zoukankan      html  css  js  c++  java
  • learnopengl“入门”的全部代码

    projection 里的角度,角度越大,物体离摄像机越远;角度越小,物体离摄像机越近,这个角度表示视野(fov),视野越大,看到的物体就越小

    头文件

      1 #ifndef SHADER_H_INCLUDE
      2 #define SHADER_H_INCLUDE
      3 
      4 #include <iostream>
      5 #include <string>
      6 #include <sstream>
      7 #include <fstream>
      8 
      9 #include <GL/glew.h>
     10 #include <GLFW/glfw3.h>
     11 #include <glm/glm.hpp>
     12 #include <glm/gtc/matrix_transform.hpp>
     13 #include <glm/gtc/type_ptr.hpp>
     14 #include <typeinfo>
     15 class Shader {
     16 public:
     17     unsigned int ID;
     18 
     19     Shader(const GLchar* vertexPath, const GLchar* fragmentPath)
     20     {
     21         std::string vertexCode;
     22         std::string fragmentCode;
     23         std::ifstream vShaderFile;
     24         std::ifstream fShaderFile;
     25 
     26         vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
     27         fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
     28 
     29         try {
     30             //open files
     31             vShaderFile.open(vertexPath);
     32             fShaderFile.open(fragmentPath);
     33             
     34             std::stringstream vShaderStream, fShaderStream;
     35 
     36             //read file's buffer contents into streams
     37             vShaderStream << vShaderFile.rdbuf();
     38             fShaderStream << fShaderFile.rdbuf();
     39 
     40             //close file handlers
     41             vShaderFile.close();
     42             fShaderFile.close();
     43             
     44             //convert stream into string
     45             vertexCode = vShaderStream.str();
     46             fragmentCode = fShaderStream.str();
     47         }
     48         catch (std::ifstream::failure e)
     49         {
     50             std::cout << "ERROR::SHADER::FILE_NOT_SUCCESSFULLY_READ" << std::endl;
     51         }
     52         const char* vShaderCode = vertexCode.c_str();
     53         const char* fShaderCode = fragmentCode.c_str();
     54 
     55         //2.compile shaders
     56         unsigned int vertex, fragment;
     57         int success;
     58         char infoLog[512];
     59 
     60         //vertex shader
     61         vertex = glCreateShader(GL_VERTEX_SHADER);
     62         glShaderSource(vertex, 1, &vShaderCode, NULL);
     63         glCompileShader(vertex);
     64         glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);
     65         if (!success)
     66         {
     67             glGetShaderInfoLog(vertex, 512, NULL, infoLog);
     68             std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED!" << std::endl;
     69         }
     70 
     71         fragment = glCreateShader(GL_FRAGMENT_SHADER);
     72         glShaderSource(fragment, 1, &fShaderCode, NULL);
     73         glCompileShader(fragment);
     74         glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
     75         if (!success)
     76         {
     77             glGetShaderInfoLog(fragment, 512, NULL, infoLog);
     78             std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED!" << std::endl;
     79         }
     80 
     81         ID = glCreateProgram();
     82         glAttachShader(ID, vertex);
     83         glAttachShader(ID, fragment);
     84         glLinkProgram(ID);
     85         glGetProgramiv(ID, GL_LINK_STATUS, &success);
     86         if (!success)
     87         {
     88             glGetProgramInfoLog(ID, 512, NULL, infoLog);
     89             std::cout << "ERROR::SHADER::PROGRAM::LINKTING_FAILED!" << std::endl;
     90         }
     91         
     92         //delete the shaders sa they are linked into our program now and no long necessary
     93         glDeleteShader(vertex);
     94         glDeleteShader(fragment);
     95     }
     96 
     97     //activate the shader
     98     void use()
     99     {
    100         glUseProgram(ID);
    101     }
    102 
    103     //utility uniform functions
    104     void setBool(const std::string &name, bool value) const
    105     {
    106         glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
    107     }
    108 
    109     void setInt(const std::string &name, int value) const
    110     {
    111         glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
    112     }
    113 
