我想创建一个游戏,其中我有一个立方体,每个面上都有n * n个正方形。我使用c ++,现代opengl,sfml和glm。立方体上有一对具有相同颜色的正方形。这个游戏的目标是为每个方块创建一个从square1到square2的路径,这些方块具有相同的颜色而不重叠路径。你也可以拥有"墙壁"在这个立方体上,无法形成路径的正方形。用户应该能够按照他想要的方式旋转立方体,当他按下其中一个方块时,它应该改变它的颜色。为了做到这一点,我知道我必须使用深度缓冲区来在屏幕上的2d点和世界上的3d坐标之间进行转换。但它不起作用,我不知道为什么。请帮助。 这是我的代码(我刚开始这个项目): main.cpp中:
#include "Includes.h"
#include "Shader.h"
#define WIDTH 800
#define HEIGHT 600
using namespace std;
sf::Event event;
GLfloat get_gl_depth(int x, int y);
glm::vec4 get3dPoint(glm::vec2 point2D, int width,int height, glm::mat4 viewMatrix, glm::mat4 projectionMatrix);
int main()
{
sf::ContextSettings settings;
settings.depthBits = 24;
settings.stencilBits = 8;
settings.antialiasingLevel = 4;
settings.majorVersion = 3;
settings.minorVersion = 0;
sf::Window window(sf::VideoMode(WIDTH, HEIGHT), "OpenGL", sf::Style::Default, settings);
GLfloat vertices[] = {
-2.0f, -2.0f, -2.0f, 0.0f, 0.0f,
2.0f, -2.0f, -2.0f, 1.0f, 0.0f,
2.0f, 2.0f, -2.0f, 1.0f, 1.0f,
2.0f, 2.0f, -2.0f, 1.0f, 1.0f,
-2.0f, 2.0f, -2.0f, 0.0f, 1.0f,
-2.0f, -2.0f, -2.0f, 0.0f, 0.0f,
-2.0f, -2.0f, 2.0f, 0.0f, 0.0f,
2.0f, -2.0f, 2.0f, 1.0f, 0.0f,
2.0f, 2.0f, 2.0f, 1.0f, 1.0f,
2.0f, 2.0f, 2.0f, 1.0f, 1.0f,
-2.0f, 2.0f, 2.0f, 0.0f, 1.0f,
-2.0f, -2.0f, 2.0f, 0.0f, 0.0f,
-2.0f, 2.0f, 2.0f, 1.0f, 0.0f,
-2.0f, 2.0f, -2.0f, 1.0f, 1.0f,
-2.0f, -2.0f, -2.0f, 0.0f, 1.0f,
-2.0f, -2.0f, -2.0f, 0.0f, 1.0f,
-2.0f, -2.0f, 2.0f, 0.0f, 0.0f,
-2.0f, 2.0f, 2.0f, 1.0f, 0.0f,
2.0f, 2.0f, 2.0f, 1.0f, 0.0f,
2.0f, 2.0f, -2.0f, 1.0f, 1.0f,
2.0f, -2.0f, -2.0f, 0.0f, 1.0f,
2.0f, -2.0f, -2.0f, 0.0f, 1.0f,
2.0f, -2.0f, 2.0f, 0.0f, 0.0f,
2.0f, 2.0f, 2.0f, 1.0f, 0.0f,
-2.0f, -2.0f, -2.0f, 0.0f, 1.0f,
2.0f, -2.0f, -2.0f, 1.0f, 1.0f,
2.0f, -2.0f, 2.0f, 1.0f, 0.0f,
2.0f, -2.0f, 2.0f, 1.0f, 0.0f,
-2.0f, -2.0f, 2.0f, 0.0f, 0.0f,
-2.0f, -2.0f, -2.0f, 0.0f, 1.0f,
-2.0f, 2.0f, -2.0f, 0.0f, 1.0f,
2.0f, 2.0f, -2.0f, 1.0f, 1.0f,
2.0f, 2.0f, 2.0f, 1.0f, 0.0f,
2.0f, 2.0f, 2.0f, 1.0f, 0.0f,
-2.0f, 2.0f, 2.0f, 0.0f, 0.0f,
-2.0f, 2.0f, -2.0f, 0.0f, 1.0f
};
glewInit();
glViewport(0, 0, WIDTH, HEIGHT);
glEnable(GL_DEPTH_TEST);
Shader ourShader("shaders/default.vs", "shaders/default.frag");
GLuint VBO, VAO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// Position attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0);
// TexCoord attribute
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
glEnableVertexAttribArray(2);
glBindVertexArray(0); // Unbind VAO
bool running = true;
glm::vec3 cubePosition;
cubePosition.z=-3;
window.setFramerateLimit(30);
glm::mat4 model;
glm::mat4 view;
glm::mat4 projection;
while (running)
{
model=glm::mat4();
view=glm::mat4();
projection=glm::mat4();
view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
projection = glm::perspective(45.0f, (GLfloat)WIDTH / (GLfloat)HEIGHT, 0.1f, 100.0f);
while (window.pollEvent(event))
{
if(sf::Keyboard::isKeyPressed(sf::Keyboard::W))
cubePosition.y-=0.2;
