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  • opengl鼠标键盘控制相机漫游

    键盘wsad控制相机位移,鼠标左键按下控制相机旋转
    效果如下
    代码如下
    #include <stdio.h>
    #include <string.h> 
    #include <iostream>
    #include <fstream> 
    #include <sstream>
    #include <GL/glew.h>  
    #include <GL/freeglut.h>   
    #include <glm/glm.hpp>
    #include <glm/gtc/matrix_transform.hpp> 
    
    using namespace std;
    using namespace glm;
     
    const char* vsShaderName = "shader.vs";//顶点着色器
    const char* fsShaderName = "shader.fs";//片元着色器
    
    GLuint VBO;//顶点缓冲对象
    GLuint IBO;//索引缓冲对象 
    static  GLfloat *vertices;//顶点数组
    static unsigned int *indices; //索引数组
    GLuint ShaderProgram;
    GLuint MatrixID;
    int windowWidth = 800;
    int windowHeight = 800;
    //相机参数
    glm::mat4 ViewMatrix;//视图矩阵
    glm::mat4 ProjectionMatrix; //投影矩阵
    glm::mat4 MVP;//模型视图矩阵
    glm::mat4 ModelMatrix;//模型矩阵
    glm::vec3 position = glm::vec3(5, 5, 5); //相机位置
    float horizontalAngle = 3.14f;
    float verticalAngle = 0.0f;
    float initialFoV = 45.0f; //相机视场角
    float speed = 0.05f; //平移速度
    float mouseSpeed = 0.005f;
    int mouseX, mouseY;//鼠标位置 窗口坐标
    bool mouseLeftDown=false;//鼠标左键按下 
    
     // 传递键盘事件
    static void SpecialKeyboardCB(unsigned char Key, int x, int y)
    { 
    	glm::vec3 direction(
    		cos(verticalAngle) * sin(horizontalAngle),
    		sin(verticalAngle),
    		cos(verticalAngle) * cos(horizontalAngle)
    	);
    	glm::vec3 right = glm::vec3(
    		sin(horizontalAngle - 3.14f / 2.0f),
    		0,
    		cos(horizontalAngle - 3.14f / 2.0f)
    	);
    	glm::vec3 up = glm::cross(right, direction);
    
    	switch (Key) {  
    	case 'w':
    		position += direction  * speed;
    		//fprintf(stderr, "up 
    ");
    		break; 
    	case 'd':
    		position += right  * speed;
    		//fprintf(stderr, "right 
    ");
    		break; 
    	case 's':
    		position -= direction  * speed;
    		//fprintf(stderr, "down 
    ");
    		break; 
    	case 'a':
    		position -= right  * speed;
    		//fprintf(stderr, "left 
    ");
    		break;
    	case 27:
    		exit(1);
    		break;
    	default:
    		break;
    		//fprintf(stderr, "Unimplemented GLUT key
    ");
    		//exit(1); 
    	}
    
    	float FoV = initialFoV;
    	ProjectionMatrix = glm::perspective(glm::radians(FoV), (float)windowWidth /(float) windowHeight, 0.1f, 100.0f);
    	ViewMatrix = glm::lookAt(
    		position,
    		position + direction,
    		up
    	);
    	ModelMatrix = glm::mat4(1.0);
    	MVP = ProjectionMatrix * ViewMatrix * ModelMatrix;
    	glutPostRedisplay();//设置窗口重绘
    }
    
    //传递鼠标事件
    void mouseCB(int button, int state, int x, int y)
    { 
    	if (button == GLUT_LEFT_BUTTON)
    	{
    		if (state == GLUT_DOWN)
    		{
    			mouseLeftDown = true;
    			mouseX = x;
    			mouseY = y; 
    		} 
    		else if (state == GLUT_UP)
    		{
    			mouseLeftDown = false;
    		}
    	}  
    }
    
    //传递鼠标位置
    static void mouseMotionCB(int x, int y)
    {
    	if (mouseLeftDown == true)
    	{
    		horizontalAngle += mouseSpeed * float(x - mouseX);
    		verticalAngle += mouseSpeed * float(y - mouseY);
    		mouseX = x;
    		mouseY = y;
    		SpecialKeyboardCB(0, 0, 0);
    	}
    }
    
    
    //渲染回调函数 
    void RenderScenceCB() {
    	// 清空颜色缓存 
    	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 
    	glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &MVP[0][0]); 
    	glEnableVertexAttribArray(0);
    	glBindBuffer(GL_ARRAY_BUFFER, VBO);
    	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0); 
    	glDrawArrays(GL_LINES, 0, 40*4);
    	glDisableVertexAttribArray(0);
    	//交换前后缓存
    	glutSwapBuffers();
    }
    
    //创建顶点
    static void CreateVertexBuffer()
    { 
    	vertices = new GLfloat[40*3];
    	for (size_t i = 0; i < 10; i++)
    	{  
    		vertices[i * 12] = 0;
    		vertices[i * 12 + 1] = 0;
    		vertices[i * 12 + 2] = i;
    
    		vertices[i * 12 + 3] = 9;
    		vertices[i * 12 + 4] = 0;
    		vertices[i * 12 + 5] = i;
    
    		vertices[i * 12 + 6] = i;
    		vertices[i * 12 + 7] = 0;
    		vertices[i * 12 + 8] = 0;
    
    		vertices[i * 12 + 9] = i;
    		vertices[i * 12 + 10] = 0;
    		vertices[i * 12 + 11] = 9;
    	}
    	glGenBuffers(1, &VBO);
    	glBindBuffer(GL_ARRAY_BUFFER, VBO);  
    	glBufferData(GL_ARRAY_BUFFER, 40*3* sizeof(GLfloat), vertices, GL_STATIC_DRAW); 
    } 
     
