OpenGL原理与实践——核心模式(四):摄像机变换理论与应用

目录

变换是什么?对于OpenGL的摄像机又意味着什么?

MVP变换

投影变换

正交投影变换

透视投影变换 

摄像机/投影矩阵的应用

绘制单个立方体——源码及渲染结果

绘制多个立方体——源码及渲染结果

构建摄像机类——实现控制摄像机移动

摄像机坐标系的构成

摄像机坐标系的参数构建

摄像机关键参数提取(移动参数)

摄像机平移功能实现

构建摄像机类——实现控制摄像机旋转

摄像机front向量的xyz

鼠标跟踪控制方法分解 

摄像机旋转功能实现


变换是什么?对于OpenGL的摄像机又意味着什么?

答:就是将三维物体映射到摄像机屏幕的过程。

 在线性代数中,变换=矩阵,任何3D变化都可以通过矩阵来表示。 

MVP变换

那么问题来了,如何将三维物体映射到屏幕空间呢?

答:经过MVP变换。

这里不对MVP变换做过多的展开,详细理论可参考GAMES101的课程。

那么如何变换呢?如何获得物体在观察坐标系下的位置呢?

不失一般性,我们考虑一个简单的情况,即观察坐标系与世界坐标系平行:

  •  首先我们将观察坐标系平移变换到世界坐标系原点,那么会有一个对应的矩阵
  • 我们用同样的矩阵,对物体做一次变换,即可得到物体在观察坐标系下的位置

但更一般的情况是:摄像机空间与世界空间存在一定的角度:

那此时如何得到物体在摄像机空间的相对位置呢?

答:可以将摄像机移动到世界坐标系原点,然后将摄像机坐标系的三个正交基旋转至与世界坐标系重合。

但问题来了,如何获得这个旋转矩阵呢?这个矩阵并不好算。

但我们可以曲线救国,利用矩阵的逆。

既然直接求摄像机空间旋转至世界空间不好求,那我们可以把世界空间旋转至摄像机空间,并获得一个矩阵,然后再求这个矩阵的逆,即为摄像机空间旋转至世界空间的变换矩阵。

投影变换

投影分两种:

投影变换的目标是:将空间中的点P变换到摄像机平面坐标系内,并且做成NDC(标准设备坐标)的形式。NDC为了兼容不同窗口的宽高,让x与y的都同一到(-1,1)范围内,之后各自乘以宽高

正交投影变换

透视投影变换 

 

空间中的点投射到屏幕近剪裁平面的坐标。

过多的数学推导这里不做展示,直接给出结果:

摄像机/投影矩阵的应用

下载并载入glm第三方库:

类似之前实践的思路,我们需要更改和设置:

  • 设置glm::mat4 初始化view摄像机矩阵和proj投影矩阵
  • 设置好需要绘制的正方体六个面
  • 处理相应锚点并激活,这里不需要索引处理了
  • 在shader中添加设置矩阵的方法
  • 在render()中,利用glm设置相应矩阵,并开启深度测试

绘制单个立方体——源码及渲染结果

#include "Base.h"
#include "Shader.h"
#include "ffImage.h"

void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow* window);
void initModel();
void initShader(const char* _vertexPath, const char* _fragPath);
void initTexture();
void render();

unsigned int VBO = 0;
unsigned int VAO = 0;
unsigned int EBO = 0;
unsigned int _texture = 0;

Shader _shader;
ffImage* _pImage = nullptr;

glm::mat4 _viewMatrix(1.0f);
glm::mat4 _projMatrix(1.0f);
int _width = 800;
int _height = 600;

int main() {
	//初始化OpenGL上下文环境,OpenGL是一个状态机,会保存当前状态下的渲染状态以及管线的状态
	glfwInit(); 
	//,3版本以上
	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
	//用OpenGL核心开发模式
	glfwWindowHint(GLFW_OPENGL_PROFILE,GLFW_OPENGL_CORE_PROFILE);

	//创建窗体
	GLFWwindow* window = glfwCreateWindow(800, 600, "OpenGl Core", nullptr, nullptr);
	if (window == nullptr) {
		std::cout << "Failed to create GLFW window" << std::endl;
		glfwTerminate();
		return -1;
	}
	//把当前上下文绑定至当前窗口
	glfwMakeContextCurrent(window);

