5.3. Camera ControlΒΆ
Open a window and type in the following code:
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include <SOIL.h>
#define GLM_FORCE_RADIANS
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include "Shader.h"
GLfloat mix_value=0.2f;
bool keys[1024];
GLfloat delta_time=0.0f; // time between current frame and last frame
GLfloat last_frame=0.0f; // time of last frame
GLfloat last_X=0.0f,last_Y=0.0f;
GLfloat fov=45.0f;
GLfloat yaw=-90.0f; // yaw is initialized to -90.0 degrees since a yaw of 0.0 results in a direction vector pointing
// to the right (due to how Euler angles work) so we initially rotate a bit to the left.
GLfloat pitch=0.0f;
bool first_mouse=true;
glm::vec3 camera_position=glm::vec3(0.0f,0.0f,3.0f);
glm::vec3 camera_front=glm::vec3(0.0f,0.0f,-1.0f);
glm::vec3 camera_up=glm::vec3(0.0f,1.0f,0.0f);
void do_movement()
{
// camera controls
GLfloat camera_speed=5.0f*delta_time;
if(keys[GLFW_KEY_W]) camera_position+=camera_speed*camera_front;
if(keys[GLFW_KEY_S]) camera_position-=camera_speed*camera_front;
if(keys[GLFW_KEY_A]) camera_position-=glm::normalize(glm::cross(camera_front,camera_up))*camera_speed;
if(keys[GLFW_KEY_D]) camera_position+=glm::normalize(glm::cross(camera_front,camera_up))*camera_speed;
}
void scroll_callback(GLFWwindow *window,double xoffset,double yoffset)
{
if(fov>=1.0f && fov<=45.0f) fov-=yoffset;
if(fov<=1.0f) fov=1.0f;
if(fov>=45.0f) fov=45.0f;
}
void key_callback(GLFWwindow *window,int key,int scancode,int action,int mode)
{
if(key==GLFW_KEY_ESCAPE && action==GLFW_PRESS)
glfwSetWindowShouldClose(window,GL_TRUE);
if(key==GLFW_KEY_UP && action==GLFW_PRESS)
{
mix_value+=0.1f;
if(mix_value>1.0f) mix_value=1.0f;
}
if(key==GLFW_KEY_DOWN && action==GLFW_PRESS)
{
mix_value-=0.1f;
if(mix_value<0.0f) mix_value=0.0f;
}
if(action==GLFW_PRESS) keys[key]=true;
else if(action==GLFW_RELEASE) keys[key]=false;
}
void mouse_callback(GLFWwindow *window,double xpos,double ypos)
{
if(first_mouse)
{
last_X=xpos;
last_Y=ypos;
first_mouse=false;
}
GLfloat x_offset=xpos-last_X;
GLfloat y_offset=last_Y-ypos;
last_X=xpos;last_Y=ypos;
GLfloat sensitivity=0.05f;
x_offset*=sensitivity;
y_offset*=sensitivity;
yaw+=x_offset;
pitch+=y_offset;
if(pitch>89.0f) pitch=89.0f;
else if(pitch<-89.0f) pitch=-89.0f;
glm::vec3 front;
front.x=cos(glm::radians(pitch))*cos(glm::radians(yaw));
front.y=sin(glm::radians(pitch));
front.z=cos(glm::radians(pitch))*sin(glm::radians(yaw));
camera_front=glm::normalize(front);
}
int main()
{
glfwInit();
#if __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT,GL_TRUE);
#endif
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR,3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR,3);
glfwWindowHint(GLFW_OPENGL_PROFILE,GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_RESIZABLE,GL_FALSE);
GLFWwindow *window=glfwCreateWindow(800,600,"Learn OpenGL",nullptr,nullptr);
if(window==nullptr)
{
std::cout<<"Failed to create GLFW window!"<<std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetInputMode(window,GLFW_CURSOR,GLFW_CURSOR_DISABLED);
glewExperimental=GL_TRUE;
if(glewInit()!=GLEW_OK)
