首页 > 代码库 > SharpGL学习笔记(十九) 摄像机漫游
SharpGL学习笔记(十九) 摄像机漫游
所谓的摄像机漫游,就是可以在场景中来回走动。
现实中,我们通过眼睛观察东西,身体移动带动眼睛移动观察身边的事物,这也是在漫游。
在OpenGL中我们使用函数LookAt()来操作摄像机在三维场景中进行漫游。
LookAt(double eyex, double eyey, double eyez, double centerx, double centery, double centerz, double upx, double upy, double upz);
我们通过改变LookAt的参数实现漫游效果,说明如下:
- 改变视点eyeX,可以实现在场景中横向移动
- 改变视点eyeY,可以实现在场景中蹲下,跳起这样的动作
- 改变视点Z分量eyeZ,能实现在场景中前后的动作
- 对于摄像机目标点centerx,y,z 的变化,相当于观察者站着不动,但其观察方向在上下左右方向进行变化。
源代码:
1 using System; 2 using System.Collections.Generic; 3 using System.ComponentModel; 4 using System.Data; 5 using System.Drawing; 6 using System.Linq; 7 using System.Text; 8 using System.Windows.Forms; 9 using SharpGL; 10 using System.Runtime.InteropServices; 11 12 namespace cameraRove 13 { 14 //原创文章,出自"博客园, 猪悟能‘S博客" : http://www.cnblogs.com/hackpig/ 15 public partial class SharpGLForm : Form 16 { 17 SharpGL.SceneGraph.Assets.Texture texture = new SharpGL.SceneGraph.Assets.Texture(); 18 Camera m_Camera = new Camera(); 19 20 //光源位置 21 float lx = 2f; 22 float ly = 1f; 23 float lz = 9f; 24 25 float[] fLightPosition = new float[4];// 光源位置 26 float[] fLightAmbient = new float[4] { 1f, 1f, 1f, 1.0f };// 环境光参数 27 float[] fLightDiffuse = new float[4] { 1f, 1f, 1f, 1f };// 漫射光参数 28 29 30 public SharpGLForm() 31 { 32 InitializeComponent(); 33 } 34 35 private void openGLControl_OpenGLDraw(object sender, PaintEventArgs e) 36 { 37 OpenGL gl = openGLControl.OpenGL; 38 gl.Clear(OpenGL.GL_COLOR_BUFFER_BIT | OpenGL.GL_DEPTH_BUFFER_BIT); 39 gl.LoadIdentity(); 40 41 gl.DrawText(20,this.Height-60, 1f, 1f, 1f, "黑体", 12f, string.Format( 42 "当前位置:X={0} Y={1} Speed ={2} ", m_Camera.getView().x.ToString("0.0"), 43 (-m_Camera.getView().z).ToString("0.0"), m_Camera.getSpeed())); 44 45 46 m_Camera.setLook(gl); 47 48 drawBox(gl, 1f, 1f, 0f); 49 50 m_Camera.setViewByMouse(); 51 } 52 53 54 void drawGrid(OpenGL gl) 55 { 56 //获得场景中一些状态 57 byte[] lp = new byte[] { 0, 0 }; 58 byte[] tp = new byte[] { 0, 0 }; 59 gl.GetBooleanv(OpenGL.GL_LIGHTING, lp); 60 gl.GetBooleanv(OpenGL.GL_TEXTURE_2D, tp); 61 62 //关闭纹理和光照 63 gl.Disable(OpenGL.GL_TEXTURE_2D); 64 gl.Disable(OpenGL.GL_LIGHTING); 65 66 //绘制过程 67 gl.PushAttrib(OpenGL.GL_CURRENT_BIT); //保存当前属性 68 gl.PushMatrix(); //压入堆栈 69 gl.Translate(0f, 0f, 0f); 70 gl.Color(0f, 0f, 1f); 71 72 //在X,Z平面上绘制网格 73 for (float i = -50; i <= 50; i += 1) 74 { 75 //绘制线 76 gl.Begin(OpenGL.GL_LINES); 77 //X轴方向 78 gl.Vertex(-50f, 0f, i); 79 gl.Vertex(50f, 0f, i); 80 //Z轴方向 81 gl.Vertex(i, 0f, -50f); 82 gl.Vertex(i, 0f, 50f); 83 gl.End(); 84 } 85 gl.PopMatrix(); 86 gl.PopAttrib(); 87 88 //恢复场景状态 89 if (tp[0] != 0) 90 gl.Enable(OpenGL.GL_TEXTURE_2D); 91 if (lp[0] != 0) 92 gl.Enable(OpenGL.GL_LIGHTING); 93 } 94 95 void drawSphere(OpenGL gl) 96 { 97 //设置材质属性 98 float[] mat_ambient = { 0.9f, 0.5f, 0.8f, 1.0f }; 99 float[] mat_diffuse = { 0.9f, 