OpenGL —— 2.9、摄像机之模拟CS鼠标视角转动(附源码,glfw+glad)

源码效果

C++源码

纹理图片

需下载stb_image.h这个解码图片的库,该库只有一个头文件。

具体代码:

vertexShader.glsl

c 复制代码
#version 330 core

layout(location = 0) in vec3 aPos;
layout(location = 1) in vec2 aUV;

out vec2 outUV;

uniform mat4 _modelMatrix;
uniform mat4 _viewMatrix;
uniform mat4 _projMatrix;

void main()
{
	gl_Position = _projMatrix* _viewMatrix *  _modelMatrix * vec4(aPos.x, aPos.y, aPos.z, 1.0);

	outUV = aUV;
}

vertexShader.glsl

c 复制代码
#version 330 core

out vec4 FragColor;

in vec2 outUV;

uniform sampler2D ourTexture;

void main()
{
	// 使用图片纹理及色彩混合
	FragColor = texture(ourTexture, outUV);
}

OpenGLClass.cpp

c 复制代码
#include "OpenGLClass.h"

Camera _camera;

void OpenGLClass::bck_GLFWframebuffersizefun(GLFWwindow* window, int width, int height)
{
	// 在窗口中定义一个像素矩形,最终的图形将映射到个矩形中
	glViewport(0, 0, width, height);
}

OpenGLClass::OpenGLClass()
{
	// 初始化glfw上下文
	if (glfwInit() == GLFW_FALSE) { std::cout << "glfwInit fail!\n"; return; }
	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);					// 3.3版本
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);	// 使用OpenGL核心模式

	// 创建OpenGL窗体
	GLFWwindow *window = glfwCreateWindow(windowWidth, windowHeight, "OpenGL Core", nullptr, nullptr);
	if (!window) { std::cout << "glfwCreateWindow fail!\n"; return; }

	// 当前OpenGL上下文绑定窗口
	glfwMakeContextCurrent(window);

	// 加载所有OpenGL函数指针
	if (GL_FALSE == gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { std::cout << "gladLoadGLLoader fail!\n"; return; }

	// 在窗口中定义一个像素矩形,最终的图形将映射到个矩形中
	glViewport(0, 0, windowWidth, windowHeight);

	// 窗口大小调整回调
	glfwSetFramebufferSizeCallback(window, OpenGLClass::bck_GLFWframebuffersizefun);

	// 摄像机控制
	glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);	// 鼠标不可见
	glfwSetCursorPosCallback(window, mouse_callback);				// 鼠标移动回调
	_camera.setSpeed(0.02f);
	_camera.lookAt(glm::vec3(0.0f, 0.0f, 3.0f), glm::vec3(0.0f, 0.0f, -1.0f), glm::vec3(0.0f, 1.0f, 0.0f));

	// 初始化VAO/VBO
	initModel();

	// 初始化纹理
	if (!initTexture()) { std::cout << "initTexture fail!\n"; system("pause"); return; }

	// 初始化shader
	if (!initShader("vertexShader.glsl", "fragmentShader.glsl")) { std::cout << "initShader fail!\n"; system("pause"); return; }

	// 窗口标志是否是关闭
	while (!glfwWindowShouldClose(window))
	{
		// 输入按键处理
		ProcessKeyPInput(window);

#if 0
		// 使用红,绿,蓝以及alpha值来清除颜色缓冲区
		glClearColor(0.328125f, 0.35156f, 0.82421f, 1.0f);

		// 将从窗口中清除最后一次所绘制的图形
		/*
			GL_COLOR_BUFFER_BIT:    当前可写的颜色缓冲
			GL_DEPTH_BUFFER_BIT:    深度缓冲
			GL_ACCUM_BUFFER_BIT:	累积缓冲
  			GL_STENCIL_BUFFER_BIT:	模板缓冲
		*/
		glClear(GL_COLOR_BUFFER_BIT);
#endif

		FlushRender();

