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6.opengl入门-摄像机

6.opengl入门-摄像机

作者: 天叔 | 来源:发表于2020-06-10 19:46 被阅读0次
摄像机实现的原理:通过位移+旋转对原物体的坐标反向变换,模拟相机机位的变化,详细推演可以参考《计算机视觉基础》第6章-几何变换 p105和第13章节-交互式图形流程。核心公式: 摄像机坐标变换.png

从右往左看,第一个矩阵调整原始点的位移,模拟相机的反向位移,第二个矩阵模拟坐标的旋转。没有理解原理硬记下也是可以的。

一、实现一个基础的摄像机环绕效果

  1. 效果 32.gif
  2. opengl中的实现:幸运的是,GLM已经提供了这些支持。我们要做的只是定义一个摄像机位置,一个目标位置和一个表示世界空间中的上向量的向量(我们计算右向量使用的那个上向量)。
    接着GLM就会创建一个LookAt矩阵,我们可以把它当作我们的观察矩阵:
glm::mat4 view;
view = glm::lookAt(glm::vec3(0.0f, 0.0f, 3.0f), 
           glm::vec3(0.0f, 0.0f, 0.0f), 
           glm::vec3(0.0f, 1.0f, 0.0f));
  1. 代码和上一篇中区别很小,对view的实现做了调整,代码如下:
        float radius        = 10.0f;
        float camX          = sin(glfwGetTime()) * radius;
        float camZ          = cos(glfwGetTime()) * radius;
        view = glm::lookAt(glm::vec3(camX, 0.0f, camZ), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f));

方便观察,把每个立方体自旋转部分的逻辑注释掉了

        for (unsigned int i = 0; i < 10; i++) {
            glm::mat4 model;
            model = glm::translate(model, cubePositions[i]);
//            float angle = 20.0f * i + (float)glfwGetTime();
//            model = glm::rotate(model, angle, glm::vec3(1.0f, 0.3f, 0.5f));
            ourShader.setMat4("model", model);
            glDrawArrays(GL_TRIANGLES, 0, 36);
        }

二、按键调整相机机位

1.效果 按键调整

2.代码说明,有两处需要修改
// main函数里的变量提出来,方便在processInput里全局引用

glm::vec3 cameraPos   = glm::vec3(0.0f, 0.0f,  3.0f);
glm::vec3 cameraFront = glm::vec3(0.0f, 0.0f, -1.0f);
glm::vec3 cameraUp    = glm::vec3(0.0f, 1.0f,  0.0f);

// 在processInput中监听按键,W S A D分别控制上下左右移动,跟打CS游戏一样,注意,左右移动机位需要归一化,目的是控制移动速度平稳,因为初始值在操作过程中是个变值。

void processInput(GLFWwindow *window)
{
    if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS){
        glfwSetWindowShouldClose(window, true);
    }
    
    float cameraSpeed = 0.05f;
    
    if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) {
        cameraPos += cameraSpeed * cameraFront;
    } else if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) {
        cameraPos -= cameraSpeed * cameraFront;
    } else if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) {
        cameraPos -= glm::normalize(glm::cross(cameraFront, cameraUp)) * cameraSpeed;
    } else if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) {
        cameraPos += glm::normalize(glm::cross(cameraFront, cameraUp)) * cameraSpeed;
    }
}

// while循环中view的计算

view = glm::lookAt(cameraPos, cameraPos + cameraFront, cameraUp);

