需要帮助在 OpenGL 中移动相机
need help moving a camera in OpenGL
我正在处理一个简单的 OpenGL 项目。
我想要一个简单的相机在透视模式下移动。
我一直在阅读投影矩阵、gluLookAt 和模型视图矩阵。我一直读到我应该做的就是在投影矩阵中调用透视,然后在模型视图矩阵中进行所有变换和相机移动。
#include "GLheaders.h"
void drawWorldAxis() {
glLoadIdentity();
glBegin(GL_LINES);
glNormal3f(0, 0, 1);
glColor3ub(255, 0, 0);
glVertex3f(0,0,0);
glVertex3f(1,0,0);
glColor3ub(0, 255, 0);
glVertex3f(0,0,0);
glVertex3f(0,1,0);
glColor3ub(0, 0, 255);
glVertex3f(0,0,0);
glVertex3f(0,0,1);
glEnd();
}
void keyboard(unsigned char key, int x, int y) {
glutPostRedisplay();
}
static float eye[3] = {.5, .5, .5};
#include <stdio.h>
void display() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(55.0, 1, .1, 10000);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
drawWorldAxis();
printf("eye at <%f, %f, %f>\n", eye[0], eye[1], eye[2]);
fflush(stdout);
gluLookAt(eye[0], eye[1], eye[2], 0, 0, 0, 0, 1, 0);
eye[0] += .1;
eye[1] += .1;
glFlush();
glutSwapBuffers();
}
void reshape(int w, int h) {
glViewport(0,0,w,h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(55.0, 1, -1, 10000);
glMatrixMode(GL_MODELVIEW);
glutPostRedisplay();
}
int main(int argc, char** argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE| GLUT_DEPTH);
glutInitWindowSize(400,400);
glutCreateWindow("Tiny Test");
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutKeyboardFunc(keyboard);
glEnable(GL_NORMALIZE);
glEnable(GL_DEPTH_TEST);
glutMainLoop();
return EXIT_SUCCESS;
}
我希望此代码显示代表世界坐标系的 x、y 和 z 轴的三行,并且当按下键时,相机应该移动并开始从更多的角度观察 origin/coordinate 轴和更激烈的角度。
这里出了什么问题?我一直在用头撞墙,想弄清楚为什么什么都没有动。只有当我将 gluLookAt 调用放入投影矩阵时它才会改变,我一直被告知这是一个糟糕的主意。
在设置 lookAt 矩阵之前绘制坐标交叉,因此矩阵没有效果。
您必须更改顺序,以便在绘制时矩阵已经存在:
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(eye[0], eye[1], eye[2], 0, 0, 0, 0, 1, 0);
drawWorldAxis();
printf("eye at <%f, %f, %f>\n", eye[0], eye[1], eye[2]);
fflush(stdout);
然后是第二个问题:你在drawWorldAxis
的第一行重新设置了模型矩阵。在这里,您可以删除 glLoadIdentity
调用或先将之前的矩阵压入堆栈:
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(eye[0], eye[1], eye[2], 0, 0, 0, 0, 1, 0);
glPushMatrix();
drawWorldAxis();
glPopMatrix();
printf("eye at <%f, %f, %f>\n", eye[0], eye[1], eye[2]);
fflush(stdout);
感谢@BDL 帮助解决这个问题!这是我想要的正确代码
#include "GLheaders.h"
void drawWorldAxis() {
glBegin(GL_LINES);
glNormal3f(0, 0, 1);
glColor3ub(255, 0, 0);
glVertex3f(0,0,0);
glVertex3f(1,0,0);
glColor3ub(0, 255, 0);
glVertex3f(0,0,0);
glVertex3f(0,1,0);
glColor3ub(0, 0, 255);
glVertex3f(0,0,0);
glVertex3f(0,0,1);
glEnd();
}
void keyboard(unsigned char key, int x, int y) {
glutPostRedisplay();
}
static float eye[3] = {-.1, -.1, 1};
#include <stdio.h>
void display() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(55.0, 1, .1, 10000);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
printf("eye at <%f, %f, %f>\n", eye[0], eye[1], eye[2]);
fflush(stdout);
gluLookAt(eye[0], eye[1], eye[2], 0, 0, 0, 0, 1, 0);
drawWorldAxis();
eye[0] += .1;
eye[1] += .1;
glFlush();
glutSwapBuffers();
}
void reshape(int w, int h) {
glViewport(0,0,w,h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(55.0, 1, -1, 10000);
glMatrixMode(GL_MODELVIEW);
glutPostRedisplay();
}
int main(int argc, char** argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE| GLUT_DEPTH);
glutInitWindowSize(400,400);
glutCreateWindow("Tiny Test");
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutKeyboardFunc(keyboard);
glEnable(GL_NORMALIZE);
glEnable(GL_DEPTH_TEST);
glutMainLoop();