		// 双缓冲,使用OpenGL或OpenGL ES进行渲染
		glfwSwapBuffers(window);

		// glfw事件循环
		glfwPollEvents();

		// 睡眠10ms,防止造成GPU疯狂消耗。实际具体调整
		Sleep(10);
	}

	// 释放窗口
	glfwDestroyWindow(window);

	// 释放资源,终止GLFW库
	glfwTerminate();
}

OpenGLClass::~OpenGLClass()
{
	// 释放
	if (glIsProgram(shaderProgram)) { glDeleteProgram(shaderProgram); }shaderProgram = 0;
	if (glIsBuffer(VAO)) { glDeleteBuffers(1, &VAO); } VAO = 0;
	if (glIsBuffer(VBO)) { glDeleteBuffers(1, &VBO); } VBO = 0;
}

void OpenGLClass::ProcessKeyPInput(GLFWwindow *window)
{
	if (window)
	{
		if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)		// 获取窗口按键是否ESC
		{
			// 设置窗口关闭标志
			glfwSetWindowShouldClose(window, true);
		}



		if (glfwGetKey(window, GLFW_KEY_LEFT_BRACKET) == GLFW_PRESS)
		{
			_camera.setSpeed(_camera.getSpeed() - 0.005);
			std::cout << "已按'[' 减速键:速度-0.005,当前速度为:" << _camera.getSpeed() << std::endl;
		}
		if (glfwGetKey(window, GLFW_KEY_RIGHT_BRACKET) == GLFW_PRESS)
		{
			_camera.setSpeed(_camera.getSpeed() + 0.005);
			std::cout << "已按']' 增速键:速度+0.005,当前速度为:" << _camera.getSpeed() << std::endl;
		}

		if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
		{
			_camera.move(CAMERA_MOVE::MOVE_FRONT);
			std::cout << "已按'w'键:向(前)运动,速度为:" << _camera.getSpeed() << std::endl;
		}
		if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
		{
			_camera.move(CAMERA_MOVE::MOVE_BACK);
			std::cout << "已按's'键:向(后)运动,速度为:" << _camera.getSpeed() << std::endl;
		}
		if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
		{
			_camera.move(CAMERA_MOVE::MOVE_LEFT);
			std::cout << "已按'a'键:向(左)运动,速度为:" << _camera.getSpeed() << std::endl;
		}
		if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
		{
			_camera.move(CAMERA_MOVE::MOVE_RIGHT);
			std::cout << "已按'd'键:向(右)运动,速度为:" << _camera.getSpeed() << std::endl;
		}
		if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS)
		{
			_camera.move(CAMERA_MOVE::MOVE_UP);
			std::cout << "已按'↑'键:向(上)运动,速度为:" << _camera.getSpeed() << std::endl;
		}
		if (glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS)
		{
			_camera.move(CAMERA_MOVE::MOVE_DOWN);
			std::cout << "已按'↓'键:向(上)运动,速度为:" << _camera.getSpeed() << std::endl;
		}
		if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
		{
			_camera.move(CAMERA_MOVE::MOVE_InitialPosition);
			std::cout << "********** 已按' ' (空格)恢复初始位置! **********" << std::endl;
		}
	}
	window = nullptr;
}

void OpenGLClass::mouse_callback(GLFWwindow *window, double xpos, double ypos)
{
	_camera.onMouseMove(xpos, ypos);
}

void OpenGLClass::setMatrix(const std::string &_name, glm::mat4 _matrix) const
{
	// 获得指定shader程序中uniform变量的位置
	int shaderNameId = glGetUniformLocation(shaderProgram, _name.c_str());