0.5f, 0.8f, 1.0f };100 float[] mat_shininess = { 100.0f };101 gl.Material(OpenGL.GL_FRONT, OpenGL.GL_AMBIENT, mat_ambient);102 gl.Material(OpenGL.GL_FRONT, OpenGL.GL_DIFFUSE, mat_diffuse);103 gl.Material(OpenGL.GL_FRONT, OpenGL.GL_SHININESS, mat_shininess);104 105 //获得纹理启用状态106 byte[] tp = { 0, 0 };107 gl.GetBooleanv(OpenGL.GL_TEXTURE_2D, tp);108 gl.Disable(OpenGL.GL_TEXTURE_2D); //关闭纹理109 110 //绘制过程111 gl.PushMatrix();112 gl.Translate(2f, 1f, 5f);113 var sphere= gl.NewQuadric();114 gl.QuadricNormals(sphere, OpenGL.GLU_OUTSIDE);115 gl.QuadricNormals(sphere, OpenGL.GLU_SMOOTH);116 gl.Sphere(sphere, 1f, 50, 50);117 gl.DeleteQuadric(sphere);118 gl.PopMatrix();119 120 if (tp[0] != 0)121 gl.Enable(OpenGL.GL_TEXTURE_2D);122 }123 124 private void drawBox(OpenGL gl, float xPos, float yPos, float zPos)125 {126 gl.PushMatrix();127 texture.Bind(gl);128 gl.Scale(2, 3, 2);129 gl.Translate(xPos, yPos, zPos);130 gl.Begin(OpenGL.GL_QUADS);131 {132 //前133 gl.TexCoord(0, 0); gl.Vertex(0, 0, 0);134 gl.TexCoord(1, 0); gl.Vertex(-1, 0, 0);135 gl.TexCoord(1, 1); gl.Vertex(-1, -1, 0);136 gl.TexCoord(0, 1); gl.Vertex(0, -1, 0);137 138 //底139 gl.TexCoord(0, 0); gl.Vertex(0, 0, 0);140 gl.TexCoord(1, 0); gl.Vertex(0, 0, -1);141 gl.TexCoord(1, 1); gl.Vertex(-1, 0, -1);142 gl.TexCoord(0, 1); gl.Vertex(-1, 0, 0);143 144 //左145 gl.TexCoord(0, 0); gl.Vertex(-1, 0, 0);146 gl.TexCoord(1, 0); gl.Vertex(-1, 0, -1);147 gl.TexCoord(1, 1); gl.Vertex(-1, -1, -1);148 gl.TexCoord(0, 1); gl.Vertex(-1, -1, 0);149 150 //右151 gl.TexCoord(0, 0); gl.Vertex(0, 0, 0);152 gl.TexCoord(1, 0); gl.Vertex(0, 0, -1);153 gl.TexCoord(1, 1); gl.Vertex(0, -1, -1);154 gl.TexCoord(0, 1); gl.Vertex(0, -1, 0);155 156 //后157 gl.TexCoord(0, 0); gl.Vertex(0, 0, -1);158 gl.TexCoord(1, 0); gl.Vertex(-1, 0, -1);159 gl.TexCoord(1, 1); gl.Vertex(-1, -1, -1);160 gl.TexCoord(0, 1); gl.Vertex(0, -1, -1);161 162 //顶163 gl.TexCoord(0, 0); gl.Vertex(0, -1, 0);164 gl.TexCoord(1, 0); gl.Vertex(0, -1, -1);165 gl.TexCoord(1, 1); gl.Vertex(-1, -1, -1);166 gl.TexCoord(0, 1); gl.Vertex(-1, -1, 0);167 }168 gl.End();169 170 gl.PopMatrix();171 drawGrid(gl);172 drawSphere(gl);173 }174 175 private void openGLControl_OpenGLInitialized(object sender, EventArgs e)176 {177 OpenGL gl = openGLControl.OpenGL;178 texture.Create(gl, "image.bmp");179 gl.Enable(OpenGL.GL_TEXTURE_2D);180 181 fLightPosition = new float[4] { lx, ly, lz, 1f };182 gl.Light(OpenGL.GL_LIGHT0, OpenGL.GL_AMBIENT, fLightAmbient);//环境光源 183 gl.Light(OpenGL.GL_LIGHT0, OpenGL.GL_DIFFUSE, fLightDiffuse);//漫射光源 184 gl.Light(OpenGL.GL_LIGHT0, OpenGL.GL_POSITION, fLightPosition);//光源位置 185 gl.Enable(OpenGL.GL_LIGHTING);//开启光照 186 gl.Enable(OpenGL.GL_LIGHT0);187 188 gl.Enable(OpenGL.GL_NORMALIZE);189 190 gl.ClearColor(0, 0, 0, 0);191 192 m_Camera.setCamera(0.0f, 1.5f, 6.0f, 0.0f, 1.5f, 0.0f, 0.0f, 1.0f, 0.0f);193 