	//通过glad绑定各种函数指针
	if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
		std::cout << "Failed to initialize GLAD" << std::endl;
		return -1;
	}

	//视口:需要渲染的东西在哪里
	glViewport(0, 0, _width, _height);
	//当Frame大小变动,调用回调函数调整视口大小
	glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);

	initModel();
	initShader("vertexShader.glsl", "fragmentShader.glsl");
	initTexture();

	//防止窗口结束退出
	while (!glfwWindowShouldClose(window)) {
		processInput(window);

		render();

		//双缓冲
		glfwSwapBuffers(window);
		glfwPollEvents();
	}

	//结束,释放资源
	glfwTerminate();
	return 0;

}

void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
	glViewport(0, 0, width, height);
}

void processInput(GLFWwindow* window) {
	if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
		glfwSetWindowShouldClose(window, true);
	}
}

//渲染
void render() {
	//擦除画布,用定义的颜色填充
	glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	glEnable(GL_DEPTH_TEST);

	//眼睛(摄像机)位置,看向位置,摄像机上方位置
	_viewMatrix = glm::lookAt(
		glm::vec3(3.0f, 3.0f, 3.0f),
		glm::vec3(0.0f, 0.0f, 0.0f),
		glm::vec3(0.0f, 1.0f, 0.0f));
	//透视投影矩阵:视锥角,宽高比,近平面,远平面
	_projMatrix = glm::perspective(
		glm::radians(45.0f),
		(float)_width / (float)_height,
		0.1f,
		100.0f);

	glBindTexture(GL_TEXTURE_2D, _texture);
	_shader.start();
	_shader.setMatrix("_viewMatrix", _viewMatrix);
	_shader.setMatrix("_projMatrix", _projMatrix);
		glBindVertexArray(VAO);
		glDrawArrays(GL_TRIANGLES, 0, 36);
	_shader.end();
}

//构建模型数据:VBO,VAO
void initModel() {
	//float vertices[] = {
	//	//顶点信息				颜色信息			纹理信息
	//	0.5f, 0.5f, 0.0f,		1.0f,0.0f,0.0f,		1.0f,1.0f,
	//	0.5f, -0.5f, 0.0f,	 	0.0f,1.0f,0.0f,		1.0f,0.0f,
	//	-0.5f, -0.5f, 0.0f,		0.0f,0.0f,1.0f,		0.0f,0.0f,
	//	-0.5f, 0.5f, 0.0f,		0.0f,1.0f,0.0f,		0.0f,1.0f
	//};

	float vertices[] = {
	//第一个面,六个顶点两个三角形
	-0.5f, -0.5f, -0.5f,  0.0f, 0.0f,
	 0.5f, -0.5f, -0.5f,  1.0f, 0.0f,
	 0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
	 0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
	-0.5f,  0.5f, -0.5f,  0.0f, 1.0f,
	-0.5f, -0.5f, -0.5f,  0.0f, 0.0f,

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

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

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

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

	-0.5f,  0.5f, -0.5f,  0.0f, 1.0f,
	 0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
	 0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
	 0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
	-0.5f,  0.5f,  0.5f,  0.0f, 0.0f,
	-0.5f,  0.5f, -0.5f,  0.0f, 1.0f
	};

	glGenVertexArrays(1, &VAO);
	glBindVertexArray(VAO);

	//之后的VBO便属于了VAO的管理范围
	glGenBuffers(1, &VBO);
	//绑定哪一种buffer, 
	glBindBuffer(GL_ARRAY_BUFFER, VBO);
	//分配显存:分配哪种buffer,分配显存大小,分配地址,使用数据的方式
	glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

	//对哪个锚点进行操作:layout=0的锚点,读3个顶点,类型为float,不需要归一化,每次步长为3个float大小,从0处开始读
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
	glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(sizeof(float)*3));
	
	//打开锚点:激活
	glEnableVertexAttribArray(0);
	glEnableVertexAttribArray(1);

