几种变换的几何意义说明
http://blog.csdn.net/onafioo/article/details/22094247
变换的执行顺序问题
正常顺序
1 视图(观察)变换
2 模型变换
3 投影变换
4 视口变换
变换相关OpenGL函数说明
glViewport(GLint x,GLint y,GLsizei width,GLsizei height)
设置视口
glMatrixMode (GLenum mode)
指定哪一个矩阵堆栈是下一个矩阵操作的目标
可选值
GL_MODELVIEW,对模型视景矩阵堆栈应用随后的矩阵操作.
GL_PROJECTION,对投影矩阵应用随后的矩阵操作.
GL_TEXTURE,对纹理矩阵堆栈应用随后的矩阵操作.
GL_PROJECTION,对投影矩阵应用随后的矩阵操作.
GL_TEXTURE,对纹理矩阵堆栈应用随后的矩阵操作.
glLoadIdentity();
清空glMatrixMode 指定的类型的矩阵(变成单位矩阵),相当于复位
gluPerspective(GLdouble fovy,GLdouble aspect,GLdouble zNear,GLdouble zFar)
设置视景体,在glMatrixMode(GL_PROJECTION)下使用
fovy:视角
aspect:屏幕纵宽比
zNear:近裁剪面z值
zFar:远裁剪面z值
gluLookAt(GLdoble eyex,GLdouble eyey,GLdouble eyez,GLdouble centerx,GLdouble centery,GLdouble centerz,GLdouble upx,GLdouble upy,GLdouble upz);
设置摄像机朝向
9个参数分别代表,摄像机位置xyz,摄像机看向的目标位置xyz,摄像机朝向xyz(摄像机和这个向量的关系类似人眼和人站立的方向),一般设置为(0,1,0),代表人正常站立,眼睛朝前看
glTranslatef (GLfloat x, GLfloat y, GLfloat z);
平移
glScalef (GLfloat x, GLfloat y, GLfloat z);
缩放
glRotatef (GLfloat angle, GLfloat x, GLfloat y, GLfloat z)
angle:旋转角度
xyz:旋转轴
代码中几种变换出现的顺序
//视口变换
glViewport(0,0,width,height);
//投影变换
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);
//模型视图变换
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
//摄像机位置,观察点,摄像机方位
gluLookAt();
后面跟模型变换的平移,旋转,缩放
原因
Opengl让矩阵和顶点做左乘操作
例如C*B*A*v,实际是先乘A矩阵,然后B,然后C,所以变换顺序上,代码出现的顺序是反序。
所以下面代码意思为,先缩放,在旋转,然后再移动(下面代码在执行前已经)
glLoadIdentity();//清空模型观察矩阵(之前已经执行了glMatrixMode(GL_MODELVIEW)切换到了模型观察矩阵,并且已经对矩阵做过平移旋转等操作,所以要清空) glTranslatef(8.0f,0.0f,-18.9f);//移动 glRotatef(rotateAngle,0.0f,1.0f,0.0f);//旋转 glScalef(1.5f,1.5f,1.5f);//缩放 glBegin(GL_TRIANGLES); glColor3f(1.0f,0.0f,1.0f);// 设置当前色为紫色 glVertex3f( 0.0f, 1.0f, 0.0f);//对象绕自身的轴旋转,必须让对象的中心坐标总是(0.0f,0,0f,0,0f) glVertex3f(-1.0f,-1.0f, 0.0f); glVertex3f( 1.0f,-1.0f, 0.0f); rotateAngle+=0.1; glEnd();
完整代码及效果
#include "stdafx.h" #include "Nehe_Base.h" #include "GL.H" // Header File For The OpenGL32 Library #include "GLU.H" // Header File For The GLu32 Library #include "GLAUX.H" // Header File For The Glaux Library HDC hDC=NULL; // Private GDI Device Context HGLRC hRC=NULL; // Permanent Rendering Context HWND hWnd=NULL; // Holds Our Window Handle HINSTANCE hInstance; // Holds The Instance Of The Application bool keys[256]; // Array Used For The Keyboard Routine bool active=TRUE; // Window Active Flag Set To TRUE By Default bool fullscreen=TRUE; // Fullscreen Flag Set To Fullscreen Mode By Default GLfloat rotateAngle; LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window { if (height==0) // Prevent A Divide By Zero By { height=1; // Making Height Equal One } glViewport(0,0,width,height); // Reset The Current Viewport glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f); glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix glLoadIdentity(); // Reset The Modelview Matrix } int InitGL(GLvoid) // All Setup For OpenGL Goes Here { glShadeModel(GL_SMOOTH); // Enable Smooth Shading glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background glClearDepth(1.0f); // Depth Buffer Setup glEnable(GL_DEPTH_TEST); // Enables Depth Testing glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations