基于Python的OpenGL 06 之摄像机

1. 引言

本文基于Python语言,描述OpenGL的摄像机

前置知识可参考:

笔者这里不过多描述每个名词、函数和细节,更详细的文档可以参考:

2. 概述

OpenGL的坐标变换流程图如下:

coordinate_systems

有图可知:

  • 摄像机的参数(如,位置、视点、方向)决定视图

根据变化的相对性,控制摄像机的参数可以看成物体的变化(如,摄像机后移相当于物体后移)

观察矩阵可由摄像机的位置、视点和方向计算,如下图:

img

计算公式:

LookAt=[RxRyRz0UxUyUz0DxDyDz00001][100Px010Py001Pz0001]

其中R是右向量,U是上向量,D是方向向量,P是摄像机位置向量;

位置向量是相反的,因为我们最终希望把世界平移到与我们自身移动的相反方向

3. 编码

控制摄像机的参数实质就是控制观察矩阵(view)

生成一个观察矩阵需要位置、视点和方向向量,GLM的lookAt()函数可用于生成观察矩阵:

view = glm.lookAt(glm.vec3(0.0, 0.0, -3.0),
glm.vec3(0.0, 0.0, 0.0),
glm.vec3(0.0, 1.0, 0.0))

可选项,让摄像机的位置绕圆转动,会形成物体转动的感觉

radius = 10.0
camX = np.sin(glfw.get_time())*radius
camZ = np.cos(glfw.get_time())*radius
view = glm.lookAt(glm.vec3(camX, 0.0, camZ),
glm.vec3(0.0, 0.0, 0.0),
glm.vec3(0.0, 1.0, 0.0))

运行一下,结果图如下:

