feat(OpenGL-hello): camera
This commit is contained in:
parent
342604514a
commit
1c5b887de1
4 changed files with 242 additions and 52 deletions
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@ -11,7 +11,7 @@ LDFLAGS := $(shell pkg-config --static --libs glfw3)
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#编译工具链
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#编译工具链
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CC := g++
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CC := g++
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#输出文件命名
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#输出文件命名
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OUT := $(OUT_DIR)/lab1
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OUT := $(OUT_DIR)/hello
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#增加所有头文件所在的目录
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#增加所有头文件所在的目录
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# INC_DIR += ./include/glad
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# INC_DIR += ./include/glad
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@ -55,6 +55,8 @@ nv:$(OUT)
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run:$(OUT)
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run:$(OUT)
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./$(OUT)
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./$(OUT)
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all:$(OUT)
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.PHONY:clean
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.PHONY:clean
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clean:
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clean:
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rm -rf ./${OUT_DIR}/*
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rm -rf ./${OUT_DIR}/*
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148
OpenGL/hello/include/camera.h
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148
OpenGL/hello/include/camera.h
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@ -0,0 +1,148 @@
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#ifndef CAMERA_H
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#define CAMERA_H
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#include "glad/glad.h"
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <iostream>
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#include <vector>
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// Defines several possible options for camera movement. Used as abstraction to
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// stay away from window-system specific input methods
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enum Camera_Movement { FORWARD, BACKWARD, LEFT, RIGHT };
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// Default camera values
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const float YAW = -90.0f;
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const float PITCH = 0.0f;
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const float SPEED = 2.5f;
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const float SENSITIVITY = 0.1f;
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const float ZOOM = 45.0f;
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// An abstract camera class that processes input and calculates the
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// corresponding Euler Angles, Vectors and Matrices for use in OpenGL
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class Camera {
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public:
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// camera Attributes
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glm::vec3 Position;
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glm::vec3 Front;
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glm::vec3 Up;
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glm::vec3 Right;
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glm::vec3 WorldUp;
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// euler Angles
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float Yaw;
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float Pitch;
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// camera options
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float MovementSpeed;
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float MouseSensitivity;
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float Zoom;
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bool firstMouse;
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float lastX, lastY;
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// constructor with vectors
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Camera(float X, float Y, glm::vec3 position = glm::vec3(0.0f, 0.0f, 0.0f),
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glm::vec3 up = glm::vec3(0.0f, 1.0f, 0.0f), float yaw = YAW,
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float pitch = PITCH)
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: Front(glm::vec3(0.0f, 0.0f, -1.0f)), MovementSpeed(SPEED),
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MouseSensitivity(SENSITIVITY), Zoom(ZOOM) {
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lastX = X;
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lastY = Y;
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Position = position;
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WorldUp = up;
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Yaw = yaw;
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Pitch = pitch;
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updateCameraVectors();
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}
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// constructor with scalar values
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Camera(float posX, float posY, float posZ, float upX, float upY, float upZ,
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float yaw, float pitch)
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: Front(glm::vec3(0.0f, 0.0f, -1.0f)), MovementSpeed(SPEED),
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MouseSensitivity(SENSITIVITY), Zoom(ZOOM) {
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Position = glm::vec3(posX, posY, posZ);
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WorldUp = glm::vec3(upX, upY, upZ);
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Yaw = yaw;
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Pitch = pitch;
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updateCameraVectors();
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}
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// returns the view matrix calculated using Euler Angles and the LookAt Matrix
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glm::mat4 GetViewMatrix() {
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return glm::lookAt(Position, Position + Front, Up);
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}
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// processes input received from any keyboard-like input system. Accepts input
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// parameter in the form of camera defined ENUM (to abstract it from windowing
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// systems)
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void ProcessKeyboard(Camera_Movement direction, float deltaTime) {
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float velocity = MovementSpeed * deltaTime;
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if (direction == FORWARD)
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Position += Front * velocity;
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if (direction == BACKWARD)
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Position -= Front * velocity;
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if (direction == LEFT)
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Position -= Right * velocity;
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if (direction == RIGHT)
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Position += Right * velocity;
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}
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// processes input received from a mouse input system. Expects the offset
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// value in both the x and y direction.
