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  • 变换

    1、矩阵具有坐标变换的作用,例如:左乘一个旋转矩阵,实现点的坐标旋转,左乘一个平移矩阵实现,点的平移

    2、一个点可以同时串联相乘几个变换矩阵,实现坐标连续变换,根据左乘规则,右边矩阵先作用于点,作用顺序从右往左,例如:C*B*A*point(注:C,B,A分别为变换矩阵,point为一个vector3的位置向量,即点的x,y,z坐标)运算式子,矩阵A先作用于point,其次是B,C

    3、QMatrix4x4矩阵类本身就支持translate,rotate,projection等连续变换函数,那么问题来了,这些变换的作用顺序是怎么样的,实际上和上面说的矩阵作用规则是一样的。

            顺序是按照后变换,先作用的,具体如下,

            matrix.perspective(45,w/h,0.1,100);     // 透视矩阵变换

            matrix.translate(0.8,0,-5);                    // 平移变换

            matrix.rotate(30,0,1,0)                        // 绕着y轴旋转30度

            matrix*point;                                     // 注:此时这给点是先执行了旋转,再平移,最后透视处理。

                                                                     // 而不是从上往下顺序,先透视,再平移和旋转


    上面代码作用等同于如下代码:

            matrix1.perspective(45,w/h,0.1,100);     // 用一个单独矩阵,透视矩阵变换

            matrix2.translate(0.8,0,-5);                    // 用另一个单独矩阵,平移变换

            matrix3.rotate(30,0,1,0)                         // 再用一个单独矩阵,绕着y轴旋转30度
            matrix1*matrix2*matrix3*point;             // 先执行了旋转,再平移,最后透视处理
    ————————————————
    版权声明:本文为CSDN博主「biao2488890051」的原创文章,遵循 CC 4.0 BY-SA 版权协议,转载请附上原文出处链接及本声明。
    原文链接:https://blog.csdn.net/kangkanglhb88008/article/details/80537544

    变换测试代码:

    #ifndef TRIANGLE_H
    #define TRIANGLE_H
    
    #include <QWidget>
    #include <QGLWidget>
    #include <QOpenGLShader>
    #include <QOpenGLShaderProgram>
    #include <QDebug>
    #include <QOpenGLFunctions>
    #include <QOpenGLFunctions_3_3_Core>
    #include <QTime>
    #include <QtMath>
    #include <QTimer>
    #include <QOpenGLTexture>
    
    #include "shader.h"
    
    namespace Ui {
    class Triangle;
    }
    
    class Triangle : public QGLWidget, protected QOpenGLFunctions
    {
        Q_OBJECT
    
    public:
        explicit Triangle();
        ~Triangle();
    public slots:
        void slotUpdateTimer();
    protected:
        virtual void initializeGL();
        virtual void paintGL();
        virtual void resizeGL(int w, int h);
    private:
        QOpenGLFunctions_3_3_Core *core;
        QOpenGLTexture *texture1, *texture2;
        Shader *ourShader;
        QTime time;
        QTimer updateTimer;
    };
    
    #endif // TRIANGLE_H
    triangle.h

    triangle.cpp:

    #include "triangle.h"
    #include "ui_triangle.h"
    
    GLuint VBO, VAO, EBO;
    
    Triangle::Triangle()
    {
    
    }
    
    Triangle::~Triangle()
    {
        delete ourShader;
        core->glDeleteVertexArrays(1, &VAO);
        core->glDeleteBuffers(1, &VBO);
        core->glDeleteBuffers(1, &EBO);
        texture1->destroy();
        texture2->destroy();
    }
    
    void Triangle::slotUpdateTimer()
    {
        update();
    }
    
    void Triangle::initializeGL()
    {
        //着色器部分
        core = QOpenGLContext::currentContext()->versionFunctions<QOpenGLFunctions_3_3_Core>();
        if (!core) {
              qWarning() << "Could not obtain required OpenGL context version";
              exit(1);
        }
        ourShader = new Shader(":/vertexshader.vert", ":/fragmentshader.frag");
    
        connect(&updateTimer, &QTimer::timeout, this, &Triangle::slotUpdateTimer);
    
        //VAO,VBO数据部分
        GLfloat vertices[] = {
            0.5f,  0.5f, 0.0f,   1.0f, 0.0f, 0.0f,   1.0f, 1.0f, // top right //注意新的数据,有纹理单元
            0.5f, -0.5f, 0.0f,   0.0f, 1.0f, 0.0f,   1.0f, 0.0f, // bottom right
           -0.5f, -0.5f, 0.0f,   0.0f, 0.0f, 1.0f,   0.0f, 0.0f, // bottom left
           -0.5f,  0.5f, 0.0f,   1.0f, 1.0f, 0.0f,   0.0f, 1.0f  // top left
        };
    