动画

4. 完整代码

主要文件test.py

import glfw as glfw
from OpenGL.GL import *
import numpy as np
from PIL.Image import open
import glm as glm
import shader as shader
glfw.init()
window = glfw.create_window(800, 600, "camera", None, None)
glfw.make_context_current(window)
VAO = glGenVertexArrays(1)
glBindVertexArray(VAO)
vertices = np.array([
-0.5, -0.5, -0.5, 0.0, 0.0,
0.5, -0.5, -0.5, 1.0, 0.0,
0.5, 0.5, -0.5, 1.0, 1.0,
0.5, 0.5, -0.5, 1.0, 1.0,
-0.5, 0.5, -0.5, 0.0, 1.0,
-0.5, -0.5, -0.5, 0.0, 0.0,
-0.5, -0.5, 0.5, 0.0, 0.0,
0.5, -0.5, 0.5, 1.0, 0.0,
0.5, 0.5, 0.5, 1.0, 1.0,
0.5, 0.5, 0.5, 1.0, 1.0,
-0.5, 0.5, 0.5, 0.0, 1.0,
-0.5, -0.5, 0.5, 0.0, 0.0,
-0.5, 0.5, 0.5, 1.0, 0.0,
-0.5, 0.5, -0.5, 1.0, 1.0,
-0.5, -0.5, -0.5, 0.0, 1.0,
-0.5, -0.5, -0.5, 0.0, 1.0,
-0.5, -0.5, 0.5, 0.0, 0.0,
-0.5, 0.5, 0.5, 1.0, 0.0,
0.5, 0.5, 0.5, 1.0, 0.0,
0.5, 0.5, -0.5, 1.0, 1.0,
0.5, -0.5, -0.5, 0.0, 1.0,
0.5, -0.5, -0.5, 0.0, 1.0,
0.5, -0.5, 0.5, 0.0, 0.0,
0.5, 0.5, 0.5, 1.0, 0.0,
-0.5, -0.5, -0.5, 0.0, 1.0,
0.5, -0.5, -0.5, 1.0, 1.0,
0.5, -0.5, 0.5, 1.0, 0.0,
0.5, -0.5, 0.5, 1.0, 0.0,
-0.5, -0.5, 0.5, 0.0, 0.0,
-0.5, -0.5, -0.5, 0.0, 1.0,
-0.5, 0.5, -0.5, 0.0, 1.0,
0.5, 0.5, -0.5, 1.0, 1.0,
0.5, 0.5, 0.5, 1.0, 0.0,
0.5, 0.5, 0.5, 1.0, 0.0,
-0.5, 0.5, 0.5, 0.0, 0.0,
-0.5, 0.5, -0.5, 0.0, 1.0
])
VBO = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, VBO)
glBufferData(GL_ARRAY_BUFFER, 8 * vertices.size, vertices, GL_STATIC_DRAW)
glVertexAttribPointer(0, 3, GL_DOUBLE, GL_FALSE, int(8 * 5), None)
glEnableVertexArrayAttrib(VAO, 0)
glVertexAttribPointer(1, 2, GL_DOUBLE, GL_FALSE, int(8 * 5), ctypes.c_void_p(8 * 3))
glEnableVertexAttribArray(1)
image = open('./textures/container.jpg')
texture = glGenTextures(1)
glBindTexture(GL_TEXTURE_2D, texture)
# 为当前绑定的纹理对象设置环绕、过滤方式
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_LINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, image.size[0], image.size[1], 0, GL_RGB, GL_UNSIGNED_BYTE, image.tobytes())
glGenerateMipmap(GL_TEXTURE_2D)
image2 = open('./textures/awesomeface.png')
texture2 = glGenTextures(1)
glBindTexture(GL_TEXTURE_2D, texture2)
# 为当前绑定的纹理对象设置环绕、过滤方式
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_LINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, image2.size[0], image2.size[1], 0, GL_RGBA, GL_UNSIGNED_BYTE, image2.tobytes())
glGenerateMipmap(GL_TEXTURE_2D)
shader = shader.Shader("./glsl/test.vs.glsl", "./glsl/test.fs.glsl")
# 配置项
glEnable(GL_DEPTH_TEST)
shader.use()
glUniform1i(glGetUniformLocation(shader.shaderProgram, "texture1"), 0)
glUniform1i(glGetUniformLocation(shader.shaderProgram, "texture2"), 1)
while not glfw.window_should_close(window):
glClearColor(0.2, 0.3, 0.3, 1.0)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
model = glm.rotate(glm.radians(-55.0)*glfw.get_time(), glm.vec3(1.0, 1.0, 0.0))
radius = 10.0
camX = np.sin(glfw.get_time())*radius
camZ = np.cos(glfw.get_time())*radius
view = glm.lookAt(glm.vec3(camX, 0.0, camZ),
glm.vec3(0.0, 0.0, 0.0),
glm.vec3(0.0, 1.0, 0.0))
projection = glm.perspective(glm.radians(45.0), 800 / 600, 0.1, 100.0)
shader.use()
glUniformMatrix4fv(glGetUniformLocation(shader.shaderProgram, 'view'), 1, GL_FALSE, glm.value_ptr(view))
glUniformMatrix4fv(glGetUniformLocation(shader.shaderProgram, 'projection'), 1, GL_FALSE, glm.value_ptr(projection))
glBindVertexArray(VAO)
glActiveTexture(GL_TEXTURE0) # 在绑定纹理之前先激活纹理单元
glBindTexture(GL_TEXTURE_2D, texture)
glActiveTexture(GL_TEXTURE1) # 在绑定纹理之前先激活纹理单元
glBindTexture(GL_TEXTURE_2D, texture2)
cubePositions = [
glm.vec3(0.0, 0.0, 0.0),
glm.vec3(2.0, 5.0, -15.0),
glm.vec3(-1.5, -2.2, -2.5),
glm.vec3(-3.8, -2.0, -12.3),
glm.vec3(2.4, -0.4, -3.5),
glm.vec3(-1.7, 3.0, -7.5),
glm.vec3(1.3, -2.0, -2.5),
glm.vec3(1.5, 2.0, -2.5),
glm.vec3(1.5, 0.2, -1.5),
glm.vec3(-1.3, 1.0, -1.5)
]
for cube in cubePositions:
model = glm.translate(cube)
model = glm.rotate(model, glfw.get_time(), glm.vec3(1.0, 0.3, 0.5))
glUniformMatrix4fv(glGetUniformLocation(shader.shaderProgram, 'model'), 1, GL_FALSE, glm.value_ptr(model))
glDrawArrays(GL_TRIANGLES, 0, 36)
glfw.swap_buffers(window)
glfw.poll_events()
shader.delete()
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoord;
out vec2 TexCoord;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
// 注意乘法要从右向左读
gl_Position = projection * view * model * vec4(aPos, 1.0);
TexCoord = aTexCoord;
}

片段着色器test.fs.glsl

#version 330 core
out vec4 FragColor;
in vec2 TexCoord;
uniform sampler2D texture1;
uniform sampler2D texture2;
void main()
{
FragColor = mix(texture(texture1, TexCoord), texture(texture2, TexCoord), 0.2);
}

5. 参考资料

[1]摄像机 - LearnOpenGL CN (learnopengl-cn.github.io)

[2]OpenGL学习笔记(八)摄像机 - 知乎 (zhihu.com)

[3]LearnOpenGL-Python/camera_circle.py at master · Zuzu-Typ/LearnOpenGL-Python (github.com)

posted @   当时明月在曾照彩云归  阅读(286)  评论(0编辑  收藏  举报
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