What is gl_ModelViewMatrix and gl_ModelViewProjectionMatrix in modern OpenGL?

后端 未结 1 569
谎友^
谎友^ 2021-02-10 01:38

I have this code which is context \"#version 330 core\"

gl_Position =           PerspectiveViewMatrix(90.0, AspectRatio, 0.01, 1000.0  )


                               


        
1条回答
  •  醉话见心
    2021-02-10 02:14

    I'm not too familiar with GLSL 3.3, but I bet that PerspectiveViewMatrix (is it even builin functionality?) constructs matrix that replaces old builtin gl_ProjectionMatrix

    gl_ModelViewMatrix in general is the product of object's transformation matrix in world space and its own "local" transformation, so it can be defined as the product of TranslationMatrix, RotationMatrix and TransformationMatrix.


    You need to send all the matrices to the shader yourself, e.g. as uniforms. These matrices you need to build yourself (e.g. using GLM). Lazy example for a projection matrix:

    // in your app
    
    std::array projection;
    
    glMatrixMode(GL_PROJECTION);
    glPushMatrix();
    gluOrtho(...);
    glGetFloatv(GL_PROJECTION_MATRIX, projection.data());
    glPopMatrix();
    
    glUniformMatrix4fv(glGetUniformLocation(ShaderProgramID, "ProjectionMatrix"), 1, GL_FALSE, projection.data());
    
    // in vertex shader
    
    uniform mat4 ProjectionMatrix;
    in vec4 InVertex;
    
    void main() {
        gl_Position = ProjectionMatrix * InVertex;
    }
    

    0 讨论(0)
提交回复
热议问题