万向节死锁的理解与CS摄像机规避死锁的简单实现

实现CS摄像机尽量规避万向节死锁

本文使用glfw库!

效果先摆图

在这里插入图片描述

一、Unity中的欧拉角

欧拉角有如下两种解释:
1、维基百科上的欧拉角。当认为顺序是YXZ(Yaw->Pitch->Roll)时,是传统的欧拉变换,每次变换都是以物体自己的局部坐标轴进行变换的,可以规避万向节死锁问题。本文后面会给出实现camera的代码。
2、当认为顺序是ZXY(Roll->Pitch->Yaw)的时候,是以惯性坐标系的轴进行变换的。
其中X、Y、Z角分别表示:绕X轴旋转X度,绕Y轴旋转Y度,绕Z轴旋转Z度。

这两种不同的表示,有时候也可以叫做内旋外旋
内旋按照旋转后物体的坐标Y轴旋转;
外旋按照世界坐标系中的Y轴旋转。

二、Roll、Pitch、Yaw

在这里插入图片描述
沿着机身右方轴(Unity中的+X)进行旋转,称为pitch,中文叫俯仰。
沿着机头上方轴(Unity中的+Y)进行旋转,称为Yaw,中文叫偏航。
沿着机头前方轴(Unity中的+Z)进行旋转,称为Roll,中文叫桶滚。

三、Unity动画演示欧拉角变换和万向锁

(以下出自AndrewFan的文章)

欧拉角变换(外旋)

物体的初始状态图(RGB分别对应X轴、Y轴和Z轴):
在这里插入图片描述
假设我们设定一组欧拉旋转(90,90,90),让unity执行这组欧拉旋转。如下图:在这里插入图片描述
其实Unity引擎是将这一组欧拉变换分成三组去处理的,每次都是相当于从初始状态重新执行累计欧拉角的旋转。

验证如下:
1、先执行Z轴旋转90度。

在这里插入图片描述
2、再执行X轴旋转90度。

在这里插入图片描述
3、最后执行Y轴旋转90度。

在这里插入图片描述

万向节死锁

本质就是在某一步旋转角度a之后(a%90==0),当前的旋转轴和最开始的世界坐标系恰好重合,但不是完全一模一样。这样会导致本来这样转能做出的旋转方式,现在做出的却是另外一种旋转方式了。

正常情况
由于Unity中欧拉旋转的顺规的定义,围绕Z轴的进动最先执行,所以就是说,当先沿着Z轴进行进动时,无论此时的XY是什么值,围绕Z轴的旋转方式始终是桶滚。
然而X、Y轴就不同了。先说X轴,如果Z轴也是保持为0,那么围绕X轴进动,最终的影响是预期的俯仰变化。如下图:
在这里插入图片描述

异常情况
然而当Z轴为90度时,围绕X轴的旋转方式变成了偏航。
原因分析:因为Z轴旋转后,物体局部坐标系Y轴的和世界坐标系的X轴重合了,这会导致你怎么转也转不出俯仰这种方式。
结果如下图:
在这里插入图片描述

欧拉变换是(90,180,180)时,先绕Z轴旋转180度,再绕X轴旋转90度,最后绕Y轴旋转180度。下图为蜜汁动画,明明是先转Z轴的,不过自己可以拿手机比划一下。
先把手机平放在桌面上,短边平行于你的身子,长边垂直于身子,屏幕朝向天花板。现在将手机绕着短边转90度,现在手机立起来了;紧接着绕长边旋转,你会发现旋转方式只会是滚筒,而本应该是偏航的方式消失了。
原因分析:因为X轴旋转后物体局部坐标系的Z轴和世界坐标系下的Y轴重合了,这会导致你怎么转也转不出偏航这种方式。
结果如下图:
在这里插入图片描述

四、规避万向节死锁的方法

1、当然是再openGL里面用内旋的方式实现CS的摄像机(就是每次旋转都是相对物体自己的局部坐标系进行旋转变换),但是这涉及到计算视点的算法,该算法就是计算3D中绕任意轴旋转的旋转矩阵。
2、四元数