	/*
	将4x4的矩阵数据传递给着色器
		location:指定要更改的uniform变量的位置。
		count:指定要更改的矩阵的数量。如果只更改一个矩阵,该值为1。
		transpose:指定是否需要将矩阵进行转置。一般情况下,设为GL_FALSE即可。
		value:指向包含矩阵数据的指针。
	*/
	glUniformMatrix4fv
	(
		shaderNameId,
		1,
		GL_FALSE,
		glm::value_ptr(_matrix)
	);
}

void OpenGLClass::FlushRender()
{
	// 判断VAO是否被删除
	if (glIsVertexArray(VAO))
	{
		// 使用红,绿,蓝以及alpha值来清除颜色缓冲区
		glClearColor(0.328125f, 0.35156f, 0.82421f, 1.0f);
		// 将从窗口中清除最后一次所绘制的图形,GL_DEPTH_BUFFER_BIT将深度信息也清除
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
		// 开启深度检测
		glEnable(GL_DEPTH_TEST);

		///		// 模型平移数据
		glm::vec3 modelVecs[] =
		{
			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)
		};
		///

		///
		// 观察者/摄像机矩阵
#if 0
		glm::mat4 _viewMatrix = glm::lookAt
		(
			glm::vec3(0.0f, 0.0f, 2.4f),	// 摄像机位置
			glm::vec3(0.0f, 0.0f, 0.0f),	// 摄像机看向的位置
			glm::vec3(0.0f, 1.0f, 0.0f)		// 摄像机顶部的位置
		);
#else
		_camera.update();
#endif

		// 投影矩阵
		glm::mat4 _projMatrix = glm::perspective
		(
			glm::radians(45.0f),
			(float)windowWidth / (float)(windowHeight),
			0.1f, 100.0f
		);
		///

#if 0
		// 使用程序
		glUseProgram(shaderProgram);

		///
		setMatrix("_viewMatrix", _viewMatrix);
		setMatrix("_projMatrix", _projMatrix);
		///

		// 绑定纹理
		glBindTexture(GL_TEXTURE_2D, _texture);

		// 绑定VAO
		glBindVertexArray(VAO);

		// 绘制三角形
		glDrawArrays(GL_TRIANGLES, 0, 36);

		// 关闭使用程序
		glUseProgram(0);
#else
		// 使用程序
		glUseProgram(shaderProgram);

		// 绘制10个立方体
		for (unsigned short index = 0; index < 10; ++index)
		{
			glm::mat4 _modelMatrix(1.0f);
			_modelMatrix = glm::translate(_modelMatrix, modelVecs[index]);
			_modelMatrix = glm::rotate(_modelMatrix, glm::radians((float)glfwGetTime()*(index + 1) * 10), glm::vec3(0.5f, 1.0f, 0.0f));

			///
			setMatrix("_modelMatrix", _modelMatrix);
			setMatrix("_viewMatrix", _camera.getMatrix());
			setMatrix("_projMatrix", _projMatrix);
			///

			// 绑定纹理
			glBindTexture(GL_TEXTURE_2D, _texture);

			// 绑定VAO
			glBindVertexArray(VAO);

			// 绘制矩形
			glDrawArrays(GL_TRIANGLES, 0, 36);
		}

		// 关闭使用程序
		glUseProgram(0);
#endif
	}
}

bool OpenGLClass::initTexture()
{
	// 读取图片相关信息
	ffImage *pImage = ffImage::readFromFile("./rec/wall.jpeg");
	if (!pImage) { return false; }

	// 生成纹理
	glGenTextures(1, &_texture);

	// 以2D方式绑定纹理
	// 将当前绑定的纹理对象替换为参数中指定的纹理对象
	glBindTexture(GL_TEXTURE_2D, _texture);

	// 设置纹理属性
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

	// 读取图片数据,完成数据绑定
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, pImage->getWidth(), pImage->getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, pImage->getData());

	if (pImage) { delete pImage; }pImage = nullptr;
	return true;
}

void OpenGLClass::initModel()
{
	// 坐标、纹理位置
	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
	};

	/****************************************************/	// VAO
	// 创建VAO
	glGenVertexArrays(1, &VAO);

