OpenGL笔记十八之透视投影矩阵实验-perspective函数

发布于:2024-08-08 ⋅ 阅读:(111) ⋅ 点赞:(0)

OpenGL笔记十八之透视投影矩阵实验-glm::perspective函数

—— 2024-08-03 下午

bilibili赵新政老师的教程看后笔记

code review!

1.案例构造

在这里插入图片描述

2.视张角60,相机位置(0.0f,0.0f,5.0f)

perspectiveMatrix = glm::perspective(glm::radians(60.0f), (float)app->getWidth() / (float)app->getHeight(), 0.1f, 1000.0f);

viewMatrix = glm::lookAt(glm::vec3(0.0f,0.0f,5.0f),glm::vec3(0.0f,0.0f,0.0f),glm::vec3(0.0f,1.0f,0.0f));

运行
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3.视张角60,相机位置(3.0f,0.0f,1.0f)

perspectiveMatrix = glm::perspective(glm::radians(60.0f), (float)app->getWidth() / (float)app->getHeight(), 0.1f, 1000.0f);

viewMatrix = glm::lookAt(glm::vec3(0.0f,0.0f,5.0f),glm::vec3(0.0f,0.0f,0.0f),glm::vec3(0.0f,1.0f,0.0f));

运行
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4.视张角30,相机位置(3.0f,0.0f,1.0f)

perspectiveMatrix = glm::perspective(glm::radians(30.0f), (float)app->getWidth() / (float)app->getHeight(), 0.1f, 1000.0f);

viewMatrix = glm::lookAt(glm::vec3(0.0f,0.0f,5.0f),glm::vec3(0.0f,0.0f,0.0f),glm::vec3(0.0f,1.0f,0.0f));

运行
在这里插入图片描述

5.视张角90,相机位置(3.0f,0.0f,1.0f)

perspectiveMatrix = glm::perspective(glm::radians(90.0f), (float)app->getWidth() / (float)app->getHeight(), 0.1f, 1000.0f);

viewMatrix = glm::lookAt(glm::vec3(0.0f,0.0f,5.0f),glm::vec3(0.0f,0.0f,0.0f),glm::vec3(0.0f,1.0f,0.0f));

运行
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6.vs

#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;
layout (location = 2) in vec2 aUV;

out vec3 color;
out vec2 uv;

uniform mat4 transform;
uniform mat4 viewMatrix;
uniform mat4 projectionMatrix;

//aPos作为attribute(属性)传入shader
//不允许更改的
void main()
{
	vec4 position = vec4(aPos, 1.0);
	position = projectionMatrix * viewMatrix * transform * position;
	gl_Position = position;
	color = aColor;
	uv = aUV;
}

7.fs

#version 330 core
out vec4 FragColor;

in vec3 color;
in vec2 uv;

uniform sampler2D sampler;

void main()
{
  FragColor = texture(sampler, uv);
}

8.main.cpp

#include <iostream>

#include "glframework/core.h"
#include "glframework/shader.h"
#include <string>
#include <assert.h>//断言
#include "wrapper/checkError.h"
#include "application/Application.h"
#include "glframework/texture.h"

/*
*┌────────────────────────────────────────────────┐
*│ 目	   标: 学习使用透视影矩阵
*│ 讲    师: 赵新政(Carma Zhao)
*│ 拆分目标:
*				-1 学习使用glm的perspective函数
*					1.1 声明一个透视投影矩阵
*					1.2 在vertexShader加入投影矩阵
*					1.3 在cpp程序当中,将投影矩阵传输向shader
*					1.4 使用perspective函数计算一个投影矩阵
* 
*				-2 实验视张角
*└────────────────────────────────────────────────┘
*/