五、求解旋转矩阵的算法

总体思路:把v向量沿n向量的方向旋转θ。思路是将v向量分解成垂直于n向量和平行于n向量,对于和n向量平行的向量部分,旋转不起作用。因此将3D旋转的问题简化为2D空间上自行构造出第三个向量,该向量与之前v向量分解出来垂直于n的向量和n都垂直,即这三个向量之间线性无关,将前两者作为基向量,要求的向量可用基向量线性表示。
目标 v R ( n , θ ) = v vR(n,\theta )=v^{^{'}} ,求出旋转矩阵R。
在这里插入图片描述
符号说明
v v :初始向量
v v^{'} :真正在3D空间中旋转后的向量(要求的目标向量)
v v_{||} :v向量分解的和n向量平行的向量
n ˉ \bar{n} :旋转轴(单位向量)
θ \theta :旋转角度
v v_{\top } :v向量分解的和n向量垂直的向量
w w :同时垂直于 v v_{||} v v_{\top } 的向量
v v_{\top }^{'} :将 v v_{\top } 在2D空间中旋转 θ \theta 后的向量

v = ( v n ˉ ) n ˉ v_{||}=(v\cdot \bar{n})\bar{n} (ps:点乘的几何意义是投影)
v + v = v v = v ( v n ˉ ) n ˉ v_{||}+v_{\top }=v\Rightarrow v_{\top }=v-(v\cdot \bar{n})\bar{n} (ps:可知 v v_{\top } 也是单位向量)
v + v = v v_{||}+v_{\top }^{'}=v^{'}
w = n ˉ × v = n ˉ × ( v v ) = n ˉ × ( v ( v n ˉ ) n ˉ ) = n ˉ × v w=\bar{n}\times v_{\top }\\=\bar{n}\times (v-v_{||})\\=\bar{n}\times (v-(v\cdot \bar{n})\bar{n})\\=\bar{n}\times v (ps:两个平行向量的叉积是零向量)

假设v向量是单位向量,则有w也是单位向量,因为两个相互垂直的单位向量叉积也是单位向量。
故有: w = = v = = v \left \| w \right \|==\left \| v_{\top }^{'} \right \|==\left \| v_{\top } \right \|
立即推: v = c o s θ v + s i n θ w v_{\top }^{'}=cos\theta \cdot v_{\top }+sin\theta \cdot w
\Rightarrow v = v + v = v + c o s θ v + s i n θ w = ( v n ˉ ) n ˉ + c o s θ ( v ( v n ˉ ) n ˉ ) + s i n θ n ˉ × v v^{'}=v_{||}+v_{\top }^{'}\\=v_{||}+cos\theta \cdot v_{\top }+sin\theta \cdot w\\=(v\cdot \bar{n})\bar{n}+cos\theta \cdot (v-(v\cdot \bar{n})\bar{n})+sin\theta \cdot \bar{n}\times v