    static void AddShader(GLuint ShaderProgram, const char* pShaderText, GLenum ShaderType)
    {
    	// 根据shader类型参数定义两个shader对象
    	GLuint ShaderObj = glCreateShader(ShaderType);
    	// 检查是否定义成功
    	if (ShaderObj == 0) {
    		fprintf(stderr, "Error creating shader type %d
    ", ShaderType);
    		exit(0);
    	}
    	// 定义shader的代码源
    	const GLchar* p[1];
    	p[0] = pShaderText;
    	GLint Lengths[1];
    	Lengths[0] = strlen(pShaderText);
    	glShaderSource(ShaderObj, 1, p, Lengths);
    	glCompileShader(ShaderObj);// 编译shader对象 
    							   // 检查和shader相关的错误
    	GLint success;
    	glGetShaderiv(ShaderObj, GL_COMPILE_STATUS, &success);
    	if (!success) {
    		GLchar InfoLog[1024];
    		glGetShaderInfoLog(ShaderObj, 1024, NULL, InfoLog);
    		fprintf(stderr, "Error compiling shader type %d: '%s'
    ", ShaderType, InfoLog);
    		exit(1);
    	}
    	// 将编译好的shader对象绑定到program object程序对象上
    	glAttachShader(ShaderProgram, ShaderObj);
    }
    
    // 编译着色器函数
    static void CompileShaders()
    {
    	// 创建着色器程序
    	ShaderProgram = glCreateProgram();
    	// 检查是否创建成功
    	if (ShaderProgram == 0) {
    		fprintf(stderr, "Error creating shader program
    ");
    		exit(1);
    	}
    	// 存储着色器文本的字符串
    	string vs, fs;
    	// 分别读取着色器文件中的文本到字符串
    	std::ifstream VertexShaderStream(vsShaderName, std::ios::in);
    	if (VertexShaderStream.is_open()) {
    		std::stringstream sstr;
    		sstr << VertexShaderStream.rdbuf();
    		vs = sstr.str();
    		VertexShaderStream.close();
    	}
    	else {
    		printf("Error to open %s
    ", vsShaderName);
    		getchar();
    		exit(0);
    	}
    	std::ifstream FragmentShaderStream(fsShaderName, std::ios::in);
    	if (FragmentShaderStream.is_open()) {
    		std::stringstream sstr;
    		sstr << FragmentShaderStream.rdbuf();
    		fs = sstr.str();
    		FragmentShaderStream.close();
    	}
    
    	// 添加顶点着色器和片段着色器
    	AddShader(ShaderProgram, vs.c_str(), GL_VERTEX_SHADER);
    	AddShader(ShaderProgram, fs.c_str(), GL_FRAGMENT_SHADER);
    	// 链接shader着色器程序,并检查程序相关错误
    	GLint Success = 0;
    	GLchar ErrorLog[1024] = { 0 };
    	glLinkProgram(ShaderProgram);
    	glGetProgramiv(ShaderProgram, GL_LINK_STATUS, &Success);
    	if (Success == 0) {
    		glGetProgramInfoLog(ShaderProgram, sizeof(ErrorLog), NULL, ErrorLog);
    		fprintf(stderr, "Error linking shader program: '%s'
    ", ErrorLog);
    		exit(1);
    	}
    	// 检查验证在当前的管线状态程序是否可以被执行
    	glValidateProgram(ShaderProgram);
    	glGetProgramiv(ShaderProgram, GL_VALIDATE_STATUS, &Success);
    	if (!Success) {
    		glGetProgramInfoLog(ShaderProgram, sizeof(ErrorLog), NULL, ErrorLog);
    		fprintf(stderr, "Invalid shader program: '%s'
    ", ErrorLog);
    		exit(1);
    	}
    	// 设置到管线声明中来使用上面成功建立的shader程序
    	glUseProgram(ShaderProgram);
    	MatrixID = glGetUniformLocation(ShaderProgram, "gWVP");
    }
    
    int main(int argc, char ** argv) {
    	// 初始化GLUT
    	glutInit(&argc, argv);
    	// 显示模式:双缓冲、RGBA
    	glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA);
    	glutInitWindowSize(windowWidth, windowHeight);
    	glutInitWindowPosition(100, 100);
    	glutCreateWindow("CameraTest");
    	GLenum res = glewInit();
    	if (res != GLEW_OK) {
    		fprintf(stderr, "Error: '%s'
    ", glewGetErrorString(res));
    		return 1;
    	}
    	// 开始渲染
    	glutDisplayFunc(RenderScenceCB);
    	// 注册键盘事件 
    	glutKeyboardFunc(SpecialKeyboardCB);
    	//注册鼠标事件
    	glutMouseFunc(mouseCB);
    	glutMotionFunc(mouseMotionCB);
    	mouseX = windowWidth / 2;
    	mouseY = windowHeight / 2;
    	// 缓存清空后的颜色值
    	glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    	//创建顶点
    	CreateVertexBuffer(); 
    	// 编译着色器
    	CompileShaders();
    	//开启深度测试
    	glEnable(GL_DEPTH_TEST);
    	// 通知开始GLUT的内部循环
    	glutMainLoop();
    	delete vertices;
    	return 0;
    }
    
    #version 330 
    layout (location = 0) in vec3 Position;  
    uniform mat4 gWVP;  
    out vec3 Color; 
    void main()
    {
        gl_Position = gWVP * vec4(Position, 1.0); 
    	Color = Position/10;
    }
    
    #version 330 
    out vec3 FragColor;   
    in vec3 Color; 
    void main()
    {
        FragColor = Color;
    }
    

    本文链接https://www.cnblogs.com/gucheng/p/10139299.html

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  • 原文地址:https://www.cnblogs.com/gucheng/p/10139299.html
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