OpenGL中矩阵的存储方式

转自skyman_2001的博客
在OpenGL中,
矩阵是以列优先的方式(column-major order)存储的,
而一般的数学书上是以行优先的方式(row-major order)存储的。

列优先

m0 m4 m8 m12

m1 m5 m9 m13

m2 m6 m10 m14

m3 m7 m11 m15

行优先

m0 m1 m2 m3

m4 m5 m6 m7

m8 m9 m10 m11

m12 m13 m14 m15

在OpenGL中,矩阵是用一维数组来保存的:m[16]。

可以用ARB_transpose_matrix来实现2者的转换:

New functions and tokens are added allowing application matrices
stored in row major order rather than column major order to be
transferred to the OpenGL implementation.  This allows an application
to use standard C-language 2-dimensional arrays (m[row][col]) and
have the array indices match the expected matrix row and column indexes.
These arrays are referred to as transpose matrices since they are
the transpose of the standard matrices passed to OpenGL.

This extension adds an interface for transfering data to and from the
OpenGL pipeline, it does not change any OpenGL processing or imply any
changes in state representation.

提供的函数:

void LoadTransposeMatrix{fd}ARB(T m[16]);
void MultTransposeMatrix{fd}ARB(T m[16]);

提供的标记(对GetBooleanv, GetIntegerv, GetFloatv, GetDoublev函数):

TRANSPOSE_MODELVIEW_MATRIX_ARB
TRANSPOSE_PROJECTION_MATRIX_ARB
TRANSPOSE_TEXTURE_MATRIX_ARB
TRANSPOSE_COLOR_MATRIX_ARB

LoadTransposeMatrixARB(m)相当于:

float n[16];
transpose(m,n)
LoadMatrix(n);

MultTransposeMatrixARB(m)相当于:

float n[16];
transpose(m,n);
MultMatrix(n);

GetFloatv(TRANSPOSE_MODELVIEW_MATRIX_ARB,m)相当于:

float n[16];
GetFloatv(MODELVIEW_MATRIX_ARB,n);
transpose(n,m);

TRANSPOSE_PROJECTION_MATRIX_ARB,TRANSPOSE_TEXTURE_MATRIX_ARB和 TRANSPOSE_COLOR_MATRIX_ARB类似。

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转载自blog.csdn.net/ppyy95239303/article/details/82532777