1、构造基向量一,令 v 1 = [ 1 , 0 , 0 ] T v_{1}=[1,0,0]^{T} ,
v 1 = ( v n ˉ ) n ˉ + c o s θ ( v ( v n ˉ ) n ˉ ) + s i n θ n ˉ × v = ( [ 1 0 0 ] [ n x n y n z ] ) [ n x n y n z ] + c o s θ ( [ 1 0 0 ] ( [ 1 0 0 ] [ n x n y n z ] ) [ n x n y n z ] ) + s i n θ [ n x n y n z ] × [ 1 0 0 ] = [ n x 2 n x n y n x n z ] + c o s θ [ 1 n x 2 1 n x n y 1 n x n z ] + s i n θ [ 0 n z n y ] = [ n x 2 + c o s θ c o s θ n x 2 ) n x n y + c o s θ c o s θ n x n y + s i n θ n z n x n z + c o s θ c o s θ n x n z s i n θ n y ] = [ n x 2 ( 1 c o s θ ) + c o s θ n x n y ( 1 c o s θ ) + n z s i n θ n x n z ( 1 c o s θ ) n y s i n θ ] v_{1}^{'}=(v\cdot \bar{n})\bar{n}+cos\theta \cdot (v-(v\cdot \bar{n})\bar{n})+sin\theta \cdot \bar{n}\times v\\=(\begin{bmatrix} 1\\ 0\\ 0 \end{bmatrix}\cdot \begin{bmatrix} n_{x}\\ n_{y}\\ n_{z} \end{bmatrix} )\begin{bmatrix} n_{x}\\ n_{y}\\ n_{z} \end{bmatrix}+cos\theta \cdot (\begin{bmatrix} 1\\ 0\\ 0 \end{bmatrix}-(\begin{bmatrix} 1\\ 0\\ 0 \end{bmatrix}\cdot \begin{bmatrix} n_{x}\\ n_{y}\\ n_{z} \end{bmatrix})\begin{bmatrix} n_{x}\\ n_{y}\\ n_{z} \end{bmatrix})+sin\theta \cdot \begin{bmatrix} n_{x}\\ n_{y}\\ n_{z} \end{bmatrix}\times \begin{bmatrix} 1\\ 0\\ 0 \end{bmatrix}\\=\begin{bmatrix} n_{x}^{2}\\ n_{x}n_{y}\\ n_{x}n_{z} \end{bmatrix}+cos\theta \cdot \begin{bmatrix} 1-n_{x}^{2}\\ 1-n_{x}n_{y}\\ 1-n_{x}n_{z} \end{bmatrix}+sin\theta \cdot \begin{bmatrix} 0\\ n_{z}\\ -n_{y} \end{bmatrix}\\=\begin{bmatrix} n_{x}^{2}+cos\theta -cos\theta \cdot n_{x}^{2})\\ n_{x}n_{y}+cos\theta -cos\theta \cdot n_{x}n_{y}+sin\theta \cdot n_{z}\\ n_{x}n_{z}+cos\theta -cos\theta \cdot n_{x}n_{z}-sin\theta \cdot n_{y} \end{bmatrix}\\=\begin{bmatrix} n_{x}^{2}\cdot (1-cos\theta )+cos\theta \\ n_{x}n_{y}\cdot (1-cos\theta )+n_{z}\cdot sin\theta \\ n_{x}n_{z}\cdot (1-cos\theta )-n_{y}\cdot sin\theta \end{bmatrix}

2、构造基向量二,令 v 2 = [ 0 , 1 , 0 ] T v_{2}=[0,1,0]^{T} ,
v 2 = ( v n ˉ ) n ˉ + c o s θ ( v ( v n ˉ ) n ˉ ) + s i n θ n ˉ × v = ( [ 0 1 0 ] [ n x n y n z ] ) [ n x n y n z ] + c o s θ ( [ 0 1 0 ] ( [ 0 1 0 ] [ n x n y n z ] ) [ n x n y n z ] ) + s i n θ [ n x n y n z ] × [ 0 1 0 ] = [ n x n y n y 2 n y n z ] + c o s θ [ n x n y 1 n y 2 n y n z ] + s i n θ [ n z 0 n x ] = [ n x n y c o s θ n x n y s i n θ n z n y 2 + c o s θ c o s θ n y 2 n y n z c o s θ n y n z + s i n θ n x ] = [ n x n y ( 1 c o s θ ) n z s i n θ n y 2 ( 1 c o s θ ) + c o s θ n y n z ( 1 c o s θ ) + n x s i n θ ] v_{2}^{'}=(v\cdot \bar{n})\bar{n}+cos\theta \cdot (v-(v\cdot \bar{n})\bar{n})+sin\theta \cdot \bar{n}\times v\\=(\begin{bmatrix} 0\\ 1\\ 0 \end{bmatrix}\cdot \begin{bmatrix} n_{x}\\ n_{y}\\ n_{z} \end{bmatrix} )\begin{bmatrix} n_{x}\\ n_{y}\\ n_{z} \end{bmatrix}+cos\theta \cdot (\begin{bmatrix} 0\\ 1\\ 0 \end{bmatrix}-(\begin{bmatrix} 0\\ 1\\ 0 \end{bmatrix}\cdot \begin{bmatrix} n_{x}\\ n_{y}\\ n_{z} \end{bmatrix})\begin{bmatrix} n_{x}\\ n_{y}\\ n_{z} \end{bmatrix})+sin\theta \cdot \begin{bmatrix} n_{x}\\ n_{y}\\ n_{z} \end{bmatrix}\times \begin{bmatrix} 0\\ 1\\ 0 \end{bmatrix}\\=\begin{bmatrix} n_{x}n_{y}\\ n_{y}^{2}\\ n_{y}n_{z} \end{bmatrix}+cos\theta \cdot \begin{bmatrix} -n_{x}n_{y}\\ 1-n_{y}^{2}\\ -n_{y}n_{z} \end{bmatrix}+sin\theta \cdot \begin{bmatrix} -n_{z}\\ 0\\ n_{x} \end{bmatrix}\\=\begin{bmatrix} n_{x}n_{y}-cos\theta \cdot n_{x}n_{y}-sin\theta \cdot n_{z}\\ n_{y}^{2}+cos\theta -cos\theta \cdot n_{y}^{2}\\ n_{y}n_{z}-cos\theta \cdot n_{y}n_{z}+sin\theta \cdot n_{x} \end{bmatrix}\\=\begin{bmatrix} n_{x}n_{y}\cdot (1-cos\theta )-n_{z} \cdot sin\theta\\ n_{y}^{2}\cdot (1-cos\theta )+cos\theta \\ n_{y}n_{z}\cdot (1-cos\theta )+ n_{x} \cdot sin\theta \end{bmatrix}

3、构造基向量三,令 v 3 = [ 0 , 0 , 1 ] T v_{3}=[0,0,1]^{T} ,
v 3 = ( v n ˉ ) n ˉ + c o s θ ( v ( v n ˉ ) n ˉ ) + s i n θ n ˉ × v = ( [ 0 0 1 ] [ n x n y n z ] ) [ n x n y n z ] + c o s θ ( [ 0 0 1 ] ( [ 0 0 1 ] [ n x n y n z ] ) [ n x n y n z ] ) + s i n θ [ n x n y n z ] × [ 0 0 1 ] = [ n x n z n y n z n z 2 ] + c o s θ [ n x n z n y n z 1 n z 2 ] + s i n θ [ n y n x 0 ] = [ n x n z c o s θ n x n z + s i n θ n y n y n z c o s θ n y n z s i n θ n x n z 2 + c o s θ c o s θ n z 2 ] = [ n x n z ( 1 c o s θ ) + n y s i n θ n y n z ( 1 c o s θ ) n x s i n θ n z 2 ( 1 c o s θ ) + c o s θ ] v_{3}^{'}=(v\cdot \bar{n})\bar{n}+cos\theta \cdot (v-(v\cdot \bar{n})\bar{n})+sin\theta \cdot \bar{n}\times v\\=(\begin{bmatrix} 0\\ 0\\ 1 \end{bmatrix}\cdot \begin{bmatrix} n_{x}\\ n_{y}\\ n_{z} \end{bmatrix} )\begin{bmatrix} n_{x}\\ n_{y}\\ n_{z} \end{bmatrix}+cos\theta \cdot (\begin{bmatrix} 0\\ 0\\ 1 \end{bmatrix}-(\begin{bmatrix} 0\\ 0\\ 1 \end{bmatrix}\cdot \begin{bmatrix} n_{x}\\ n_{y}\\ n_{z} \end{bmatrix})\begin{bmatrix} n_{x}\\ n_{y}\\ n_{z} \end{bmatrix})+sin\theta \cdot \begin{bmatrix} n_{x}\\ n_{y}\\ n_{z} \end{bmatrix}\times \begin{bmatrix} 0\\ 0\\ 1 \end{bmatrix}\\=\begin{bmatrix} n_{x}n_{z}\\ n_{y}n_{z}\\ n_{z}^{2} \end{bmatrix}+cos\theta \cdot \begin{bmatrix} -n_{x}n_{z}\\ -n_{y}n_{z}\\ 1-n_{z}^{2} \end{bmatrix}+sin\theta \cdot \begin{bmatrix} n_{y}\\ -n_{x}\\ 0 \end{bmatrix}\\=\begin{bmatrix} n_{x}n_{z}-cos\theta \cdot n_{x}n_{z}+sin\theta \cdot n_{y}\\ n_{y}n_{z}-cos\theta \cdot n_{y}n_{z}-sin\theta \cdot n_{x}\\ n_{z}^{2}+cos\theta -cos\theta \cdot n_{z}^{2} \end{bmatrix}\\=\begin{bmatrix} n_{x}n_{z}\cdot (1-cos\theta )+n_{y} \cdot sin\theta\\ n_{y}n_{z}\cdot (1-cos\theta )-n_{x} \cdot sin\theta\\ n_{z}^{2}\cdot (1-cos\theta )+cos\theta \end{bmatrix}