GLuint vao;
Shader* shader = nullptr;
Texture* texture = nullptr;
glm::mat4 transform(1.0f);
glm::mat4 viewMatrix(1.0f);
glm::mat4 perspectiveMatrix(1.0f);

void OnResize(int width, int height) {
	GL_CALL(glViewport(0, 0, width, height));
	std::cout << "OnResize" << std::endl;
}

void OnKey(int key, int action, int mods) {
	std::cout << key << std::endl;
}

void prepareVAO() {
	//1 准备positions colors
	/*float positions[] = {
		-0.5f, -0.5f, 0.0f,
		0.5f, -0.5f, 0.0f,
		0.0f,  0.5f, 0.0f,
	};*/
	float positions[] = {
		-1.0f, 0.0f, 0.0f,
		1.0f, 0.0f, 0.0f,
		0.0f,  1.0f, 0.0f,
	};


	float colors[] = {
		1.0f, 0.0f,0.0f,
		0.0f, 1.0f,0.0f,
		0.0f, 0.0f,1.0f,
	};

	float uvs[] = {
		0.0f, 0.0f,
		1.0f, 0.0f,
		0.5f, 1.0f,
	};

	unsigned int indices[] = {
		0, 1, 2,
	};

	//2 VBO创建
	GLuint posVbo, colorVbo, uvVbo;
	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;
	glGenBuffers(1, &ebo);
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
	glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);

	//4 VAO创建
	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, sizeof(float) * 3, (void*)0);

	//5.2 加入颜色属性描述数据
	glBindBuffer(GL_ARRAY_BUFFER, colorVbo);
	glEnableVertexAttribArray(1);
	glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 3, (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, sizeof(float) * 2, (void*)0);

	//5.4 加入ebo到当前的vao
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);

	glBindVertexArray(0);
}

void prepareShader() {
	shader = new Shader("assets/shaders/vertex.glsl","assets/shaders/fragment.glsl");
}

void prepareTexture() {
	texture = new Texture("assets/textures/goku.jpg", 0);
}

void prepareCamera() {
	//lookat:生成一个viewMatrix
	//eye:当前摄像机所在的位置
	//center:当前摄像机看向的那个点
	//up:穹顶向量
	// viewMatrix = glm::lookAt(glm::vec3(0.0f,0.0f,5.0f),glm::vec3(0.0f,0.0f,0.0f),glm::vec3(0.0f,1.0f,0.0f));
	viewMatrix = glm::lookAt(glm::vec3(3.0f,0.0f,1.0f),glm::vec3(0.0f,0.0f,0.0f),glm::vec3(0.0f,1.0f,0.0f));
	
}

void preparePerspective() {
	//fovy:y轴方向的视张角,弧度单位
	//aspect:近平面的横纵百分比
	//near:近平面距离
	//far:远平面距离
	// perspectiveMatrix = glm::perspective(glm::radians(60.0f), (float)app->getWidth() / (float)app->getHeight(), 0.1f, 1000.0f);
	perspectiveMatrix = glm::perspective(glm::radians(90.0f), (float)app->getWidth() / (float)app->getHeight(), 0.1f, 1000.0f);
	// perspectiveMatrix = glm::perspective(glm::radians(90.0f), (float)app->getWidth() / (float)app->getHeight(), 0.1f, 1000.0f);
}

void render() {
	//执行opengl画布清理操作
	GL_CALL(glClear(GL_COLOR_BUFFER_BIT));

	//绑定当前的program
	shader->begin();
	shader->setInt("sampler", 0);
	shader->setMatrix4x4("transform", transform);
	shader->setMatrix4x4("viewMatrix", viewMatrix);
	shader->setMatrix4x4("projectionMatrix", perspectiveMatrix);
 
	//绑定当前的vao
	GL_CALL(glBindVertexArray(vao));

	//发出绘制指令
	GL_CALL(glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, 0));
	GL_CALL(glBindVertexArray(0));

	shader->end();
}


int main() {
	if (!app->init(800, 600)) {
		return -1;
	}

	app->setResizeCallback(OnResize);
	app->setKeyBoardCallback(OnKey);

	//设置opengl视口以及清理颜色
	GL_CALL(glViewport(0, 0, 800, 600));
	GL_CALL(glClearColor(0.2f, 0.3f, 0.3f, 1.0f));

	prepareShader();
	prepareVAO();
	prepareTexture();
	prepareCamera();
	preparePerspective();

	while (app->update()) {
		render();
	}

	app->destroy();

	return 0;
}

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