I'm trying to translate a triangle without OpenGL function, such glTranslate*() or glScale*().
My render code is:
def render(T):
glClear(GL_COLOR_BUFFER_BIT)
glLoadIdentity()
# draw coordinate
glBegin(GL_LINES)
glColor3ub(255, 0, 0)
glVertex2fv(np.array([0., 0.]))
glVertex2fv(np.array([1., 0.]))
glColor3ub(0, 255, 0)
glVertex2fv(np.array([0., 0.]))
glVertex2fv(np.array([0., 1.]))
glEnd()
#draw triangle
glBegin(GL_TRIANGLES)
glColor3ub(255,255,255)
#this is the part that I'm trying to modify.
glVertex2fv(( **T** @ np.array([.0, .5, 1.]))[:-1])
glVertex2fv(( **T** @ np.array([.0, .0, 1.]))[:-1])
glVertex2fv(( **T** @ np.array([.5, .0, 1.]))[:-1])
glEnd()
I know how translate, roate, and scale matrix works; for examples:
T = np.identity(4)
T[:3 ,3] = [-.4, 0., .0]
#this shifts object by -.4 about x-axis.
However, I am not sure how to implement as code. I have a triangle with these coordinate,
glVertex2fv(( **T** @ np.array([.0, .5, 1.]))[:-1])
glVertex2fv(( **T** @ np.array([.0, .0, 1.]))[:-1])
glVertex2fv(( **T** @ np.array([.5, .0, 1.]))[:-1])
T is the part that I need to modify. Do I just need to assign T value as matrix (just like the one I used as an example above), or is there any certain format that I need to follow?
Also, I want it to be transformed if I press a certain key, for example:
global T
def key_callback(window, key, scancode, action, mods):
global T
if key==glfw.KEY_1:
if action==glfw.PRESS:
T =
Should I assign T
value here?
You need a vector with 4 components to transform it by a 4x4 matrix. The vertex coordinate is a Homogeneous coordinates:
glVertex2fv((T @ np.array([.0, .5, 1., 1]))[:-2])
glVertex2fv((T @ np.array([.0, .0, 1., 1]))[:-2])
glVertex2fv((T @ np.array([.5, .0, 1., 1]))[:-2])
Minimal example:
from OpenGL.GLUT import *
from OpenGL.GLU import *
from OpenGL.GL import *
import numpy as np
import math
def render(T):
glClear(GL_COLOR_BUFFER_BIT)
glLoadIdentity()
# draw coordinate
glBegin(GL_LINES)
glColor3ub(255, 0, 0)
glVertex2fv(np.array([0., 0.]))
glVertex2fv(np.array([1., 0.]))
glColor3ub(0, 255, 0)
glVertex2fv(np.array([0., 0.]))
glVertex2fv(np.array([0., 1.]))
glEnd()
#draw triangle
glBegin(GL_TRIANGLES)
glColor3ub(255,255,255)
glVertex2fv((T @ np.array([.0, .5, 1., 1]))[:-2])
glVertex2fv((T @ np.array([.0, .0, 1., 1]))[:-2])
glVertex2fv((T @ np.array([.5, .0, 1., 1]))[:-2])
glEnd()
def display():
t = glutGet(GLUT_ELAPSED_TIME) / 1000
T = np.identity(4)
T[:3 ,3] = [math.sin(t) * 0.5, 0., .0]
glClearColor(0.2, 0.2, 0.2, 1)
glLineWidth(5)
render(T)
glutSwapBuffers()
glutPostRedisplay()
glutInit(sys.argv)
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA)
glutInitWindowSize(200, 200)
glutCreateWindow(b"OpenGL Window")
glutDisplayFunc(display)
glutMainLoop()