4、用这些基向量构造矩阵, R ( n , θ ) = [ v 1 T v 2 T v 3 T ] = [ n x 2 ( 1 c o s θ ) + c o s θ n x n y ( 1 c o s θ ) + n z s i n θ n x n z ( 1 c o s θ ) n y s i n θ n x n y ( 1 c o s θ ) n z s i n θ n y 2 ( 1 c o s θ ) + c o s θ n y n z ( 1 c o s θ ) + n x s i n θ n x n z ( 1 c o s θ ) + n y s i n θ n y n z ( 1 c o s θ ) n x s i n θ n z 2 ( 1 c o s θ ) + c o s θ ] R(n,\theta )=\begin{bmatrix} v_{1}^{'T}\\ v_{2}^{'T}\\ v_{3}^{'T} \end{bmatrix}=\begin{bmatrix} n_{x}^{2}\cdot (1-cos\theta )+cos\theta & n_{x}n_{y}\cdot (1-cos\theta )+n_{z} \cdot sin\theta &n_{x}n_{z}\cdot (1-cos\theta )-n_{y} \cdot sin\theta \\ n_{x}n_{y}\cdot (1-cos\theta )-n_{z}\cdot sin\theta & n_{y}^{2}\cdot (1-cos\theta )+cos\theta & n_{y}n_{z}\cdot (1-cos\theta )+n_{x} \cdot sin\theta\\ n_{x}n_{z}\cdot (1-cos\theta )+n_{y}\cdot sin\theta & n_{y}n_{z}\cdot (1-cos\theta )- n_{x} \cdot sin\theta & n_{z}^{2}\cdot (1-cos\theta )+cos\theta \end{bmatrix}

六、代码实现CS摄像机

摄像机代码块

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

class nCamera
{
protected:
	void RotateView(float angle, float x, float y, float z);
public:
	glm::mat4 ViewMatrix;
	nCamera();
	glm::vec3 mPos,mViewCenter,mUp;
	bool mbMoveLeft,mbMoveRight,mbMoveForward,mbMoveBackward;
	void Yaw(float angle);
	void Pitch(float angle);
	void Update(float deltaTime);
};
#include "ncamera.h"

nCamera::nCamera() :mPos(-4.0f, 2.0f, -1.0f),mViewCenter(0.0f, 0.0f, -1.0f),mUp(0.0f, 1.0f, 0.0f)
{
	mbMoveLeft=false;
	mbMoveRight=false;
	mbMoveForward=false;
	mbMoveBackward=false;
}