	// 绑定指定的顶点数组对象(Vertex Array Object, VAO)
	glBindVertexArray(VAO);
	/****************************************************/


	/****************************************************/	// VBO
	// 生成缓冲区对象
	glGenBuffers(1, &VBO);

	// 绑定命名缓冲区对象
	glBindBuffer(GL_ARRAY_BUFFER, VBO);

	// 缓冲对象(VBO,IBO 等)分配空间并存储数据
	glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

	/*
		指定顶点属性在顶点缓冲对象中的布局,并将其与顶点着色器中的顶点属性进行关联
			参数1:第n个layout (对应glsl中顶点着色器的layout)
			参数2:顶点属性的组成元素的数量,例如3表示顶点属性是由3个浮点数组成
			参数3:顶点属性的数据类型
			参数4:是否将非浮点型的数据归一化到[-1, 1]或[0, 1]范围内
			参数5:相邻两个顶点属性之间的字节数,通常为0或属性类型大小乘以数量
			参数6:顶点属性在顶点缓冲对象中的偏移量或者数据的首地址
	*/
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)0);
	glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)(sizeof(float) * 3));

	// 激活锚点(参数:第n个layout)
	glEnableVertexAttribArray(0);
	glEnableVertexAttribArray(1);

	// 解绑VAO/VBO
	glBindVertexArray(0);
	glBindBuffer(GL_ARRAY_BUFFER, 0);
	/****************************************************/
}

std::string OpenGLClass::ReadGlslContext(const char *sPath)
{
	std::string strContext;
	if (!sPath) { return strContext; }

	std::ifstream sFile;
	sFile.open(sPath);
	if (sFile.is_open())
	{
		std::stringstream sStream;
		sStream << sFile.rdbuf();
		strContext = sStream.str();
	}
	return strContext;
}

bool OpenGLClass::initShader(const char *_vertexPath, const char *_fragPath)
{
	char infoLog[512] = { 0 };
	int successFlag = 0;

	/*********************************************************/	// vertex编译
	std::string vertexContext = ReadGlslContext(_vertexPath); if (vertexContext.empty()) { return false; }
	const char *cVertexContext = vertexContext.c_str();

	// 创建顶点着色器对象
	unsigned int iVertexID = glCreateShader(GL_VERTEX_SHADER);

	// 为顶点着色器指定源码(参数2:传过去几个)
	glShaderSource(iVertexID, 1, &cVertexContext, nullptr);

	// 编译顶点着色器源码
	glCompileShader(iVertexID);

	// 查看编译顶点着色器源码结果
	glGetShaderiv(iVertexID, GL_COMPILE_STATUS, &successFlag);
	if (!successFlag)	// 编译失败
	{
		// 获取编译失败原因
		glGetShaderInfoLog(iVertexID, 512, nullptr, infoLog);
		std::cout << "glGetShaderiv GL_VERTEX_SHADER" << iVertexID << " fail:" << infoLog << std::endl; return false;
	}
	cVertexContext = nullptr;
	/*********************************************************/


	/*********************************************************/	// fragment编译
	std::string fragmentContext = ReadGlslContext(_fragPath); if (fragmentContext.empty()) { return false; }
	const char *cFragmentContext = fragmentContext.c_str();

	// 创建片段着色器对象
	unsigned int iFragmentID = glCreateShader(GL_FRAGMENT_SHADER);

	// 为片段着色器指定源码(参数2:传过去几个)
	glShaderSource(iFragmentID, 1, &cFragmentContext, nullptr);

	// 编译片段着色器源码
	glCompileShader(iFragmentID);

	// 查看编译片段着色器源码结果
	glGetShaderiv(iFragmentID, GL_COMPILE_STATUS, &successFlag);
	if (!successFlag)	// 编译失败
	{
		// 获取编译失败原因
		glGetShaderInfoLog(iFragmentID, 512, nullptr, infoLog);
		std::cout << "glGetShaderiv GL_FRAGMENT_SHADER" << iFragmentID << " fail:" << infoLog << std::endl; return false;
	}
	cFragmentContext = nullptr;
	/*********************************************************/


