我目前正在开展涉及两个立方体的项目。第一个立方体意味着静止,而第二个立方体围绕第一个立方体旋转或绕轨道运行。我对OpenGL编程很陌生,所以我在使用它时遇到了很多困难。谁能指出我正确的方向?到目前为止,我只有两个立方体,但我无法让它们像动画一样移动。如果您想提供建议,请参阅我的代码。非常感谢你!
主:
#include "vgl.h"
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <iostream>
#include <vector>
#include "Box.h"
#include "Camera.h"
#include "VertexBufferData.h"
#include <glm/gtc/quaternion.hpp>
#include <glm/gtx/quaternion.hpp>
using namespace std;
using namespace glm;
#define SPACEBAR_KEY 32
#define ESCAPE_KEY 033
Camera* camera;
vector<Box * > gameObjects;
bool keyDown[255];
void CheckKeyboard(){
if (keyDown['a'])
camera->RotateLeft();
if (keyDown['d'])
camera->RotateRight();
if (keyDown['w'])
camera->MoveForward();
if (keyDown['s'])
camera->MoveBackWard();
if (keyDown['e'])
camera->StrafeRight();
if (keyDown['q'])
camera->StrafeLeft();
}
void closeApp()
{
delete camera;
for (auto it = gameObjects.begin(); it != gameObjects.end(); ++it) {
delete (*it);
}
}
void keyboard(unsigned char key, int x, int y)
{
switch (key)
{
case ESCAPE_KEY: // ASCII Escape Key Code
closeApp();
exit(EXIT_SUCCESS);
break;
default:
keyDown[key] = true;
}
glutPostRedisplay();
}
void keyboardUp(unsigned char key, int x, int y)
{
keyDown[key] = false;
}
void mouseWheel(int button, int direction, int x, int y)
{
if (button == 16)
camera->ResetFOV();
else if (direction > 0)
camera->ZoomIn();
else
camera->ZoomOut();
}
void mouseMovement(int x, int y)
{
static bool warp = true;
if (warp)
{
if (x>glutGet(GLUT_WINDOW_WIDTH) / 2)
camera->RotateRight();
else if (x<glutGet(GLUT_WINDOW_WIDTH) / 2)
camera->RotateLeft();
if (y>glutGet(GLUT_WINDOW_HEIGHT) / 2)
camera->RotateUp();
else if (y<glutGet(GLUT_WINDOW_HEIGHT) / 2)
camera->RotateDown();
glutWarpPointer(glutGet(GLUT_WINDOW_WIDTH) / 2, glutGet(GLUT_WINDOW_HEIGHT) / 2);
warp = false;
}
else
warp = true;
}
void timer(int value)
{
glutPostRedisplay();
glutTimerFunc(25, timer, 0);
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
CheckKeyboard();
camera->Update();
for (auto it = gameObjects.begin(); it != gameObjects.end(); ++it) {
(*it)->shaderProgram->bindShader();
glm::mat4 MVP = camera->ProjectionMatrix * camera->ViewMatrix * (*it)->getModelMatrix();
(*it)->shaderProgram->sendUniform4x4("MVP", glm::value_ptr(MVP));
(*it)->Draw();
}
glutSwapBuffers();
}
void init()
{
int i = 0, forever = 0;
camera = new Camera();
memset(keyDown, false, sizeof(keyDown));
glClearColor(0.0f, 0.0f, 0.4f, 0.0f);
glutWarpPointer(glutGet(GLUT_WINDOW_WIDTH) / 2, glutGet(GLUT_WINDOW_HEIGHT) / 2);
glutSetCursor(GLUT_CURSOR_FULL_CROSSHAIR);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glEnable(GL_CULL_FACE);
VertexBufferData vertexBufferData = VertexBufferData("Data\\Models\\Objects.xml");
gameObjects.push_back(new Box(vertexBufferData, glm::vec3(-2.0f, 0.0f, 0.0f), "Data\\Shaders\\Vertex.shader", "Data\\Shaders\\Fragment.shader"));
gameObjects.push_back(new Box(vertexBufferData, glm::vec3(2.0f, 0.0f, 0.0f), "Data\\Shaders\\Vertex.shader", "Data\\Shaders\\Fragment.shader"));
gameObjects[1]->setRotation(45.0f, vec3(0.0f, 0.0f, 1.0f));