void nCamera::RotateView(float angle, float x, float y, float z)
{
	//算法实现
	glm::vec3 viewDirection=mViewCenter-mPos;
	glm::vec3 newDirection;
	float C=cosf(angle);
	float S=sinf(angle);
	glm::vec3 tempX(C+x*x*(1-C),x*y*(1-C)+z*S,x*z*(1-C)-y*S);
	newDirection.x = glm::dot(tempX,viewDirection);

	glm::vec3  tempY(x*y*(1-C)-z*S, C+y*y*(1-C), y*z*(1-C)+x*S);
	newDirection.y = glm::dot(tempY,viewDirection);

	glm::vec3  tempZ(x*z*(1 - C) +y*S,y*z*(1 - C)-x*S, C + z*z*(1-C));
	newDirection.z = glm::dot(tempZ,viewDirection);
	mViewCenter=newDirection+mPos;
}

void nCamera::Yaw(float angle)
{
	RotateView(angle,mUp.x,mUp.y,mUp.z);
}

void nCamera::Pitch(float angle)
{
	glm::vec3 viewDirection=mViewCenter-mPos;
	glm::normalize(viewDirection);
	glm::vec3 rightDirection=glm::cross(viewDirection,mUp);
	glm::normalize(rightDirection);
	RotateView(angle,rightDirection.x,rightDirection.y,rightDirection.z);
}

void nCamera::Update(float deltaTime)
{
	float moveSpeed = 10.0f;
	float rotateSpeed = 1.0f;
	if (mbMoveLeft)
	{
		glm::vec3 viewDirection = mViewCenter - mPos;
		glm::normalize(viewDirection);
		glm::vec3 rightDirection = glm::cross(viewDirection,mUp);
		glm::normalize(rightDirection);
		mPos = mPos + rightDirection*moveSpeed*deltaTime*-1.0f;
		mViewCenter = mViewCenter + rightDirection*moveSpeed*deltaTime*-1.0f;
	}
	if (mbMoveRight)
	{
		glm::vec3 viewDirection = mViewCenter - mPos;
		glm::normalize(viewDirection);
		glm::vec3 rightDirection = glm::cross(viewDirection,mUp);
		glm::normalize(rightDirection);
		mPos = mPos + rightDirection*moveSpeed*deltaTime;
		mViewCenter = mViewCenter + rightDirection*moveSpeed*deltaTime;
	}
	if (mbMoveForward)
	{
		glm::vec3 forwardDirection=mViewCenter-mPos;
		glm::normalize(forwardDirection);
		mPos = mPos + forwardDirection*moveSpeed*deltaTime;
		mViewCenter = mViewCenter + forwardDirection*moveSpeed*deltaTime;
	}
	if (mbMoveBackward)
	{
		glm::vec3 backwardDirection= mPos - mViewCenter;
		glm::normalize(backwardDirection);
		mPos = mPos + backwardDirection*moveSpeed*deltaTime;
		mViewCenter = mViewCenter + backwardDirection*moveSpeed*deltaTime;
	}
	ViewMatrix=glm::lookAt(mPos,mViewCenter,mUp);
}

windows窗体交互代码

#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <string>
#include <vector>
#include <iostream>
#include "Shader.h"
#include "Camera.h"
#include "ncamera.h"
#include "stb_image.h"
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>

void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void processInput(GLFWwindow *window);

const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
nCamera ncamera;
float lastX = SCR_WIDTH / 2.0f;
float lastY = SCR_HEIGHT / 2.0f;
bool firstMouse = true;
float deltaTime = 0.0f;
float lastFrame = 0.0f;
glm::dvec2 originalPos(0.0f,0.0f);
glm::dvec2 currentPos(0.0f,0.0f);
bool bRotateView = false;