return EXIT_SUCCESS;
}
我正在处理一个简单的 OpenGL 项目。 我想要一个简单的相机在透视模式下移动。
我一直在阅读投影矩阵、gluLookAt 和模型视图矩阵。我一直读到我应该做的就是在投影矩阵中调用透视,然后在模型视图矩阵中进行所有变换和相机移动。
#include "GLheaders.h"
void drawWorldAxis() {
glLoadIdentity();
glBegin(GL_LINES);
glNormal3f(0, 0, 1);
glColor3ub(255, 0, 0);
glVertex3f(0,0,0);
glVertex3f(1,0,0);
glColor3ub(0, 255, 0);
glVertex3f(0,0,0);
glVertex3f(0,1,0);
glColor3ub(0, 0, 255);
glVertex3f(0,0,0);
glVertex3f(0,0,1);
glEnd();
}
void keyboard(unsigned char key, int x, int y) {
glutPostRedisplay();
}
static float eye[3] = {.5, .5, .5};
#include <stdio.h>
void display() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(55.0, 1, .1, 10000);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
drawWorldAxis();
printf("eye at <%f, %f, %f>\n", eye[0], eye[1], eye[2]);
fflush(stdout);
gluLookAt(eye[0], eye[1], eye[2], 0, 0, 0, 0, 1, 0);
eye[0] += .1;
eye[1] += .1;
glFlush();
glutSwapBuffers();
}
void reshape(int w, int h) {
glViewport(0,0,w,h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(55.0, 1, -1, 10000);
glMatrixMode(GL_MODELVIEW);
glutPostRedisplay();
}
int main(int argc, char** argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE| GLUT_DEPTH);
glutInitWindowSize(400,400);
glutCreateWindow("Tiny Test");
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutKeyboardFunc(keyboard);
glEnable(GL_NORMALIZE);
glEnable(GL_DEPTH_TEST);
glutMainLoop();
return EXIT_SUCCESS;
}
我希望此代码显示代表世界坐标系的 x、y 和 z 轴的三行,并且当按下键时,相机应该移动并开始从更多的角度观察 origin/coordinate 轴和更激烈的角度。
这里出了什么问题?我一直在用头撞墙,想弄清楚为什么什么都没有动。只有当我将 gluLookAt 调用放入投影矩阵时它才会改变,我一直被告知这是一个糟糕的主意。
在设置 lookAt 矩阵之前绘制坐标交叉,因此矩阵没有效果。
您必须更改顺序,以便在绘制时矩阵已经存在:
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(eye[0], eye[1], eye[2], 0, 0, 0, 0, 1, 0);
drawWorldAxis();
printf("eye at <%f, %f, %f>\n", eye[0], eye[1], eye[2]);
fflush(stdout);
然后是第二个问题:你在drawWorldAxis
的第一行重新设置了模型矩阵。在这里,您可以删除 glLoadIdentity
调用或先将之前的矩阵压入堆栈:
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(eye[0], eye[1], eye[2], 0, 0, 0, 0, 1, 0);
glPushMatrix();
drawWorldAxis();
glPopMatrix();
printf("eye at <%f, %f, %f>\n", eye[0], eye[1], eye[2]);
fflush(stdout);
感谢@BDL 帮助解决这个问题!这是我想要的正确代码
#include "GLheaders.h"
void drawWorldAxis() {
glBegin(GL_LINES);
glNormal3f(0, 0, 1);
glColor3ub(255, 0, 0);
glVertex3f(0,0,0);
glVertex3f(1,0,0);
glColor3ub(0, 255, 0);
glVertex3f(0,0,0);
glVertex3f(0,1,0);
glColor3ub(0, 0, 255);
glVertex3f(0,0,0);
glVertex3f(0,0,1);
glEnd();
}
void keyboard(unsigned char key, int x, int y) {
glutPostRedisplay();
}
static float eye[3] = {-.1, -.1, 1};
#include <stdio.h>
void display() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(55.0, 1, .1, 10000);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
printf("eye at <%f, %f, %f>\n", eye[0], eye[1], eye[2]);
fflush(stdout);
gluLookAt(eye[0], eye[1], eye[2], 0, 0, 0, 0, 1, 0);
drawWorldAxis();
eye[0] += .1;
eye[1] += .1;
glFlush();
glutSwapBuffers();
}
void reshape(int w, int h) {
glViewport(0,0,w,h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(55.0, 1, -1, 10000);
glMatrixMode(GL_MODELVIEW);
glutPostRedisplay();
}
int main(int argc, char** argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE| GLUT_DEPTH);
glutInitWindowSize(400,400);
glutCreateWindow("Tiny Test");
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutKeyboardFunc(keyboard);
glEnable(GL_NORMALIZE);
glEnable(GL_DEPTH_TEST);
glutMainLoop();
return EXIT_SUCCESS;
}