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void ProcessMouseMovement(float xpos, float ypos,
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GLboolean constrainPitch = true) {
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if (firstMouse) {
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lastX = xpos;
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lastY = ypos;
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firstMouse = false;
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}
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float xoffset = xpos - lastX;
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float yoffset = lastY - ypos;
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lastX = xpos;
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lastY = ypos;
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xoffset *= MouseSensitivity;
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yoffset *= MouseSensitivity;
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Yaw += xoffset;
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Pitch += yoffset;
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// make sure that when pitch is out of bounds, screen doesn't get flipped
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if (constrainPitch) {
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if (Pitch > 89.0f)
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Pitch = 89.0f;
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if (Pitch < -89.0f)
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Pitch = -89.0f;
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}
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// update Front, Right and Up Vectors using the updated Euler angles
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updateCameraVectors();
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}
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// processes input received from a mouse scroll-wheel event. Only requires
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// input on the vertical wheel-axis
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void ProcessMouseScroll(float yoffset) {
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Zoom -= (float)yoffset;
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if (Zoom < 1.0f)
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Zoom = 1.0f;
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if (Zoom > 45.0f)
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Zoom = 45.0f;
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}
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private:
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// calculates the front vector from the Camera's (updated) Euler Angles
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void updateCameraVectors() {
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// calculate the new Front vector
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glm::vec3 front;
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front.x = cos(glm::radians(Yaw)) * cos(glm::radians(Pitch));
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front.y = sin(glm::radians(Pitch));
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front.z = sin(glm::radians(Yaw)) * cos(glm::radians(Pitch));
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Front = glm::normalize(front);
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// also re-calculate the Right and Up vector
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Right = glm::normalize(glm::cross(
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Front, WorldUp)); // normalize the vectors, because their length gets
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// closer to 0 the more you look up or down which
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// results in slower movement.
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Up = glm::normalize(glm::cross(Right, Front));
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}
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};
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#endif
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52
OpenGL/hello/include/source.h
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52
OpenGL/hello/include/source.h
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@ -0,0 +1,52 @@
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#include "camera.h"
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#include "glad/glad.h"
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#include "shader.h"
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#include "stb_image.h"
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#include <GLFW/glfw3.h>
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#include <cmath>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <iostream>
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float vertices[] = {
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, -0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, -0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 1.0f, 0.0f, -0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f, -0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, -0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, -0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, -0.5f, 0.5f, -0.5f, 0.0f, 1.0f};
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glm::vec3 cubePositions[] = {
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glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(2.0f, 5.0f, -15.0f),
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glm::vec3(-1.5f, -2.2f, -2.5f), glm::vec3(-3.8f, -2.0f, -12.3f),
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glm::vec3(2.4f, -0.4f, -3.5f), glm::vec3(-1.7f, 3.0f, -7.5f),
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glm::vec3(1.3f, -2.0f, -2.5f), glm::vec3(1.5f, 2.0f, -2.5f),
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glm::vec3(1.5f, 0.2f, -1.5f), glm::vec3(-1.3f, 1.0f, -1.5f)};
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float deltaTime = 0.0f; // 当前帧与上一帧的时间差
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float lastFrame = 0.0f; // 上一帧的时间
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// settings
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const unsigned int SCR_WIDTH = 800;
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const unsigned int SCR_HEIGHT = 800;
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// 创建摄像机
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Camera camera = Camera(SCR_HEIGHT / 2.0f, SCR_HEIGHT / 2.0f);
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@ -1,51 +1,9 @@
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#include "glad/glad.h"
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#include "source.h"
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#include "shader.h"
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#include "stb_image.h"