int main()
{
	//row_num表示网格行数,col_num表示网格列数
	int row_num=20,col_num=20;
	std::vector<float> p;
	float x=-20,z=-20;
	for(int i=0;i<row_num;i++) {
		x=-20;
		for(int j=0;j<col_num;j++) {
			p.push_back(x);
			p.push_back(0);
			p.push_back(z);
			x+=1;
		}
		z+=1;
	}
	std::vector<unsigned int> indicess;
	for(int i=1;i<row_num;i++) {
		for(int j=1;j<col_num;j++) {
			indicess.push_back((i-1)*col_num+j-1);
			indicess.push_back((i-1)*col_num+j);
			indicess.push_back(i*col_num+j-1);

			indicess.push_back(i*col_num+j-1);
			indicess.push_back((i-1)*col_num+j);
			indicess.push_back(i*col_num+j);
		}
	}

	glfwInit();
	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#ifdef __APPLE__
	glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif

	GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
	if (window == NULL)
	{
		std::cout << "Failed to create GLFW window" << std::endl;
		glfwTerminate();
		return -1;
	}
	glfwMakeContextCurrent(window);
	//这个回调函数是重新设置窗口大小的
	glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
	//这个回调函数是设置鼠标光标移动事件的
	glfwSetCursorPosCallback(window, mouse_callback);
	//这个回调函数是设置鼠标滚轮事件的
	glfwSetScrollCallback(window, scroll_callback);

	if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
	{
		std::cout << "Failed to initialize GLAD" << std::endl;
		return -1;
	}    

	int nrAttributes;
	glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &nrAttributes);
	std::cout << "Maximum nr of vertex attributes supported: " << nrAttributes << std::endl;

	unsigned int VBO, VAO, EBO;
	glGenVertexArrays(1, &VAO);
	glGenBuffers(1, &VBO);
	glGenBuffers(1, &EBO);
	glBindVertexArray(VAO);
	glBindBuffer(GL_ARRAY_BUFFER, VBO);
	glBufferData(GL_ARRAY_BUFFER, p.size()*sizeof(float), &p[0], GL_STATIC_DRAW);
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
	glBufferData(GL_ELEMENT_ARRAY_BUFFER, indicess.size()*sizeof(unsigned int), &indicess[0], GL_STATIC_DRAW);
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
	glEnableVertexAttribArray(0);
	glBindBuffer(GL_ARRAY_BUFFER, 0); 
	glBindVertexArray(0); 

	Shader shader("normal.vs","normal.fs");
	shader.use();

	glEnable(GL_DEPTH_TEST);

	glm::mat4 Model,View,Projection;
	while (!glfwWindowShouldClose(window))
	{
		float currentFrame = glfwGetTime();
		deltaTime = currentFrame - lastFrame;
		lastFrame = currentFrame;
		
		processInput(window);
		glClearColor(0.2f, 0.3f, 0.6f, 1.0f);
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);				//每一帧绘制前要清除深度缓冲区,否则下一次刷新后会覆盖之前的
		
		Projection=glm::perspective(glm::radians(45.0f), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
		shader.use();
	
		shader.setMat4("projection", Projection);
		shader.setMat4("view", View);

		//每次render更新摄像机 
		ncamera.Update(deltaTime);
		//视图矩阵设置为CS摄像机的变量 
		View=ncamera.ViewMatrix;

		glBindVertexArray(VAO);
		Model=glm::mat4(1.0f);
		Model=glm::translate(Model, glm::vec3(0.0f, 0.0f, -2.0f)); 
		shader.setMat4("model", Model);
		//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);      //线框模式 
		glDrawElements(GL_TRIANGLES,(row_num-1)*(col_num-1)*6, GL_UNSIGNED_INT, 0);

		glfwSwapBuffers(window);
		glfwPollEvents();
	}
	glDeleteVertexArrays(1, &VAO);
	glDeleteBuffers(1, &VBO);
	glDeleteBuffers(1, &EBO);
	glfwTerminate();
	return 0;
}

