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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本文链接:https://www.cnblogs.com/IamIron-Man/p/16616399.html
关于博主:评论和私信会在第一时间回复。或者直接私信我。
版权声明:本博客所有文章除特别声明外,均采用 BY-NC-SA 许可协议。转载请注明出处!
声援博主:如果您觉得文章对您有帮助,可以点击文章右下角【推荐】一下。您的鼓励是博主的最大动力!
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