opengl GLFW 3中的透视图不正确

balp4ylt  于 12个月前  发布在  其他
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我试图在Linux中用C++和GLFW制作一个3D游戏。但是正确的3D视角不正确,我不知道为什么。
这应该会画出一个橙子三角形,当你离得越远,它就越小,当你离得越近,它就越大,但它永远不会改变大小,最终只会到达剪切平面并消失。
另外,如果这有帮助,如果我有一个三角形,在z为0,我不能看到它,即使我来回移动。
代码如下:

#include <iostream>
#include "glad/glad.h"
#include "GLFW/glfw3.h"
#include "glm/glm.hpp"
#include "glm/gtc/matrix_transform.hpp"
#include "glm/gtc/type_ptr.hpp"

// Vertex Shader source code
const char* vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"\n"
"uniform mat4 model;\n"
"uniform mat4 view;\n"
"uniform mat4 proj;\n"
"void main()\n"
"{\n"
"   gl_Position = model * view * proj * vec4(aPos, 1.0);\n"
"}\0";
//Fragment Shader source code
const char* fragmentShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
"   FragColor = vec4(0.8f, 0.3f, 0.02f, 1.0f);\n"
"}\n\0";

int SCREEN_WIDTH=800;
int SCREEN_HEIGHT=600;

void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
    glViewport(0, 0, width, height);
    SCREEN_WIDTH=width;
    SCREEN_HEIGHT=height;
}

int main()
{
    // Initialize GLFW
    glfwInit();

    // Tell GLFW what version of OpenGL we are using
    // In this case we are using OpenGL 3.3
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    // Tell GLFW we are using the CORE profile
    // So that means we only have the modern functions
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

    // Create a GLFWwindow object of width by height pixels, naming it "3D C++"
    GLFWwindow* window = glfwCreateWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "3D C++", NULL, NULL);
    // Error check if the window fails to create
    if (window == NULL)
    {
        std::cout << "Failed to create GLFW window" << std::endl;
        glfwTerminate();
        return -1;
    }
    // Introduce the window into the current context
    glfwMakeContextCurrent(window);

    //Load GLAD so it configures OpenGL
    gladLoadGL();
    // Specify the viewport of OpenGL in the Window
    // In this case the viewport goes from x = 0, y = 0, to x = width, y = height
    glViewport(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);

    // Create Vertex Shader Object and get its reference
    GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
    // Attach Vertex Shader source to the Vertex Shader Object
    glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
    // Compile the Vertex Shader into machine code
    glCompileShader(vertexShader);

    // Create Fragment Shader Object and get its reference
    GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
    // Attach Fragment Shader source to the Fragment Shader Object
    glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
    // Compile the Vertex Shader into machine code
    glCompileShader(fragmentShader);

    // Create Shader Program Object and get its reference
    GLuint shaderProgram = glCreateProgram();
    // Attach the Vertex and Fragment Shaders to the Shader Program
    glAttachShader(shaderProgram, vertexShader);
    glAttachShader(shaderProgram, fragmentShader);
    // Wrap-up/Link all the shaders together into the Shader Program
    glLinkProgram(shaderProgram);

    // Delete the now useless Vertex and Fragment Shader objects
    glDeleteShader(vertexShader);
    glDeleteShader(fragmentShader);


    // Vertices coordinates
    GLfloat vertices[] =
    {
        1.0f, 0.0f, 0.0f, // Lower left corner
        -1.0f, 0.0f, 0.0f, // Lower right corner
        0.0f, 1.73205080757f, 0.0f // Upper corner
    };

    // Create reference containers for the Vartex Array Object and the Vertex Buffer Object
    GLuint VAO, VBO;

    // Generate the VAO and VBO with only 1 object each
    glGenVertexArrays(1, &VAO);
    glGenBuffers(1, &VBO);

    // Make the VAO the current Vertex Array Object by binding it
    glBindVertexArray(VAO);

    // Bind the VBO specifying it's a GL_ARRAY_BUFFER
    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    // Introduce the vertices into the VBO
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

    // Configure the Vertex Attribute so that OpenGL knows how to read the VBO
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
    // Enable the Vertex Attribute so that OpenGL knows to use it
    glEnableVertexAttribArray(0);

    // Bind both the VBO and VAO to 0 so that we don't accidentally modify the VAO and VBO we created
    glBindBuffer(GL_ARRAY_BUFFER, 0);
    glBindVertexArray(0);

    glm::vec3 cam = glm::vec3(0.0f,0.0f,0.0f);
    glm::mat4 model = glm::mat4(1.0f);
    glm::mat4 view = glm::lookAt(cam,glm::vec3(cam.x,cam.y,cam.z-3.0f),glm::vec3(0.0f,1.0f,0.0f));
    //view = glm::translate(view, cam);
    glm::mat4 proj = glm::perspective(glm::radians(45.0f), (float)SCREEN_WIDTH/(float)SCREEN_HEIGHT, 0.1f, 100.0f);


    // Main while loop
    while (!glfwWindowShouldClose(window))
    {
        
        if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
            glfwSetWindowShouldClose(window, true);
        }
        if (glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS) cam.z-=0.01f;
        if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS) cam.z+=0.01f;
        if (glfwGetKey(window, GLFW_KEY_LEFT) == GLFW_PRESS) cam.x-=0.01f;
        if (glfwGetKey(window, GLFW_KEY_RIGHT) == GLFW_PRESS) cam.x+=0.01f;
        if (glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS) cam.y-=0.01f;
        if (glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS) cam.y+=0.01f;
        std::cout << cam.x << " , " << cam.y << " , " << cam.z << std::endl;

        model = glm::mat4(1.0f);
        view = glm::lookAt(cam,glm::vec3(cam.x,cam.y,cam.z-3.0f),glm::vec3(0.0f,1.0f,0.0f));
        //view = glm::translate(view, cam);
        proj = glm::perspective(glm::radians(45.0f), (float)SCREEN_WIDTH/(float)SCREEN_HEIGHT, 0.1f, 100.0f);

        int modelLoc = glGetUniformLocation(shaderProgram, "model");
        glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
        int viewLoc = glGetUniformLocation(shaderProgram, "view");
        glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
        int projLoc = glGetUniformLocation(shaderProgram, "proj");
        glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(proj));

        glClearColor(0.07f, 0.13f, 0.17f, 1.0f);
        // Clean the back buffer and assign the new color to it
        glClear(GL_COLOR_BUFFER_BIT);
        // Tell OpenGL which Shader Program we want to use
        glUseProgram(shaderProgram);
        // Bind the VAO so OpenGL knows to use it
        glBindVertexArray(VAO);
        // Draw the triangle using the GL_TRIANGLES primitive
        glDrawArrays(GL_TRIANGLES, 0, 3);
        // Swap the back buffer with the front buffer
        glfwSwapBuffers(window);
        // Take care of all GLFW events
        glfwPollEvents();
    }

    // Delete all the objects we've created
    glDeleteVertexArrays(1, &VAO);
    glDeleteBuffers(1, &VBO);
    glDeleteProgram(shaderProgram);
    // Delete window before ending the program
    glfwDestroyWindow(window);
    // Terminate GLFW before ending the program
    glfwTerminate();
    return 0;
}

字符串

aurhwmvo

aurhwmvo1#

更改:gl_Position = model * view * proj * vec4(aPos, 1.0)));
至:gl_Position = proj * view * model * vec4(aPos, 1.0);
工作.有点奇怪,但感谢user 253751!

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