	//解绑
	glBindBuffer(GL_ARRAY_BUFFER, 0);
	glBindVertexArray(0);
}

//
void initShader(const char* _vertexPath, const char* _fragPath) {
	
	_shader.initShader(_vertexPath, _fragPath);
}

void initTexture() {
	_pImage = ffImage::readFromFile("res/wall.jpg");
	//纹理绑定
	glGenTextures(1, &_texture);
	glBindTexture(GL_TEXTURE_2D, _texture);
	//纹理属性设置
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);	
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	//读入图片数据
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, _pImage->getWidth(), _pImage->getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE,_pImage->getData());
}
//vertexShader.glsl
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aUV;

out vec2 outUV;

uniform mat4 _modelMatrix;
uniform mat4 _viewMatrix;
uniform mat4 _projMatrix;


void main()
{
   gl_Position = _projMatrix * _viewMatrix * _modelMatrix * vec4(aPos.x, aPos.y, aPos.z, 1.0);
   outUV = aUV;
};
//fragmentShader.glsl
#version 330 core
out vec4 FragColor;

in vec2 outUV;

uniform sampler2D outTexture;

void main()
{
    FragColor = texture(outTexture, outUV) ;
};

绘制多个立方体——源码及渲染结果

这里绘制10个立方体,对每一个立方体先进行一个平移操作,并且进行旋转操作

//渲染
void render() {
	//擦除画布,用定义的颜色填充
	glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	glEnable(GL_DEPTH_TEST);

	glm::vec3 modelVecs[] = {
	glm::vec3(0.0f,  0.0f,  0.0f),
	glm::vec3(2.0f,  5.0f, -15.0f),
	glm::vec3(-1.5f, -2.2f, -2.5f),
	glm::vec3(-3.8f, -2.0f, -12.3f),
	glm::vec3(2.4f, -0.4f, -3.5f),
	glm::vec3(-1.7f,  3.0f, -7.5f),
	glm::vec3(1.3f, -2.0f, -2.5f),
	glm::vec3(1.5f,  2.0f, -2.5f),
	glm::vec3(1.5f,  0.2f, -1.5f),
	glm::vec3(-1.3f,  1.0f, -1.5f)
	};

	_viewMatrix = glm::lookAt(glm::vec3(0.0f, 0.0f, 3.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f));
	_projMatrix = glm::perspective(glm::radians(45.0f), (float)_width / (float)_height, 0.1f, 100.0f);

	glBindTexture(GL_TEXTURE_2D, _texture);

	for (int i = 0; i < 10; i++)
	{
		glm::mat4 _modelMatrix(1.0f);//单位阵
		_modelMatrix = glm::translate(_modelMatrix, modelVecs[i]);//平移
		_modelMatrix = glm::rotate(_modelMatrix, glm::radians((float)glfwGetTime() * (i + 1) * 10), glm::vec3(0.0f, 1.0f, 0.0f));

		_shader.start();
		_shader.setMatrix("_modelMatrix", _modelMatrix);
		_shader.setMatrix("_viewMatrix", _viewMatrix);
		_shader.setMatrix("_projMatrix", _projMatrix);
		glBindVertexArray(VAO);
		glDrawArrays(GL_TRIANGLES, 0, 36);
		_shader.end();
	}
}

 

构建摄像机类——实现控制摄像机移动

需要完成的任务:

  • 接受鼠标以及键盘的信息,并做出反馈
  • 提供接口,控制摄像机上下左右观望、前后左右移动

摄像机坐标系的构成

  • 确定位置:Position
  • 确定朝向:与世界坐标系做连线,但相反的方向作为z轴
  • 确定右方:人为规定一个up向量,比如世界坐标的y轴,与摄像机空间z轴做叉乘,得到right向量
  • 确定上方:通过已求得的两个向量right和direction,叉乘获得up向量

摄像机坐标系的参数构建

 

摄像机关键参数提取(移动参数)

摄像机平移功能实现

摄像机类:

