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c++ - 使用 GLM 的最佳 glMatrixMode() 是什么?

转载 作者:行者123 更新时间:2023-11-28 08:22:12 25 4
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我的下一个问题(或问题)是,当我用 glm 加载模型时,我能够看穿模型的某些部分,例如:如果有两座山在另一座前面,我可以看穿越近的山。

我会展示一张图片,但由于纹理不起作用,所以无法理解。

问题在这里:

enter image description here

OLDER STUFF:vvvvvvvvvvvvvvvvvvvvvvv

我想知道的是:使用 glm 的最佳矩阵模式是什么?

我已经习惯了 GL_PROJECTION 但它在加载我的模型时给我带来了太多问题

并且使用 GL_MODELVIEW 我无法将相机向后移动

我也想知道:如果我使用 GL_MODELVIEW,那么如何移动场景中的“相机”?有没有办法设置一个,因为我最终必须这样做?

编辑:好吧,这里有一些代码可以给你们一些愿景:

#include <SFML/Graphics.hpp>
#include <SFML/Window.hpp>
#include <iostream>
#include <string>
#include <stdio.h>
#include <fstream>
#include <assert.h>
#include <vector>
#include <glm/glm.h>
#include <glm/glmint.h>
#include "Item.hpp"
#include "Player.hpp"

///GOLD WAVE
using namespace std;
///GLOBAL VARIABLES
vector<sf::Sprite> SpriteList;
vector<GLMmodel*> ModelList;
vector<GLuint> _texture;
vector<Item*> DefItemList;
Player *pPlayer=new Player();

sf::RenderWindow GameWind(sf::VideoMode(800,600,32),"Carperon Game Window",sf::Style::Titlebar);
sf::View GameView(sf::FloatRect(0,0,25,18.75));//65x45 and 8x 0,0,65,45

///PROTOTYPE FUNCTIONS
void SFMLcreate();
void SFMLdraw();
void GLMcreate();
void GLdraw();
GLuint LoadTexture();
void GLiniti();
void ITEMdefault();
///////////////////////////////////STOP PROTOTYPES//////////////////////////////
//////////////////////////////////FUNCTIONS//////////////////////////////////
int main()
{
GLiniti();
SFMLcreate();
GLMcreate();
ITEMdefault();
sf::Event EventMain;
vector<sf::Sprite> ShowingBag;
sf::Image isbItem[45],iseItem[6];
sf::Sprite sbItem[45],seItem[6];
int BagSlotX[45] {0,15,30,0,15,30,0,15,30,0,15,30,0,15,30,0,15,30,0,15,30,0,15,30,0,15,30,0,15,30,0,15,30,0,15,30,0,15,30,0,15,30,0,15,30};
int BagSlotY[45] {0,0,0,15,15,15,30,30,30,0,0,0,15,15,15,30,30,30,0,0,0,15,15,15,30,30,30,0,0,0,15,15,15,30,30,30,0,0,0,15,15,15,30,30,30};
int EquipSlotY[6] {0,15,30,0,15,30};
bool BagUpdate = true;
int click = 0;
///MAIN PLAYER
pPlayer->PlayerCreate("Molma");
pPlayer->EquipFill(DefItemList[0]);

pPlayer->AddItem(DefItemList[1]);
pPlayer->AddItem(DefItemList[2]);
pPlayer->AddItem(DefItemList[3]);
pPlayer->AddItem(DefItemList[4]);

while(GameWind.IsOpened())
{
while(GameWind.GetEvent(EventMain))
{
//If its closed
if(EventMain.Type==sf::Event::Closed)
{
//Close the whole thing!
//GameWind.Close();
GameWind.Close();
}
}
float MouseX = (GameWind.GetInput().GetMouseX()/32.f);
float MouseY = (GameWind.GetInput().GetMouseY()/32.f);
if(GameWind.GetInput().IsKeyDown(sf::Key::Escape))
{
GameWind.Close();
//GameWind.Close();
}
/////////////////////////////BEGIN INPUT/////////////////////////////////////////////////
if(GameWind.GetInput().IsKeyDown(sf::Key::Return))
{
pPlayer->RandHealth();
BagUpdate = true;

