I working on a spinning 3D cube (glFrustumf setup) and it multiplies the current matrix by the previous one so that the cube continues to spin. See below
/* 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);
The problem is I need to开发者_JAVA技巧 step back from this (as if I had a camera). I tried to edit the matrix and that kind of works but picks up noise. The cube jumps around.
matrix[14] = -5.0;
matrix[13] = 0;
matrix[12] =0;
Is there a way to edit the current Modelview Matrix so that I can set the position of the cube with multiplying it by another matrix?
You should not mistreat OpenGL as a scene graph, nor a math library. That means: Don't read back the matrix, and multiply it arbitrarily back. Instead rebuild the whole matrix stack a new every time you do a render pass. I think I should point out, that in OpenGL-4 all the matrix functions have been removed. Instead you're expected to supply the matrices as uniforms.
EDIT due to comment by @Burf2000: Your typical render handler will look something like this (pseudocode):
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(...)
and so on. I hope you get the general idea. OpenGL is neither a scene graph, nor a matrix manipulation library.
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