目录
项目运行结果
摄像机相关知识
摄像机的位置
摄像机的方向
摄像机的右方
摄像机的上方
LookAt矩阵
欧拉角
鼠标控制
鼠标滑动(转动)
鼠标滚轮(缩放)
键盘控制
代码
Camera.h
main.cpp
资源下载
摄像机也在3维空间中,我们可以用一个三维向量来表示摄像机所在的空间位置
glm::vec3 cameraPos = glm::vec3(0.0f, 0.0f, 3.0f);
提到方向,必然要有两个坐标,两个一减就有了方向。也就是摄像机的位置减去要看的目标的坐标。
glm::vec3 cameraTarget = glm::vec3(0.0f, 0.0f, 0.0f);
glm::vec3 cameraDirection = glm::normalize(cameraPos - cameraTarget);
先定义一个上向量(Up Vector)。接下来把上向量和上面得到的方向向量进行叉乘。不论上向量与方向向量如何,叉乘必然垂直与它,这样就可以得到摄像机的右方,有了右方也就有了左方。
glm::vec3 up = glm::vec3(0.0f, 1.0f, 0.0f);
glm::vec3 cameraRight = glm::normalize(glm::cross(up, cameraDirection));
现在我们已经有了x轴向量和z轴向量,获取一个指向摄像机的正y轴向量就相对简单了:我们把右向量和方向向量进行叉乘
到现在位置,一个确定了的摄像机就出现了,它的位置,方向,上下左右均确定了。
glm::vec3 cameraUp = glm::cross(cameraDirection, cameraRight);
我们得到了 RUDP 4个向量,按上述填好即可,就得到了我们的view矩阵。当然,glm库已经集成好了,你只需要填入位置,看的目标,还有up即可自动生成,返回给view矩阵即可。
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));
后面我们把上述代码封装到了Camera类里面,只需要在main函数里面这样写即可:
viewMat = camera.GetViewMatrix();
欧拉通过飞机的俯仰角、偏航角和滚转角确定摄像机的旋转向量,由于滚转角会让用户头晕,一般是不会用到的,后面的摄像机类就不用滚转角作为参数了。
进行鼠标控制之前,我们先把白色的鼠标显示关掉,以免影响效果。
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
我们写自己的mouse_callback回调函数,你可以输出鼠标的位置变化,在后面的代码中会有涉及,至于俯仰角和偏航角的改变,以及摄像机的front向量等我们封装到摄像机类里面。
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
{
if(firstMouse)
{
lastX = xpos;
lastY = ypos;
firstMouse = false;
}
float xoffset = xpos - lastX;
float yoffset = lastY - ypos;
lastX = xpos;
lastY = ypos;
float sensitivity = 0.05;
xoffset *= sensitivity;
yoffset *= sensitivity;
yaw += xoffset;
pitch += yoffset;
if(pitch > 89.0f)
pitch = 89.0f;
if(pitch < -89.0f)
pitch = -89.0f;
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));
cameraFront = glm::normalize(front);
}
用glfw的glfwSetCursorPosCallback来注册回调函数。
glfwSetCursorPosCallback(window, mouse_callback);
我们还会来实现一个缩放(Zoom)接口。视野(Field of View)或fov定义了我们可以看到场景中多大的范围。当视野变小时,场景投影出来的空间就会减小,产生放大(Zoom In)了的感觉。我们会使用鼠标的滚轮来放大。与鼠标移动、键盘输入一样,我们需要一个鼠标滚轮的回调函数:
//鼠标滚轮回调
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
camera.ProcessMouseScroll(yoffset);
}
我们现在在每一帧都必须把透视投影矩阵上传到GPU
projMat = glm::perspective(glm::radians(camera.Zoom), 800.0f / 600.0f, 0.1f, 100.0f);//(透视投影,远小近大)
同样,我们把Zoom封装到了Camera类里面。
我们已经为GLFW的键盘输入定义过一个processInput函数了,当然,之前只有按Esc键会关闭窗口,现在,我们来新添加几个需要检查的按键命令:
//查询GLFW相关按键是否被按下/释放,根据情况作出反应
void processInput(GLFWwindow *window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
camera.MovementSpeed = 2.5f; ; // 按键移动速度
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
camera.ProcessKeyboard(Camera::FORWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
camera.ProcessKeyboard(Camera::BACKWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
camera.ProcessKeyboard(Camera::LEFT, deltaTime);