}
if(GameWind.GetInput().IsKeyDown(sf::Key::Z))
{
pPlayer->GetHit();
}

if(GameWind.GetInput().IsMouseButtonDown(sf::Mouse::Right)&&click<=0)
{
for(int a=0;a<pPlayer->Bag.size();++a)
{
if(MouseX>((17.f+(BagSlotX[a]))/16.f)&&MouseX<(((32.f+(BagSlotX[a]))/16.f))&&MouseY>((60.f+(BagSlotY[a]))/16.f)&&MouseY<(((75.f+(BagSlotY[a]))/16.f)))
{
pPlayer->ItemUse(pPlayer->Bag[a],a);
BagUpdate = true;
click=20;
//cout << "Item used!" << endl;
}
}
for(int b=0;b<6;++b)
{
if(MouseX>2.f/16.f&&MouseX<17.f/16.f&&MouseY>((60.f+(EquipSlotY[b]))/16.f)&&MouseY<((75.f+(EquipSlotY[b]))/16.f)&&pPlayer->EqSpot[b]->get_Type()!="Blank Spot")
{
pPlayer->Unequip(pPlayer->EqSpot[b],DefItemList[0],b);
BagUpdate = true;
click=20;
}
}
}
///////////////////////////////END INPUT/////////////////////////////////////////////////

//////////////////////////////AUTO FUNCTIONS//////////////////////////////////////////////

pPlayer->Guarding();
pPlayer->HitTiming();
if(BagUpdate)
{
for(int a=0;a<pPlayer->Bag.size();++a)
{
isbItem[a].LoadFromFile("Graphics/Items.png");
sbItem[a].SetImage(isbItem[a]);
sbItem[a].SetPosition(((17.f+(BagSlotX[a]))/16.f),((60.f+(BagSlotY[a]))/16.f));
}
for(int b=0;b<6;++b)
{
iseItem[b].LoadFromFile("Graphics/Items.png");
seItem[b].SetImage(iseItem[b]);
seItem[b].SetPosition(2.f/16.f,((60.f+(EquipSlotY[b]))/16.f));
}
BagUpdate=false;
}
if(click>0)
{
click-=1;
}

SpriteList[22].SetPosition(MouseX,MouseY);

GameWind.SetView(GameView);
GLdraw();
SFMLdraw();

for(int a=((pPlayer->get_BagShow())*9);a<((pPlayer->get_BagShow()*9)+9);++a)//18-27=A
{
if(a<pPlayer->Bag.size())
{

sbItem[a].Resize(15.f/16.f,15.f/16.f);
sbItem[a].SetSubRect(sf::IntRect((pPlayer->Bag[a]->get_Index()*15),0,((pPlayer->Bag[a]->get_Index()*15)+15),15));
GameWind.Draw(sbItem[a]);
//cout << "Items Drawn! Position: " << BagSlotX[a] << "," << BagSlotY[a] << "Item: " << a << endl;
//image pos resize subrect
}
}
for(int b=((pPlayer->get_EquipShow())*3);b<((pPlayer->get_EquipShow()*3)+3);++b)
{

seItem[b].Resize(15.f/16.f,15.f/16.f);
seItem[b].SetSubRect(sf::IntRect((pPlayer->EqSpot[b]->get_Index()*15),0,((pPlayer->EqSpot[b]->get_Index()*15)+15),15));
GameWind.Draw(seItem[b]);

