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