    114     void setFloat(const std::string &name, float value) const
    115     {
    116         glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
    117     }
    118 
    119     void setMat4(const std::string &name, glm::mat4 &trans) const
    120     {
    121         
    122         glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &trans[0][0]);
    123     }
    124 
    125     /*void setMat4(const std::string &name, glm::mat4 trans) const
    126     {
    127 
    128         //'trans': formal parameter with requested alignment of 16 won't be aligned,请求对齐的16的形式参数不会对齐
    129         glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, glm::value_ptr(trans));
    130     }*/
    131 
    132 };
    133 
    134 #endif

    .cpp源文件

      1 //projection 里的角度,角度越大,物体离摄像机越远;角度越小,物体离摄像机越近,这个角度表示视野(fov)
      2 //视野越大,看到的物体就越小
      3 #include <iostream>
      4 using namespace std;
      5 #define GLEW_STATIC
      6 #include <GL/glew.h>
      7 #include <GLFW/glfw3.h>
      8 #define STB_IMAGE_IMPLEMENTATION
      9 #include "stb_image.h"
     10 #include "Shader.h"
     11 #include <glm/glm.hpp>
     12 #include <glm/gtc/matrix_transform.hpp>
     13 #include <glm/gtc/type_ptr.hpp>
     14 
     15 
     16 void framebuffer_size_callback(GLFWwindow* window, int width, int height);
     17 void mouse_callback(GLFWwindow* window, GLdouble xpos, GLdouble ypos);
     18 void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
     19 //void scroll_callback(GLFWwindow* window, GLdouble xoffset, GLdouble yoffset);
     20 void processInput(GLFWwindow *window);
     21 
     22 glm::vec3 cameraPos = glm::vec3(0.0f, 0.0f, 3.0f);
     23 glm::vec3 cameraFront = glm::vec3(0.0f, 0.0f, -1.0f);
     24 glm::vec3 cameraUp = glm::vec3(0.0f, 1.0f, 0.0f);
     25 
     26 float deltaTime = 0.0f;
     27 float lastFrame = 0.0f;
     28 float mixValue = 0.3f;
     29 float SCR_WIDTH = 800;
     30 float SCR_HEIGHT = 600;
     31 float Left = 0.0f;
     32 float Up = 0.0f;
     33 float lastX = 400, lastY = 300;
     34 float yaw = -90.0f, pitch = 0.0f;//yaw是偏航角,pitch是俯仰角
     35 GLboolean firstMouse = true;
     36 float fov = 45.0f;
     37 
     38 
     39 
     40 int main()
     41 {
     42     glfwInit();
     43     glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
     44     glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
     45     glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
     46     GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
     47     if (!window)
     48     {
     49         cout << "Failed to create window!
    " << endl;
     50         glfwTerminate();
     51         return -1;
     52     }
     53     glfwMakeContextCurrent(window);
     54 
     55     glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
     56     glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);    //隐藏并捕捉光标
     57     glfwSetCursorPosCallback(window, mouse_callback);    //回调鼠标事件
     58     glfwSetScrollCallback(window, scroll_callback);    //滚轮回调事件
     59 
     60     glewExperimental = GL_TRUE;
     61     if (glewInit() != GLEW_OK)
     62     {
     63         cout << "Failed to initialize GLEW!" << endl;
     64         return -1;
     65     }
     66 
     67     
     68     //glfwSetCursorPosCallback(window, mouse_callback);
     69     //glfwSetScrollCallback(window, scroll_callback);
     70 
     71     //tell GLFW to capture our mouse
     72     //glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
     73     
     74     //configure global opengl state, z buffer
     75     glEnable(GL_DEPTH_TEST);//Z缓冲,深度缓冲
     76 
     77     //build and compile our shader program
     78     Shader ourShader("E:\C++\3.txt", "E:\C++\4.txt");
     79 
     80     float vertices[] = {
     81         -0.5f, -0.5f, -0.5f,  0.0f, 0.0f,
     82         0.5f, -0.5f, -0.5f,  1.0f, 0.0f,
     83         0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
     84         0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
     85         -0.5f,  0.5f, -0.5f,  0.0f, 1.0f,
     86         -0.5f, -0.5f, -0.5f,  0.0f, 0.0f,
     87 
     88         -0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
     89         0.5f, -0.5f,  0.5f,  1.0f, 0.0f,
     90         0.5f,  0.5f,  0.5f,  1.0f, 1.0f,
     91         0.5f,  0.5f,  0.5f,  1.0f, 1.0f,
     92         -0.5f,  0.5f,  0.5f,  0.0f, 1.0f,
     93         -0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