注意!!view = glm::lookAt(cameraPos, cameraPos + cameraFront, cameraUp);一开始对cameraPos + cameraFront怎么也不理解,既然是表示方向,方向向量的标量值是没有意义的,很奇怪,做了个实验,写死glm::lookAt第二个参数看效果,发现第二个值如果和第一个值一样大,屏幕空白,只要第二个值比第一个参数小,哪怕只小一点点效果就正常。仔细看了glm::lookAt方法的说明,第二个参数并不是向量,是一个三维坐标,即相机拍摄的方向,如果这个点和相机镜头是同一个点,那该往哪个方向看呢?系统自己就傻了。

view = glm::lookAt(cameraPos, glm::vec3(0.0f, 0.0f, 2.9f), cameraUp);
  1. 速度优化,针对不同硬件实现,保证统一的体验,对速度参数做些调整,这种补偿算法简单实用,值得学习,关键代码:
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------
void processInput(GLFWwindow *window)
{
    if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS){
        glfwSetWindowShouldClose(window, true);
    }
    
    float cameraSpeed = 2.5f * deltaTime;

    
    if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) {
        cameraPos += cameraSpeed * cameraFront;
    } else if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) {
        cameraPos -= cameraSpeed * cameraFront;
    } else if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) {
        cameraPos -= glm::normalize(glm::cross(cameraFront, cameraUp)) * cameraSpeed;
    } else if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) {
        cameraPos += glm::normalize(glm::cross(cameraFront, cameraUp)) * cameraSpeed;
    }
}

三、鼠标调整相机机位

鼠标+滚轮
背景知识:欧拉角(Euler Angle)是可以表示3D空间中任何旋转的3个值,由莱昂哈德·欧拉(Leonhard Euler)在18世纪提出。一共有3种欧拉角:俯仰角(Pitch)、偏航角(Yaw)和滚转角(Roll),下面的图片展示了它们的含义: 欧拉角
  1. 角度计算:
    鼠标移动和滚轮操作分别控制俯仰角和偏航角,滚转角暂时涉及不到,可以想象战争片里飞机自己转圈的效果。
    经过俯仰角和偏航角的转换,新的坐标计算因子为:
direction.x = cos(glm::radians(pitch)) * cos(glm::radians(yaw)); // 译注:direction代表摄像机的前轴(Front),这个前轴是和本文第一幅图片的第二个摄像机的方向向量是相反的
direction.y = sin(glm::radians(pitch));
direction.z = cos(glm::radians(pitch)) * sin(glm::radians(yaw));

详细推演参考:opengl-摄像机

  1. 增加鼠标移动和滚轮操作回调
    鼠标移动改变视角,滚轮操作理论上是改变视椎体的面积,模拟的效果是缩放,可以想象相机的视野变小了,能看到的物体范围就变小了,然后平铺到窗口上就是缩放了。代码如下:
    2.1 调用函数声明
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
 void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);

2.2 设置回调函数

glfwSetCursorPosCallback(window, mouse_callback);
glfwSetScrollCallback(window, scroll_callback);

2.3 回调函数具体实现,注意通过firstMouse来控制第一次回调,鼠标的坐标会跳动

void mouse_callback(GLFWwindow* window, double xpos, double ypos)
{
    if(firstMouse)
    {
        lastX = xpos;
        lastY = ypos;
        firstMouse = false;
    }
    
    float xoffset = xpos - lastX;
    float yoffset = lastY - ypos;
    lastX = xpos;
    lastY = ypos;
    
    float sensitivity = 0.1f;
    xoffset *= sensitivity;
    yoffset *= sensitivity;
    
    yaw += xoffset;
    pitch += yoffset;
    
    if (pitch > 89.0f)
    {
        pitch = 89.0f;
    } else if (pitch < -89.0f)
    {
        pitch = -89.0f;
    }
    
    glm::vec3 front;
    front.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
    front.y = sin(glm::radians(pitch));
    front.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch));
    cameraFront = glm::normalize(front);
}

void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
    std::cout << "yoffset:" << yoffset << std::endl;
    std::cout << "xoffset:" << xoffset << std::endl;

    fov -= (float)yoffset;
    if (fov < 1.0f)
        fov = 1.0f;
    else if (fov > 45.0f)
        fov = 45.0f;
}

2.4 在while循环中,修改投影矩阵,用变量替代之前的固定值45.0f

projection = glm::perspective(glm::radians(fov), (float)SCR_WIDTH/(float)SCR_HEIGHT, 0.1f, 100.0f);
完整代码
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"