return TRUE; // Initialization Went OK } int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer glLoadIdentity(); // Reset The Current Modelview Matrix gluLookAt(0.0f,0.0f,10.0f,0.0f,0.0f,0.0f,0.0f,1.0f,0.0f); //移动是相对当前位置移动(第一次移动相对与屏幕中心0,0,0下一次再移动时相对的就是本次移动后的位置了) //向屏幕内移动18.9个单位,这样1个单位(1米)对应480/(2*tan(22.5)*(18.9+0.1)= 30像素 glTranslatef(0.0f,0.0f,-18.9f); // 绘制不连续线段,把屏幕分成9部分 glBegin(GL_LINES); glColor3f(1.0f,1.0f,1.0f);// 设置当前色为红色 // 横线 glVertex3f( -21.0f, 3.0f, 0.0f); glVertex3f(21.0f, 3.0f, 0.0f); glVertex3f( -21.0f, -3.0f, 0.0f); glVertex3f( 21.0f, -3.0f, 0.0f); // 竖线 glVertex3f( -3.0f, 8.0f, 0.0f); glVertex3f(-3.0f, -8.0f, 0.0f); glVertex3f( 3.0f, 8.0f, 0.0f); glVertex3f( 3.0f, -8.0f, 0.0f); glEnd(); // 绘制点 glBegin(GL_POINTS); glColor3f(1.0f,0.0f,0.0f);// 设置当前色为红色 glVertex3f( -8.0f, 5.5f, 0.0f); glVertex3f( -7.5f, 5.5f, 0.0f); glVertex3f( -7.0f, 5.5f, 0.0f); glEnd(); // 绘制不闭合折线 glBegin(GL_LINE_STRIP); glColor3f(1.0f,1.0f,0.0f);// 设置当前色为黄色 glVertex3f( -2.0f, 5.5f, 0.0f); glVertex3f( 2.0f, 5.5f, 0.0f); glVertex3f( -2.0f, 4.0f, 0.0f); glVertex3f( 2.0f, 4.0f, 0.0f); glEnd(); // 绘制闭合折线 glBegin(GL_LINE_LOOP); glColor3f(0.0f,0.0f,1.0f);// 设置当前色为蓝色 glVertex3f( 6.0f, 6.0f, 0.0f); glVertex3f( 4.0f, 4.0f, 0.0f); glVertex3f( 8.0f, 4.0f, 0.0f); glEnd(); // 绘制多组独立填充三角形(以下绘制2个三角形) glBegin(GL_TRIANGLES); glColor3f(1.0f,0.0f,0.0f);// 设置当前色为红色 glVertex3f( -9.0f, 1.0f, 0.0f); glVertex3f(-8.0f,-1.0f, 0.0f); glVertex3f( -10.0f,-1.0f, 0.0f); glVertex3f( -6.0f, 1.0f, 0.0f); glVertex3f(-5.0f,-1.0f, 0.0f); glVertex3f( -7.0f,-1.0f, 0.0f); glEnd(); // 绘制三角形带 glBegin(GL_TRIANGLE_STRIP);//(以下绘制3个连续三角形) //第一个三角形由点123逆时针构成 //第二个三角形由点324逆时针构成 //第三个三角形由点345逆时针构成 glColor3f(1.0f,0.0f,0.0f);// 设置当前色为红色 glVertex3f( -2.0f,-1.0f, 0.0f);//点1 glVertex3f(0.0f,-1.0f, 0.0f);//点2 glVertex3f( -1.0f, 1.0f, 0.0f);//点3 glColor3f(0.0f,1.0f,0.0f);// 设置当前色为绿色 glVertex3f( 1.0f,1.0f, 0.0f);//点4 glColor3f(0.0f,0.0f,1.0f);// 设置当前色为蓝色 glVertex3f(2.5f,2.5f, 0.0f);//点5 glEnd(); //旋转 //glLoadIdentity(); glTranslatef(0.0f,0.0f,18.9f); glTranslatef(8.0f,0.0f,-18.9f); glRotatef(rotateAngle,0.0f,1.0f,0.0f); //glScalef(1.5f,1.5f,1.5f); glBegin(GL_TRIANGLES); glColor3f(1.0f,0.0f,1.0f);// 设置当前色为紫色 glVertex3f( 0.0f, 1.0f, 0.0f); glVertex3f(-1.0f,-1.0f, 0.0f); glVertex3f( 1.0f,-1.0f, 0.0f); rotateAngle+=0.1; glEnd(); return TRUE; // Everything Went OK } GLvoid KillGLWindow(GLvoid) // Properly Kill The Window { if (fullscreen) // Are We In Fullscreen Mode? { ChangeDisplaySettings(NULL,0); // If So Switch Back To The Desktop ShowCursor(TRUE); // Show Mouse Pointer } if (hRC) // Do We Have A Rendering Context? { if (!wglMakeCurrent(NULL,NULL)) // Are We Able To Release The DC And RC Contexts? { MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); } if (!wglDeleteContext(hRC)) // Are We Able To Delete The RC? { MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); } hRC=NULL; // Set RC To NULL } if (hDC && !ReleaseDC(hWnd,hDC)) // Are We Able To Release The DC { MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); hDC=NULL; // Set DC To NULL } if (hWnd && !DestroyWindow(hWnd)) // Are We Able To Destroy The