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
camera.ProcessKeyboard(Camera::RIGHT, deltaTime);
}
通过WASD键进行前后左右的移动,最后将摄像机的位置传给摄像机类的对象即可。
相对于上篇文章,我们增加了摄像机类,在main函数中加了摄像机,进行了 鼠标和键盘控制。这里只粘贴修改部分的代码,如果你跟着我做到了现在,你应该是可以解决的,最后我会把最终的代码上传,入门部分结束。
#pragma once
#include
#include
#include
#include
// Default camera values
//默认的相机值
const float YAW = -90.0f;
const float PITCH = 0.0f;
const float SPEED = 2.5f; //速度
const float SENSITIVITY = 0.1f;
const float ZOOM = 45.0f; //缩放级别
// An abstract camera class that processes input and calculates the corresponding Euler Angles, Vectors and Matrices for use in OpenGL
//一个抽象的相机类,它处理输入并计算相应的欧拉角度、矢量和矩阵,以便在OpenGL中使用
class Camera
{
public:
// Defines several possible options for camera movement. Used as abstraction to stay away from window-system specific input methods
//为摄像机移动定义了几种可能的选项。 一种抽象的用来远离窗口系统的特定输入方法
enum Camera_Movement {
FORWARD,
BACKWARD,
LEFT,
RIGHT
};
// Camera Attributes
//照相机属性
glm::vec3 Position; //位置
glm::vec3 Front;
glm::vec3 Up;
glm::vec3 Right;
glm::vec3 WorldUp;
// Euler Angles
//欧拉角
float Yaw;
float Pitch;
// Camera options
//相机选项
float MovementSpeed; //移动速度
float MouseSensitivity; //鼠标灵敏度
float Zoom;
// Constructor with vectors
//用矢量的构造函数
Camera(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)
{
Position = position;
WorldUp = up;
Yaw = yaw;
Pitch = pitch;
updateCameraVectors();
}
// Constructor with scalar values
//用标量的构造函数
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
//返回使用欧拉角和LookAt矩阵计算的视图矩阵
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)
//处理从任何类似键盘的输入系统接收的输入。 以摄像机定义的ENUM形式接受输入参数(从窗口系统中抽象出来)
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.
// 处理从鼠标输入系统接收的输入。 期待获取x和y方向的偏移值。
void ProcessMouseMovement(float xoffset, float yoffset, GLboolean constrainPitch = true)
{
xoffset *= MouseSensitivity;
yoffset *= MouseSensitivity;
Yaw += xoffset;
Pitch += yoffset;
// Make sure that when pitch is out of bounds, screen doesn't get flipped
//确保当pitch超出范围时,屏幕不会翻转
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
// 使用更新的欧拉角进而更新Front、Right和Up矢量
updateCameraVectors();
}
// Processes input received from a mouse scroll-wheel event. Only requires input on the vertical wheel-axis
// 处理从鼠标滚轮事件接收的输入。 只需要在垂直轮轴上的输入
void ProcessMouseScroll(float yoffset)
{
if (Zoom >= 1.0f && Zoom <= 45.0f)
Zoom -= 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
// 从Camera(更新的)欧拉角计算Front向量
void updateCameraVectors()
{
// Calculate the new Front vector
//计算新的Front向量
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
//同样,重新计算Right和Up向量
// Normalize the vectors, because their length gets closer to 0 the more you look up or down which results in slower movement.