void processInput(GLFWwindow *window)
{
	if(glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
		glfwSetWindowShouldClose(window, true);
	if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)				//按下键盘W键
		ncamera.mbMoveForward=true;
	if (glfwGetKey(window, GLFW_KEY_W) == GLFW_RELEASE)				//松开键盘W键
		ncamera.mbMoveForward=false;

	if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)				//按下键盘S键
		ncamera.mbMoveBackward=true;
	if (glfwGetKey(window, GLFW_KEY_S) == GLFW_RELEASE)				//松开键盘S键
		ncamera.mbMoveBackward=false;

	if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)				//按下键盘A键
		ncamera.mbMoveLeft=true;
	if (glfwGetKey(window, GLFW_KEY_A) == GLFW_RELEASE)				//松开键盘A键
		ncamera.mbMoveLeft=false;

	if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)				//按下键盘D键
		ncamera.mbMoveRight=true;
	if (glfwGetKey(window, GLFW_KEY_D) == GLFW_RELEASE)				//松开键盘D键
		ncamera.mbMoveRight=false;

	if(glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) == GLFW_PRESS)  //按下鼠标右键
	{
		//按下右键的时候记录当前位置 
		glfwGetCursorPos(window,&originalPos.x,&originalPos.y);
		
		//隐藏鼠标光标 
		glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
		
		//设置为可旋转,当鼠标光标移动时候回调,执行旋转操作 
		bRotateView = true;
	}
	if(glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) == GLFW_RELEASE)  //松开鼠标右键
	{
		//右键松开时候,鼠标光标再现 
		glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); 
		bRotateView = false;
	}
}

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

void mouse_callback(GLFWwindow* window, double xpos, double ypos)
{
	if(bRotateView)
	{
		//将当前的窗口坐标存到向量里面 
		glfwGetCursorPos(window,&currentPos.x,&currentPos.y);
		double deltaX = currentPos.x - originalPos.x;
		double deltaY = currentPos.y - originalPos.y;
		
		//将偏移量除以1000,因为捕捉到的坐标都比较大,都是上百的 
		float angleRotatedByRight = (float)deltaY / 1000.0f;
		float angleRotatedByUp = (float)deltaX / 1000.0f;
		ncamera.Yaw(-angleRotatedByUp);
		ncamera.Pitch(-angleRotatedByRight);
		
		//为了使鼠标右击按下拖动视角到松开右键时,鼠标光标位置仍在右击按下的位置
		glfwSetCursorPos(window,originalPos.x,originalPos.y);
	}
}

void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
	//按照鼠标滚轮的两种不同滚动方式判断 
	if(yoffset>0)
		ncamera.mbMoveForward=true;
	else 
		ncamera.mbMoveBackward=true;
	ncamera.Update(deltaTime);
}




	

shader生成跳棋棋盘(mesh+简单的异或算法)

顶点着色器

#version 330 core
layout (location = 0) in vec3 position;

uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
out vec2 coord;
out vec3 n_p;

void main()
{
	vec3 new_pos=position;
	gl_Position = projection*view*model*vec4(new_pos, 1.0f);
	n_p=new_pos;
}


片段着色器
GLSL里面不存在隐式转换,需要将int强转成bool。算法思路就是X和Z坐标里面只有一个是偶数的时候,将这个格子渲染成黑色;同奇同偶的时候,将这个格子渲染成白色。

#version 330 core
out vec4 FragColor;

in vec3 n_p;

void main()
{   
	int x=int(n_p.x),z=int(n_p.z);
	if(bool((x%2)^(z%2)))
	//if(x%2==1&&z%2==0)
		FragColor=vec4(0.0f,0.0f,0.0f,1.0f);
	else 
		FragColor=vec4(1.0f,1.0f,1.0f,1.0f);
	
}

参考文章: https://blog.csdn.net/AndrewFan/article/details/60981437

参考书籍: 3DMathPrimerForGraphicsAndGameDevelopment

CG的下一篇打算写粒子系统,至于四元数有空再学习,学明白了就会写博客。希望大家支持!

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