m_Camera.setSpeed(1f);194 195 }196 197 private void openGLControl_Resized(object sender, EventArgs e)198 {199 OpenGL gl = openGLControl.OpenGL;200 gl.MatrixMode(OpenGL.GL_PROJECTION);201 gl.LoadIdentity();202 gl.Perspective(60.0f, (double)Width / (double)Height, 0.01, 100.0);203 gl.LookAt(-6, 1, 0, 0, 0, 0, 0, 1, 0);204 gl.MatrixMode(OpenGL.GL_MODELVIEW);205 }206 207 private void openGLControl_KeyDown(object sender, KeyEventArgs e)208 {209 210 switch (e.KeyCode)211 {212 case Keys.W: //上213 m_Camera.yawCamera(m_Camera.getSpeed());214 215 break;216 case Keys.S: //下217 m_Camera.yawCamera(-m_Camera.getSpeed());218 219 break;220 case Keys.A: //左221 m_Camera.moveCamera(m_Camera.getSpeed());222 break;223 case Keys.D: //右224 m_Camera.moveCamera(-m_Camera.getSpeed());225 226 break;227 default:228 break;229 }230 }231 232 233 }234 235 236 class Camera237 {238 private Vector3 m_Position; //位置239 private Vector3 m_View; //朝向240 private Vector3 m_UpVector; //向上向量241 private float m_Speed; //速度242 243 public Camera()244 {245 Vector3 zero =new Vector3(0f, 0f, 0f);246 Vector3 view =new Vector3(0f, 1f, 0.5f);247 Vector3 up =new Vector3(0f, 0f, 1f);248 m_Position = zero;249 m_View = view;250 m_UpVector = up;251 m_Speed = 0.1f;252 }253 254 public void setSpeed(float speed)255 {256 m_Speed = speed;257 }258 259 public float getSpeed()260 {261 return m_Speed;262 }263 264 public Vector3 getPosition()265 {266 return m_Position;267 }268 269 public Vector3 getView()270 {271 return m_View;272 }273 274 public Vector3 getUpVector()275 {276 return m_UpVector;277 }278 279 280 //设置摄像机的位置,朝向和向上向量281 public void setCamera(float positionX,float positionY,282 float positionZ, float viewX,float viewY,283 float viewZ,float upVectorX,float upVectorY,284 float upVectorZ)285 {286 //构造向量287 Vector3 Position =new Vector3(positionX, positionY, positionZ);288 Vector3 View = new Vector3(viewX, viewY, viewZ);289 Vector3 UpVector = new Vector3(upVectorX, upVectorY, upVectorZ);290 291 //设置摄像机292 m_Position = Position;293 m_View = View;294 m_UpVector = UpVector;295 }296 297 //旋转摄像机方向298 void rotateView(float angle, float x, float y, float z)299 {300 Vector3 newView=new Vector3();301 //计算方向向量302 Vector3 view = m_View - m_Position;303 //计算 sin 和cos值 304 float cosTheta =(float) Math.Cos(angle);305 float sinTheta = (float)Math.Sin(angle);306 307 //计算旋转向量的x值308 newView.x = (cosTheta + (1 - cosTheta) * x * x) * view.x;309 newView.x += ((1 - cosTheta) * x * y - z * sinTheta) * view.y;310 newView.x += ((1 - cosTheta) * x * z + y * sinTheta) * view.z;311 312 //计算旋转向量的y值313 newView.y = ((1 - cosTheta) * x * y + z * sinTheta) * view.x;314 newView.y += (cosTheta + (1 - cosTheta) * y * y) * view.y;315 newView.y += ((1 - cosTheta) * y * z - x * sinTheta) * view.z;316 317 //计算旋转向量的y值318 newView.z = ((1 - cosTheta) * x * z - y * sinTheta) * view.x;319 newView.z += ((1 - cosTheta) * y * z + x * sinTheta) * view.y;320 newView.z += (cosTheta + (1 - cosTheta) * z * z) * view.z;321 322 //更新摄像机的方向323 m_View = m_Position + newView;324 }325 326 327 [DllImport("user32.dll", EntryPoint = "GetSystemMetrics")]328 public static extern int GetSystemMetrics(int which);329 330 [DllImport("user32.dll", CharSet = CharSet.Auto)]331 public static extern bool GetCursorPos(out Point pt);332 333 [DllImport("user32.dll", EntryPoint = "ShowCursor", CharSet = CharSet.Auto)]334 public extern static void ShowCursor(int status);335 336 [DllImport("user32.dll", EntryPoint = "SetCursorPos")]337 private static extern int SetCursorPos(int x, int y);338 339 float lastRotX = 0.0f; // 用于保存旋转角度340 float currentRotX = 0.0f;341 public void setViewByMouse()342 {343 const int SM_CXSCREEN = 0;344 const int SM_CYSCREEN = 1;345 Point mousePos; /**< 保存当前鼠标位置 */346 int middleX = GetSystemMetrics(SM_CXSCREEN) >> 1; /**< 得到屏幕宽度的一半 */347 int middleY = GetSystemMetrics(SM_CYSCREEN) >> 1; /**< 得到屏幕高度的一半 */348 float angleY = 0.0f; /**< 摄像机左右旋转角度 */349 float angleZ = 0.0f; /**< 摄像机上下旋转角度 */350 351 352 // 得到当前鼠标位置353 GetCursorPos(out mousePos);354 ShowCursor(0);355 356 // 如果鼠标没有移动,则不用更新357 if ((mousePos.X == middleX) && (mousePos.Y == middleY))358 return;359 360 // 设置鼠标位置在屏幕中心361 SetCursorPos(middleX, middleY);362 363 // 得到鼠标移动方向364 angleY = (float)((middleX - mousePos.X)) / 1000.0f;365 angleZ = (float)((middleY - mousePos.Y)) / 1000.0f;366 367 lastRotX = currentRotX;368 369 // 跟踪摄像机上下旋转角度 370 currentRotX += angleZ;371 372 // 如果上下旋转弧度大于1.0,我们截取到1.0并旋转373 if (currentRotX > 1.0f)374 {375 currentRotX = 1.0f;376 377 // 根据保存的角度旋转方向378 if (lastRotX != 1.0f)379 {380 // 通过叉积找到与旋转方向垂直的向量381 Vector3 vAxis = m_View - m_Position;382 vAxis = vAxis.crossProduct(m_UpVector);383 vAxis = vAxis.normalize();384 385 ///旋转386 rotateView(1.0f - lastRotX, vAxis.x, vAxis.y, vAxis.z);387 }388 }389 // 如果旋转弧度小于-1.0,则也截取到-1.0并旋转390 else if (currentRotX < -1.0f)391 {392 currentRotX = -1.0f;393 if (lastRotX != -1.0f)394 {395 396 // 通过叉积找到与旋转方向垂直的向量397 Vector3 vAxis = m_View - m_Position;398 vAxis = vAxis.crossProduct(m_UpVector);399 vAxis = vAxis.normalize();400 401 rotateView(-1.0f - lastRotX, vAxis.x, vAxis.y, vAxis.z);402 }403 }404 // 否则就旋转angleZ度405 else406 {407 // 找到与旋转方向垂直向量408 Vector3 vAxis = m_View - m_Position;409 vAxis = vAxis.crossProduct(m_UpVector);410 vAxis = vAxis.normalize();411 412 rotateView(angleZ, vAxis.x, vAxis.y, vAxis.z);413 }414 415 // 总是左右旋转摄像机416 rotateView(angleY, 0, 1, 0);417 }418 419 420 421 422 423 public void yawCamera(float speed)424 {425 Vector3 yaw = new Vector3();426 Vector3 cross = m_View - m_Position;427 cross = cross.crossProduct(m_UpVector);428 429 //归一化向量430 yaw = cross.normalize();431 432 m_Position.x += yaw.x * speed;433 m_Position.z += yaw.z * speed;434 