//Camera.h
#pragma once
#include "Base.h"

enum class CAMERA_MOVE{
	MOVE_LEFT,
	MOVE_RIGHT,
	MOVE_FRONT,
	MOVE_BACK
};

class Camera
{
private:
	glm::vec3	m_position;
	glm::vec3	m_front;
	glm::vec3	m_up;
	float		m_speed;

	glm::mat4	m_vMatrix;

public:
	Camera() {
		m_position = glm::vec3(1.0f);
		m_front= glm::vec3(1.0f);
		m_up = glm::vec3(1.0f);
		m_speed = 0.01f;

		m_vMatrix = glm::mat4(1.0f);
	}
	~Camera() {}

	void lookAt(glm::vec3 _pos, glm::vec3 _front, glm::vec3 _up);
	void update();
	glm::mat4 getMatrix() { return m_vMatrix; }
	void move(CAMERA_MOVE _mode);
	void setspeed(float _speed);
};


//Camera.cpp
#include "Camera.h"

void Camera::lookAt(glm::vec3 _pos, glm::vec3 _front, glm::vec3 _up)
{
	m_position = _pos;
	m_front = glm::normalize(_front);
	m_up = _up;
	m_vMatrix = glm::lookAt(m_position, m_position + m_front, m_up);
}

void Camera::update()
{
	m_vMatrix = glm::lookAt(m_position, m_position + m_front, m_up);
}

void Camera::move(CAMERA_MOVE _mode)
{
	switch (_mode)
	{
	case CAMERA_MOVE::MOVE_LEFT:
		m_position -= glm::normalize(glm::cross(m_front, m_up)) * m_speed;
		break;
	case CAMERA_MOVE::MOVE_RIGHT:
		m_position += glm::normalize(glm::cross(m_front, m_up)) * m_speed;
		break;
	case CAMERA_MOVE::MOVE_FRONT:
		m_position += m_speed * m_front;
		break;
	case CAMERA_MOVE::MOVE_BACK:
		m_position -= m_speed * m_front;
		break;
	default:
		break;
	}
}

void Camera::setspeed(float _speed)
{
	m_speed = _speed;
}

 main.cpp:

#include "Base.h"
#include "Shader.h"
#include "ffImage.h"
#include "Camera.h"

void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow* window);
void initModel();
void initShader(const char* _vertexPath, const char* _fragPath);
void initTexture();
void render();

unsigned int VBO = 0;
unsigned int VAO = 0;
unsigned int EBO = 0;
unsigned int _texture = 0;

Shader _shader;
ffImage* _pImage = nullptr;
Camera	_camera;

glm::mat4 _projMatrix(1.0f);
int _width = 800;
int _height = 600;

int main() {
	//初始化OpenGL上下文环境,OpenGL是一个状态机,会保存当前状态下的渲染状态以及管线的状态
	glfwInit(); 
	//,3版本以上
	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
	//用OpenGL核心开发模式
	glfwWindowHint(GLFW_OPENGL_PROFILE,GLFW_OPENGL_CORE_PROFILE);

	//创建窗体
	GLFWwindow* window = glfwCreateWindow(800, 600, "OpenGl Core", nullptr, nullptr);
	if (window == nullptr) {
		std::cout << "Failed to create GLFW window" << std::endl;
		glfwTerminate();
		return -1;
	}
	//把当前上下文绑定至当前窗口
	glfwMakeContextCurrent(window);

	//通过glad绑定各种函数指针
	if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
		std::cout << "Failed to initialize GLAD" << std::endl;
		return -1;
	}

	//视口:需要渲染的东西在哪里
	glViewport(0, 0, _width, _height);
	//当Frame大小变动,调用回调函数调整视口大小
	glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);

	_camera.lookAt(glm::vec3(0.0f, 0.0f, 3.0f), glm::vec3(0.0f, 0.0f, -1.0f), glm::vec3(0.0f, 1.0f, 0.0f));
	_camera.setspeed(0.01f);

	initModel();
	initShader("vertexShader.glsl", "fragmentShader.glsl");
	initTexture();

	//防止窗口结束退出
	while (!glfwWindowShouldClose(window)) {
		processInput(window);

		render();

		//双缓冲
		glfwSwapBuffers(window);
		glfwPollEvents();
	}

	//结束,释放资源
	glfwTerminate();
	return 0;

