目录
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);
}