1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108
|
#include <iostream> #include "glad/glad.h" #include "GLFW/glfw3.h" #include "Shader.h"
#include <glm/glm.hpp> #include <glm/gtc/matrix_transform.hpp> #include <glm/gtc/type_ptr.hpp>
int main() { glm::vec4 vec(1.0f, 0.0f, 0.0f, 1.0f); glm::mat4 trans = glm::mat4(1.0f); trans = glm::translate(trans, glm::vec3(1.0f, 1.0f, 0.0f)); vec = trans * vec; std::cout << vec.x << ", " << vec.y << ", " << vec.z << std::endl;
glm::mat4 mat2 = glm::mat4(1.0f); mat2 = glm::rotate(mat2, glm::radians(90.0f), glm::vec3(0.0f, 0.0f, 1.0f)); mat2 = glm::scale(mat2, glm::vec3(0.5f, 0.5f, 0.5f)); vec = mat2 * vec; std::cout << vec.x << ", " << vec.y << ", " << vec.z << std::endl;
glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow *window = glfwCreateWindow(800, 600, "GLM矩阵变换", nullptr, nullptr); if (window == nullptr) { std::cout << "Error: Fail to create window! \n"; glfwTerminate(); return -1; } glfwMakeContextCurrent(window);
if (!gladLoadGLLoader((GLADloadproc) glfwGetProcAddress)) { std::cout << "Error: Fail to initialize GLAD! \n"; return -1; }
float vertices[] = { -0.5f, -0.5f, 0.0f, 0.0f, 0.5f, 0.0f, 0.5f, -0.5f, 0.0f };
unsigned int vbo; glGenBuffers(1, &vbo); glBindBuffer(GL_ARRAY_BUFFER, vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_DYNAMIC_DRAW);
unsigned int vao; glGenVertexArrays(1, &vao); glBindVertexArray(vao);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *) nullptr); glEnableVertexAttribArray(0);
std::string vsh = "shaders\glm\glm.vsh"; std::string fsh = "shaders\glm\glm.fsh"; Shader shader(vsh, fsh); shader.use();
while (!glfwWindowShouldClose(window)) { glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClear(GL_COLOR_BUFFER_BIT);
glm::mat4 mat = glm::mat4(1.0f); mat = glm::rotate(mat, (float) glfwGetTime(), glm::vec3(0.0f, 0.0f, 1.0f));
unsigned int transformLoc = glGetUniformLocation(shader.id, "transform"); glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(mat));
glDrawArrays(GL_TRIANGLES, 0, 3);
glfwSwapBuffers(window); glfwPollEvents(); } glDeleteProgram(shader.id); glfwTerminate();
}
|