计算机图形学第二次小作业:
在
camera.h
中增加滚轮缩放功能。再生成一个纵向的光源。
构建自己的数据结构,实现回放功能。(选做)
一、思路
这次小作业,老师直接给了引入模型的代码。因此,我们要在老师代码的基础上进行程序修改,实现上述功能。
二、代码
- main.cpp
//
// main.cpp
// Course 4
//
// Created by rui huang on 10/27/17.
// Copyright © 2017 rui huang. All rights reserved.
//
#include <iostream>
#define GLM_ENABLE_EXPERIMENTAL
#define GLEW_STATIC
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include "Shader.h"
#include "SOIL2/SOIL2.h"
#include "SOIL2/stb_image.h"
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtx/rotate_vector.hpp>
#include <glm/gtc/type_ptr.hpp>
#include "Camera.h"
#include "Model.h"
#include "Mesh.h"
#include "Light.h"
const GLint WIDTH = 800, HEIGHT = 800;
void KeyCallback( GLFWwindow *window, int key, int scancode, int action, int mode);
void ScrollCallback( GLFWwindow *window, double xOffset, double yOffset);
void MouseCallback( GLFWwindow *window, double xPos, double yPos);
void DoMovement();
Camera camera(glm::vec3(0.0f, 0.0f, 2.0f));
GLfloat lastX = WIDTH /2.0;
GLfloat lastY = HEIGHT /2.0;
bool keys[1024];
GLfloat deltaTime = 0.0f;
GLfloat lastTime = 0.0f;
bool firstMouse = true;
int main()
{
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
GLFWwindow *window = glfwCreateWindow(WIDTH, HEIGHT, "OpenGL B16112011", nullptr, nullptr);
int screenWidth, screenHeight;
glfwGetFramebufferSize(window, &screenWidth, &screenHeight);
if (nullptr == window) {
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
// Set the required callback function
glfwSetKeyCallback(window, KeyCallback);
glfwSetCursorPosCallback(window, MouseCallback);
glfwSetScrollCallback(window, ScrollCallback);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
glewExperimental = GL_TRUE;
if (GLEW_OK != glewInit()) {
std::cout << "Failed to initialise GLEW" << std::endl;
return -1;
}
glViewport(0, 0, screenWidth, screenHeight);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
Shader shader("shaders/modelLoad.vs", "shaders/modelLoad.frag");
Shader lightShader("shaders/core.vs", "shaders/core.frag");
// Load models
Model ourModel((GLchar *)"models/nanosuit.obj");
Light lightModel = Light();
glm::vec3 LightPos1 = glm::vec3(0.0f, 3.5f, 2.5f);
glm::vec3 LightPos2 = glm::vec3(0.0f, 3.0f, 0.0f);
glm::vec3 LightPos3 = glm::vec3(1.3f, 0.0f, 0.0f);
while (!glfwWindowShouldClose(window)) {
// Get the delta time between frames
GLfloat currentFrame = glfwGetTime();
deltaTime = currentFrame - lastTime;
lastTime = currentFrame;
LightPos1 = glm::rotate(LightPos1, 0.01f, glm::vec3(0.0f, 1.0f, 0.0f));
LightPos2 = glm::rotate(LightPos2, 0.01f, glm::vec3(1.0f, 0.0f, 0.0f));
glfwPollEvents();
//DoMovement();
// 变为控制光源移动
if (keys[GLFW_KEY_UP]) {
glm::vec4 vec(LightPos3.x, LightPos3.y, LightPos3.z, 1.0f);
glm::mat4 trans = glm::mat4(1.0f);
trans = glm::translate(trans, glm::vec3(0.0f, 0.0f, -0.01f));
vec = trans * vec;
LightPos3.x = vec.x;
LightPos3.y = vec.y;
LightPos3.z = vec.z;
}
if (keys[GLFW_KEY_DOWN]) {
glm::vec4 vec(LightPos3.x, LightPos3.y, LightPos3.z, 1.0f);
glm::mat4 trans = glm::mat4(1.0f);
trans = glm::translate(trans, glm::vec3(0.0f, 0.0f, 0.01f));
vec = trans * vec;
LightPos3.x = vec.x;
LightPos3.y = vec.y;
LightPos3.z = vec.z;
}