	/*********************************************************/	// 链接
	// 创建一个空的程序对象
	shaderProgram = glCreateProgram();
	if (shaderProgram == 0) { std::cout << "glCreateProgram fail!\n"; return false; }

	// 将着色器对象附加到程序对象上(注:glDetachShader为移除程序对象中的指定着色器对象)
	glAttachShader(shaderProgram, iVertexID);
	glAttachShader(shaderProgram, iFragmentID);

	// 进行链接程序对象
	glLinkProgram(shaderProgram);

	// 查看链接状态
	glGetProgramiv(shaderProgram, GL_LINK_STATUS, &successFlag);
	if (!successFlag)	// 链接失败
	{
		// 获取链接失败原因
		glGetProgramInfoLog(shaderProgram, 512, nullptr, infoLog);
		std::cout << "glGetProgramiv " << shaderProgram << " fail:" << infoLog << std::endl; return false;
	}
	/*********************************************************/


	/* 在链接完成后,将编译shader相关删除。仅留下链接ID */
	if (glIsShader(iVertexID)) { glDeleteShader(iVertexID); }
	if (glIsShader(iFragmentID)) { glDeleteShader(iFragmentID); }
	return true;
}

OpenGLClass.h

c 复制代码
#pragma once

#include "Global.h"
#include "ffImage.h"
#include "Camera.h"

class OpenGLClass
{
public:
	OpenGLClass();
	~OpenGLClass();

protected:
	// 初始化纹理
	bool initTexture();

	// 初始化模型VAO/VBO
	void initModel();

	// 初始化shader文件
	bool initShader(const char *_vertexPath, const char *_fragPath);

	// 读取glsl文件内容
	std::string ReadGlslContext(const char *sPath);

	// 刷新Render
	void FlushRender();

	// 回调 - 窗口尺寸变化回调
	static void bck_GLFWframebuffersizefun(GLFWwindow* window, int width, int height);

	// 处理按键输入
	void ProcessKeyPInput(GLFWwindow *window);

	// 设置矩阵
	void setMatrix(const std::string &_name, glm::mat4 _matrix)const;

	// 回调 - 摄像机旋转
	static void mouse_callback(GLFWwindow *window, double xpos, double ypos);

private:
	unsigned short windowWidth = 800, windowHeight = 600;

	unsigned int shaderProgram = 0;		// 链接程序对象
	unsigned int VBO = 0, VAO = 0, _texture = 0;
};

Camera.cpp

c 复制代码
#include "Camera.h"

Camera::Camera()
{
}

Camera::~Camera()
{
}

void Camera::setSpeed(float _spped)
{
	if (_spped > 0 && _spped < 0.5)
	{
		m_speed = _spped;
	}
}

float Camera::getSpeed()
{
	return m_speed;
}

void Camera::lookAt(glm::vec3 _pos, glm::vec3 _front, glm::vec3 _up)
{
	InitialPosition = _pos;

	m_position = _pos;
	m_front = glm::normalize(_front);
	m_up = _up;

	m_vMatrix = glm::lookAt(m_position, m_position + m_front, m_up);
}

void Camera::update()
{
	m_vMatrix = glm::lookAt(m_position, m_position + m_front, m_up);
}

