Welcome to ShenZhenJia Knowledge Sharing Community for programmer and developer-Open, Learning and Share
menu search
person
Welcome To Ask or Share your Answers For Others

Categories

After searching and reading about Modern OpenGL in order to upgrade my existing project, I'm a bit confused, since my 3D framework based on OpenGL 2.1.

so, as far as I learn...

  • We need to generate our Vertex-Buffer-Objects from vertices, indices, normals, colors, uvs, etc.

  • then we can use GLM for matrix transformation, and we only use VBO to create or manipulate meshes, finally we pass everything into GLSL vertex shader like this...

    glm::mat4 MVP = projection * view * model;
    glUniformMatrix4fv(glGetUniformLocation(shaderProgramID, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP)); //or &MVP[0][0]
    
    // uniform mat4 MVP;
    // in vec3 Vertex;
    // void main(void)
    // {
    //    gl_Position = MVP * vec4(Vertex, 1.0); //instead of ftransform();
    // }
    

QUESTION: How we do hierarchical transformations without pushMatrix/popMatrix? (or maybe we do hierarchical transformation by using our VBOs, is it possible?)

If not possible, then how to achieve same result as pushMatrix/popMatrix by using GLM and C++ < stack > library?

Lets say I need something like this:

> Set identity
> Translate to X, Y, Z
> Draw Mesh 1
> Rotate 0.5 by X axis
> Draw Mesh 2
> Scale down to 0.1
> Draw Mesh 3
See Question&Answers more detail:os

与恶龙缠斗过久,自身亦成为恶龙;凝视深渊过久,深渊将回以凝视…
thumb_up_alt 0 like thumb_down_alt 0 dislike
339 views
Welcome To Ask or Share your Answers For Others

1 Answer

If your rendering already happens hierarchically using, for example, function recursion then you already have matrix stack!

void renderMesh(Matrix transform, Mesh mesh)
{
    // here call glDrawElements/glDrawArrays and send transform matrix to MVP uniform
    mesh->draw(transform);

    // now render all the sub-meshes, then will be transformed relative to current mesh
    for (int i=0; i<mesh->subMeshCount(); i++)
    {
        Matrix subMeshTransform = mesh->getSubMeshTransform(i);
        Mesh subMesh = mesh->getSubMesh();

        renderMesh(subMeshTransform * transform, subMesh);
    }
}

// somwhere in main function
...
Matrix projection = Matrix::perspective(...);
Matrix view = camera->getViewMatrix();

Matrix transform = view * projectIon;
renderMesh(transform, rootMesh);

与恶龙缠斗过久,自身亦成为恶龙;凝视深渊过久,深渊将回以凝视…
thumb_up_alt 0 like thumb_down_alt 0 dislike
Welcome to ShenZhenJia Knowledge Sharing Community for programmer and developer-Open, Learning and Share
...