}

GameWind.Draw(SpriteList[16]);
GameWind.Draw(SpriteList[20]);
GameWind.Draw(SpriteList[21]);
GameWind.Draw(SpriteList[22]);
GameWind.Display();
GameWind.SetFramerateLimit(60);
}
return EXIT_SUCCESS;
}



void SFMLcreate()
{
sf::Image iStatBack,iStatWindow,ipHealth,ipEnergy,ipStr,ipDex,ipInt,ipEnd,ipCrit,ipSwd,ipAxe,ipBow,ipStar,ipWand,ipStaff,ipBag,ipEquip,ipSkills,ipNumHP,ipNumEP,ipGuard,ipRank,ipRankXP,iCursor;
sf::Sprite StatBack,StatWindow,pHealth,pEnergy,pStr,pDex,pInt,pEnd,pCrit,pSwd,pAxe,pBow,pStar,pWand,pStaff,pBag,pEquip,pSkills,pNumHP,pNumEP,pGuard,pRank,pRankXP,Cursor;
sf::Font MainFont;

//LoadFromFile
iStatBack.LoadFromFile("Graphics/Player Stats/Stats Back.png");
iStatWindow.LoadFromFile("Graphics/Player Stats/StatWindow2.png");
ipHealth.LoadFromFile("Graphics/Player Stats/Health.png");
ipEnergy.LoadFromFile("Graphics/Player Stats/Energy.png");
ipStr.LoadFromFile("Graphics/Player Stats/Strength.png");
ipDex.LoadFromFile("Graphics/Player Stats/Dexterity.png");
ipInt.LoadFromFile("Graphics/Player Stats/Intellegence.png");
ipEnd.LoadFromFile("Graphics/Player Stats/Endurance.png");
ipCrit.LoadFromFile("Graphics/Player Stats/Critical.png");
ipSwd.LoadFromFile("Graphics/Player Stats/Sword Mast.png");
ipAxe.LoadFromFile("Graphics/Player Stats/Axe Mast.png");
ipBow.LoadFromFile("Graphics/Player Stats/Bow Mast.png");
ipStar.LoadFromFile("Graphics/Player Stats/Star Mast.png");
ipWand.LoadFromFile("Graphics/Player Stats/Wand Mast.png");
ipStaff.LoadFromFile("Graphics/Player Stats/Staff Mast.png");
ipBag.LoadFromFile("Graphics/Player Stats/Bag.png");
ipEquip.LoadFromFile("Graphics/Player Stats/Bag.png");
ipSkills.LoadFromFile("Graphics/Player Stats/Skill.png");
ipNumHP.LoadFromFile("Graphics/Player Stats/Number HE.png");
ipNumEP.LoadFromFile("Graphics/Player Stats/Number HE.png");
ipGuard.LoadFromFile("Graphics/Player Stats/Guard.png");
ipRank.LoadFromFile("Graphics/Player Stats/Rank.png");
ipRankXP.LoadFromFile("Graphics/Player Stats/RankXP.png");
iCursor.LoadFromFile("Graphics/Cursor.png");