if (keys[GLFW_KEY_LEFT]) {
glm::vec4 vec(LightPos3.x, LightPos3.y, LightPos3.z, 1.0f);
glm::mat4 trans = glm::mat4(1.0f);
trans = glm::translate(trans, glm::vec3(-0.01f, 0.0f, 0.0f));
vec = trans * vec;
LightPos3.x = vec.x;
LightPos3.y = vec.y;
LightPos3.z = vec.z;
}
if (keys[GLFW_KEY_RIGHT]) {
glm::vec4 vec(LightPos3.x, LightPos3.y, LightPos3.z, 1.0f);
glm::mat4 trans = glm::mat4(1.0f);
trans = glm::translate(trans, glm::vec3(0.01f, 0.0f, 0.0f));
vec = trans * vec;
LightPos3.x = vec.x;
LightPos3.y = vec.y;
LightPos3.z = vec.z;
}
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glm::mat4 view = camera.GetViewMatrix();
glm::mat4 projection = glm::perspective(camera.GetZoom(), (float)screenWidth/(float)screenHeight, 0.1f, 100.0f);
//glm::mat4 projection = glm::radians(camera.GetZoom(), (float)screenWidth / (float)screenHeight, 0.1f, 100.0f);
lightShader.Use();
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, LightPos1);
//model = glm::translate(model, LightPos1 + glm::vec3(0.0f, 2.0f, 0.0f));
model = glm::scale(model, glm::vec3(0.1f, 0.1f, 0.1f));
glUniformMatrix4fv(glGetUniformLocation(lightShader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
lightModel.Draw(lightShader);
model = glm::mat4(1.0f);
model = glm::translate(model, LightPos2);
//model = glm::translate(model, LightPos2 + glm::vec3(0.0f, 2.0f, 0.0f));
model = glm::scale(model, glm::vec3(0.1f, 0.1f, 0.1f));
glUniformMatrix4fv(glGetUniformLocation(lightShader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
lightModel.Draw(lightShader);
model = glm::mat4(1.0f);
model = glm::translate(model, LightPos3);
model = glm::scale(model, glm::vec3(0.1f, 0.1f, 0.1f));
glUniformMatrix4fv(glGetUniformLocation(lightShader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
lightModel.Draw(lightShader);
glUniformMatrix4fv(glGetUniformLocation(lightShader.Program, "view"), 1, GL_FALSE, glm::value_ptr(view));
glUniformMatrix4fv(glGetUniformLocation(lightShader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
glUniformMatrix4fv(glGetUniformLocation(lightShader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
lightModel.Draw(lightShader);
shader.Use();
model = glm::mat4(1.0f);
model = glm::scale(model, glm::vec3(0.2f, 0.2f, 0.2f));
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "view"), 1, GL_FALSE, glm::value_ptr(view));
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
glUniform3f(glGetUniformLocation(shader.Program, "ViewPos"), camera.GetPosition().x, camera.GetPosition().y, camera.GetPosition().z);
glUniform3f(glGetUniformLocation(shader.Program, "LightPos1"),LightPos1.x, LightPos1.y, LightPos1.z);
glUniform3f(glGetUniformLocation(shader.Program, "LightPos2"), LightPos2.x, LightPos2.y, LightPos2.z);
glUniform3f(glGetUniformLocation(shader.Program, "LightPos"), LightPos3.x, LightPos3.y, LightPos3.z);
glUniform1f(glGetUniformLocation(shader.Program, "material.shininess") ,64.0f );
ourModel.Draw(shader);
glfwSwapBuffers(window);
}
glfwTerminate();
return 0;
}
void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mode )
{
if ( key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
{
glfwSetWindowShouldClose(window, GL_TRUE);
}
if (key >=0 && key < 1024)