//单位化矢量,因为它们的长度越接近0,你向上或向下看时时间越多,导致移动速度变慢。
Right = glm::normalize(glm::cross(Front, WorldUp));
Up = glm::normalize(glm::cross(Right, Front));
}
};
//头文件
#include
#include
#include
#include "Shader.h"
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
#include
#include
#include
#include "Camera.h"
//函数声明
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow *window);
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
// 设置窗体宽高
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
//鼠标
float lastX;
float lastY;
bool firstMouse = true;
float fov = 1.0f;
//摄像机
glm::vec3 cameraPos = glm::vec3(0.0f, 0.0f, 0.0f);
glm::vec3 cameraFront = glm::vec3(0.0f, 0.0f, -1.0f);
glm::vec3 cameraUp = glm::vec3(0.0f, 1.0f, 0.0f);
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
//使用Camera的矢量构造函数 传参:位置 up yaw pitch
Camera camera(cameraPos, cameraUp, glm::radians(180.0f), glm::radians(0.0f));
//主函数
int main()
{
// glfw: 初始化和配置
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif
// glfw 窗体生成
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "Camera", NULL, NULL);//设置标题
//判断窗体是否生成
if (window == NULL)
{
std::cout << "生成GLFW窗口失败" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);//关闭鼠标显示
// glad: 加载所有的OpenGL功能指针----------------------------------------------------------
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "初始化GLAD失败" << std::endl;
return -1;
}
//开启深度测试
glEnable(GL_DEPTH_TEST);
// 建立并编译着色器--------------------------------------------------------------------
Shader* myShader = new Shader("vertexSource.txt", "fragmentSource.txt");
// 设置点数据 (还有缓冲) 配置点的属性(包含点坐标等) 这里设置了4个,将以索引的方式选择点来画三角形
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
};
unsigned int indices[] = {
0, 1, 2, // 第一个三角形选择索引为 0 1 3的三个点
2, 3, 0, // 第一个三角形选择索引为 1 2 3的三个点
};
//10个立方体的坐标
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, EBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO); //注意,这里使用EBO作为缓冲对象
// 绑定顶点数组, 然后绑定并设置缓冲, 最后配置顶点属性-------------------------------
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
//修改属性-----------------------------------------------------------------------------
glVertexAttribPointer(6, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
glEnableVertexAttribArray(6);
glVertexAttribPointer(8, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(8);
//纹理-------------------------------------------------------------------------------
unsigned int TexBufferA, TexBufferB;
stbi_set_flip_vertically_on_load(true);//y轴翻转
//木箱部分
glGenTextures(1, &TexBufferA);
//激活
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, TexBufferA);
glDrawArrays(GL_TRIANGLES, 0, 36);
glBindTexture(GL_TEXTURE_2D, TexBufferA);//绑定
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);//生成多级渐远纹理
}
else
{
std::cout << "加载纹理失败" << std::endl;
}
stbi_image_free(data);//释放
//笑脸部分
glGenTextures(1, &TexBufferB);
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, TexBufferB);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glBindTexture(GL_TEXTURE_2D, TexBufferB);//绑定
unsigned char *data2 = stbi_load("awesomeface.png", &width, &height, &nrChannels, 0);
if (data)
{
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data2);//注意,有Alpha通道
glGenerateMipmap(GL_TEXTURE_2D);//生成多级渐远纹理
}
else
{
std::cout << "加载纹理失败" << std::endl;
}
stbi_image_free(data2);
//注意这是允许的,对glVertexAttribPointer的调用将VBO注册为顶点属性的绑定顶点缓冲区对象,所以之后我们可以安全地解除绑定
glBindBuffer(GL_ARRAY_BUFFER, 0);
// 您可以在之后取消绑定VAO,以便其他VAO调用不会意外地修改此VAO,但这种情况很少发生。无论如何,
// 修改其他VAO需要调用glBindVertexArray,因此我们通常不会在不直接需要时解除VAO(VBO同样)的绑定。
glBindVertexArray(0);
//glm相关------------------------------------------------------------------
// 下面就是矩阵初始化的一个例子,如果使用的是0.9.9及以上版本
// 下面这行代码就需要改为:
// glm::mat4 trans = glm::mat4(1.0f)
glm::mat4 trans;
glm::mat4 modelMat;