{
std::cout<<"Failed to initialize GLEW!"<<std::endl;
return -1;
}
int width,height;
glfwGetFramebufferSize(window,&width,&height);
glViewport(0,0,width,height);
last_X=width/2.0;last_Y=height/2.0;
glfwSetKeyCallback(window,key_callback);
glfwSetCursorPosCallback(window,mouse_callback);
glfwSetScrollCallback(window,scroll_callback);
Shader our_shader("shader.vs","shader.frag");
GLuint texture1,texture2;
// generate texture 1
glGenTextures(1,&texture1);
glBindTexture(GL_TEXTURE_2D,texture1);
// set texture parameters
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE);
// set texture filtering
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
// load, create and generate mipmaps
unsigned char* image=SOIL_load_image("container.jpg",&width,&height,0,SOIL_LOAD_RGB);
glTexImage2D(GL_TEXTURE_2D,0,GL_RGB,width,height,0,GL_RGB,GL_UNSIGNED_BYTE,image);
glGenerateMipmap(GL_TEXTURE_2D);
// free image data
SOIL_free_image_data(image);
glBindTexture(GL_TEXTURE_2D,0);
// generate texture 2
glGenTextures(1,&texture2);
glBindTexture(GL_TEXTURE_2D,texture2);
// set texture parameters
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
// set texture filtering
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
// load, create and generate mipmaps
image=SOIL_load_image("awesomeface.png",&width,&height,0,SOIL_LOAD_RGB);
glTexImage2D(GL_TEXTURE_2D,0,GL_RGB,width,height,0,GL_RGB,GL_UNSIGNED_BYTE,image);
glGenerateMipmap(GL_TEXTURE_2D);
// free image data
SOIL_free_image_data(image);
glBindTexture(GL_TEXTURE_2D,0);
GLfloat vertices[]={
// positions // textures
-0.5f,-0.5f,-0.5f, 0.0f,0.0f,
0.5f,-0.5f,-0.5f, 1.0f,0.0f,
0.5f, 0.5f,-0.5f, 1.0f,1.0f,
0.5f, 0.5f,-0.5f, 1.0f,1.0f,
-0.5f, 0.5f,-0.5f, 0.0f,1.0f,
-0.5f,-0.5f,-0.5f, 0.0f,0.0f,
-0.5f,-0.5f, 0.5f, 0.0f,0.0f,
0.5f,-0.5f, 0.5f, 1.0f,0.0f,
0.5f, 0.5f, 0.5f, 1.0f,1.0f,
0.5f, 0.5f, 0.5f, 1.0f,1.0f,
-0.5f, 0.5f, 0.5f, 0.0f,1.0f,
-0.5f,-0.5f, 0.5f, 0.0f,0.0f,
-0.5f, 0.5f, 0.5f, 1.0f,0.0f,
-0.5f, 0.5f,-0.5f, 1.0f,1.0f,
-0.5f,-0.5f,-0.5f, 0.0f,1.0f,
-0.5f,-0.5f,-0.5f, 0.0f,1.0f,
-0.5f,-0.5f, 0.5f, 0.0f,0.0f,
-0.5f, 0.5f, 0.5f, 1.0f,0.0f,
0.5f, 0.5f, 0.5f, 1.0f,0.0f,
0.5f, 0.5f,-0.5f, 1.0f,1.0f,
0.5f,-0.5f,-0.5f, 0.0f,1.0f,
0.5f,-0.5f,-0.5f, 0.0f,1.0f,
0.5f,-0.5f, 0.5f, 0.0f,0.0f,
0.5f, 0.5f, 0.5f, 1.0f,0.0f,
-0.5f,-0.5f,-0.5f, 0.0f,1.0f,
0.5f,-0.5f,-0.5f, 1.0f,1.0f,
0.5f,-0.5f, 0.5f, 1.0f,0.0f,
0.5f,-0.5f, 0.5f, 1.0f,0.0f,
-0.5f,-0.5f, 0.5f, 0.0f,0.0f,
-0.5f,-0.5f,-0.5f, 0.0f,1.0f,
-0.5f, 0.5f,-0.5f, 0.0f,1.0f,
0.5f, 0.5f,-0.5f, 1.0f,1.0f,
0.5f, 0.5f, 0.5f, 1.0f,0.0f,
0.5f, 0.5f, 0.5f, 1.0f,0.0f,
-0.5f, 0.5f, 0.5f, 0.0f,0.0f,
-0.5f, 0.5f,-0.5f, 0.0f,1.0f
};
glm::vec3 cube_positions[]={
glm::vec3( 0.0f, 0.0f, 0.0f),
glm::vec3( 2.0f, 5.0f,-15.0f),
glm::vec3(-1.5f,-2.2f,-2.5f),
glm::vec3(-3.8f,-2.0f,-12.3f),
glm::vec3( 2.4f,-0.4f,-3.5f),
glm::vec3(-1.7f, 3.0f,-7.5f),
glm::vec3( 1.3f,-2.0f,-2.5f),
glm::vec3( 1.5f, 2.0f,-2.5f),
glm::vec3( 1.5f, 0.2f,-1.5f),
glm::vec3(-1.3f, 1.0f,-1.5f)
};
GLuint VAO,VBO;
glGenBuffers(1,&VBO);
glGenVertexArrays(1,&VAO);
// bind vertex array object
glBindVertexArray(VAO);