{
if (action == GLFW_PRESS) {
keys[key] = true;
}else if (action == GLFW_RELEASE)
{
keys[key] = false;
}
}
}
void ScrollCallback( GLFWwindow *window, double xOffset, double yOffset)
{
camera.ProcessMouseScroll(yOffset);
}
void MouseCallback( GLFWwindow *window, double xPos, double yPos)
{
if (firstMouse) {
lastX = xPos;
lastY = yPos;
firstMouse = false;
}
GLfloat xOffset = xPos - lastX;
GLfloat yOffset = lastY - yPos;
lastX = xPos;
lastY = yPos;
// Process the camera direction
camera.ProcessMouseMovement(xOffset, yOffset);
}
void DoMovement()
{
if (keys[GLFW_KEY_W] || keys[GLFW_KEY_UP]) {
camera.ProcessKeyboard(FORWARD, deltaTime);
}
if (keys[GLFW_KEY_S] || keys[GLFW_KEY_DOWN]) {
camera.ProcessKeyboard(BACKWARD, deltaTime);
}
if (keys[GLFW_KEY_A] || keys[GLFW_KEY_LEFT]) {
camera.ProcessKeyboard(LEFT, deltaTime);
}
if (keys[GLFW_KEY_D] || keys[GLFW_KEY_RIGHT]) {
camera.ProcessKeyboard(RIGHT, deltaTime);
}
}
- Camera.h
//
// Camera.h
// Course 3
//
// Created by rui huang on 10/18/17.
// Copyright © 2017 rui huang. All rights reserved.
//
#pragma once
#include <vector>
#define GLEW_STATIC
#include <GL/glew.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
enum Camera_Movement
{
FORWARD,
BACKWARD,
LEFT,
RIGHT
};
const GLfloat YAW = -90.0f;
const GLfloat PITCH = 0.0f;
const GLfloat SPEED = 6.0f;
const GLfloat SENSITIVITY = 0.25f;
const GLfloat ZOOM = 45.0f;
// An abstract camera class that processes input and calculates the corresponding Eular Angles, Vectors and Matrices for OpenGL
class Camera
{
public:
// Constructor with vectors
Camera(glm::vec3 position = glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3 up = glm::vec3(0.0f, 1.0f, 0.0f), GLfloat yaw = YAW, GLfloat pitch = PITCH):front(glm::vec3(0.0f, 0.0f, -1.0f)), movementSpeed(SPEED), mouseSensitivity(SENSITIVITY), zoom(ZOOM)
{
this->position = position;
this->worldUp = up;
this->yaw = yaw;
this->pitch = pitch;
this->updateCameraVectors();
}
// Constructor with scalar values
Camera(GLfloat posX, GLfloat posY, GLfloat posZ, GLfloat upX, GLfloat upY, GLfloat upZ, GLfloat yaw = YAW, GLfloat pitch = PITCH):front(glm::vec3(0.0f, 0.0f, -1.0f)), movementSpeed(SPEED), mouseSensitivity(SENSITIVITY), zoom(ZOOM)
{
this->position = glm::vec3(posX, posY, posZ);
this->worldUp = glm::vec3(upX, upY, upZ);
this->yaw = yaw;
this->pitch = pitch;
this->updateCameraVectors();
}
void ProcessKeyboard( Camera_Movement direction, GLfloat deltaTime)
{
GLfloat velocity = this->movementSpeed * deltaTime;
if (direction == FORWARD) {
this->position += this->front * velocity;
}
if (direction == BACKWARD) {
this->position -= this->front * velocity;
}
if (direction == LEFT) {
this->position -= this->right * velocity;
}
if (direction == RIGHT) {
this->position += this->right * velocity;
}
}
void ProcessMouseMovement( GLfloat xOffset, GLfloat yOffset, GLboolean constrainPith = true)
{
xOffset *= this->mouseSensitivity;
yOffset *= this->mouseSensitivity;
this->yaw += xOffset;
this->pitch +=yOffset;
if (constrainPith) {
if (this->pitch >89.0f) {
this->pitch = 89.0f;
}
if (this->pitch < -89.0f) {
this->pitch = -89.0f;
}
}
this->updateCameraVectors();
}
void ProcessMouseScroll( GLfloat yOffset)
{