}

void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
	glViewport(0, 0, width, height);
}

void processInput(GLFWwindow* window) {
	if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
		glfwSetWindowShouldClose(window, true);
	}
	if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) {
		_camera.move(CAMERA_MOVE::MOVE_FRONT);
	}
	if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) {
		_camera.move(CAMERA_MOVE::MOVE_BACK);
	}
	if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) {
		_camera.move(CAMERA_MOVE::MOVE_LEFT);
	}
	if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) {
		_camera.move(CAMERA_MOVE::MOVE_RIGHT);
	}
}

//渲染
void render() {
	//擦除画布,用定义的颜色填充
	glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	glEnable(GL_DEPTH_TEST);

	glm::vec3 modelVecs[] = {
	glm::vec3(0.0f,  0.0f,  0.0f),
	glm::vec3(2.0f,  5.0f, -15.0f),
	glm::vec3(-1.5f, -2.2f, -2.5f),
	glm::vec3(-3.8f, -2.0f, -12.3f),
	glm::vec3(2.4f, -0.4f, -3.5f),
	glm::vec3(-1.7f,  3.0f, -7.5f),
	glm::vec3(1.3f, -2.0f, -2.5f),
	glm::vec3(1.5f,  2.0f, -2.5f),
	glm::vec3(1.5f,  0.2f, -1.5f),
	glm::vec3(-1.3f,  1.0f, -1.5f)
	};

	_camera.update();
	_projMatrix = glm::perspective(glm::radians(45.0f), (float)_width / (float)_height, 0.1f, 100.0f);

	glBindTexture(GL_TEXTURE_2D, _texture);

	for (int i = 0; i < 10; i++)
	{
		glm::mat4 _modelMatrix(1.0f);//单位阵
		_modelMatrix = glm::translate(_modelMatrix, modelVecs[i]);//平移
		_modelMatrix = glm::rotate(_modelMatrix, glm::radians((float)glfwGetTime() * (i + 1) * 10), glm::vec3(0.0f, 1.0f, 0.0f));//绕y轴旋转

		_shader.start();
		_shader.setMatrix("_modelMatrix", _modelMatrix);
		_shader.setMatrix("_viewMatrix", _camera.getMatrix());
		_shader.setMatrix("_projMatrix", _projMatrix);
		glBindVertexArray(VAO);
		glDrawArrays(GL_TRIANGLES, 0, 36);
		_shader.end();
	}
}

//构建模型数据:VBO,VAO
void initModel() {
	//float vertices[] = {
	//	//顶点信息				颜色信息			纹理信息
	//	0.5f, 0.5f, 0.0f,		1.0f,0.0f,0.0f,		1.0f,1.0f,
	//	0.5f, -0.5f, 0.0f,	 	0.0f,1.0f,0.0f,		1.0f,0.0f,
	//	-0.5f, -0.5f, 0.0f,		0.0f,0.0f,1.0f,		0.0f,0.0f,
	//	-0.5f, 0.5f, 0.0f,		0.0f,1.0f,0.0f,		0.0f,1.0f
	//};

	float vertices[] = {
	//第一个面,六个顶点两个三角形
	-0.5f, -0.5f, -0.5f,  0.0f, 0.0f,
	 0.5f, -0.5f, -0.5f,  1.0f, 0.0f,
	 0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
	 0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
	-0.5f,  0.5f, -0.5f,  0.0f, 1.0f,
	-0.5f, -0.5f, -0.5f,  0.0f, 0.0f,

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

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

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

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

	-0.5f,  0.5f, -0.5f,  0.0f, 1.0f,
	 0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
	 0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
	 0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
	-0.5f,  0.5f,  0.5f,  0.0f, 0.0f,
	-0.5f,  0.5f, -0.5f,  0.0f, 1.0f
	};

	glGenVertexArrays(1, &VAO);
	glBindVertexArray(VAO);

	//之后的VBO便属于了VAO的管理范围
	glGenBuffers(1, &VBO);
	//绑定哪一种buffer, 
	glBindBuffer(GL_ARRAY_BUFFER, VBO);
	//分配显存:分配哪种buffer,分配显存大小,分配地址,使用数据的方式
	glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