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#include <GLFW/glfw3.h>
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#include <cmath>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <iostream>
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float vertices[] = {
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, -0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, -0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 1.0f, 0.0f, -0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f, -0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, -0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, -0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, -0.5f, 0.5f, -0.5f, 0.0f, 1.0f};
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glm::vec3 cubePositions[] = {
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glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(2.0f, 5.0f, -15.0f),
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glm::vec3(-1.5f, -2.2f, -2.5f), glm::vec3(-3.8f, -2.0f, -12.3f),
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glm::vec3(2.4f, -0.4f, -3.5f), glm::vec3(-1.7f, 3.0f, -7.5f),
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glm::vec3(1.3f, -2.0f, -2.5f), glm::vec3(1.5f, 2.0f, -2.5f),
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glm::vec3(1.5f, 0.2f, -1.5f), glm::vec3(-1.3f, 1.0f, -1.5f)};
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void framebuffer_size_callback(GLFWwindow *window, int width, int height);
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void framebuffer_size_callback(GLFWwindow *window, int width, int height);
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void processInput(GLFWwindow *window);
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void processInput(GLFWwindow *window);
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void mouse_callback(GLFWwindow *window, double xpos, double ypos);
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// settings
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void scroll_callback(GLFWwindow *window, double xoffset, double yoffset);
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const unsigned int SCR_WIDTH = 600;
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const unsigned int SCR_HEIGHT = 600;
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int main() {
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int main() {
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@ -73,7 +31,10 @@ int main() {
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}
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}
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// 设置视口
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// 设置视口
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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glfwSetCursorPosCallback(window, mouse_callback);
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glfwSetScrollCallback(window, scroll_callback);
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// 创建着色器程序
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// 创建着色器程序
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Shader shader = Shader("src/tex.vs", "src/tex.fs");
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Shader shader = Shader("src/tex.vs", "src/tex.fs");
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||||||
|
@ -158,19 +119,23 @@ int main() {
|
||||||
shader.setInt("texture2", 1);
|
shader.setInt("texture2", 1);
|
||||||
|
|
||||||
// create transformations
|
// create transformations
|
||||||
glm::mat4 view = glm::mat4(1.0f);
|
glm::mat4 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));
|
||||||
glm::mat4 projection = glm::mat4(1.0f);
|
glm::mat4 projection = glm::mat4(1.0f);
|
||||||
view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
|
view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
|
||||||
projection = glm::perspective(
|
|
||||||
glm::radians(45.0f), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
|
|
||||||
shader.setMat4("view", view);
|
|
||||||
shader.setMat4("projection", projection);
|
|
||||||
|
|
||||||
// 开启深度测试
|
// 开启深度测试
|
||||||
glEnable(GL_DEPTH_TEST);
|
glEnable(GL_DEPTH_TEST);
|
||||||
|
|
||||||
// 循环渲染
|
// 循环渲染
|
||||||
while (!glfwWindowShouldClose(window)) {
|
while (!glfwWindowShouldClose(window)) {
|
||||||
|
|
||||||
|
// 计算帧时间差
|
||||||
|
float currentFrame = glfwGetTime();
|
||||||
|
deltaTime = currentFrame - lastFrame;
|
||||||
|
lastFrame = currentFrame;
|
||||||
|
|
||||||
// 处理输入
|
// 处理输入
|
||||||
processInput(window);
|
processInput(window);
|
||||||
|
|
||||||
|
@ -196,7 +161,7 @@ int main() {
|
||||||
for (unsigned int i = 0; i < 10; i++) {
|
for (unsigned int i = 0; i < 10; i++) {
|
||||||
glm::mat4 model(1.0f);
|
glm::mat4 model(1.0f);
|
||||||
model = glm::translate(model, cubePositions[i]);
|
model = glm::translate(model, cubePositions[i]);
|
||||||
float angle = 20.0f * i;
|
float angle = 20.0f * i + 50.0f;
|
||||||
model =
|
model =
|
||||||
glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
|
glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
|
||||||
shader.setMat4("model", model);
|
shader.setMat4("model", model);
|
||||||
|
@ -204,6 +169,13 @@ int main() {
|
||||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
float radius = 10.0f;
|
||||||
|
view = camera.GetViewMatrix();
|
||||||
|
shader.setMat4("view", view);
|
||||||
|
|
||||||
|
projection = glm::perspective(
|
||||||
|
glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
|
||||||
|
shader.setMat4("projection", projection);
|
||||||
// 检查并调用事件,交换缓冲
|
// 检查并调用事件,交换缓冲
|
||||||
glfwSwapBuffers(window);
|
glfwSwapBuffers(window);
|
||||||
glfwPollEvents();
|
glfwPollEvents();
|
||||||
|
@ -218,9 +190,25 @@ int main() {
|
||||||
void processInput(GLFWwindow *window) {
|
void processInput(GLFWwindow *window) {
|
||||||
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||||
glfwSetWindowShouldClose(window, true);
|
glfwSetWindowShouldClose(window, true);
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
|
||||||
|
camera.ProcessKeyboard(FORWARD, deltaTime);
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
|
||||||
|
camera.ProcessKeyboard(BACKWARD, deltaTime);
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
|
||||||
|
camera.ProcessKeyboard(LEFT, deltaTime);
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
|
||||||
|
camera.ProcessKeyboard(RIGHT, deltaTime);
|
||||||
}
|
}
|
||||||
|
|
||||||
// 窗口大小改变时回调该函数
|
// 窗口大小改变时回调该函数
|
||||||
void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
|
void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
|
||||||
glViewport(0, 0, width, height);
|
glViewport(0, 0, width, height);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void mouse_callback(GLFWwindow *window, double xpos, double ypos) {
|
||||||
|
camera.ProcessMouseMovement(xpos, ypos);
|
||||||
|
}
|
||||||
|
|
||||||
|
void scroll_callback(GLFWwindow *window, double xoffset, double yoffset) {
|
||||||
|
camera.ProcessMouseScroll(yoffset);
|
||||||
|
}
|
Reference in a new issue