// copy the vertices in a buffer
glBindBuffer(GL_ARRAY_BUFFER,VBO);
glBufferData(GL_ARRAY_BUFFER,sizeof(vertices),vertices,GL_STATIC_DRAW);
// set position attribute pointers
glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,5*sizeof(GL_FLOAT),(GLvoid*)0);
glEnableVertexAttribArray(0);
// set texture attribute pointers
glVertexAttribPointer(1,2,GL_FLOAT,GL_FALSE,5*sizeof(GL_FLOAT),(GLvoid*)(3*sizeof(GLfloat)));
glEnableVertexAttribArray(1);
// unbind the vertex array object
glBindVertexArray(0);
glEnable(GL_DEPTH_TEST);
GLfloat radius=10.0f;
while(!glfwWindowShouldClose(window))
{
glfwPollEvents();
do_movement();
glClearColor(.2f,.3f,.3f,1.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
GLfloat current_frame=glfwGetTime();
delta_time=current_frame-last_frame;
last_frame=current_frame;
// use shader program
our_shader.Use();
// bind textures
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D,texture1);
glUniform1i(glGetUniformLocation(our_shader.program,"our_texture1"),0);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D,texture2);
glUniform1i(glGetUniformLocation(our_shader.program,"our_texture2"),1);
glUniform1f(glGetUniformLocation(our_shader.program,"mix_value"),mix_value);
// view space transform
glm::mat4 view=glm::lookAt(camera_position,camera_position+camera_front,camera_up);
// projection matrix
glfwGetFramebufferSize(window,&width,&height);
glm::mat4 projection=glm::perspective(glm::radians(fov),(float)width/height,0.1f,100.0f);
GLuint model_location=glGetUniformLocation(our_shader.program,"model");
GLuint view_location=glGetUniformLocation(our_shader.program,"view");
glUniformMatrix4fv(view_location,1,GL_FALSE,glm::value_ptr(view));
GLuint projection_location=glGetUniformLocation(our_shader.program,"projection");
glUniformMatrix4fv(projection_location,1,GL_FALSE,glm::value_ptr(projection));
// draw
glBindVertexArray(VAO);
for(GLuint i=0;i<10;++i)
{
// world space transform
glm::mat4 model(1.0f);
model=glm::translate(model,cube_positions[i]);
model=glm::rotate(model,glm::radians((GLfloat)glfwGetTime()*50.0f),glm::vec3(0.5f,1.0f,0.0f));
GLfloat angle=glm::radians(20.0f*i);
model=glm::rotate(model,angle,glm::vec3(1.0f,0.3f,0.5f));
glUniformMatrix4fv(model_location,1,GL_FALSE,glm::value_ptr(model));
glDrawArrays(GL_TRIANGLES,0,36);
}
glBindVertexArray(0);
glfwSwapBuffers(window);
}
// deallocate all resources
glDeleteVertexArrays(1,&VAO);
glDeleteBuffers(1,&VBO);
// terminate GLFW
glfwTerminate();
return 0;
}
Save this file as main.cpp
. Open another window and type in the following
code:
#version 330 core
layout (location=0) in vec3 position;
layout (location=1) in vec2 tex_coord;
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(tex_coord.x,1.0f-tex_coord.y);
}
Save this file as shader.vs
. Finally, open another window and type the
following code:
#version 330 core
in vec2 TexCoord;
out vec4 color;
uniform float mix_value;
uniform sampler2D our_texture1;
uniform sampler2D our_texture2;
void main()
{
color=mix(texture(our_texture1,TexCoord),texture(our_texture2,TexCoord),mix_value);
}
Save this file as shader.frag
.