我正在尝试为我的游戏创建5x5x5多维数据集。现在,我有这个代码,在相机视图中只显示一个立方体。显然,它已被插入"只有一次。
void onIdle() override {
// Animate using time when activated
if (animationEnabled) time = (float) glfwGetTime();
// Set gray background
glClearColor(.5f, .5f, .5f, 0);
// Clear depth and color buffers
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Create object matrices
auto cubeMat = rotate(mat4{}, time, {1.0f, 1.0f, 0.0f});
//auto cubeMat = mat4(1.0f);
auto sphereMat = rotate(mat4{}, (float)time, {0.5f, 1.0f, 0.0f});
cubeMat = scale(cubeMat, {0.2f, 0.2f, 0.2f});
// Camera position/rotation - for example, translate camera a bit backwards (positive value in Z axis), so we can see the objects
auto cameraMat = translate(mat4{}, {0, 0, -4.0f});
program.setUniform("ViewMatrix", cameraMat);
// Update camera position with perspective projection
program.setUniform("ProjectionMatrix", perspective((PI / 180.f) * 60.0f, 1.0f, 0.1f, 10.0f));
program.setUniform("LightDirection", normalize(vec3{1.0f, -1.0f, 1.0f}));
// Render objects
// Central box
program.setUniform("Texture", cubeTexture);
for (int i = 0; i < 5*5*5; ++i)
{
program.setUniform("ModelMatrix", cubeMat[i]);
cube.render();
}
}
};
如何生成5x5x5立方体,这样我就不必多次手动插入它们?此外,每次插入都应该为每个立方体提供特定的位置,以创建一个充满5x5x5小立方体的大型3D立方体(如rubik&#39; s立方体),甚至更好,这里是一个很好的example。
答案 0 :(得分:2)
您需要一个为单个多维数据集生成模型矩阵的函数:
mat4 CubeMat( int x, int y, int z )
{
mat4 cubeMat;
//cubeMat = rotate(cubeMat, time, {1.0f, 1.0f, 0.0f});
//cubeMat = scale(cubeMat, {0.2f, 0.2f, 0.2f});
cubeMat = translate(cubeMat, {1.5f*(float)x-4.0f, 1.5f*(float)y-4.0f, 1.5f*(float)z-4.0f});
return cubeMat;
}
你必须拨打cube.render();
5 * 5 * 5次,你必须设置5 * 5 * 5个人模型矩阵:
for (int x = 0; x < 5; ++x)
{
for (int y = 0; y < 5; ++y)
{
for (int z = 0; z < 5; ++z)
{
mat4 cubeMat = CubeMat(x, y, z);
program.setUniform("ModelMatrix", cubeMat);
cube.render();
}
}
}