【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】: