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L5 : Transform

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Header 1

xโ€™ = T*R*T(-1)*x
โ€ข
ํ–‰๋ ฌ์„ ๊ณฑํ•˜๋Š” ์ˆœ๊ฐ„ ์ขŒํ‘œ์ถ•์ด ๋ฐ”๋€๋‹ค!
1.
T^4*o
2.
R*T^4*o
3.
R2*T^4*o
์—์ด์‹œ๋ฐœ ์†์•˜๋‹ค
์ค‘์‹ฌ์ ์— ๋”ฐ๋ผ์„œ ์–ด๋–ค๊ฑธ ์–ด๋–ป๊ฒŒ ํšŒ์ „ํ•ด์•ผํ•˜๋Š”๊ฐ€๋ฅผ ์ž˜ ๋ณด๋„๋กํ•˜์ž!
๋ฌด์กฐ๊ฑด scale โ†’ rotate โ†’ transform์ด ์•„๋‹˜!
buffer[0]์˜ ๋ฐ์ดํ„ฐ๋ฅผ ๋‹ค posLoc์— ๋„ฃ์–ด์ค€ ํ›„, buffer[1]์˜ ๋ฐ์ดํ„ฐ๋ฅผ ๋‹ค์‹œ posLoc์— ๋ฎ์–ด์“ฐ๊ฒŒ ๋˜์—ˆ์œผ๋ฏ€๋กœ, glBindBuffer์—์„œ buffer[0]์˜ ๋ฐ์ดํ„ฐ๋ฅผ '์„ ํƒ'ํ•œ๋‹ค๊ณ  ํ•ด๋„, posLoc์˜ ๊ฐ’์—๋Š” ๋ณ€ํ™”๊ฐ€ ์—†๋‹ค. ๋”ฐ๋ผ์„œ posLoc์˜ ๋ฐ์ดํ„ฐ๋Š” renderScene ๋‹จ๊ณ„์—์„œ ๊ฐฑ์‹ ํ•ด์ค„ ํ•„์š”๊ฐ€ ์žˆ๋‹ค.
glBindBuffer(GL_ARRAY_BUFFER, buffers[0]); glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, (void*)(0)); glEnableVertexAttribArray(posLoc); glDrawArrays(GL_TRIANGLES,0,100); ๋กœ ์žฌ์ง€์ •ํ•œ๋‹ค.
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