#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>

#include "Shader.h"

#include <iostream>

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

// settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;

glm::vec3 cameraPos   = glm::vec3(0.0f, 0.0f,  3.0f);
glm::vec3 cameraFront = glm::vec3(0.0f, 0.0f, -1.0f);
glm::vec3 cameraUp    = glm::vec3(0.0f, 1.0f,  0.0f);

bool firstMouse = true;
float yaw = -90.0f;
float pitch = 0.0f;
float lastX = 800.0f / 2.0f;
float lastY = 600.0f / 2.0f;
float fov = 45.0f;

float deltaTime = 0.0f; // 当前帧与上一帧的时间差
float lastFrame = 0.0f; // 上一帧的时间

int main()
{
    // glfw: initialize and configure
    // ------------------------------
    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

    // glfw window creation
    // --------------------
    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);
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
    glfwSetCursorPosCallback(window, mouse_callback);
    glfwSetScrollCallback(window, scroll_callback);
    
//    glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);

    // glad: load all OpenGL function pointers
    // ---------------------------------------
    if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
    {
        std::cout << "Failed to initialize GLAD" << std::endl;
        return -1;
    }
    
    glEnable(GL_DEPTH_TEST);
    
    // build and compile our shader zprogram
    // ------------------------------------
    Shader ourShader("4.1.texture.vs", "4.1.texture.fs");

    // set up vertex data (and buffer(s)) and configure vertex attributes
    // ------------------------------------------------------------------
    float vertices[] = {
        -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
    };
    

    unsigned int 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(float), (void*)0);
    glEnableVertexAttribArray(0);
    // texture coord attribute
    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
    glEnableVertexAttribArray(1);


    // load and create a texture
    // -------------------------
    unsigned int texture1, texture2;
    // texture 1
    // ---------
    glGenTextures(1, &texture1);
    glBindTexture(GL_TEXTURE_2D, texture1);
    // set the texture wrapping parameters
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    // set texture filtering parameters
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    // load image, create texture and generate mipmaps
    int width, height, nrChannels;
    stbi_set_flip_vertically_on_load(true); // tell stb_image.h to flip loaded texture's on the y-axis.
    unsigned char *data = stbi_load("container.jpg", &width, &height, &nrChannels, 0);
    if (data)
    {
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
        glGenerateMipmap(GL_TEXTURE_2D);
    }
    else
    {
        std::cout << "Failed to load texture" << std::endl;
    }
    stbi_image_free(data);
    // texture 2
    // ---------
    glGenTextures(1, &texture2);
    glBindTexture(GL_TEXTURE_2D, texture2);
    // set the texture wrapping parameters
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    // set texture filtering parameters
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    // load image, create texture and generate mipmaps
    data = stbi_load("awesomeface.png", &width, &height, &nrChannels, 0);
    if (data)
    {
        // note that the awesomeface.png has transparency and thus an alpha channel, so make sure to tell OpenGL the data type is of GL_RGBA
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
        glGenerateMipmap(GL_TEXTURE_2D);
    }
    else
    {
        std::cout << "Failed to load texture" << std::endl;
    }
    stbi_image_free(data);

    // tell opengl for each sampler to which texture unit it belongs to (only has to be done once)
    // -------------------------------------------------------------------------------------------
    ourShader.use();
    ourShader.setInt("texture1", 0);
    ourShader.setInt("texture2", 1);


    glm::vec3 cubePositions[] = {
      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)
    };
    
    // render loop
    // -----------
    while (!glfwWindowShouldClose(window))
    {
        
        float currentFrame = glfwGetTime();
        deltaTime = currentFrame - lastFrame;
        lastFrame = currentFrame;
        // input
        // -----
        processInput(window);

        // render
        // ------
        glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

        // bind textures on corresponding texture units
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, texture1);
        glActiveTexture(GL_TEXTURE1);
        glBindTexture(GL_TEXTURE_2D, texture2);

