feat(OpenGL): lab2 camera

This commit is contained in:
iridiumR 2023-05-29 00:53:51 +08:00
parent b175659ad2
commit 2b6518a20f
3 changed files with 229 additions and 23 deletions

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@ -0,0 +1,154 @@
#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, UP, DOWN };
// 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, 0.4f),
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;
if (direction == UP) {
Position += Up * velocity;
if (direction == DOWN)
Position -= Up * 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

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@ -1,12 +1,18 @@
#include "camera.h"
#include "glad/glad.h"
#include "shader.h"
#include "stb_image.h"
#include <GLFW/glfw3.h>
#include <cmath>
#include <iostream>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <iostream>
// settings
const unsigned int SCR_WIDTH = 600;
const unsigned int SCR_HEIGHT = 600;
// 四边形顶点
float vertices[] = {
@ -23,12 +29,13 @@ unsigned int indices[] = {
1, 2, 3 // 第二个三角形
};
float deltaTime, lastTime;
Camera camera = Camera(SCR_HEIGHT / 2.0f, SCR_HEIGHT / 2.0f);
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() {
@ -40,7 +47,8 @@ int main() {
// glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
// 创建窗口
GLFWwindow *window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
GLFWwindow *window =
glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
if (window == NULL) {
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
@ -55,7 +63,10 @@ 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");
@ -99,11 +110,11 @@ int main() {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// 加载并生成纹理
// 加载并生成纹理
// 图片翻转y轴
stbi_set_flip_vertically_on_load(true);
int width, height, nrChannels;
int width, height, nrChannels;
unsigned char *data =
stbi_load("resources/bf-half.png", &width, &height, &nrChannels, 0);
if (data) {
@ -123,38 +134,55 @@ int main() {
// 绑定纹理
shader.setInt("tex", 0);
// 设置变换矩阵
// 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 - lastTime;
lastTime = currentFrame;
// 处理输入
processInput(window);
// 设置为白色
glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
// 初始化
glClearColor(0.3f, 0.3f, 0.3f, 0.3f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// 绑定纹理
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
glm::mat4 view = camera.GetViewMatrix();
glm::mat4 projection =
glm::perspective(glm::radians(camera.Zoom),
(float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
// 绘制三角形
shader.use();
glBindVertexArray(VAO);
shader.setMat4("view", view);
shader.setMat4("projection", projection);
glm::mat4 trans(1.0f);
trans = glm::rotate(trans, float(-sin((float)glfwGetTime())), glm::vec3(0.0, 1.0, 0.0));
trans = glm::translate(trans,glm::vec3(-0.2,0.0,0.0));
shader.setMat4("trans",trans);
trans = glm::rotate(trans, float(-sin((float)glfwGetTime())),
glm::vec3(0.0, 1.0, 0.0));
trans = glm::translate(trans, glm::vec3(-0.2, 0.0, 0.0));
shader.setMat4("trans", trans);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
trans = glm::mat4(1.0f);
trans = glm::rotate(trans, float(-sin((float)glfwGetTime())), glm::vec3(0.0, 1.0, 0.0));
trans = glm::translate(trans,glm::vec3(0.2,0.0,0.0));
trans = glm::rotate(trans,glm::radians(180.0f), glm::vec3(0.0, 1.0, 0.0));
// trans = glm::rotate(trans, (float)glfwGetTime(), glm::vec3(0.0, 0.5, 0.5));
// trans = glm::scale(trans, glm::vec3(0.5, 0.5, 0.5));
shader.setMat4("trans",trans);
trans = glm::rotate(trans, float(sin((float)glfwGetTime())),
glm::vec3(0.0, 1.0, 0.0));
trans = glm::translate(trans, glm::vec3(0.2, 0.0, 0.0));
trans = glm::rotate(trans, glm::radians(180.0f), glm::vec3(0.0, 1.0, 0.0));
// trans = glm::rotate(trans, (float)glfwGetTime(), glm::vec3(0.0, 0.5,
// 0.5)); trans = glm::scale(trans, glm::vec3(0.5, 0.5, 0.5));
shader.setMat4("trans", trans);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
// 检查并调用事件,交换缓冲
@ -171,9 +199,30 @@ 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);
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
camera.ProcessKeyboard(UP, deltaTime);
if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS)
camera.ProcessKeyboard(DOWN, 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);
}

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@ -7,10 +7,13 @@ out vec3 ourColor;
out vec2 TexCoord;
uniform mat4 trans;
uniform mat4 view;
uniform mat4 projection;
void main()
{
gl_Position = trans * vec4(aPos, 1.0);
gl_Position = projection * view * trans * vec4(aPos, 1.0);
// gl_Position = trans * vec4(aPos, 1.0);
ourColor = aColor;
TexCoord = aTexCoord;
}