        GLuint indices[] = {
            0, 1, 3, // first triangle
            1, 2, 3  // second triangle
        };
    
        core->glGenVertexArrays(1, &VAO);
        core->glGenBuffers(1, &VBO);
        core->glGenBuffers(1, &EBO);
    
        core->glBindVertexArray(VAO);
    
        core->glBindBuffer(GL_ARRAY_BUFFER, VBO);
        core->glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
    
        core->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
        core->glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
        //position attribute
        core->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8*sizeof(GLfloat), nullptr);
        core->glEnableVertexAttribArray(0);
        //color attribute
        core->glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8*sizeof(GLfloat), (void*)(3 * sizeof(float)));
        core->glEnableVertexAttribArray(1);
    
        core->glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8*sizeof(GLfloat), (void *)(6*sizeof(float)));
        core->glEnableVertexAttribArray(2);
    
        //纹理1
        texture1 = new QOpenGLTexture(QImage(":/box.jpg").mirrored(), QOpenGLTexture::GenerateMipMaps); //直接生成绑定一个2d纹理, 并生成多级纹理MipMaps
        if(!texture1->isCreated()) {
            qDebug()<<"Failed to load texture" << endl;
        }
        texture1->setWrapMode(QOpenGLTexture::DirectionS, QOpenGLTexture::Repeat);
        texture1->setWrapMode(QOpenGLTexture::DirectionT, QOpenGLTexture::Repeat);
    
        texture1->setMinificationFilter(QOpenGLTexture::Linear);
        texture1->setMagnificationFilter(QOpenGLTexture::Linear);
        texture1->setFormat(QOpenGLTexture::RGBFormat);
    
    
        texture2 = new QOpenGLTexture(QImage(":/awesomeface.png").mirrored(), QOpenGLTexture::GenerateMipMaps); //直接生成绑定一个2d纹理, 并生成多级纹理MipMaps
        if(!texture2->isCreated()) {
            qDebug()<<"Failed to load texture" << endl;
        }
        texture2->setWrapMode(QOpenGLTexture::DirectionS, QOpenGLTexture::Repeat);
        texture2->setWrapMode(QOpenGLTexture::DirectionT, QOpenGLTexture::Repeat);
    
        texture2->setMinificationFilter(QOpenGLTexture::Linear);
        texture2->setMagnificationFilter(QOpenGLTexture::Linear);
        texture2->setFormat(QOpenGLTexture::RGBFormat);
        ourShader->use();
        ourShader->shaderProgram.setUniformValue("texture1", 0);
        ourShader->shaderProgram.setUniformValue("texture2", 1);
    
        time.start();
    //    updateTimer.start(20);
    }
    
    void Triangle::paintGL()
    {
        core->glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
        core->glClear(GL_COLOR_BUFFER_BIT);
    
        ourShader->use();
        core->glActiveTexture(GL_TEXTURE1);
        texture2->bind();
        core->glActiveTexture(GL_TEXTURE0);
        texture1->bind();
    
        QMatrix4x4 transform;
        transform.translate(QVector3D(0.5f, -0.5f, 0.0f));
        transform.rotate((float)time.elapsed()/10, QVector3D(0.0f, 0.0f, 1.0f));
        ourShader->use();
        ourShader->shaderProgram.setUniformValue(ourShader->shaderProgram.uniformLocation("transform"), transform);
    
        core->glBindVertexArray(VAO);
        core->glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);
    
        update();
    }
    
    void Triangle::resizeGL(int w, int h)
    {
        core->glViewport(0, 0, w, h);
    }
    triangle.cpp

    shader.h

    #ifndef SHADER_H
    #define SHADER_H
    
    #include <QObject>
    #include <QDebug>
    #include <QOpenGLShader>
    #include <QOpenGLShaderProgram>
    #include <QString>
    
    class Shader : public QObject
    {
        Q_OBJECT
    public:
        explicit Shader(const QString& vertexSourcePath, const QString &fragmentSourcePath);
        ~Shader();
        QOpenGLShaderProgram shaderProgram;
    
        void use() {
            shaderProgram.bind();
        }
    signals:
    
    public slots:
    };
    
    #endif // SHADER_H
    shader.h

    shader.cpp

    #include "shader.h"
    
