golang游戏开发学习笔记-创建一个能自由探索的3D世界

projection := mgl32.Perspective(45, width/height, 0.1, 100.0)

最后我们使用mglLookAt方法创建一个视图矩阵,它用于将物体坐标转化为我们观察者的视角坐标,这个方法需要三个向量,第一个是观察者处于世界空间中的哪个位置,第二个是观察者要观察的方向,最后是表示观察者所观察方向的正上方的向量(可以通过右向量和观察方向向量叉乘得到)

position := mgl32.Vec3{0, 0, 0}

front := mgl32.Vec3{0, 0, -1}

up:= mgl32.Vec3{0, 1, 0}

target := position.Add(front)

view := mgl32.LookAtV(position,target, up)

代码中position代表观察者所处的位置(设为原点),front代表观察者观察的方向(沿z轴的负方向),up代表竖直方向。

至此,我们准备好了创建一个3D空间所需要的全部矩阵,之后的所有操作都转化为了对这三个矩阵的运算,要移动物体可以通过修改model矩阵实现,视角需要变化只需要修改view矩阵,视野缩放责可以通过修改projection矩阵来完成。

有个问题是,如何让我们观察的方向随着鼠标移动而变化?前面知道,front代表观察者观察的方向,修改这个向量即可,这里要用到欧拉角,具体可以去网上找资料,我也不是很懂,这里直接复制了教程中的代码

最后为了进一步抽象相关操作,创建一个camera类

package camera

import(

“github.com/go-gl/mathgl/mgl64”

“github.com/go-gl/mathgl/mgl32”

“math”

)

type Direction int

const (

FORWARD Direction = 0 // 摄像机移动状态:前

BACKWARD Direction = 1 // 后

LEFT Direction = 2 // 左

RIGHT Direction = 3 // 右

)

type LocalCamera struct{

position mgl32.Vec3

front mgl32.Vec3

up mgl32.Vec3

right mgl32.Vec3

wordUp mgl32.Vec3

yaw float64

pitch float64

zoom float32

movementSpeed float32

mouseSensitivity float32

constrainPitch bool

}

func NewDefaultCamera() *LocalCamera{

position := mgl32.Vec3{0, 0, 0}

front := mgl32.Vec3{0, 0, -1}

wordUp := mgl32.Vec3{0, 1, 0}

yaw := float64(-90)

pitch := float64(0)

movementSpeed := float32(2.5)

mouseSensitivity := float32(0.1)

zoom := float32(45)

constrainPitch := true

localCamera := &LocalCamera{position:position,

front:front,

wordUp:wordUp,

yaw:yaw,

pitch:pitch,

movementSpeed:movementSpeed,

mouseSensitivity:mouseSensitivity,

zoom:zoom,

constrainPitch:constrainPitch}

localCamera.updateCameraVectors()

return localCamera

}

//获取当前透视矩阵

func (localCamera *LocalCamera) GetProjection(width float32, height float32) *float32{

projection := mgl32.Perspective(mgl32.DegToRad(localCamera.zoom), float32(width)/height, 0.1, 100.0)

return &projection[0]

}

//鼠标移动回调

func (localCamera *LocalCamera) ProcessMouseMovement(xoffset float32, yoffset float32){

xoffset *= localCamera.mouseSensitivity

yoffset *= localCamera.mouseSensitivity

localCamera.yaw += float64(xoffset)

localCamera.pitch += float64(yoffset)

// Make sure that when pitch is out of bounds, screen doesn’t get flipped

if (localCamera.constrainPitch){

if (localCamera.pitch > 89.0){

localCamera.pitch = 89.0

}

if (localCamera.pitch < -89.0){

localCamera.pitch = -89.0

}

}

localCamera.updateCameraVectors();

}

//鼠标滑动回调

func (localCamera *LocalCamera) ProcessMouseScroll(yoffset float32){

if (localCamera.zoom >= 1.0 && localCamera.zoom <= 45.0){

localCamera.zoom -= yoffset;

}

if (localCamera.zoom <= 1.0){

localCamera.zoom = 1.0;

}

if (localCamera.zoom >= 45.0){

localCamera.zoom = 45.0;

}

}

//键盘回调

func (localCamera *LocalCamera) ProcessKeyboard(direction Direction, deltaTime float32){

velocity := localCamera.movementSpeed * deltaTime;

if (direction == FORWARD){

localCamera.position = localCamera.position.Add(localCamera.front.Mul(velocity))

}

if (direction == BACKWARD){

localCamera.position = localCamera.position.Sub(localCamera.front.Mul(velocity))

}

if (direction == LEFT){

localCamera.position = localCamera.position.Sub(localCamera.right.Mul(velocity))

}

if (direction == RIGHT){

localCamera.position = localCamera.position.Add(localCamera.right.Mul(velocity))

}

}

//获取view

func (localCamera *LocalCamera) GetViewMatrix() *float32{

target := localCamera.position.Add(localCamera.front)

view := mgl32.LookAtV(localCamera.position,target, localCamera.up)

return &view[0]