     94 
     95         -0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
     96         -0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
     97         -0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
     98         -0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
     99         -0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
    100         -0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
    101 
    102         0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
    103         0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
    104         0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
    105         0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
    106         0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
    107         0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
    108 
    109         -0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
    110         0.5f, -0.5f, -0.5f,  1.0f, 1.0f,
    111         0.5f, -0.5f,  0.5f,  1.0f, 0.0f,
    112         0.5f, -0.5f,  0.5f,  1.0f, 0.0f,
    113         -0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
    114         -0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
    115 
    116         -0.5f,  0.5f, -0.5f,  0.0f, 1.0f,
    117         0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
    118         0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
    119         0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
    120         -0.5f,  0.5f,  0.5f,  0.0f, 0.0f,
    121         -0.5f,  0.5f, -0.5f,  0.0f, 1.0f
    122     };
    123 
    124     glm::vec3 cubePositions[] = {
    125         glm::vec3(0.0f,  0.0f,  0.0f),
    126         glm::vec3(2.0f,  5.0f, -15.0f),
    127         glm::vec3(-1.5f, -2.2f, -2.5f),
    128         glm::vec3(-3.8f, -2.0f, -12.3f),
    129         glm::vec3(2.4f, -0.4f, -3.5f),
    130         glm::vec3(-1.7f,  3.0f, -7.5f),
    131         glm::vec3(1.3f, -2.0f, -2.5f),
    132         glm::vec3(1.5f,  2.0f, -2.5f),
    133         glm::vec3(1.5f,  0.2f, -1.5f),
    134         glm::vec3(-1.3f,  1.0f, -1.5f)
    135     };
    136 
    137 
    138     unsigned int indeices[] = {
    139         0, 1, 2,
    140         2, 3, 0
    141     };
    142     unsigned int VBO, VAO, EBO;
    143     glGenVertexArrays(1, &VAO);
    144     glGenBuffers(1, &VBO);
    145     glGenBuffers(1, &EBO);
    146 
    147     glBindVertexArray(VAO);
    148     glBindBuffer(GL_ARRAY_BUFFER, VBO);
    149     glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
    150 
    151     glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
    152     //glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indeices), indeices, GL_STATIC_DRAW);
    153 
    154     glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
    155     glEnableVertexAttribArray(0);
    156 
    157     glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
    158     glEnableVertexAttribArray(1);
    159 
    160     //glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
    161     //glEnableVertexAttribArray(2);
    162 
    163     unsigned int texture1, texture2;
    164     glGenTextures(1, &texture1);
    165     glBindTexture(GL_TEXTURE_2D, texture1);
    166 
    167     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    168     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    169 
    170     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    171     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    172 
    173     int width, height, nrChannels;//Channels通道
    174     stbi_set_flip_vertically_on_load(true);    //tell stb_image.h to flip load texture's on the y-axis    //flip翻转
    175     unsigned char *data = stbi_load("wall.jpg", &width, &height, &nrChannels, 0);    //加载图像
    176     if (data)
    177     {
    178         glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);    //创建一个纹理
    179         glGenerateMipmap(GL_TEXTURE_2D);        //承担创建一个纹理后接下来的全部工作,为当前绑定的纹理自动生成所有需要的多级渐远纹理
    180     }
    181     else
    182     {
    183         cout << "Failed to load texture1!" << endl;
    184     }
    185     stbi_image_free(data);        //为绑定的纹理生辰多级渐远纹理之后释放图像的内存
    186 
    187     //texture2
    188     glGenTextures(1, &texture2);
    189     glBindTexture(GL_TEXTURE_2D, texture2);
    190 
    191     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
