我看到的所有教程总是使用单个对象,如三角形或立方体。 但我不清楚如何独立操作单独的对象。 我看过一些教程,这些教程引用了固定函数流水线并使用了 pushmatrix 和 popmatrix,但是在可编程流水线中,这些函数就消失了。 下面是一个 init 函数和一个绘制函数,它在屏幕上绘制单个三角形并围绕 Z 轴旋转。 有人可以向我展示代码,甚至是伪代码来添加第二个三角形并独立于另一个三角形旋转它吗? 说围绕不同的轴还是相反的方向?
他们在这里:
int Init(ESContext* esContext)
{
UserData* userData = (UserData *)esContext->userData;
const char *vShaderStr =
"attribute vec4 vPosition; n"
"uniform mat4 MVPMatrix;"
"void main() n"
"{ n"
" gl_Position = MVPMatrix * vPosition;n"
"} n";
const char *fShaderStr =
"precision mediump float; n"
"void main() n"
"{ n"
" gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); n"
"} n";
GLuint vertexShader;
GLuint fragmentShader;
GLuint programObject;
GLint linked;
GLfloat ratio = 320.0f/240.0f;
vertexShader = LoadShader(GL_VERTEX_SHADER, vShaderStr);
fragmentShader = LoadShader(GL_FRAGMENT_SHADER, fShaderStr);
programObject = glCreateProgram();
if (programObject == 0)
return 0;
glAttachShader(programObject, vertexShader);
glAttachShader(programObject, fragmentShader);
glBindAttribLocation(programObject, 0, "vPosition");
glLinkProgram(programObject);
glGetProgramiv(programObject, GL_INFO_LOG_LENGTH, &linked);
if (!linked)
{
GLint infoLen = 0;
glGetProgramiv(programObject, GL_INFO_LOG_LENGTH, &infoLen);
if (infoLen > 1)
{
char* infoLog = (char *)malloc(sizeof(char) * infoLen);
glGetProgramInfoLog(programObject, infoLen, NULL, infoLog);
free(infoLog);
}
glDeleteProgram(programObject);
return FALSE;
}
userData->programObject = programObject;
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glViewport(0, 0, esContext->width, esContext->height);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(userData->programObject);
userData->angle = 0.0f;
userData->start = time(NULL);
userData->ProjMatrix = PVRTMat4::Perspective(ratio*2.0f, 2.0f, 3.0f, 7.0f, PVRTMat4::eClipspace::OGL, false, false);
userData->ViewMatrix = PVRTMat4::LookAtLH(PVRTVec3(0.0f, 0.0f, -3.0f), PVRTVec3(0.0f, 0.0f, 0.0f), PVRTVec3(0.0f, 1.0f, 0.0f));
return TRUE;
}
void Draw(ESContext *esContext)
{
GLfloat vVertices[] = {0.0f, 0.5f, 0.0f,
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f};
GLint MVPHandle;
double timelapse;
PVRTMat4 MVPMatrix = PVRTMat4::Identity();
UserData* userData = (UserData *)esContext->userData;
timelapse = difftime(time(NULL), userData->start) * 1000;
if(timelapse > 16.0f) //Maintain approx 60FPS
{
if (userData->angle > 360.0f)
{
userData->angle = 0.0f;
}
else
{
userData->angle += 0.1f;
}
}
userData->ModelMatrix = PVRTMat4::RotationZ(userData->angle);
MVPMatrix = userData->ViewMatrix * userData->ModelMatrix;
MVPMatrix = userData->ProjMatrix * MVPMatrix;
MVPHandle = glGetUniformLocation(userData->programObject, "MVPMatrix");
glUniformMatrix4fv(MVPHandle, 1, FALSE, MVPMatrix.ptr());
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, vVertices);
glEnableVertexAttribArray(0);
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_TRIANGLES, 0, 3);
eglSwapBuffers(esContext->eglDisplay, esContext->eglSurface);
}
绘制第一个三角形后,使用您想要的新旋转/位置生成一个新的 MVP 矩阵,上传它,然后第二次绘制三角形。您可以在场景中多次更换制服。
这类似于 push 和 pop 正在做的事情,它们只是在绘制给定对象之前更改活动矩阵。
伪代码示例:
MMatrix = identity;
MVPMatrix = VPMatrix * MMatrix;
glUniformMatrix4fv(MVPHandle, 1, FALSE, MVPMatrix.ptr());
glDrawArrays(GL_TRIANGLES, 0, 3); //draw triangle at 0,0,0
MMatrix.translate(1,0,0);
MVPMatrix = VPMatrix * MMatrix;
glUniformMatrix4fv(MVPHandle, 1, FALSE, MVPMatrix.ptr());
glDrawArrays(GL_TRIANGLES, 0, 3); //draw triangle at 1,0,0
MMatrix.translate(1,0,0);
MVPMatrix = VPMatrix * MMatrix;
glUniformMatrix4fv(MVPHandle, 1, FALSE, MVPMatrix.ptr());
glDrawArrays(GL_TRIANGLES, 0, 3); //draw triangle at 2,0,0
..repeat for as many objects as you want..
这将留下三个三角形,分别位于 (0,0,0)、(1,0,0) 和 (2,0,0)。