The modelView matrix defines the coordinate system that is used to place and orient objects. This 4x4 matrix can either transform vertices, or it can be transformed its-self by other matrices.
Before you can do anything, you must specify if you are going to be working with the modelView or projection matrix. You can do this with the GL.MatrixMode
function. This is the signature:
void GL.MatrixMode(MatrixMode);
The MatrixMode
enum has two values we use, but the enum its-self has 5 values
- MatrixMode.Modelview
- MatrixMode.Projection
- MatrixMode.Color - we don't use this
- MatrixMode.Texture - we don't use this
- MatrixMode.Modelview0Ext
Usually (99% of the time) you want to set your modelView matrix to identity. So that you start around origin. you can achieve this by calling the GL.LoadIdentity
function. This function loads the identity matrix into the OpenGL state machines active matrix. (You specified the active matrix with GL.MatrixMode
)
This snippet resets the modelview matrix:
GL.MatrixMode(MatrixMode.Modelview);
GL.LoadIdentity(); // Reset modelview matrix
// Do other transformation
We're about to talk about 3 functions:
GL.Translate
GL.Rotate
GL.Scale
Before we discuss how these functions work, i want you to be aware of what they actually do. When you call GL.MatrixMode
with MatrixMode.Modelview
as an argument, you select the modelView matrix of the OpenGL state machine as the active matrix.
Once you have a matrix set as the active matrix, all further matrix operations will be performed to that matrix. GL.LoadIdentity
is one such operation. It takes the current matrix and sets it to identity.
The three functions above will generate an appropriate matrix and multiply the current matrix! GL.Rotate
for instance will make a rotation matrix and multiply the current matrix by it.
The following OpenGL snippet
// Set the currently active matrix
GL.MatrixMode(MatrixMode.Modelview);
// Reset modelview matrix
GL.LoadIdentity();
// Create a rotation matrix
// then multiply the active matrix by it
GL.Rotate(90.0f, 0.0f, 0.0f, 1.0f);
Is the equivalent of:
void Render(ref Matrix4 modelView, ref Matrix4 projection) {
// Set the currently active matrix
Matrix4 currentMatrix = modelView;
// Reset modelview matrix
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
currentMatrix[i, j] = (i == j)? 1.0f : 0.0f;
}
}
// Create a rotation matrix
Matrix4 rotation = Matrix4.AngleAxis(90.0f, 0.0f, 0.0f, 1.0f);
// then multiply the active matrix by it
currentMatrix = rotation * currentMatrix;
}
OpenGL just wraps all the math up for you. But the following function create and multiply matrices for you!