}

//更新view

func (localCamera *LocalCamera) updateCameraVectors(){

x := math.Cos(mgl64.DegToRad(localCamera.yaw)) * math.Cos(mgl64.DegToRad(localCamera.pitch))

y := math.Sin(mgl64.DegToRad(localCamera.pitch))

z := math.Sin(mgl64.DegToRad(localCamera.yaw)) * math.Cos(mgl64.DegToRad(localCamera.pitch));

localCamera.front = mgl32.Vec3{float32(x),float32(y),float32(z)}

localCamera.right = localCamera.front.Cross(localCamera.wordUp).Normalize()

localCamera.up = localCamera.right.Cross(localCamera.front).Normalize()

}

3.创建着色器

上一篇文章中我写过创建一个着色器的全部流程,这里我们将其封装为一个着色器类,可以直接从文件中构造并编译出着色器

package shader

import (

“io/ioutil”

“fmt”

“github.com/go-gl/gl/v4.1-core/gl”

“strings”

)

type LocalShader struct{

ID uint32

}

func (shader *LocalShader) Use(){

gl.UseProgram(shader.ID)

}

func (shader *LocalShader) SetBool(name string, value bool){

var a int32 = 0;

if(value){

a = 1

}

gl.Uniform1i(gl.GetUniformLocation(shader.ID, gl.Str(name + “\x00”)), a)

}

func (shader *LocalShader) SetInt(name string, value int32){

gl.Uniform1i(gl.GetUniformLocation(shader.ID, gl.Str(name + “\x00”)), value)

}

func (shader *LocalShader) SetFloat(name string, value float32){

gl.Uniform1f(gl.GetUniformLocation(shader.ID, gl.Str(name + “\x00”)), value)

}

func (shader *LocalShader) SetMatrix4fv(name string, value *float32){

gl.UniformMatrix4fv(gl.GetUniformLocation(shader.ID, gl.Str(name + “\x00”)), 1,false,value)

}

func NewLocalShader(vertexPath string, fragmentPath string) *LocalShader{

vertexString, err := ioutil.ReadFile(vertexPath)

if err != nil{

panic(err)

}

fragmentString, err := ioutil.ReadFile(fragmentPath)

if err != nil{

panic(err)

}

return NewStringShader(string(vertexString),string(fragmentString))

}

func NewStringShader(vertexString string, fragmentString string) *LocalShader{

vertexShader,err := compileShader(vertexString+“\x00”, gl.VERTEX_SHADER)

if err != nil{

panic(err)

}

fragmentShader,err := compileShader(fragmentString+“\x00”, gl.FRAGMENT_SHADER)

if err != nil{

panic(err)

}

progID := gl.CreateProgram()

gl.AttachShader(progID, vertexShader)

gl.AttachShader(progID, fragmentShader)

gl.LinkProgram(progID)

gl.DeleteShader(vertexShader)

gl.DeleteShader(fragmentShader)

return &LocalShader{ ID: progID}

}

func compileShader(source string, shaderType uint32) (uint32, error) {

shader := gl.CreateShader(shaderType)

csources, free := gl.Strs(source)

gl.ShaderSource(shader, 1, csources, nil)

free()

gl.CompileShader(shader)

var status int32

gl.GetShaderiv(shader, gl.COMPILE_STATUS, &status)

if status == gl.FALSE {

var logLength int32

gl.GetShaderiv(shader, gl.INFO_LOG_LENGTH, &logLength)

log := strings.Repeat(“\x00”, int(logLength+1))

gl.GetShaderInfoLog(shader, logLength, nil, gl.Str(log))

return 0, fmt.Errorf(“failed to compile %v: %v”, source, log)

}

return shader, nil

}

两个着色器代码如下

#version 410 core

layout (location = 0) in vec3 aPos;

layout (location = 1) in vec2 aTexCoord;

out vec2 TexCoord;

uniform mat4 model;

uniform mat4 view;

uniform mat4 projection;

void main(){

gl_Position = projection * view * model * vec4(aPos,1.0);

TexCoord = aTexCoord;

}

#version 410 core

out vec4 FragColor;

in vec2 TexCoord;

uniform sampler2D texture1;

uniform sampler2D texture2;

void main()

{

FragColor = mix(texture(texture1, TexCoord), texture(texture2, TexCoord), 0.5);

}

4.整合

我们在main方法中对以上内容进行整合,包括按键输入处理,鼠标移动处理等

package main

import(

“github.com/go-gl/glfw/v3.2/glfw”

“github.com/go-gl/gl/v4.1-core/gl”

“log”

“legend/shader”

“runtime”

“legend/texture”

“legend/camera”

“github.com/go-gl/mathgl/mgl32”