glm::mat4 Camera::getMatrix()
{
	return m_vMatrix;
}

void Camera::move(CAMERA_MOVE _mode)
{
	switch (_mode)
	{
	case CAMERA_MOVE::MOVE_LEFT:
		m_position -= glm::normalize(glm::cross(m_front, m_up)) * m_speed;
		break;
	case CAMERA_MOVE::MOVE_RIGHT:
		m_position += glm::normalize(glm::cross(m_front, m_up)) * m_speed;
		break;
	case CAMERA_MOVE::MOVE_FRONT:
		m_position += m_speed * m_front;
		break;
	case CAMERA_MOVE::MOVE_BACK:
		m_position -= m_speed * m_front;
		break;
	case CAMERA_MOVE::MOVE_UP:
		m_position += glm::normalize(glm::cross(glm::vec3(1.0f, 0.0f, 0.0f), m_front))*m_speed;
		break;
	case CAMERA_MOVE::MOVE_DOWN:
		m_position -= glm::normalize(glm::cross(glm::vec3(1.0f, 0.0f, 0.0f), m_front))*m_speed;
		break;
	case CAMERA_MOVE::MOVE_InitialPosition:
		m_position = InitialPosition;
		break;
	default:
		break;
	}
}

void Camera::pitch(float _yOffset)
{
	m_pitch += _yOffset * m_sensitivity;
	
	// 约定俗成,俯仰角度必须在范围内
	m_pitch = m_pitch > 89.0f ? 89.0f : m_pitch;
	m_pitch = m_pitch < -89.0f ? -89.0f : m_pitch;

	m_front.y = sin(glm::radians(m_pitch));
	m_front.x = cos(glm::radians(m_yaw)) * cos(glm::radians(m_pitch));
	m_front.z = sin(glm::radians(m_yaw)) * cos(glm::radians(m_pitch));
	m_front = glm::normalize(m_front);

	update();
}

void Camera::yaw(float _xOffset)
{
	m_yaw += _xOffset * m_sensitivity;

	m_front.y = sin(glm::radians(m_pitch));
	m_front.x = cos(glm::radians(m_yaw)) * cos(glm::radians(m_pitch));
	m_front.z = sin(glm::radians(m_yaw)) * cos(glm::radians(m_pitch));
	m_front = glm::normalize(m_front);

	update();
}

void Camera::setSentitivity(float _m_sensitivity)
{
	m_sensitivity = _m_sensitivity;
}

void Camera::onMouseMove(double _xpos, double _ypos)
{
	if (m_firstMove)
	{
		m_xpos = _xpos;
		m_ypos = _ypos;
		m_firstMove = false;
		return;
	}

	float _xOffset = _xpos - m_xpos;
	float _yOffset = -(_ypos - m_ypos);
	pitch(_yOffset);
	yaw(_xOffset);
	m_xpos = _xpos;
	m_ypos = _ypos;
}

Camera.h

c 复制代码
#pragma once

#include "Global.h"

enum class CAMERA_MOVE
{
	MOVE_LEFT,
	MOVE_RIGHT,
	MOVE_FRONT,
	MOVE_BACK,
	MOVE_UP,
	MOVE_DOWN,
	MOVE_InitialPosition
};

class Camera
{
public:
	Camera();
	~Camera();

	void setSpeed(float);
	float getSpeed();

	void lookAt(glm::vec3 _pos, glm::vec3 _front, glm::vec3 _up);
	void update();

	glm::mat4 getMatrix();

	// 摄像机平移
	void move(CAMERA_MOVE);

	// 摄像机旋转相关
	void pitch(float);
	void yaw(float);
	void setSentitivity(float);
	void onMouseMove(double _xpos, double _ypos);

private:
	glm::vec3 m_position = glm::vec3(1.0f), InitialPosition = glm::vec3(1.0f);
	glm::vec3 m_front = glm::vec3(1.0f);
	glm::vec3 m_up = glm::vec3(1.0f);
	float m_speed = 0.01f;

	// 旋转模型,达到俯仰效果
	float m_pitch = 0.0;
	float m_yaw = -90;					// 由于初始时看向了z的负方向
	float m_sensitivity = 0.05f;			// 鼠标位移变化值
	float m_xpos = 0.0f, m_ypos = 0.0f;	// 鼠标上一次位置
	bool m_firstMove = true;

	glm::mat4 m_vMatrix = glm::mat4(1.0f);
};

完整源码下载

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关注

Wx GZH:码农总动员
笔者 - jxd

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