我们在架构camera系统的时候讲Camera分成两个部分,一个是Camera自身的运算部分就像Viewport,ViewMatrix,ProjectionMatrix,CameraPosition,CameraLookAt等。这些是Camera自己的属性,然后在Camera上层抽象一个CameraControl来控制这些参数。这样就可以有不同的camera与不同的控制器组合。
glm::vec3 cameraUp = glm::cross(cameraDirection, cameraRight); 这样,我们就创建了所有构成观察/摄像机空间的向量(可以看作相机位置为原点,xyz三个轴相互垂直的观察矩阵(View Matrix)),使用这些摄像机向量我们就可以创建一个LookAt矩阵了。 3, 使用矩阵的好处之一是如果你使用3个相互垂直(或非线性)的轴定义...
//(cameraPos + cameraFront)为了让摄像机的方向始终平行于Z轴 样能保证无论我们怎么移动,摄像机都会注视着目标方向 view = glm::lookAt(cameraPos, cameraPos + cameraFront, cameraUp); 2,为用WASD移动摄像机声明响应函数 void processInput(GLFWwindow *window) { ... float cameraSpeed = 0.05f; // a...
view = glm::lookAt(camera.Position, camera.Position + camera.Front, camera.Up); //view = glm::lookAt(cameraPos, cameraPos + cameraFront, cameraUp); //view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f)); glm::mat4 projection = glm::mat4(1.0f); projection = glm::per...
...// Set the camera position (View matrix)Matrix.setLookAtM(mViewMatrix,0,0,0, -3,0f,0f,0f,0f,1.0f,0.0f);// Calculate the projection and view transformationMatrix.multiplyMM(mMVPMatrix,0, mProjectionMatrix,0, mViewMatrix,0);// Draw shapemTriangle.draw(mMVPMatrix); ...
We only have to specify a camera position, a target position and a vector that represents the up vector in world space (the up vector we used for calculating the right vector). GLM then creates the LookAt matrix that we can use as our view matrix: glm::mat4 view; view = glm::look...
一种viewMatrix,它可以立刻将摄像机指向 [目标方向|目标位置 (不建议在此处直接更改目标位置) ]。 使用LookAtMatrix,可以直接统计对Camera的所有变换。 LookAtMatrix: [Rx, Ry, Rz, 0] * [1, 0, 0, Px] [Ux, Uy, Uz, 0] * [0, 1, 0, Py] ...
观察空间(View Space): 观察空间是将世界坐标转化为用户视野前方的坐标。一般用一个观察矩阵(View Matrix)来完成转换。 裁剪空间(Clip Space):顶点着色器运行到最后,OpenGL期望所有的坐标落在一个特定的范围内,且任何在这个范围之外的点会被裁剪掉。为了将顶点坐标从观察变换成裁剪空间,需定义一个投影矩阵(Projection...
(upX, upY, upZ); Yaw = yaw; Pitch = pitch; updateCameraVectors(); } // returns the view matrix calculated using Euler Angles and the LookAt Matrix glm::mat4 GetViewMatrix() { return glm::lookAt(Position, Position + Front, Up); } // processes input received from any keyboard-...
/// Build a look at view matrix based on the default handedness. /// @param eye Position of the camera /// @param center Position where the camera is looking at /// @param up Normalized up vector, how the camera is oriented. Typically (0, 0, 1) ...