    Shader::Shader(const QString &vertexSourcePath, const QString &fragmentSourcePath)
    {
        QOpenGLShader vertexShader(QOpenGLShader::Vertex);
        bool success = vertexShader.compileSourceFile(vertexSourcePath);
        if(!success){
            qDebug() << "ERROR::SHADER::VERTEX::COMPILATION_FAILED" << endl;
            qDebug() << vertexShader.log() << endl;
        }
    
        QOpenGLShader fragmentShader(QOpenGLShader::Fragment);
        success  =fragmentShader.compileSourceFile(fragmentSourcePath);
        if(!success){
            qDebug() << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED" << endl;
            qDebug() << fragmentShader.log() << endl;
        }
    
        shaderProgram.addShader(&vertexShader);
        shaderProgram.addShader(&fragmentShader);
        success = shaderProgram.link();
        if(!success){
             qDebug() << "ERROR::SHADER::PROGRAM::LINKING_FAILED" << endl;
             qDebug() << shaderProgram.log() << endl;
        }
    }
    
    Shader::~Shader()
    {
    
    }
    shader.cpp

    main.cpp

    #include "triangle.h"
    #include <QApplication>
    
    int main(int argc, char *argv[])
    {
        QApplication a(argc, argv);
        Triangle w;
        w.show();
    
        return a.exec();
    }
    main.cpp

    fragmentshader.frag

    #version 330 core
    out vec4 FragColor;
    
    in vec3 ourColor;
    in vec2 TexCoord;
    
    uniform sampler2D texture1;
    uniform sampler2D texture2;
    
    void main()
    {
        FragColor = mix(texture2D(texture1, TexCoord), texture2D(texture2, TexCoord), 0.2f);
    }
    fragmentshader.frag

    vertexshader.vert

    #version 330 core
    layout (location = 0) in vec3 aPos;
    layout (location = 1) in vec3 aColor;
    layout (location = 2) in vec2 aTexCoord;
    
    out vec3 ourColor;
    out vec2 TexCoord;
    
    uniform mat4 transform;
    
    void main(){
      gl_Position = transform * vec4(aPos, 1.0f);
      ourColor = aColor;
      TexCoord = aTexCoord;
    }
    vertexshader.vert
    • 使用应用在箱子上的最后一个变换,尝试将其改变为先旋转,后位移。看看发生了什么,试着想想为什么会发生这样的事情:
      void Triangle::paintGL()
      {
          core->glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
          core->glClear(GL_COLOR_BUFFER_BIT);
      
          ourShader->use();
          core->glActiveTexture(GL_TEXTURE1);
          texture2->bind();
          core->glActiveTexture(GL_TEXTURE0);
          texture1->bind();
      
          QMatrix4x4 transform;
      
          transform.rotate((float)time.elapsed()/10, QVector3D(0.0f, 0.0f, 1.0f));
          transform.translate(QVector3D(0.5f, -0.5f, 0.0f));
          ourShader->use();
          ourShader->shaderProgram.setUniformValue(ourShader->shaderProgram.uniformLocation("transform"), transform);
      
          core->glBindVertexArray(VAO);
          core->glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);
      
          update();
      }
      答案
    • 尝试再次调用glDrawElements画出第二个箱子,使用变换将其摆放在不同的位置。让这个箱子被摆放在窗口的左上角,并且会不断的缩放(而不是旋转)。(sin函数在这里会很有用,不过注意使用sin函数时应用负值会导致物体被翻转):
      void Triangle::paintGL()
      {
          core->glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
          core->glClear(GL_COLOR_BUFFER_BIT);
      
          ourShader->use();
          core->glActiveTexture(GL_TEXTURE1);
          texture2->bind();
          core->glActiveTexture(GL_TEXTURE0);
          texture1->bind();
      
          QMatrix4x4 transform1, transform2;
          transform1.translate(QVector3D(0.5f, -0.5f, 0.0f));
          transform1.rotate((float)time.elapsed()/10, QVector3D(0.0f, 0.0f, 1.0f));
          ourShader->use();
          ourShader->shaderProgram.setUniformValue(ourShader->shaderProgram.uniformLocation("transform"), transform1);
      
          core->glBindVertexArray(VAO);
          core->glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);
      
          transform2.translate(QVector3D(-0.5f, 0.5f, 0.0f));
          float percent = qSin(time.elapsed());
          qDebug()<<"percent:"<<percent;
          transform2.scale(QVector3D(percent, percent, percent));
          ourShader->use();
          ourShader->shaderProgram.setUniformValue(ourShader->shaderProgram.uniformLocation("transform"), transform2);
          core->glBindVertexArray(VAO);
          core->glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);
      
          update();
      }
      答案
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  • 原文地址:https://www.cnblogs.com/ch122633/p/12083373.html
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