435 m_View.x += yaw.x * speed;436 m_View.z += yaw.z * speed;437 }438 439 public void moveCamera(float speed)440 {441 //计算方向向量442 Vector3 vector = m_View - m_Position;443 vector = vector.normalize(); //单位化444 445 //更新摄像机446 m_Position.x += vector.x * speed; //根据速度更新位置447 m_Position.z += vector.z * speed;448 m_Position.y += vector.y * speed;449 450 m_View.x += vector.x * speed; //根据速度更新方向451 m_View.y += vector.y * speed;452 m_View.z += vector.z * speed;453 }454 455 //设置视点456 public void setLook(OpenGL gl)457 {458 gl.LookAt(m_Position.x, m_Position.y, m_Position.z,459 m_View.x, m_View.y, m_View.z,460 m_UpVector.x, m_UpVector.y, m_UpVector.z);461 }462 }463 464 465 //向量运算类466 class Vector3467 {468 public float x, y, z;469 public Vector3()470 {471 x = 0; y = 0; z = 0;472 }473 474 public Vector3(float x, float y, float z)475 {476 this.x = x;477 this.y = y;478 this.z = z;479 }480 481 public Vector3(Vector3 vec)482 {483 this.x = vec.x;484 this.y = vec.y;485 this.z = vec.z;486 }487 488 public float length()489 {490 return (float)(x * x + y * y + z * z);491 }492 493 public Vector3 normalize()494 {495 float len = length();496 if (len == 0) len = 1;497 x = x / len;498 y = y / len;499 z = z / len;500 return this;501 }502 503 //点积504 public float dotProduct(Vector3 vec)505 {506 return 0f;507 }508 509 public Vector3 crossProduct(Vector3 vec)510 {511 Vector3 v = new Vector3();512 v.x = y * vec.z - z * vec.y;513 v.y = z * vec.x - x * vec.z;514 v.z = x * vec.y - y * vec.x;515 return v;516 }517 518 public static Vector3 operator +(Vector3 v1,Vector3 v2)519 {520 var res = new Vector3();521 res.x=v1.x+v2.x;522 res.y=v1.y+v2.y;523 res.z=v1.z+v2.z;524 return res;525 }526 527 public static Vector3 operator -(Vector3 v1,Vector3 v2)528 {529 var res = new Vector3();530 res.x=v1.x-v2.x;531 res.y=v1.y-v2.y;532 res.z=v1.z-v2.z;533 return res;534 }535 536 public static Vector3 operator *(Vector3 v1, Vector3 v2)537 {538 var res = new Vector3();539 res.x = v1.x * v2.x;540 res.y = v1.y * v2.y;541 res.z = v1.z * v2.z;542 return res;543 }544 545 public static Vector3 operator /(Vector3 v1, Vector3 v2)546 {547 var res = new Vector3();548 res.x = v1.x / v2.x;549 res.y = v1.y / v2.y;550 res.z = v1.z / v2.z;551 return res;552 }553 554 public static Vector3 operator -(Vector3 vec)555 {556 vec.x=-1*vec.x;557 vec.y=-1*vec.y;558 vec.z=-1*vec.z;559 return vec;560 }561 562 }563 564 }
效果如下图:
移动鼠标可以旋转摄像机,按键盘的WASD四个键可以XY方向移动摄像机。
本例子改编自徐明亮《OpenGL游戏编程》一书中“摄像机漫游” 一章节。
通过这个例子,发现了一个让笔者不解的问题。为什么我办公电脑那种垃圾配置(双核2G,集成显卡)跑这个例子比较快,但我家里的电脑(四核,显卡是geForce GTX 750Ti) 运行起来却蛮慢?
貌似根本就没有发挥强大显卡的性能嘛!
还有,VC6写的实现同样效果的程序要跑得快些哦!这又是昨回事? 这摆明让人羡慕嫉妒恨嘛!
本节源代码下载
原创文章,出自"博客园, 猪悟能‘S博客" : http://www.cnblogs.com/hackpig/
SharpGL学习笔记(十九) 摄像机漫游
声明:以上内容来自用户投稿及互联网公开渠道收集整理发布,本网站不拥有所有权,未作人工编辑处理,也不承担相关法律责任,若内容有误或涉及侵权可进行投诉: 投诉/举报 工作人员会在5个工作日内联系你,一经查实,本站将立刻删除涉嫌侵权内容。