    192     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
    193 
    194     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    195     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    196 
    197     data = stbi_load("timg.jpg", &width, &height, &nrChannels, 0);
    198     if (data)
    199     {
    200         glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
    201         glGenerateMipmap(GL_TEXTURE_2D);
    202     }
    203     else
    204     {
    205         cout << "Failed to load texture2!" << endl;
    206     }
    207     stbi_image_free(data);
    208 
    209     ourShader.use();
    210     glUniform1i(glGetUniformLocation(ourShader.ID, "texture1"), 0);
    211 glUniform1i(glGetUniformLocation(ourShader.ID, "texture2"), 1);
    212 
    213 
    214 //trans = glm::rotate(trans, glm::radians(90.0f), glm::vec3(0.0f, 0.0f, 1.0f));
    215 //trans = glm::scale(trans, glm::vec3(0.5f, -0.5f, 1.0f));
    216 //第二个参数是传递的矩阵的数量,第三个是是否希望矩阵被置换(行与列交换),第四个是要传递的矩阵
    217 
    218 
    219 float axis;
    220 
    221 //render loop
    222 while (!glfwWindowShouldClose(window))
    223 {
    224     //per-frame time logic 每帧的时间增量
    225     GLfloat currentFrame = glfwGetTime();
    226     deltaTime = currentFrame - lastFrame;
    227     lastFrame = currentFrame;
    228 
    229     processInput(window);
    230 
    231     glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
    232     glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    233 
    234     glActiveTexture(GL_TEXTURE0);
    235     glBindTexture(GL_TEXTURE_2D, texture1);
    236     glActiveTexture(GL_TEXTURE1);
    237     glBindTexture(GL_TEXTURE_2D, texture2);
    238 
    239     ourShader.setFloat("mixValue", mixValue);
    240 
    241     glm::mat4 trans;
    242 
    243     //trans = glm::translate(trans, glm::vec3(0.5f, -0.5f, 0.0f));
    244     //trans = glm::rotate(trans, glm::radians(15.0f), glm::vec3(1.0f, 0.0f, 0.0f));
    245     //trans = glm::rotate(trans, (float)glfwGetTime(), glm::vec3(0.0f, 0.0f, 1.0f));
    246     glUniformMatrix4fv(glGetUniformLocation(ourShader.ID, "transform"), 1, GL_FALSE, glm::value_ptr(trans));
    247 
    248     glUseProgram(ourShader.ID);
    249     glm::mat4 transform;
    250     transform = glm::translate(trans, glm::vec3(Left, Up, 0.0f));
    251     ourShader.setMat4("transform", transform);
    252 
    253     //glm::mat4 model;
    254     glm::mat4 view;
    255     glm::mat4 projection;
    256     //model = glm::rotate(model, glm::radians(45.0f), glm::vec3(0.0f, 1.0f, 0.0f));
    257     //model = glm::rotate(model, (float)glfwGetTime() * glm::radians(50.0f), glm::vec3(0.5f, 1.0f, 0.0f));
    258     //view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
    259     view = glm::lookAt(cameraPos, cameraPos + cameraFront, cameraUp);
    260 
    261     //摄像机的lookAt矩阵就是观察矩阵
    262     //glm::mat4 view;
    263     float radius = 10.0f;
    264     float camX = sin(glfwGetTime()) * radius;
    265     float camZ = cos(glfwGetTime()) * radius;
    266     //view = glm::lookAt(glm::vec3(camX, 0.0f, camZ), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f));
    267 
    268 
    269     //projection = glm::ortho(0.0f, 800.0f, 0.0f, 600.0f, 0.1f, 100.0f);
    270     projection = glm::perspective(glm::radians(fov), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);    //
    271     //glUniformMatrix4fv(glGetUniformLocation(ourShader.ID, "model"), 1, GL_FALSE, glm::value_ptr(model));
    272     glUniformMatrix4fv(glGetUniformLocation(ourShader.ID, "view"), 1, GL_FALSE, glm::value_ptr(view));
    273     ourShader.setMat4("projection", projection);
    274 
    275     glBindVertexArray(VAO);
    276     
    277 
    278     for (unsigned int i = 0; i < 10; i++)
    279     {
    280         glm::mat4 model;
    281         model = glm::translate(model, cubePositions[i]);
    282         float angle = 20.0f * i;
    283         
    284         angle = glfwGetTime() * 25.0f;
    285         
    286         //axis = sin(glfwGetTime());
    287         model = glm::rotate(model, glm::radians(angle), glm::vec3(0.2f * i, 0.1* i, 0.3));
    288         ourShader.setMat4("model", model);
    289         glDrawArrays(GL_TRIANGLES, 0, 36);
    290     }
    291 
    292     //glDrawArrays(GL_TRIANGLES, 0, 36);
    293     //glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
    294 