Window? { MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); hWnd=NULL; // Set hWnd To NULL } if (!UnregisterClass("OpenGL",hInstance)) // Are We Able To Unregister Class { MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); hInstance=NULL; // Set hInstance To NULL } } /* This Code Creates Our OpenGL Window. Parameters Are: * * title - Title To Appear At The Top Of The Window * * width - Width Of The GL Window Or Fullscreen Mode * * height - Height Of The GL Window Or Fullscreen Mode * * bits - Number Of Bits To Use For Color (8/16/24/32) * * fullscreenflag - Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE) */ BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag) { //当我们要求Windows为我们寻找相匹配的象素格式时,Windows寻找结束后将模式值保存在变量PixelFormat中。 GLuint PixelFormat; // Holds The Results After Searching For A Match WNDCLASS wc; // Windows Class Structure DWORD dwExStyle; // Window Extended Style DWORD dwStyle; // Window Style RECT WindowRect; // Grabs Rectangle Upper Left / Lower Right Values WindowRect.left=(long)0; // Set Left Value To 0 WindowRect.right=(long)width; // Set Right Value To Requested Width WindowRect.top=(long)0; // Set Top Value To 0 WindowRect.bottom=(long)height; // Set Bottom Value To Requested Height fullscreen=fullscreenflag; // Set The Global Fullscreen Flag hInstance = GetModuleHandle(NULL); // Grab An Instance For Our Window wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // Redraw On Size, And Own DC For Window. wc.lpfnWndProc = (WNDPROC) WndProc; // WndProc Handles Messages wc.cbClsExtra = 0; // No Extra Window Data wc.cbWndExtra = 0; // No Extra Window Data wc.hInstance = hInstance; // Set The Instance wc.hIcon = LoadIcon(NULL, IDI_WINLOGO); // Load The Default Icon wc.hCursor = LoadCursor(NULL, IDC_ARROW); // Load The Arrow Pointer wc.hbrBackground = NULL; // No Background Required For GL wc.lpszMenuName = NULL; // We Don't Want A Menu wc.lpszClassName = "OpenGL"; // Set The Class Name if (!RegisterClass(&wc)) // Attempt To Register The Window Class { MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } if (fullscreen) // Attempt Fullscreen Mode? { DEVMODE dmScreenSettings; // Device Mode memset(&dmScreenSettings,0,sizeof(dmScreenSettings)); // Makes Sure Memory's Cleared dmScreenSettings.dmSize=sizeof(dmScreenSettings); // Size Of The Devmode Structure dmScreenSettings.dmPelsWidth = width; // Selected Screen Width dmScreenSettings.dmPelsHeight = height; // Selected Screen Height dmScreenSettings.dmBitsPerPel = bits; // Selected Bits Per Pixel dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT; // Try To Set Selected Mode And Get Results. NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar. if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL) { // If The Mode Fails, Offer Two Options. Quit Or Use Windowed Mode. if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By Your Video Card. Use Windowed Mode Instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES) { fullscreen=FALSE; // Windowed Mode Selected. Fullscreen = FALSE } else { // Pop Up A Message Box Letting User Know The Program Is