//SetSmooth()
ipStr.SetSmooth(false);
ipDex.SetSmooth(false);
ipInt.SetSmooth(false);
ipEnd.SetSmooth(false);
ipCrit.SetSmooth(false);
ipSwd.SetSmooth(false);
ipAxe.SetSmooth(false);
ipBow.SetSmooth(false);
ipStar.SetSmooth(false);
ipWand.SetSmooth(false);
ipStaff.SetSmooth(false);
ipSkills.SetSmooth(false);
ipHealth.SetSmooth(false);
ipEnergy.SetSmooth(false);
ipGuard.SetSmooth(false);
ipNumHP.SetSmooth(false);
ipNumEP.SetSmooth(false);
ipRankXP.SetSmooth(false);
ipRank.SetSmooth(false);
//SetImage!!
StatBack.SetImage(iStatBack);
StatWindow.SetImage(iStatWindow);
pHealth.SetImage(ipHealth);
pEnergy.SetImage(ipEnergy);
pStr.SetImage(ipStr);
pDex.SetImage(ipDex);
pInt.SetImage(ipInt);
pEnd.SetImage(ipEnd);
pCrit.SetImage(ipCrit);
pSwd.SetImage(ipSwd);
pAxe.SetImage(ipAxe);
pBow.SetImage(ipBow);
pStar.SetImage(ipStar);
pWand.SetImage(ipWand);
pStaff.SetImage(ipStaff);
pBag.SetImage(ipBag);
pEquip.SetImage(ipEquip);
pSkills.SetImage(ipSkills);
pNumHP.SetImage(ipNumHP);
pNumEP.SetImage(ipNumEP);
pGuard.SetImage(ipGuard);
pRank.SetImage(ipRank);
pRankXP.SetImage(ipRankXP);
Cursor.SetImage(iCursor);
//SetPosition(x,y)!!
StatBack.SetPosition(0,0);
StatWindow.SetPosition(-5.f/16.f,-5.f/16.f);
pHealth.SetPosition(5.f/16.f,23.25f/16.f);
pEnergy.SetPosition(5.f/16.f,31.5f/16.f);
pStr.SetPosition(59.f/16.f,23.f/16.f);
pDex.SetPosition(59.f/16.f,35.f/16.f);
pInt.SetPosition(59.f/16.f,47.f/16.f);
pEnd.SetPosition(3.f/16.f,37.f/16.f);
pCrit.SetPosition(32.f/16.f,37.f/16.f);
pSwd.SetPosition(63.f/16.f,21.f/16.f);
pAxe.SetPosition(63.f/16.f,29.f/16.f);
pBow.SetPosition(63.f/16.f,33.f/16.f);
pStar.SetPosition(63.f/16.f,41.f/16.f);
pWand.SetPosition(63.f/16.f,45.f/16.f);
pStaff.SetPosition(63.f/16.f,53.f/16.f);
pBag.SetPosition(2.f/16.f,60.f/16.f);
pEquip.SetPosition(2.f/16.f,60.f/16.f);
pSkills.SetPosition(71.f/16.f,61.f/16.f);
pNumHP.SetPosition(4.f/16.f,22.f/16.f);
pNumEP.SetPosition(4.f/16.f,30.f/16.f);
pGuard.SetPosition(4.f/16.f,22.5f/16.f);
pRank.SetPosition(41.5f/16.f,25.f/16.f);
pRankXP.SetPosition(39.5f/16.f,23.f/16.f);

//VECTOR STORE
SpriteList.push_back(StatWindow);
SpriteList.push_back(pHealth);
SpriteList.push_back(pEnergy);
SpriteList.push_back(pStr);
SpriteList.push_back(pDex);
SpriteList.push_back(pInt);
SpriteList.push_back(pEnd);
SpriteList.push_back(pCrit);
SpriteList.push_back(pSwd);
SpriteList.push_back(pAxe);
SpriteList.push_back(pBow);
SpriteList.push_back(pStar);
SpriteList.push_back(pWand);
SpriteList.push_back(pStaff);
SpriteList.push_back(pBag);
SpriteList.push_back(pEquip);
SpriteList.push_back(pSkills);
SpriteList.push_back(pNumHP);
SpriteList.push_back(pNumEP);
SpriteList.push_back(pGuard);
SpriteList.push_back(pRank);
SpriteList.push_back(pRankXP);
SpriteList.push_back(Cursor);


