FPS相机

1|0LookAt

定义一个摄像机位置、目标位置和上向量

glm::mat4 view; view = 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));

1|1随时间旋转

在最开始定义相机位置、朝向(不是方向向量了,是面向向量)、上方向

glm::vec3 cameraPos = glm::vec3(0.0f, 0.0f, 3.0f); glm::vec3 cameraFront = glm::vec3(0.0f, 0.0f, -1.0f); glm::vec3 cameraUp = glm::vec3(0.0f, 1.0f, 0.0f);

在渲染循环里:(第二个参数用相机位置+朝向就可以加出目标位置)

unsigned int r = 5; float x = sin(glfwGetTime()) * r, z = cos(glfwGetTime()) * r; view = glm::lookAt(cameraPos, cameraPos + cameraFront, cameraUp);

2|0生成多个立方体

把vertices填充6个面的36个点(没有用indices,所以一个面六个点都写上了)

float 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 };

启用Z-Buffer
glEnable(GL_DEPTH_TEST);
然后在渲染循环里每次清空当前深度缓存
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
循环十次,画十个正方体,把每个立方体平移一个距离,定义在cubepositions里:

glm::vec3 cubePositions[] = { 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) };

在model矩阵中进行变换,在渲染循环里进行十个绘制:

for (unsigned int i = 0; i < 10; i++) { glm::mat4 model = glm::mat4(1.0f); model = glm::translate(model, cubePositions[i]); model = glm::rotate(model, glm::radians(20.0f*i), glm::vec3(1.0f, 0.2f, 0.3f)); unsigned int r = 5; float x = sin(glfwGetTime()) * r, z = cos(glfwGetTime()) * r; view = glm::lookAt(cameraPos, cameraPos + cameraFront, cameraUp); projection = glm::perspective(glm::radians(45.0f), (float)800 / (float)600, 0.1f, 100.0f); glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model)); glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view)); glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, glm::value_ptr(projection)); glDrawArrays(GL_TRIANGLES, 0, 36); }

3|0用键盘WASD驱动

要在processInput中进行,cameraPos等的定义要在最开头:

void processInput(GLFWwindow* window) { if (glfwGetKey(window, GLFW_KEY_KP_ENTER) == GLFW_PRESS or glfwGetKey(window, GLFW_KEY_ENTER) == GLFW_PRESS or glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) glfwSetWindowShouldClose(window, true); float cameraSpeed = 0.05f; if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) cameraPos += cameraSpeed * cameraFront; if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) cameraPos -= cameraSpeed * cameraFront; if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) cameraPos += cameraSpeed * glm::normalize(glm::cross(cameraUp, cameraFront)); if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) cameraPos -= cameraSpeed * glm::normalize(glm::cross(cameraUp, cameraFront)); }

4|0到目前为止的程序

#include<glad/glad.h> #include<GLFW/glfw3.h> #include<iostream> #include<Shader.cpp> #define STB_IMAGE_IMPLEMENTATION #include<stb_image.h> #include<glm/glm.hpp> #include<glm/gtc/matrix_transform.hpp> #include<glm/gtc/type_ptr.hpp> glm::vec3 cameraPos = glm::vec3(0.0f, 0.0f, 3.0f); glm::vec3 cameraFront = glm::vec3(0.0f, 0.0f, -1.0f); glm::vec3 cameraUp = glm::vec3(0.0f, 1.0f, 0.0f); void framebuffer_size_callback(GLFWwindow* window, int width, int height) { glViewport(0, 0, width, height); } void processInput(GLFWwindow* window) { if (glfwGetKey(window, GLFW_KEY_KP_ENTER) == GLFW_PRESS or glfwGetKey(window, GLFW_KEY_ENTER) == GLFW_PRESS or glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) glfwSetWindowShouldClose(window, true); float cameraSpeed = 0.05f; if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) cameraPos += cameraSpeed * cameraFront; if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) cameraPos -= cameraSpeed * cameraFront; if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) cameraPos += cameraSpeed * glm::normalize(glm::cross(cameraUp, cameraFront)); if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) cameraPos -= cameraSpeed * glm::normalize(glm::cross(cameraUp, cameraFront)); } int main() { glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); //创建窗口对象 GLFWwindow* window = glfwCreateWindow(800, 600, "LJHyyds", NULL, NULL); if (window == NULL) { std::cout << "Failed to create" << std::endl; glfwTerminate(); return -1; } glfwMakeContextCurrent(window); //初始化GLAD管理指针,加载系统OpenGL函数指针 if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { std::cout << "Failed to init GLAD" << std::endl; return -1; } glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); Shader myshader("shader.vs", "shader.fs"); float 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 }; glm::vec3 cubePositions[] = { 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) }; unsigned int VBO, VAO, texture; glGenBuffers(1, &VBO); glGenTextures(1, &texture); glGenVertexArrays(1, &VAO); glBindVertexArray(VAO); glBindTexture(GL_TEXTURE_2D, texture); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); //第一个是类型,第二个是大小,第三个是数据 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0); glEnableVertexAttribArray(0); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float))); glEnableVertexAttribArray(1); int width, height, nrChannels; unsigned char *data = stbi_load("container.jpg", &width, &height, &nrChannels, 0); if (data) { glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data); glGenerateMipmap(GL_TEXTURE_2D); } else { std::cout << "Failed to load texture" << std::endl; } stbi_image_free(data); unsigned int modelLoc = glGetUniformLocation(myshader.ID, "model"); unsigned int viewLoc = glGetUniformLocation(myshader.ID, "view"); unsigned int projectionLoc = glGetUniformLocation(myshader.ID, "projection"); glEnable(GL_DEPTH_TEST); myshader.use(); while (!glfwWindowShouldClose(window)) { processInput(window); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClearColor(0.0f, 0.5f, 1.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); glm::mat4 view = glm::mat4(1.0f), projection = glm::mat4(1.0f); for (unsigned int i = 0; i < 10; i++) { glm::mat4 model = glm::mat4(1.0f); model = glm::translate(model, cubePositions[i]); model = glm::rotate(model, glm::radians(20.0f*i), glm::vec3(1.0f, 0.2f, 0.3f)); unsigned int r = 5; float x = sin(glfwGetTime()) * r, z = cos(glfwGetTime()) * r; view = glm::lookAt(cameraPos, cameraPos + cameraFront, cameraUp); projection = glm::perspective(glm::radians(45.0f), (float)800 / (float)600, 0.1f, 100.0f); glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model)); glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view)); glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, glm::value_ptr(projection)); glDrawArrays(GL_TRIANGLES, 0, 36); } glfwSwapBuffers(window); glfwPollEvents(); } glDeleteVertexArrays(1, &VAO); glDeleteBuffers(1, &VBO); //关闭窗口 glfwTerminate(); return 0; }

__EOF__

本文作者Liujiahang
本文链接https://www.cnblogs.com/IamIron-Man/p/16616399.html
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