if ( this->zoom >= 1.0f && this->zoom <= 45.0f )
{
this->zoom += yOffset;
}
if ( this->zoom <= 1.0f )
{
this->zoom = 1.0f;
}
if ( this->zoom >= 45.0f )
{
this->zoom = 45.0f;
}
}
glm::mat4 GetViewMatrix()
{
return glm::lookAt( this->position, this->position+this->front, this->up);
}
GLfloat GetZoom()
{
return this->zoom;
}
glm::vec3 GetPosition()
{
return this->position;
}
private:
glm::vec3 position;
glm::vec3 front;
glm::vec3 up;
glm::vec3 right;
glm::vec3 worldUp;
GLfloat yaw;
GLfloat pitch;
GLfloat movementSpeed;
GLfloat mouseSensitivity;
GLfloat zoom;
void updateCameraVectors()
{
glm::vec3 front;
front.x = cos( glm::radians(this->pitch)) * cos( glm::radians(this->yaw));
front.y = sin( glm::radians(this->pitch));
front.z = cos( glm::radians(this->pitch)) * sin( glm::radians(this->yaw));
this->front = glm::normalize( front );
this->right = glm::normalize(glm::cross(this->front, this->worldUp));
this->up = glm::normalize(glm::cross(this->right, this->front));
}
};
- core.frag
#version 330 core
out vec4 color;
void main()
{
color = vec4(1.0f,1.0f,1.0f, 1.0f);
}
- core.vs
#version 330 core
layout (location = 0) in vec3 position;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
gl_Position = projection * view * model * vec4(position, 1.0f);
}
- modelLoad.vs
#version 330 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec3 normal;
layout (location = 2) in vec2 texCoords;
out vec2 TexCoords;
out vec3 Normal;
out vec3 FragPos;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
gl_Position = projection * view * model * vec4(position, 1.0f);
FragPos = vec3(model * vec4(position, 1.0f));
TexCoords = texCoords;
Normal = mat3(transpose(inverse(model)))*normal;
}
- modelLoad.frag
#version 330 core
in vec2 TexCoords;
in vec3 Normal;
in vec3 FragPos;
out vec4 color;
uniform sampler2D texture_diffuse1;
uniform sampler2D texture_specular1;
uniform vec3 LightPos;
uniform vec3 ViewPos;
struct Material
{
float shininess;
};
uniform Material material;
void main()
{
// ambient
vec3 ambient = 0.4f * texture(texture_diffuse1, TexCoords).rgb;
// diffuse
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(LightPos - FragPos);
float diff = 0.6f * max( dot(norm, lightDir), 0.0f);
vec3 diffuse = diff * texture(texture_diffuse1, TexCoords).rgb;
// specular
vec3 viewDir = normalize(ViewPos - FragPos);
vec3 halfAngle = normalize(viewDir + lightDir);
float spec = 0.9f * pow( max(dot(norm, halfAngle), 0.0f), material.shininess);
vec3 specular = spec * texture(texture_specular1, TexCoords).rgb;
color = vec4( ambient + diffuse + specular, 1.0f);
//color = vec4(1.0f, 1.0f, 1.0f, 1.0f);
}
程序正常运行,能得到以下结果。
三、讲解
滚轮缩放关键部分就是 Camera.h
中的这个函数。
void ProcessMouseScroll( GLfloat yOffset)
{
if ( this->zoom >= 1.0f && this->zoom <= 45.0f )
{
this->zoom += yOffset;
}
if ( this->zoom <= 1.0f )
{
this->zoom = 1.0f;
}
if ( this->zoom >= 45.0f )
{
this->zoom = 45.0f;
}
}
这里老师挖坑了,如果你没改动,滚轮缩放就会使得 模型
倒过来。主函数里面有个地方需要改一下。
glm::mat4 projection = glm::perspective(camera.GetZoom(),(float)screenWidth/(float)screenHeight, 0.1f, 100.0f);
//glm::mat4 projection = glm::radians(camera.GetZoom(), (float)screenWidth / (float)screenHeight, 0.1f, 100.0f);
记得这里好像要加一个 radians
,具体的我没有实现。