}


void SFMLdraw()
{
//////////////////////////////STAT RESIZE/SUBRECT///////////////////////////////////////
SpriteList[1].SetSubRect(sf::IntRect(0,0,120,12)); //30,3
SpriteList[2].SetSubRect(sf::IntRect(0,0,120,12)); //30,3
SpriteList[3].SetSubRect(sf::IntRect(pPlayer->get_Str()*28,0,(pPlayer->get_Str()*28)+28,7)); //28,7
SpriteList[4].SetSubRect(sf::IntRect(pPlayer->get_Dex()*28,0,(pPlayer->get_Dex()*28)+28,7)); //28,7
SpriteList[5].SetSubRect(sf::IntRect(pPlayer->get_Int()*28,0,(pPlayer->get_Int()*28)+28,7)); //28,7
SpriteList[6].SetSubRect(sf::IntRect(pPlayer->get_End()*28,0,(pPlayer->get_End()*28)+28,7)); //28,7
SpriteList[7].SetSubRect(sf::IntRect(pPlayer->get_Crit()*28,0,(pPlayer->get_Crit()*28)+28,7)); //28,7
SpriteList[8].SetSubRect(sf::IntRect(pPlayer->get_Sword()*18,0,(pPlayer->get_Sword()*18)+18,3)); //18,3
SpriteList[9].SetSubRect(sf::IntRect(pPlayer->get_Axe()*18,0,(pPlayer->get_Axe()*18)+18,3)); //18,3
SpriteList[10].SetSubRect(sf::IntRect(pPlayer->get_Bow()*18,0,(pPlayer->get_Bow()*18)+18,3)); //18,3
SpriteList[11].SetSubRect(sf::IntRect(pPlayer->get_Star()*18,0,(pPlayer->get_Star()*18)+18,3)); //18,3
SpriteList[12].SetSubRect(sf::IntRect(pPlayer->get_Wand()*18,0,(pPlayer->get_Wand()*18)+18,3)); //18,3
SpriteList[13].SetSubRect(sf::IntRect(pPlayer->get_Staff()*18,0,(pPlayer->get_Staff()*18)+18,3)); //18,3
SpriteList[14].SetSubRect(sf::IntRect((pPlayer->get_BagShow()*60)+120,0,(pPlayer->get_BagShow()*60)+180,48));
SpriteList[15].SetSubRect(sf::IntRect(pPlayer->get_EquipShow()*60,0,(pPlayer->get_EquipShow()*60)+60,48));
SpriteList[16].SetSubRect(sf::IntRect(pPlayer->get_SkillShow()*30,0,(pPlayer->get_SkillShow()*30)+30,64));
SpriteList[17].SetSubRect(sf::IntRect(pPlayer->get_Health()*7,0,(pPlayer->get_Health()*7)+7,5));
SpriteList[18].SetSubRect(sf::IntRect(pPlayer->get_Energy()*7,0,(pPlayer->get_Energy()*7)+7,5));
SpriteList[19].SetSubRect(sf::IntRect(0,0,128,20));
SpriteList[20].SetSubRect(sf::IntRect(pPlayer->get_Rank()*14,0,(pPlayer->get_Rank()*14)+14,6));//10
SpriteList[21].SetSubRect(sf::IntRect(pPlayer->get_tRankXPN()*18,0,(pPlayer->get_tRankXPN()*18)+18,10));//16

/////////////////////RESIZE PART
SpriteList[0].Resize(410.f/16.f,310.f/16.f);
SpriteList[1].Resize(pPlayer->get_tHealth()/64.f,12.f/64.f);
SpriteList[2].Resize(pPlayer->get_tEnergy()/64.f,12.f/64.f);
SpriteList[3].Resize(28.f/16.f,7.f/16.f);
SpriteList[4].Resize(28.f/16.f,7.f/16.f);
SpriteList[5].Resize(28.f/16.f,7.f/16.f);
SpriteList[6].Resize(28.f/16.f,7.f/16.f);
SpriteList[7].Resize(28.f/16.f,7.f/16.f);
SpriteList[8].Resize(18.f/16.f,3.f/16.f);
SpriteList[9].Resize(18.f/16.f,3.f/16.f);
SpriteList[10].Resize(18.f/16.f,3.f/16.f);
SpriteList[11].Resize(18.f/16.f,3.f/16.f);
SpriteList[12].Resize(18.f/16.f,3.f/16.f);
SpriteList[13].Resize(18.f/16.f,3.f/16.f);
SpriteList[14].Resize(60.f/16.f,48.f/16.f);
SpriteList[15].Resize(60.f/16.f,48.f/16.f);
SpriteList[16].Resize(30.f/16.f,64.f/16.f);
SpriteList[17].Resize(7.f/16.f,5.f/16.f);
SpriteList[18].Resize(7.f/16.f,5.f/16.f);
SpriteList[19].Resize(pPlayer->get_tGuard()/64.f,20.f/64.f);
SpriteList[20].Resize(14.f/16.f,6.f/16.f);
SpriteList[21].Resize(18.f/16.f,10.f/16.f);
SpriteList[22].Resize(15.f/16.f,15.f/16.f);