modelMat = glm::rotate(modelMat, glm::radians(-55.0f), glm::vec3(1.0f, 0.0f, 0.0f));
glm::mat4 viewMat;
glm::mat4 projMat;
while (!glfwWindowShouldClose(window))
{
//在每一帧中我们计算出新的deltaTime以备后用。
float currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
glfwSetCursorPosCallback(window, mouse_callback);//鼠标回调函数
glfwSetScrollCallback(window, scroll_callback); //鼠标滚轮回调函数
processInput(window);// 键盘输入
Sleep(200);
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
//清除颜色及深度测试
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//绑定纹理
glActiveTexture(GL_TEXTURE0); // 在绑定纹理之前先激活纹理单元
glBindTexture(GL_TEXTURE_2D, TexBufferA);
glActiveTexture(GL_TEXTURE3); // 在绑定纹理之前先激活纹理单元
glBindTexture(GL_TEXTURE_2D, TexBufferB);
glBindVertexArray(VAO);
/*glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);*/
viewMat = camera.GetViewMatrix();
projMat = glm::perspective(glm::radians(camera.Zoom), 800.0f / 600.0f, 0.1f, 100.0f);//(透视投影,远小近大)
for (int i = 0;i < 10;++i)
{
glm::mat4 modelMat2;
modelMat2 = glm::translate(modelMat2, cubePositions[i]);
float angle = 20.0f * i;//每个旋转角度不同
modelMat2 = glm::rotate(modelMat2, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
glDrawArrays(GL_TRIANGLES, 0, 36);
//使用着色器
myShader->use();
glUniform1i(glGetUniformLocation(myShader->ID, "ourTexture"), 0); // 手动设置
myShader->setInt("ourFace", 3); // 或者使用着色器类设置
unsigned int modelMatLoc = glGetUniformLocation(myShader->ID, "modelMat");
unsigned int viewMatLoc = glGetUniformLocation(myShader->ID, "viewMat");
unsigned int projMatLoc = glGetUniformLocation(myShader->ID, "projMat");
glUniformMatrix4fv(modelMatLoc, 1, GL_FALSE, glm::value_ptr(modelMat2));//使用modelMat的话就是一个,拿出for循环
glUniformMatrix4fv(viewMatLoc, 1, GL_FALSE, glm::value_ptr(viewMat));
glUniformMatrix4fv(projMatLoc, 1, GL_FALSE, glm::value_ptr(projMat));
}
// 画矩形--------------------------------------------------------------------------
//可以知道我们只有一个三角形VAO,没必要每次都绑定它,但是我们这么做会让代码有一点组织性
glBindVertexArray(VAO);
/*glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);*/
glDrawArrays(GL_TRIANGLES, 0, 36);
// glBindVertexArray(0); //没必要每次都解绑
// 交换buffers和poll的IO事件 (按键按下/释放,鼠标移动等.)
glfwSwapBuffers(window);
glfwPollEvents();
}
//一旦他们超出已有的资源,就取消所有资源的分配:
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteBuffers(1, &EBO);
// glfw:终止,清空之前所有的GLFW的预分配资源
glfwTerminate();
return 0;
}
//查询GLFW相关按键是否被按下/释放,根据情况作出反应
void processInput(GLFWwindow *window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
camera.MovementSpeed = 2.5f; ; // 按键移动速度
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
camera.ProcessKeyboard(Camera::FORWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
camera.ProcessKeyboard(Camera::BACKWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
camera.ProcessKeyboard(Camera::LEFT, deltaTime);
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
camera.ProcessKeyboard(Camera::RIGHT, deltaTime);
}
// g无论窗口大小何时改变(由操作系统或用户自己)这个回调函数将会被执行
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
//确定viewport与新的窗口尺寸匹配; 请注意,宽度和高度将明显大于显示器上指定的宽度和高度。
glViewport(0, 0, width, height);
}
//鼠标晃动回调函数
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
{
if (firstMouse)
{
lastX = xpos;
lastY = ypos;
firstMouse = false;
}
float xoffset = xpos - lastX;
float yoffset = lastY - ypos;
//输出
std::cout << "xoffset" << xoffset << std::endl;
std::cout << "yoffset" << yoffset << std::endl;
lastX = xpos;
lastY = ypos;
camera.MouseSensitivity = 0.15f;
camera.ProcessMouseMovement(xoffset,yoffset);
}
//鼠标滚轮回调
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
camera.ProcessMouseScroll(yoffset);
}
https://download.csdn.net/download/lady_killer9/11126577
下载后进行如下设置:
使用vs2015., 打开项目
修改项目属性:
VC++ 目录->包含目录 修改为当前项目下的GL文件
VC++目录->库目录 修改为当前项目下的lib文件
运行即可
更多OpenGL知识:现代OpenGL入门教程
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