)

const (

width = 800

height = 600

)

var (

vertices = []float32 {

-0.5, -0.5, -0.5, 0.0, 0.0,

0.5, -0.5, -0.5, 1.0, 0.0,

0.5, 0.5, -0.5, 1.0, 1.0,

0.5, 0.5, -0.5, 1.0, 1.0,

-0.5, 0.5, -0.5, 0.0, 1.0,

-0.5, -0.5, -0.5, 0.0, 0.0,

-0.5, -0.5, 0.5, 0.0, 0.0,

0.5, -0.5, 0.5, 1.0, 0.0,

0.5, 0.5, 0.5, 1.0, 1.0,

0.5, 0.5, 0.5, 1.0, 1.0,

-0.5, 0.5, 0.5, 0.0, 1.0,

-0.5, -0.5, 0.5, 0.0, 0.0,

-0.5, 0.5, 0.5, 1.0, 0.0,

-0.5, 0.5, -0.5, 1.0, 1.0,

-0.5, -0.5, -0.5, 0.0, 1.0,

-0.5, -0.5, -0.5, 0.0, 1.0,

-0.5, -0.5, 0.5, 0.0, 0.0,

-0.5, 0.5, 0.5, 1.0, 0.0,

0.5, 0.5, 0.5, 1.0, 0.0,

0.5, 0.5, -0.5, 1.0, 1.0,

0.5, -0.5, -0.5, 0.0, 1.0,

0.5, -0.5, -0.5, 0.0, 1.0,

0.5, -0.5, 0.5, 0.0, 0.0,

0.5, 0.5, 0.5, 1.0, 0.0,

-0.5, -0.5, -0.5, 0.0, 1.0,

0.5, -0.5, -0.5, 1.0, 1.0,

0.5, -0.5, 0.5, 1.0, 0.0,

0.5, -0.5, 0.5, 1.0, 0.0,

-0.5, -0.5, 0.5, 0.0, 0.0,

-0.5, -0.5, -0.5, 0.0, 1.0,

-0.5, 0.5, -0.5, 0.0, 1.0,

0.5, 0.5, -0.5, 1.0, 1.0,

0.5, 0.5, 0.5, 1.0, 0.0,

0.5, 0.5, 0.5, 1.0, 0.0,

-0.5, 0.5, 0.5, 0.0, 0.0,

-0.5, 0.5, -0.5, 0.0, 1.0,

};

position = []mgl32.Mat3{

mgl32.Mat3{0,0,0},

mgl32.Mat3{2,5,-15},

mgl32.Mat3{-1.5,-2.2,-2.5},

}

deltaTime = float32(0.0); // time between current frame and last frame

lastFrame = float32(0.0);

acamera = camera.NewDefaultCamera()

firstMouse = true

lastX = width / 2.0

lastY = height / 2.0

)

func main() {

runtime.LockOSThread()

window := initGlfw()

defer glfw.Terminate()

initOpenGL()

vao,vbo := makeVao(vertices,nil)

shader := shader.NewLocalShader(“./shader/shader-file/shader.vs”,“./shader/shader-file/shader.fs”)

shader.Use()

shader.SetInt(“texture1”, 0)

shader.SetInt(“texture2”, 1)

texture1 := texture.NewLocalTexture(“./texture/texture-file/face.jpg”,gl.TEXTURE0)

texture2 := texture.NewLocalTexture(“./texture/texture-file/wood.jpg”,gl.TEXTURE1)

texture1.Use()

texture2.Use()

projection := acamera.GetProjection(width,height)

shader.SetMatrix4fv(“projection”, projection)

for !window.ShouldClose() {

currentFrame := float32(glfw.GetTime());

deltaTime = currentFrame - lastFrame;

lastFrame = currentFrame;

clear()

texture1.Use()

texture2.Use()

view := acamera.GetViewMatrix()

shader.SetMatrix4fv(“view”,view)

for _, v := range position {

model := mgl32.HomogRotate3DX(float32(glfw.GetTime())).Mul4(mgl32.HomogRotate3DY(float32(glfw.GetTime())))

model = mgl32.Translate3D(v[0],v[1],v[2]).Mul4(model)

shader.SetMatrix4fv(“model”,&model[0])

draw(vao)

}

processInput(window)

glfw.PollEvents()

window.SwapBuffers()

}

gl.DeleteVertexArrays(1, &vao);

gl.DeleteBuffers(1, &vbo);

glfw.Terminate()

}

func initGlfw() *glfw.Window {

if err := glfw.Init(); err != nil {

panic(err)

}

glfw.WindowHint(glfw.Resizable, glfw.False)

window, err := glfw.CreateWindow(width, height, “test”, nil, nil)

window.SetCursorPosCallback(mouse_callback)

if err != nil {

panic(err)

}

window.MakeContextCurrent()

window.SetInputMode(glfw.CursorMode,glfw.CursorDisabled)

return window

}

func initOpenGL(){

if err := gl.Init(); err != nil {

panic(err)

}

version := gl.GoStr(gl.GetString(gl.VERSION))

评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值