///////////////////////////////////END RESIZE/SUBRECT!!!////////////////////////////////
////////////////////////////////////DONT TOUCH/////////////////////////////////////////

///////////////////////////////NOW YOU CAN TOUCH//////////////////////////////////////////
//////////////////////////////DRAW STARTS///////////////////////////////////////////////
GameWind.Draw(SpriteList[0]);
GameWind.Draw(SpriteList[19]);
GameWind.Draw(SpriteList[1]);
GameWind.Draw(SpriteList[17]);
GameWind.Draw(SpriteList[2]);
GameWind.Draw(SpriteList[18]);
GameWind.Draw(SpriteList[3]);
GameWind.Draw(SpriteList[4]);
GameWind.Draw(SpriteList[5]);
GameWind.Draw(SpriteList[6]);
GameWind.Draw(SpriteList[7]);
GameWind.Draw(SpriteList[8]);
GameWind.Draw(SpriteList[9]);
GameWind.Draw(SpriteList[10]);
GameWind.Draw(SpriteList[11]);
GameWind.Draw(SpriteList[12]);
GameWind.Draw(SpriteList[13]);
GameWind.Draw(SpriteList[14]);
GameWind.Draw(SpriteList[15]);
}


void GLMcreate()
{
GLMmodel* World = glmReadOBJ("3Dobject/WorldMap3Dv1.obj");
glmUnitize(World);
glmScale(World,1);
}


void GLdraw()
{
GameWind.SetActive();
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
////////AMBIENT LIGHT
GLfloat AmbientColor[] = {0.05f,0.05f,0.2f,1.0f};
glLightModelfv(GL_LIGHT_MODEL_AMBIENT,AmbientColor);
////////POSITIONED LIGHT
GLfloat LightColor0[] = {0.5f,0.5f,0.5f,1.0f};
GLfloat LightPos0[] = {4.0f,4.0f,0.0f,1.0f};
glLightfv(GL_LIGHT0,GL_DIFFUSE,LightColor0);
glLightfv(GL_LIGHT0,GL_POSITION,LightPos0);
////////DIRECTED LIGHT
GLfloat LightColor1[] = {0.9f,0.9f,0.6f,1.0f};
/////Coming from direction (x,y,z)
GLfloat LightPos1[] = {-1.0f,0.5f,0.5f,0.0f};
glLightfv(GL_LIGHT1,GL_DIFFUSE,LightColor1);
glLightfv(GL_LIGHT1,GL_POSITION,LightPos1);


///DRAWING MODELS
}


void GLiniti()
{
GameWind.PreserveOpenGLStates(true);
GameWind.ShowMouseCursor(false);

glClearDepth(1.f);
glClearColor(0.2f,0.2f,0.8f,1.f);
/////z buffer
glEnable(GL_POLYGON_STIPPLE);
glEnable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_CULL_FACE);
glEnable(GL_LIGHT1);
glEnable(GL_NORMALIZE);
glEnable(GL_TEXTURE_2D);

glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);

glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glCullFace(GL_FRONT);
glFrontFace(GL_CW);
glShadeModel(GL_SMOOTH);
glDepthMask(GL_TRUE);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glDepthFunc(GL_LEQUAL);


glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(50.f,(double)800 / (double)600,200.f,0.f);
glTranslatef(0.f, 0.f, -10.0f);
}


GLuint LoadTexture(sf::Image image)
{
GLuint Texture;
glGenTextures(1, &Texture);
glBindTexture(GL_TEXTURE_2D, Texture);
gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA,image.GetWidth(),image.GetHeight(), GL_RGBA, GL_UNSIGNED_BYTE,image.GetPixelsPtr());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
return Texture;
}

void ITEMdefault()
{
Blank *BlankSpot=new Blank();
BlankSpot->ItemCreate(0,0,0,0,0,0,0);

