufferData(GL_ARRAY_BUFFER, sizeof(points_5_triangles), points_5_triangles, GL_STATIC_DRAW);

    // Generate another VAO for my Triangle Fan
    GLuint VAO_5_triangles = 0;
    glGenVertexArrays(1, &VAO_5_triangles);
    glBindVertexArray(VAO_5_triangles);
    glBindBuffer(GL_ARRAY_BUFFER, VBO_5_triangles);
    glBufferData(GL_ARRAY_BUFFER, sizeof(points_5_triangles), points_5_triangles, GL_STATIC_DRAW);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
    glEnableVertexAttribArray(0);

    // Drawing the triangles aka render loop
    while (!glfwWindowShouldClose(window))
    {
        processInput(window);
        // wipe the drawing surface clear
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        // Draw Triangle
        glUseProgram(shaderProgram);
        glBindVertexArray(VAO);
        glDrawArrays(GL_TRIANGLES, 0, 3);

        // Draw Triangle Fan
        glBindVertexArray(VAO_5_triangles);
        glDrawArrays(GL_TRIANGLE_FAN, 0, 7);

        // swap buffers and poll IO events
        glfwPollEvents();
        glfwSwapBuffers(window);
    }

    // close GL context and any other GLFW resources
    glfwTerminate();
    return 0;
}

我下面的教程确实介绍了变换,但在它使用的示例中,三角形既有纹理也有着色器。出于我的目的,我希望在不向代码中添加纹理的情况下完成此操作。

有人能告诉我如何添加两个转换:平移和旋转到我的“单个三角形”,如这段代码所示?

EN

回答 1

Stack Overflow用户

回答已采纳

发布于 2020-04-28 16:30:52

你的三角形是否有纹理与变换无关。

只需计算变换矩阵,将其传递给顶点着色器并将其与坐标相乘,即可旋转三角形。

顶点着色器应如下所示:

代码语言:javascript
复制
const char *vertexShaderSource =
"#version 410\n"
"layout (location = 0) in vec3 vp;\n"
"uniform mat4 transform;"
"void main()\n"
"{\n"
"    gl_Position = transform * vec4(vp, 1.0);\n"
"}\0";

为此,我建议您使用glm库。计算矩阵并将其传递给着色器,如下所示:

代码语言:javascript
复制
auto transformMatrix = glm::rotate( /* your rotation calculation */ );

auto transLoc = glGetUniformLocation(shaderProgram, "transform");
glUniformMatrix4fv(transLoc , 1, GL_FALSE, glm::value_ptr(transformMatrix));
票数 1
EN
页面原文内容由Stack Overflow提供。腾讯云小微IT领域专用引擎提供翻译支持
原文链接:

https://stackoverflow.com/questions/61475255

复制
相关文章

相似问题

领券
问题归档专栏文章快讯文章归档关键词归档开发者手册归档开发者手册 Section 归档