if(sf::Keyboard::isKeyPressed(sf::Keyboard::S))
cubePosition.y+=0.2;
if(sf::Keyboard::isKeyPressed(sf::Keyboard::A))
cubePosition.x+=0.2;
if(sf::Keyboard::isKeyPressed(sf::Keyboard::D))
cubePosition.x-=0.2;
if(sf::Mouse::isButtonPressed(sf::Mouse::Left))
{
int x=sf::Mouse::getPosition(window).x;
int y=sf::Mouse::getPosition(window).y;
glm::vec4 result=get3dPoint(glm::vec2(x,y),WIDTH,HEIGHT,view,projection);
cout<<result.x<<' '<<result.y<<' '<<result.z<<'\n';
}
if (event.type == sf::Event::Closed)
{
// end the program
running = false;
}
else if (event.type == sf::Event::Resized)
{
// adjust the viewport when the window is resized
glViewport(0, 0, event.size.width, event.size.height);
}
}
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
ourShader.Use();
GLint modelLoc = glGetUniformLocation(ourShader.Program, "model");
GLint viewLoc = glGetUniformLocation(ourShader.Program, "view");
GLint projLoc = glGetUniformLocation(ourShader.Program, "projection");
glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(projection));
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 36);
window.display();
}
return 0;
}
glm::vec4 get3dPoint(glm::vec2 point2D, int width,int height, glm::mat4 viewMatrix, glm::mat4 projectionMatrix)
{
double x = 2.0 * point2D.x / WIDTH - 1;
double y = - 2.0 * point2D.y / HEIGHT + 1;
glm::mat4 viewProjectionInverse = glm::inverse(projectionMatrix * viewMatrix);
glm::vec4 point3D =glm::vec4(x, y, get_gl_depth(x,y),1.0);
//cout<<point2D.x<<' '<<point2D.y<<' '<<get_gl_depth(point2D.x,point2D.y)<<'\n';
return viewProjectionInverse*point3D;
}
GLfloat get_gl_depth(int x, int y)
{
GLfloat depth_z = 0.0f;
glReadBuffer(GL_FRONT);
glReadPixels(x, y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &depth_z);
return depth_z;
}
着色器很标准: 顶点:
#version 330 core
layout (location = 0) in vec3 position;
layout (location = 2) in vec2 texCoord;
out vec2 TexCoord;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
gl_Position = projection * view * model * vec4(position, 1.0f);
TexCoord = vec2(texCoord.x, 1.0 - texCoord.y);
}
片段:
#version 330 core
in vec2 TexCoord;
out vec4 color;
void main()
{
color = vec4(1.0,0.0,0.0,1.0);
}
我只是希望我的转换能够正常工作,将来的工作很糟糕,可以很好地构建我的代码等等。
答案 0 :(得分:0)
我可以在您的代码中发现一些问题:
glm::vec4 get3dPoint(glm::vec2 point2D, int width,int height, glm::mat4 viewMatrix, glm::mat4 projectionMatrix) { double x = 2.0 * point2D.x / WIDTH - 1; double y = - 2.0 * point2D.y / HEIGHT + 1;
在这里,您将转换为NDC范围。但是,您使用的是WIDHT
和HEIGHT
,而不是函数的width
和height
参数。这并不重要,因为你称之为对这些值的兴趣,但开始时很奇怪。
glm::mat4 viewProjectionInverse = glm::inverse(projectionMatrix * viewMatrix); glm::vec4 point3D =glm::vec4(x, y, get_gl_depth(x,y),1.0);
您现在使用范围x
中的NDC y
和[-1,1]
作为get_gl_depth
的输入,int
确实会获得窗口空间(像素)坐标,实际上也使用glReadPixels
来表示这些参数。因此,您最终要么对x
(y
或 return viewProjectionInverse*point3D; }
为负)进行无效调用,要么在左下方2x2像素区域获得像素深度。
w
您忘记将结果与结果向量的name
坐标分开。