我正在研究一个旋转的3D立方体(glFrustumf设置),它将当前矩阵乘以前一个矩阵,以便立方体继续旋转。见下文
/* save current rotation state */
GLfloat matrix[16];
glGetFloatv(GL_MODELVIEW_MATRIX, matrix);
/* re-center cube, apply new rotation */
glLoadIdentity();
glRotatef(self.angle, self.dy,self.dx,0);
glMultMatrixf(matrix);
问题是我需要退后一步(好像我有一台相机)。 我试图编辑矩阵,这种工作,但拾取噪音。立方体跳了起来。
matrix[14] = -5.0;
matrix[13] = 0;
matrix[12] =0;
有没有办法编辑当前的Modelview Matrix,以便我可以设置立方体的位置,并将其乘以另一个矩阵?
答案 0 :(得分:1)
您不应该将OpenGL作为场景图或数学库。这意味着:不要回读矩阵,然后任意地将其相乘。而是每次执行渲染过程时重建整个矩阵堆栈。我想我应该指出,在OpenGL-4中,所有矩阵函数都已被删除。相反,你应该将矩阵作为制服提供。
由于@ Burf2000的评论编辑: 典型的渲染处理程序看起来像这样(伪代码):
draw_object():
# bind VBO or plain VertexArrays (you might even use immediate mode, but that's deprecated)
# draw the stuff using glDrawArrays or better yet glDrawElements
render_subobject(object, parent_transform):
modelview = parent_tranform * object.transform
if OPENGL3_CORE:
glUniformMatrix4fv(object.shader.uniform_location[modelview], 1, 0, modelview)
else:
glLoadMatrixf(modelview)
draw_object(object)
for subobject in object.subobjects:
render_subobject(subobject, modelview)
render(deltaT, window, scene):
if use_physics:
PhysicsSimulateTimeStep(deltaT, scene.objects)
else:
for o in scene.objects:
o.animate(deltaT)
glClearColor(...)
glClearDepth(...)
glViewport(0, 0, window.width, window.height)
glDisable(GL_SCISSOR_TEST);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT)
# ...
# now _some_ objects' render pass - others may precede or follow, like for creating reflection cubemaps or water refractions.
glViewport(0, 0, window.width, window.height)
glEnable(GL_DEPTH_TEST)
glDepthMask(1)
glColorMask(1,1,1,1)
if not OPENGL3_CORE:
glMatrixMode(GL_PROJECTION)
glLoadMatrixf(scene.projection.matrix)
for object in scene.objects:
bind_shader(object.shader)
if OPENGL3_CORE:
glUniformMatrix4fv(scene.projection_uniform, 1, 0, scene.projection.matrix)
# other render passes
glViewport(window.HUD.x, window.HUD.y, window.HUD.width, window.HUD.height)
glStencil(window.HUD.x, window.HUD.y, window.HUD.width, window.HUD.height)
glEnable(GL_STENCIL_TEST)
glDisable(GL_DEPTH_TEST)
if not OPENGL3_CORE:
glMatrixMode(GL_PROJECTION)
glLoadMatrixf(scene.HUD.projection.matrix)
render_HUD(...)
等等。我希望你能得到一般的想法。 OpenGL既不是场景图,也不是矩阵操作库。