在三维空间里创建10个物体,并可以自由缩放,移动视角

这篇博客介绍了使用OpenGL进行三维空间物体绘制,允许在窗口内展示多个物体并能在3D坐标系中自由移动视角。作者通过实现FPS相机系统,允许在XZ平面上移动相机。文章中还提及了一个问题,即当纹理分辨率不满足特定条件时,图片会倾斜甚至变为灰色,初步推测与分辨率的宽度是否能被4整除有关。
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继续学习OpenGL,实现了在窗口内画出了N个物体,并放置在某个3维坐标,同时添加了camera,可以自由移动camera(camera为一个FPS的camera,只能在XZ平面移动,如果想要抛开这个限制,只需在camera.h中,把position.y = 0去掉)。

还有一个问题,没有解决: 如果加载的图片是一个 342 * 256 的图片,运行的时候图片会出现倾斜,变成灰色的情况?为何?

下面是个部分的代码:

main.cpp

#include <iostream>

// GLEW
#define GLEW_STATIC
#include <glew.h>

// GLFW
#include <glfw3.h>

// Other Libs
#include <SOIL.h>
#include <glm/gtc/type_ptr.hpp>

// Other includes
#include "Shader.h"
#include "Camera.h"

// Window dimensions
const GLuint WIDTH = 800, HEIGHT = 600;

// Function prototypes
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void do_movement();

//Camera
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
bool keys[1024];
GLfloat lastX = WIDTH / 2, lastY = HEIGHT / 2;
bool firstMouse = true;

GLfloat deltaTime = 0.0f;
GLfloat lastFrame = 0.0f;

// Holds uniform value of texture mix
GLfloat mixValue = 0.2f;

int main()
{
	// Init GLFW
	glfwInit();
	// Set all the required options for GLFW
	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
	glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
	glfwWindowHint(GLFW_SAMPLES, 4);

	// Create a GLFWwindow object that we can use for GLFW's functions
	GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "LearnOpenGL", nullptr, nullptr);
	glfwMakeContextCurrent(window);

	// Set the required callback functions
	glfwSetKeyCallback(window, key_callback);
	glfwSetCursorPosCallback(window, mouse_callback);
	glfwSetScrollCallback(window, scroll_callback);

	//Options
	glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);

	// Set this to true so GLEW knows to use a modern approach to retrieving function pointers and extensions
	// Initialize GLEW to setup the OpenGL Function pointers
	glewExperimental = GL_TRUE;
	glewInit();

	// Define the viewport dimensions
	glViewport(0, 0, WIDTH, HEIGHT);

	//setup some openGL options
	glEnable(GL_DEPTH_TEST);

	// Build and compile our shader program
	Shader ourShader("default.vs", "default.frag");

	// Set up vertex data (and buffer(s)) and attribute pointers
	GLfloat vertices[] = {
		-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
	};
	GLuint indices[] = {  // Note that we start from 0!
		0, 1, 3, // First Triangle
		1, 2, 3  // Second Triangle
	};
	// World space positions of our cubes
	glm::vec3 cubePositions[] = {
		glm::vec3(0.0f,  0.0f,  0.0f),
		glm::vec3(2.0f,  5.0f, -15.0f),
		glm::v
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