OpenGL调用窗口步骤:
第一步:初始化 GLFW,初始化OpenGL,初始化窗口,初始化上下文
第二步:设置窗口大小和位置,设置输入输出
第三步:循环渲染
第四步:终止
示例代码:
#include
#include
#include
void processInput(GLFWwindow* window)
{
if(glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
}
int main()
{
//第一步:初始化glfw,
glfwInit();//初始化glfw
//glfwWindowHint初始化glfw的版本
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);//主版本
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);//次版本
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);//配置
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);//mac上使用
//初始化窗口
GLFWwindow* window = glfwCreateWindow(800, 600, "learnOpenGL", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
//初始化上下文
glfwMakeContextCurrent(window); //将主线程设置为当前渲染环境
//Init GLEW
glewExperimental = true;
if(glewInit() != GLEW_OK)
{
printf("Init GLEW failed.");
glfwTerminate();
return -1;
}
//第二步:设置窗口大小和位置
glViewport(0, 0, 800, 600);//前两个参数窗口左下角的位置。后两个渲染窗口的宽度和高度
while (!glfwWindowShouldClose(window))
{
processInput(window); ///设置输入输出
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);//前面三个参数是RGB,后面一个参数是透明度
glClear(GL_COLOR_BUFFER_BIT);
glfwSwapBuffers(window);//函数在每次循环迭代开始时检查 GLFW 是否已被指示关闭
glfwPollEvents();//函数检查是否触发了任何事件
}
glfwTerminate();//第四步:清理
return 0;
}
调用方向键主要是考虑按键和移动速度,修改的办法是在上面调用窗口的设置函数processInput上进行修改;
void processInput(GLFWwindow *window)
{
...
const float cameraSpeed = 0.05f; // adjust accordingly
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)//按下W键
cameraPos += cameraSpeed * cameraFront;//cameraFront相机超向
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)//按下S键
cameraPos -= cameraSpeed * cameraFront;
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)//按下A键
cameraPos -= glm::normalize(glm::cross(cameraFront, cameraUp)) * cameraSpeed;
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)//按下D键
cameraPos += glm::normalize(glm::cross(cameraFront, cameraUp)) * cameraSpeed;
}
OpenGL 调用鼠标主要考虑鼠标的移动和缩放,主要是使用下面3个函数:
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); //隐藏并捕获光标
void mouse_callback(GLFWwindow* window, double xpos, double ypos);//监听鼠标移动事件xpos和ypos代表当前鼠标位置
glfwSetCursorPosCallback(window, mouse_callback)
计算鼠标光标步骤:
代码:
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
{
if (firstMouse)// initially set to true,保证初次使用不会大幅度跳跃
{
lastX = xpos;
lastY = ypos;
firstMouse = false;
}
float xoffset = xpos - lastX;
float yoffset = lastY - ypos;
lastX = xpos;
lastY = ypos;
float sensitivity = 0.1f; //乘以灵敏度值,降低鼠标移动太剧烈
xoffset *= sensitivity;
yoffset *= sensitivity;
yaw += xoffset;//偏移值加入俯仰
pitch += yoffset;//偏移值加入偏航
if(pitch > 89.0f)///加入约束
pitch = 89.0f;
if(pitch < -89.0f)
pitch = -89.0f;
glm::vec3 direction;//计算实际方向向量
direction.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
direction.y = sin(glm::radians(pitch));
direction.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch));
cameraFront = glm::normalize(direction);
}
(2)鼠标缩放
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
fov -= (float)yoffset;
if (fov < 1.0f)
fov = 1.0f;
if (fov > 45.0f)
fov = 45.0f;
}
projection = glm::perspective(glm::radians(fov), 800.0f / 600.0f, 0.1f, 100.0f);
glfwSetScrollCallback(window, scroll_callback);