tinyrenderer 相机移动
时间: 2023-08-29 11:04:20 浏览: 51
在 TinyRenderer 中,相机移动可以通过改变相机的位置来实现。具体来说,你需要在渲染循环中更新相机的位置,并将相机的位置传递给顶点着色器,以便在屏幕上正确地呈现场景。
以下是一些示例代码,可以帮助你开始实现相机移动:
首先,你需要定义一个相机类,用于跟踪相机的位置和方向:
```cpp
class Camera {
public:
Vector3f position;
Vector3f forward;
Vector3f up;
Camera(const Vector3f& pos, const Vector3f& target, const Vector3f& up) {
position = pos;
forward = (target - pos).normalized();
this->up = up.normalized();
}
Matrix4f get_view_matrix() const {
Vector3f z = -forward;
Vector3f x = up.cross(z).normalized();
Vector3f y = z.cross(x).normalized();
Matrix4f view;
view << x.x(), x.y(), x.z(), -(x.dot(position)),
y.x(), y.y(), y.z(), -(y.dot(position)),
z.x(), z.y(), z.z(), -(z.dot(position)),
0, 0, 0, 1;
return view;
}
};
```
然后,你需要在渲染循环中更新相机的位置,并将相机的位置传递给顶点着色器。在以下示例代码中,我们使用键盘控制相机的移动:
```cpp
Camera camera(Vector3f(0, 0, 3), Vector3f(0, 0, 0), Vector3f(0, 1, 0));
float angle = 0;
while (!glfwWindowShouldClose(window)) {
// 处理相机移动
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) {
camera.position += camera.forward * camera_speed;
}
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) {
camera.position -= camera.forward * camera_speed;
}
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) {
camera.position -= camera.forward.cross(camera.up).normalized() * camera_speed;
}
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) {
camera.position += camera.forward.cross(camera.up).normalized() * camera_speed;
}
if (glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS) {
angle += camera_rotate_speed;
camera.forward = Matrix3f::Identity() * AngleAxisf(angle, camera.up) * camera.forward;
}
if (glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS) {
angle -= camera_rotate_speed;
camera.forward = Matrix3f::Identity() * AngleAxisf(angle, camera.up) * camera.forward;
}
// 渲染场景
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUniformMatrix4fv(model_loc, 1, GL_FALSE, model.data());
glUniformMatrix4fv(view_loc, 1, GL_FALSE, camera.get_view_matrix().data());
glUniformMatrix4fv(proj_loc, 1, GL_FALSE, proj.data());
glBindVertexArray(vao);
glDrawArrays(GL_TRIANGLES, 0, vb_size);
glfwSwapBuffers(window);
glfwPollEvents();
}
```
在顶点着色器中,你需要将相机的位置传递给着色器,并将模型视图投影矩阵中的相机变换修改为相机的位置:
```glsl
#version 330 core
layout(location = 0) in vec3 position;
uniform mat4 model;
uniform mat4 view;
uniform mat4 proj;
uniform vec3 camera_pos;
void main() {
gl_Position = proj * view * model * vec4(position, 1.0);
// 计算相机空间中的位置
vec3 camera_space_pos = (view * vec4(camera_pos, 1.0)).xyz;
// 将相机空间中的位置传递给片段着色器
gl_Position.z -= length(position - camera_space_pos) * 0.1;
}
```
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