gameObjects[0]->setScaleMatrix(vec3(2, 2, 2));
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGBA | GLUT_DEPTH);
glutInitWindowSize(1024, 768);
glutInitContextProfile(GLUT_CORE_PROFILE);
glutCreateWindow("Satterwhite_Project_3");
if (glewInit())
{
cerr << "Unable to init glew" << endl;
exit(EXIT_FAILURE);
}
init();
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
glutKeyboardUpFunc(keyboardUp);
glutPassiveMotionFunc(mouseMovement);
glutMouseWheelFunc(mouseWheel);
glutTimerFunc(25, timer, 0);
glutMainLoop();
return 0;
}
Box.cpp
#include "Box.h"
Box::Box(VertexBufferData &vbd, vec3 initialPosition,const string vertexShader, const string fragmentShader):GameObject(vertexShader, fragmentShader)
{
Position=initialPosition;
vertexBufferData =vbd;
RotationMatrix=mat4(1.0f);
OrbitMatrix = mat4(1.0f);
ScaleMatrix=mat4(1.0f);
TranslationMatrix =translate(glm::mat4(1.0f), Position);
if (!shaderProgram->initialize())
{
std::cerr << "Could not initialize the shaders" << std::endl;
}
shaderProgram->bindShader();
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
glGenBuffers(1, &vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, vertexBufferData.verticiesSize, &vertexBufferData.verticies[0], GL_STATIC_DRAW);
glGenBuffers(1, &fragmentBuffer);
glBindBuffer(GL_ARRAY_BUFFER, fragmentBuffer);
glBufferData(GL_ARRAY_BUFFER, vertexBufferData.colorSize, &vertexBufferData.colors[0], GL_STATIC_DRAW);
shaderProgram->linkProgram();
}
void Box::setRotation(float degrees, vec3 axis)
{
RotationMatrix=rotate(glm::mat4(1.0f), degrees, axis);
RotationMatrix=rotate(RotationMatrix, degrees, vec3(1.0f,0.0f,0.0f));
}
void Box::setScaleMatrix(vec3 scale)
{
ScaleMatrix = glm::scale(mat4(1.0f), scale);
}
/*void Box::setOrbitMatrix(vec3 Position, vec3 axis)
{
OrbitMatrix =
}*/
void Box::Draw()
{
shaderProgram->bindShader();
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glVertexAttribPointer(0, 3, GL_FLOAT,GL_FALSE, 0, BUFFER_OFFSET(0));
glBindBuffer(GL_ARRAY_BUFFER, fragmentBuffer);
glVertexAttribPointer(1, 3, GL_FLOAT,GL_FALSE, 0, BUFFER_OFFSET(0));
glDrawArrays(GL_TRIANGLES, 0, vertexBufferData.verticies.size());
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
}
Box.h
#pragma once
#include "GameObject.h"
class Box : public GameObject
{
private:
mat4 ModelMatrix;
mat4 RotationMatrix;
mat4 OrbitMatrix;
mat4 TranslationMatrix;
mat4 ScaleMatrix;
public:
void Draw();
virtual ObjectType getType() const { return BOX; }
mat4 getModelMatrix() {return TranslationMatrix*RotationMatrix*ScaleMatrix;}
mat4 getMRotationMatrix() {return RotationMatrix;}
mat4 getTranslationMatrix() {return TranslationMatrix;}
mat4 getOrbitMatrix(){ return OrbitMatrix; }
mat4 getScaleMatrix() {return ScaleMatrix;}
void setRotation(float degrees, vec3 axis);
void setScaleMatrix(vec3 scale);
void setOrbitMatrix(vec3 Position, vec3 axis);
Box(VertexBufferData &vertexBufferData, vec3 initialPosition, const string vertexShader, const string fragmentShader);
vec3 Position;
mat4 rot;
mat4 scale;
};