Closing. MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP); return FALSE; // Return FALSE } } } if (fullscreen) // Are We Still In Fullscreen Mode? { dwExStyle=WS_EX_APPWINDOW; // Window Extended Style dwStyle=WS_POPUP; // Windows Style ShowCursor(FALSE); // Hide Mouse Pointer } else { dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; // Window Extended Style dwStyle=WS_OVERLAPPEDWINDOW; // Windows Style } AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle); // Adjust Window To True Requested Size // Create The Window if (!(hWnd=CreateWindowEx( dwExStyle, // Extended Style For The Window "OpenGL", // Class Name title, // Window Title dwStyle | // Defined Window Style WS_CLIPSIBLINGS | // Required Window Style WS_CLIPCHILDREN, // Required Window Style 0, 0, // Window Position WindowRect.right-WindowRect.left, // Calculate Window Width WindowRect.bottom-WindowRect.top, // Calculate Window Height NULL, // No Parent Window NULL, // No Menu hInstance, // Instance NULL))) // Dont Pass Anything To WM_CREATE { KillGLWindow(); // Reset The Display MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } //像素格式明确了OpenGL绘制平面的特性,如象素缓冲区是单缓冲还是双缓冲,数据是 RGBA方式还是Color Index方式等。 //每个OpenGL显示设备一般用名为PIXELFORMATDESCRIPTOR的结构来表示某个的像素格式 static PIXELFORMATDESCRIPTOR pfd= // pfd Tells Windows How We Want Things To Be { sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor 1, // Version Number PFD_DRAW_TO_WINDOW | // Format Must Support Window PFD_SUPPORT_OPENGL | // Format Must Support OpenGL PFD_DOUBLEBUFFER, // Must Support Double Buffering PFD_TYPE_RGBA, // Request An RGBA Format bits, // Select Our Color Depth 0, 0, 0, 0, 0, 0, // Color Bits Ignored 0, // No Alpha Buffer 0, // Shift Bit Ignored 0, // No Accumulation Buffer 0, 0, 0, 0, // Accumulation Bits Ignored 16, // 16Bit Z-Buffer (Depth Buffer) 0, // No Stencil Buffer 0, // No Auxiliary Buffer PFD_MAIN_PLANE, // Main Drawing Layer 0, // Reserved 0, 0, 0 // Layer Masks Ignored }; if (!(hDC=GetDC(hWnd))) // Did We Get A Device Context? { KillGLWindow(); // Reset The Display MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd))) // Did Windows Find A Matching Pixel Format? { KillGLWindow(); // Reset The Display MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } if(!SetPixelFormat(hDC,PixelFormat,&pfd)) // Are We Able To Set The Pixel Format? { KillGLWindow(); // Reset The Display MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } if (!(hRC=wglCreateContext(hDC))) // Are We Able To Get A Rendering Context? { KillGLWindow(); // Reset The Display MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } if(!wglMakeCurrent(hDC,hRC)) // Try To Activate The Rendering Context { KillGLWindow(); // Reset The Display MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } ShowWindow(hWnd,SW_SHOW); // Show The Window SetForegroundWindow(hWnd); // Slightly Higher Priority SetFocus(hWnd); // Sets Keyboard Focus To The Window ReSizeGLScene(width, height); // Set Up Our Perspective GL Screen if (!InitGL()) // Initialize Our Newly Created GL Window { KillGLWindow(); // Reset The Display MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } return TRUE; // Success } LRESULT CALLBACK WndProc( HWND hWnd, // Handle For This Window UINT uMsg, // Message For This Window WPARAM wParam, // Additional Message Information LPARAM lParam) // Additional Message Information { switch (uMsg) // Check For Windows Messages { case WM_ACTIVATE: // Watch For Window Activate Message { if (!HIWORD(wParam)) // Check Minimization State { active=TRUE; // Program Is Active } else { active=FALSE; // Program Is No Longer Active } return 0; // Return To The Message Loop } case WM_SYSCOMMAND: // Intercept System Commands { switch (wParam) // Check System Calls { case SC_SCREENSAVE: // Screensaver Trying To Start? case SC_MONITORPOWER: // Monitor Trying To Enter Powersave? return 0; // Prevent From Happening } break; // Exit } case WM_CLOSE: // Did We Receive A Close Message? { PostQuitMessage(0); // Send A Quit Message return 0; // Jump Back } case WM_KEYDOWN: // Is A Key Being Held Down? { keys[wParam] = TRUE; // If So, Mark It As TRUE return 0; // Jump Back } case WM_KEYUP: // Has A Key Been Released? { keys[wParam] = FALSE; // If So, Mark It As FALSE return 0; // Jump Back } case WM_SIZE: // Resize The OpenGL Window { ReSizeGLScene(LOWORD(lParam),HIWORD(lParam)); // LoWord=Width, HiWord=Height return 0; // Jump Back } } // Pass All Unhandled Messages To DefWindowProc return DefWindowProc(hWnd,uMsg,wParam,lParam); } int WINAPI WinMain( HINSTANCE hInstance, // Instance HINSTANCE hPrevInstance, // Previous Instance LPSTR lpCmdLine, // Command Line Parameters int nCmdShow) // Window Show State { MSG msg; // Windows Message Structure BOOL done = FALSE; // Bool Variable To Exit Loop // Ask The User Which Screen Mode They Prefer if (MessageBox(NULL,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO) { fullscreen = FALSE; // Windowed Mode } // Create Our OpenGL Window if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen)) { return 0; // Quit If Window Was Not Created } while(!done) // Loop That Runs While done=FALSE { if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) // Is There A Message Waiting? { if (msg.message==WM_QUIT) // Have We Received A Quit Message? { done=TRUE; // If So done=TRUE } else // If Not, Deal With Window Messages { TranslateMessage(&msg); // Translate The Message DispatchMessage(&msg); // Dispatch The Message } } else // If There Are No Messages { // Draw The Scene. Watch For ESC Key And Quit Messages From DrawGLScene() if (active) // Program Active? { if (keys[VK_ESCAPE]) // Was ESC Pressed? { done=TRUE; // ESC Signalled A Quit } else // Not Time To Quit, Update Screen { DrawGLScene(); // Draw The Scene SwapBuffers(hDC); // Swap Buffers (Double Buffering) } } if (keys[VK_F1]) // Is F1 Being Pressed? { keys[VK_F1]=FALSE; // If So Make Key FALSE KillGLWindow(); // Kill Our Current Window fullscreen=!fullscreen; // Toggle Fullscreen / Windowed Mode // Recreate Our OpenGL Window if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen)) { return 0; // Quit If Window Was Not Created } } } } // Shutdown KillGLWindow(); // Kill The Window return (msg.wParam); // Exit The Program }