OpenGL - 让相机移动
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【中文标题】OpenGL - 让相机移动【英文标题】:OpenGL - Getting camera to move 【发布时间】:2018-03-15 21:54:10 【问题描述】:我的 OpenGL 游戏出现问题,无法让相机移动。
我无法使用 GLFW、GLUT 和 glulookat()。这是我的代码,有什么问题?
P.S 一切正常,除了相机移动意味着游戏可以完美运行,只是不能移动相机。
我的相机代码:
#include "SpriteRenderer.h"
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
class Camera
private:
Shader shader;
GLfloat angle = -90.f;
glm::vec3 cameraFront = glm::vec3(0.0f, 0.0f, -1.0f),
cameraPosition = glm::vec3(0.0f, 0.0f, 0.1f),
cameraUp = glm::vec3(0.0f, 1.0f, 0.0f);
glm::mat4 viewMatrix;
// recompute the view matrix from the camera variables
void updateMatrix()
viewMatrix = glm::lookAt(cameraPosition, cameraPosition + cameraFront, cameraUp);
// default constructor
void defaultNew()
cameraPosition = glm::vec3(0.0f, 0.0f, 0.1f);
cameraFront = glm::vec3(0.0f, 0.0f, -1.0f);
cameraUp = glm::vec3(0.0f, 1.0f, 0.0f);
updateMatrix();
public:
Camera() defaultNew();
Camera(Shader &shader) this->shader = shader; defaultNew();
glm::mat4 GetViewMatrix() const
// if your view matrix is always up-to-date, just return it directly
return viewMatrix;
// get functions
glm::vec3 GetCameraPosition() const return cameraPosition;
// .. same for Front and Up
// set functions
// call updateMatrix every time you update a variable
void SetCameraPosition(glm::vec3 pos)
cameraPosition = pos;
updateMatrix();
// .. same for Front and Up
// no need to use this-> all the time
virtual void Draw()
this->shader.Use();
this->shader.SetMatrix4("view", viewMatrix);
;
我的着色器代码:
Shader &Use() glUseProgram(this->ID); return *this;
void SetMatrix4(const GLchar *name, const glm::mat4 &matrix, GLboolean useShader = false)
if (useShader)this->Use(); glUniformMatrix4fv(glGetUniformLocation(this->ID, name), 1, GL_FALSE, glm::value_ptr(matrix));
我的游戏代码:
Camera *View;
projection2 = glm::perspective(glm::radians(44.0f), (float)this->Width / (float)this->Width, 0.1f, 100.0f);
AssetController::LoadShader("../src/Shaders/Light.vert", "../src/Shaders/Light.frag", "light");
AssetController::GetShader("light").SetMatrix4("projection", projection2);
View = new Camera(AssetController::GetShader("light"));
(...)
GLfloat velocity = playerSpeed * deltaTime;
glm::vec3 camPosition;
// Update Players Position
if (movingLeft)
if (Player->Position.x >= 0)
Player->Position.x -= velocity;
if (Ball->Stuck)
Ball->Position.x -= velocity;
camPosition = View->GetCameraPosition();
camPosition.x -= velocity / 2;
View->SetCameraPosition(camPosition);
else if (movingRight)
if (Player->Position.x <= this->Width - Player->Size.x)
Player->Position.x += velocity;
if (Ball->Stuck)
Ball->Position.x += velocity;
camPosition = View->GetCameraPosition();
camPosition.x += velocity / 2;
View->SetCameraPosition(camPosition);
(...)
GameOver->Draw(*Renderer);
View->Draw();
我的着色器: .vert:
#version 440 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoord;
out vec2 TexCoord;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
gl_Position = projection * view * model * vec4(aPos, 1.0f);
TexCoord = vec2(aTexCoord.x, aTexCoord.y);
.frag:
#version 440 core
out vec4 FragColor;
in vec2 TexCoord;
// texture samplers
uniform sampler2D texture1;
uniform sampler2D texture2;
void main()
// linearly interpolate between both textures (80% container, 20% awesomeface)
FragColor = mix(texture(texture1, TexCoord), texture(texture2, TexCoord), 0.2);
【问题讨论】:
【参考方案1】:问题是你只更新了局部位置变量cameraPosition
,而不是视图矩阵,它在渲染过程中被传递给了OpenGL。
将相机变量和矩阵公开也是一个坏习惯,因为它们可能会被错误地修改或不同步(就像你正在做的那样)。相反,您可以编写一对get/set
函数:
class Camera
private:
Shader shader;
GLfloat angle = -90.f;
glm::vec3 cameraFront = glm::vec3(0.0f, 0.0f, -1.0f),
cameraPosition = glm::vec3(0.0f, 0.0f, 0.1f),
cameraUp = glm::vec3(0.0f, 1.0f, 0.0f);
glm::mat4 viewMatrix;
// recompute the view matrix from the camera variables
void updateMatrix()
viewMatrix = glm::lookAt(cameraPosition, cameraPosition + cameraFront, cameraUp);
// default constructor
void defaultNew()
cameraPosition = glm::vec3(0.0f, 0.0f, 0.1f);
cameraFront = glm::vec3(0.0f, 0.0f, -1.0f);
cameraUp = glm::vec3(0.0f, 1.0f, 0.0f);
updateMatrix();
public:
Camera()
defaultNew();
Camera(Shader &shader)
this->shader = shader;
defaultNew();
glm::mat4 GetViewMatrix() const
// if your view matrix is always up-to-date, just return it directly
return viewMatrix;
// get functions
glm::vec3 GetCameraPosition() const return cameraPosition;
// .. same for Front and Up
// set functions
// call updateMatrix every time you update a variable
void SetCameraPosition(glm::vec3 p)
cameraPosition = p;
updateMatrix();
// .. same for Front and Up
// no need to use this-> all the time
virtual void Draw()
shader.Use();
shader.SetMatrix4("view", viewMatrix);
;
然后当您更新相机位置时,只需使用这些函数而不是暴露的变量:
view->SetCameraPosition(view->GetCameraPosition() + velocity / 2.0f);
这将确保绘制调用始终使用更新后的视图矩阵而不是初始视图矩阵(之前就是这种情况,也是您麻烦的根源)。
【讨论】:
@ChrisRoss 你能展示你更新的代码吗?另外,如果你打电话给SetMatrix4
beforeUse()
,会有区别吗?
@ChrisRoss 只是好奇:如果你将一些不同的视图矩阵传递给你的着色器,会有什么影响吗?
在这一点上,基于当前的代码示例,我认为我们无法为您提供太多帮助;你能用你的full代码添加一个存储库的链接吗? (请勿在此处发布代码本身)
我有点想不通;只是试图让 SDL 工作,以便我可以运行代码并调试它(希望如此)
不认为启用深度与这个问题有关,但对于实心多边形的 3D 渲染仍然是必要的以上是关于OpenGL - 让相机移动的主要内容,如果未能解决你的问题,请参考以下文章