    295     //trans = glm::mat4();    //trans必须是与上面的trans是同一个,一个uniform在同一个程序中只能被绑定一次
    296     //trans = glm::translate(trans, glm::vec3(-0.5f, 0.5f, 0.0f));
    297     //trans = glm::scale(trans, glm::vec3(sin(glfwGetTime()), sin(glfwGetTime()), sin(glfwGetTime())));
    298     //glUniformMatrix4fv(glGetUniformLocation(ourShader.ID, "transform"), 1, GL_FALSE,glm::value_ptr(trans));
    299     ////glBindVertexArray(VAO);
    300     //glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
    301 
    302 
    303     glfwSwapBuffers(window);
    304     glfwPollEvents();
    305 }
    306 
    307 glDeleteVertexArrays(1, &VAO);
    308 glDeleteBuffers(1, &VBO);
    309 
    310 glfwTerminate();
    311 return 0;
    312 
    313 
    314 return 0;
    315 }
    316 
    317 void framebuffer_size_callback(GLFWwindow* window, int width, int height)
    318 {
    319     glViewport(0, 0, width, height);
    320 }
    321 
    322 void processInput(GLFWwindow* window)
    323 {
    324     if (glfwGetKey(window, GLFW_KEY_ENTER) == GLFW_PRESS)
    325         glfwSetWindowShouldClose(window, true);
    326     if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS)
    327     {
    328         mixValue += 0.001f;
    329         if (mixValue >= 1.0f)
    330             mixValue = 1.0f;
    331     }
    332     if (glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS)
    333     {
    334         mixValue -= 0.001f;
    335         if (mixValue <= 0.0f)
    336             mixValue = 0.0f;
    337     }
    338 
    339     if (glfwGetKey(window, GLFW_KEY_4) == GLFW_PRESS)
    340     {
    341         Left -= 0.001;
    342     }
    343 
    344     if (glfwGetKey(window, GLFW_KEY_6) == GLFW_PRESS)
    345     {
    346         Left += 0.001f;
    347     }
    348     if (glfwGetKey(window, GLFW_KEY_8) == GLFW_PRESS)
    349     {
    350         Up += 0.001f;
    351     }
    352 
    353     if (glfwGetKey(window, GLFW_KEY_2) == GLFW_PRESS)
    354     {
    355         Up -= 0.001f;
    356     }
    357 
    358     float cameraSpeed = 2.5 * deltaTime;
    359     if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
    360         cameraPos += cameraSpeed * cameraFront;
    361     if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
    362         cameraPos -= cameraSpeed * cameraFront;
    363     if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
    364         cameraPos -= glm::normalize(glm::cross(cameraFront, cameraUp)) * cameraSpeed;
    365     if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
    366         cameraPos += glm::normalize(glm::cross(cameraFront, cameraUp)) * cameraSpeed;
    367 }
    368 
    369 void mouse_callback(GLFWwindow* window, double xpos, double ypos)
    370 {
    371     if (firstMouse)
    372     {
    373         lastX = xpos;
    374         lastY = ypos;
    375         firstMouse = false;
    376     }
    377 
    378     float xoffset = xpos - lastX;
    379     float yoffset = lastY - ypos;
    380 
    381     lastX = xpos;
    382     lastY = ypos;
    383     float sensitivity = 0.0005f;
    384     xoffset *= sensitivity;
    385     yoffset *= sensitivity;
    386     yaw += xoffset;
    387     pitch += yoffset;
    388 
    389     if (pitch > 89.0f)
    390         pitch = 89.0f;
    391     if (pitch < -89.0f)
    392         pitch = -89.0f;
    393     
    394     glm::vec3 front;
    395     front.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
    396     front.y = sin(glm::radians(pitch));
    397     front.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch));
    398     cameraFront = glm::normalize(front);
    399 
    400 }
    401 
    402 void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
    403 {
    404     if (fov >= 1.0f && fov <= 45.0f)
    405         fov -= yoffset;
    406     if (fov <= 1.0f)
    407         fov = 1.0f;
    408     if (fov >= 45.0f)
    409         fov = 45.0f;
    410 }

    timg.jpg文件

    wall.jpg文件

  • 相关阅读:
    ZOJ-2788 Panic Room 【最小割】
    易采群人工智能
    kaggle 入门比赛:使用随机森林解Bag of Words Meets Bags of Popcorn解题报告
    论Python爬虫与MySQL数据库交互的坑
    使用改良版多值覆盖Dancing link X (舞蹈链)求解aquarium游戏
    使用修改版Dancing link X (舞蹈链)求解aquarium游戏
    使用Chrome无头浏览器获取puzzle team club解谜游戏的谜面
    使用深度优先搜索DFS求解star battle游戏
    使用Dancing link X (舞蹈链)求解dominosa游戏
    参加天池Flink TPC-DS性能优化竞赛实况(docker环境搭建与ubuntu容器内编译篇)
  • 原文地址:https://www.cnblogs.com/hi3254014978/p/9608056.html
Copyright © 2011-2022 走看看