        // get matrix's uniform location and set matrix
        ourShader.use();
        
        glm::mat4 model             = glm::mat4(1.0f);
        glm::mat4 view              = glm::mat4(1.0f);
        glm::mat4 projection        = glm::mat4(1.0f);
        
        model = glm::rotate(model, (float)glfwGetTime(), glm::vec3(0.5f, 1.0f, 0.0f));
        
        float radius        = 10.0f;
        float camX          = sin(glfwGetTime()) * radius;
        float camZ          = cos(glfwGetTime()) * radius;
        view = glm::lookAt(cameraPos, cameraPos + cameraFront, cameraUp);
//        view = glm::lookAt(cameraPos, glm::vec3(0.0f, 0.0f, 2.9f), cameraUp);

        
        projection = glm::perspective(glm::radians(fov), (float)SCR_WIDTH/(float)SCR_HEIGHT, 0.1f, 100.0f);
        
        unsigned int modelLoc = glGetUniformLocation(ourShader.ID, "model");
        unsigned int viewLoc = glGetUniformLocation(ourShader.ID, "view");
        
        glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
        glUniformMatrix4fv(viewLoc, 1, GL_FALSE, &view[0][0]);
        
        ourShader.setMat4("projection", projection);
        
     

        // render container
        glBindVertexArray(VAO);
        
        for (unsigned int i = 0; i < 10; i++) {
            glm::mat4 model;
            model = glm::translate(model, cubePositions[i]);
            float angle = 20.0f * i; //+ (float)glfwGetTime();
            model = glm::rotate(model, angle, glm::vec3(1.0f, 0.3f, 0.5f));
            ourShader.setMat4("model", model);
            glDrawArrays(GL_TRIANGLES, 0, 36);
        }
        

        // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
        // -------------------------------------------------------------------------------
        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    // optional: de-allocate all resources once they've outlived their purpose:
    // ------------------------------------------------------------------------
    glDeleteVertexArrays(1, &VAO);
    glDeleteBuffers(1, &VBO);
    // glfw: terminate, clearing all previously allocated GLFW resources.
    // ------------------------------------------------------------------
    glfwTerminate();
    return 0;
}

// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------
void processInput(GLFWwindow *window)
{
    if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS){
        glfwSetWindowShouldClose(window, true);
    }
    
    float cameraSpeed = 2.5f * deltaTime;

    
    if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) {
        cameraPos += cameraSpeed * cameraFront;
    } else if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) {
        cameraPos -= cameraSpeed * cameraFront;
    } else if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) {
        cameraPos -= glm::normalize(glm::cross(cameraFront, cameraUp)) * cameraSpeed;
    } else if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) {
        cameraPos += glm::normalize(glm::cross(cameraFront, cameraUp)) * cameraSpeed;
    }
}

// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
    // make sure the viewport matches the new window dimensions; note that width and
    // height will be significantly larger than specified on retina displays.
    glViewport(0, 0, width, height);
}

void mouse_callback(GLFWwindow* window, double xpos, double ypos)
{
    if(firstMouse)
    {
        lastX = xpos;
        lastY = ypos;
        firstMouse = false;
    }
    
    float xoffset = xpos - lastX;
    float yoffset = lastY - ypos;
    lastX = xpos;
    lastY = ypos;
    
    float sensitivity = 0.1f;
    xoffset *= sensitivity;
    yoffset *= sensitivity;
    
    yaw += xoffset;
    pitch += yoffset;
    
    if (pitch > 89.0f)
    {
        pitch = 89.0f;
    } else if (pitch < -89.0f)
    {
        pitch = -89.0f;
    }
    
    glm::vec3 front;
    front.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
    front.y = sin(glm::radians(pitch));
    front.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch));
    cameraFront = glm::normalize(front);
}

void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
    std::cout << "yoffset:" << yoffset << std::endl;
    std::cout << "xoffset:" << xoffset << std::endl;

    fov -= (float)yoffset;
    if (fov < 1.0f)
        fov = 1.0f;
    else if (fov > 45.0f)
        fov = 45.0f;
}

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