///TEST ITEMS

Weapon *sword=new Weapon();
sword->ItemCreate(0,0,0,sf::Randomizer::Random(0,5),1,0,sf::Randomizer::Random(1,4));
Armor *sword2=new Armor();
sword2->ItemCreate(0,0,0,sf::Randomizer::Random(0,5),2,0,sf::Randomizer::Random(1,4));
Necklace *sword3=new Necklace();
sword3->ItemCreate(0,0,0,sf::Randomizer::Random(0,5),3,0,sf::Randomizer::Random(1,4));
Consume *hppotion=new Consume();
hppotion->ItemCreate(0,0,0,6,83,0,6);

DefItemList.push_back(BlankSpot);
DefItemList.push_back(sword);
DefItemList.push_back(sword2);
DefItemList.push_back(sword3);
DefItemList.push_back(hppotion);
}

最佳答案

没有一种特定的矩阵模式也可以切换 OpenGL。我已经在这篇文章中解释过了 OpenGL: What is MatrixMode? ,我将在此处进行简单复制:


OpenGL 使用多个矩阵来转换几何图形和相关数据。这些矩阵是:

  • Modelview – 将对象几何放置在全局的未投影空间
  • Proection——将全局坐标投影到裁剪空间;你可能会认为它是一种镜头
  • Texture – 之前调整纹理坐标;主要用于实现纹理投影(即投影纹理,就好像它是投影仪中的幻灯片一样)
  • 颜色——调整顶点颜色。很少接触

所有这些矩阵一直都在使用。由于它们遵循所有相同的规则,OpenGL 只有一组矩阵操作函数:glPushMatrix、glPopMatrix、glLoadIdentity、glLoadMatrix、glMultMatrix、glTranslate、glRotate、glScale、glOrtho、glFrustum。

glMatrixMode 选择这些操作作用于哪个矩阵。假设您想编写一些 C++ 命名空间包装器,它可能看起来像这样:

namespace OpenGL {
// A single template class for easy OpenGL matrix mode association
template<GLenum mat> class Matrix
{
public:
void LoadIdentity() const
{ glMatrixMode(mat); glLoadIdentity(); }

void Translate(GLfloat x, GLfloat y, GLfloat z) const
{ glMatrixMode(mat); glTranslatef(x,y,z); }
void Translate(GLdouble x, GLdouble y, GLdouble z) const
{ glMatrixMode(mat); glTranslated(x,y,z); }

void Rotate(GLfloat angle, GLfloat x, GLfloat y, GLfloat z) const
{ glMatrixMode(mat); glRotatef(angle, x, y, z); }
void Rotate(GLdouble angle, GLdouble x, GLdouble y, GLdouble z) const
{ glMatrixMode(mat); glRotated(angle, x, y, z); }

// And all the other matrix manipulation functions
// using overloading to select proper OpenGL variant depending on
// function parameters, and all the other C++ whiz.
// ...
};

//
const Matrix<GL_MODELVIEW> Modelview;
const Matrix<GL_PROJECTION> Projection;
const Matrix<GL_TEXTURE> Texture;
const Matrix<GL_COLOR> Color;
}

稍后您可以在 C++ 程序中编写

void draw_something()
{
OpenGL::Projection::LoadIdentity();
OpenGL::Projection::Frustum(...);

OpenGL::Modelview::LoadIdentity();
OpenGL::Modelview::Translate(...);

// drawing commands
}

不幸的是,C++ 不能模板命名空间,或者在实例上应用using(或with)(其他语言有这个),否则我会写类似的东西(无效的 C++)

void draw_something_else()
{
using namespace OpenGL;

with(Projection) { // glMatrixMode(GL_PROJECTION);
LoadIdentity(); // glLoadIdentity();
Frustum(...); // glFrustum(...);
}

with(Modelview) { // glMatrixMode(GL_MODELVIEW);
LoadIdentity(); // glLoadIdentity();
Translate(...); // glTranslatef(...);
}

}

我认为最后一段(伪)代码清楚地表明了这一点:glMatrixMode 是一种 OpenGL 的 with 语句。


所有矩阵都在渲染过程中使用!

关于c++ - 使用 GLM 的最佳 glMatrixMode() 是什么?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/5384614/

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