	//对哪个锚点进行操作:layout=0的锚点,读3个顶点,类型为float,不需要归一化,每次步长为3个float大小,从0处开始读
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
	glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(sizeof(float)*3));
	
	//打开锚点:激活
	glEnableVertexAttribArray(0);
	glEnableVertexAttribArray(1);

	//解绑
	glBindBuffer(GL_ARRAY_BUFFER, 0);
	glBindVertexArray(0);
}

//
void initShader(const char* _vertexPath, const char* _fragPath) {
	
	_shader.initShader(_vertexPath, _fragPath);
}

void initTexture() {
	_pImage = ffImage::readFromFile("res/wall.jpg");
	//纹理绑定
	glGenTextures(1, &_texture);
	glBindTexture(GL_TEXTURE_2D, _texture);
	//纹理属性设置
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);	
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	//读入图片数据
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, _pImage->getWidth(), _pImage->getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE,_pImage->getData());
}

结果:

构建摄像机类——实现控制摄像机旋转

摄像机front向量的xyz

front.y:

front.x 和 front.z:

计算方式:

鼠标跟踪控制方法分解 

摄像机旋转功能实现

  • 在主函数中设置鼠标模式,同时绑定回调函数
  • 在摄像机类中添加相应属性及方法
  • 根据之前的理论,编写代码计算个方向向量,并归一化
  • 在鼠标移动时,计算pitch和yaw角度的变化
//Camera.cpp
#include "Camera.h"

void Camera::lookAt(glm::vec3 _pos, glm::vec3 _front, glm::vec3 _up)
{
	m_position = _pos;
	m_front = glm::normalize(_front);
	m_up = _up;
	m_vMatrix = glm::lookAt(m_position, m_position + m_front, m_up);
}

void Camera::update()
{
	m_vMatrix = glm::lookAt(m_position, m_position + m_front, m_up);
}

void Camera::move(CAMERA_MOVE _mode)
{
	switch (_mode)
	{
	case CAMERA_MOVE::MOVE_LEFT:
		m_position -= glm::normalize(glm::cross(m_front, m_up)) * m_speed;
		break;
	case CAMERA_MOVE::MOVE_RIGHT:
		m_position += glm::normalize(glm::cross(m_front, m_up)) * m_speed;
		break;
	case CAMERA_MOVE::MOVE_FRONT:
		m_position += m_speed * m_front;
		break;
	case CAMERA_MOVE::MOVE_BACK:
		m_position -= m_speed * m_front;
		break;
	default:
		break;
	}
}

void Camera::setspeed(float _speed)
{
	m_speed = _speed;
}

void Camera::pitch(float _yOffset)
{
	m_pitch += _yOffset * m_sensitivity;
	if (m_pitch >= 89.0f) {
		m_pitch = 89.0f;
	}
	if (m_pitch <= -89.0f) {
		m_pitch = -89.0f;
	}
	m_front.y = sin(glm::radians(m_pitch));
	m_front.x = cos(glm::radians(m_yaw)) * cos(glm::radians(m_pitch));
	m_front.z = sin(glm::radians(m_yaw)) * cos(glm::radians(m_pitch));

	m_front = glm::normalize(m_front);
	update();
}

void Camera::yaw(float _xOffset)
{
	m_yaw += _xOffset * m_sensitivity;

	m_front.y = sin(glm::radians(m_pitch));
	m_front.x = cos(glm::radians(m_yaw)) * cos(glm::radians(m_pitch));
	m_front.z = sin(glm::radians(m_yaw)) * cos(glm::radians(m_pitch));

	m_front = glm::normalize(m_front);
	update();
}

void Camera::setSensitivity(float _s)
{
	m_sensitivity = _s;
}

void Camera::onMouseMove(double _xpos, double _ypos)
{
	if (m_firseMove) {
		m_xpos = m_xpos;
		m_ypos = m_ypos;
		m_firseMove = false;
		return;
	}
	float _xOffset = _xpos - m_xpos;
	float _yOffset = -(_ypos - m_ypos);

	m_xpos = _xpos;
	m_ypos = _ypos;

	pitch(_yOffset);
	yaw(_xOffset);
}

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