鼠标滚轮不起作用,不会报错,不知道是怎么回事
主函数如下:
#include <iostream>
#define GLEW_STATIC
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include "Shader.h"
#include "Camera.h"
#include "Light.h"
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtx/rotate_vector.hpp>
void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mode);
void MouseCallback(GLFWwindow *window, double xPos, double yPos);
void ScrollCallback(GLFWwindow *window, double xOffset, double yOffset);
void DoMovement();
bool keys[1024];
const GLint WIDTH = 800, HEIGHT = 600;
Camera camera(glm::vec3(0.0f, 0.0f, 2.0f));
GLfloat deltaTime = 0.0f;
GLfloat lastTime = 0.0f;
GLfloat lastX = WIDTH / 2;
GLfloat lastY = HEIGHT / 2;
bool firstMouse = true;
glm::vec3 lightPos = glm::vec3(0.0f, 0.0f, 0.0f);
int main()
{
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
GLFWwindow * window = glfwCreateWindow(WIDTH, HEIGHT, "w11", nullptr, nullptr);
if (nullptr == window) {
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetKeyCallback(window, KeyCallback);
glfwSetCursorPosCallback(window, MouseCallback);
glfwSetScrollCallback(window, ScrollCallback);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
int screenWidth, screenHeight;
glfwGetFramebufferSize(window, &screenWidth, &screenHeight);
glewExperimental = GL_TRUE;
if (GLEW_OK != glewInit()) {
std::cout << "Failed to initialise GLEW" << std::endl;
glfwTerminate();
return -1;
}
Shader lightShader = Shader("res/shaders/light.vs", "res/shaders/light.frag");
Light lightModel = Light();
Shader shader = Shader("res/shaders/core.vs", "res/shaders/core.frag");
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
GLfloat vertices[] =
{
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f
};
GLuint VAO, VBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
// transfer the data
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// set the attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid *)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid *)(3 * sizeof(GLfloat)));
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
glm::mat4 view = glm::mat4(1.0f);
//glm::mat4 projection = glm::perspective(glm::radians(camera.GetZoom()), static_cast<GLfloat>(screenWidth) / static_cast<GLfloat>(screenHeight), 0.1f, 1000.0f);
glm::mat4 projection = glm::perspective(camera.GetZoom(), (float)screenWidth / (float)screenHeight, 0.1f, 100.0f);
while (!glfwWindowShouldClose(window)) {
GLfloat currentTime = glfwGetTime();
deltaTime = currentTime - lastTime;
lastTime = currentTime;
glfwPollEvents();
DoMovement();
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glViewport(0, 0, screenWidth, screenHeight);
view = camera.GetViewMatrix();
glm::mat4 transform = glm::mat4(1.0f);
lightShader.Use();
lightPos = glm::vec3(20.0f, 0.0f, 0.0f);
lightPos = glm::rotate(lightPos, glm::radians(20.0f)*static_cast<GLfloat>(glfwGetTime()), glm::vec3(1.0f, 1.0f, 1.0f));
transform = glm::scale(transform, glm::vec3(0.1f, 0.1f, 0.1f));
transform = glm::translate(transform, lightPos);
glUniformMatrix4fv(glGetUniformLocation(lightShader.Program, "model"), 1, GL_FALSE, glm::value_ptr(transform));
glUniformMatrix4fv(glGetUniformLocation(lightShader.Program, "view"), 1, GL_FALSE, glm::value_ptr(view));
glUniformMatrix4fv(glGetUniformLocation(lightShader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
lightModel.Draw(lightShader);
shader.Use();
transform = glm::mat4(1.0f);
transform = glm::scale(transform, glm::vec3(0.4f, 0.4f, 0.4f));
GLuint transLoc = glGetUniformLocation(shader.Program, "model");
glUniformMatrix4fv(transLoc, 1, GL_FALSE, glm::value_ptr(transform));
GLuint viewLoc = glGetUniformLocation(shader.Program, "view");
glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
GLuint projLoc = glGetUniformLocation(shader.Program, "projection");
glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(projection));
glUniform3f(glGetUniformLocation(shader.Program, "LightPos"), lightPos.x, lightPos.y, lightPos.z);
glUniform3f(glGetUniformLocation(shader.Program, "ViewPos"), camera.GetPosition().x, camera.GetPosition().y, camera.GetPosition().z);
glUniform1f(glGetUniformLocation(shader.Program, "p"), 64.0f);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 36);
glBindVertexArray(0);
glfwSwapBuffers(window);
}
glfwTerminate();
return 0;
}
void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mode)
{
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) {
glfwSetWindowShouldClose(window, GL_TRUE);
}
if (key >= 0 & key < 1024) {
if (action == GLFW_PRESS) {
keys[key] = true;
}
else if (action == GLFW_RELEASE) {
keys[key] = false;
}
}
}
void DoMovement()
{
if (keys[GLFW_KEY_W] || keys[GLFW_KEY_UP]) {
camera.ProcessKeyboard(FORWARD, deltaTime);
}
if (keys[GLFW_KEY_S] || keys[GLFW_KEY_DOWN]) {
camera.ProcessKeyboard(BACKWARD, deltaTime);
}
if (keys[GLFW_KEY_A] || keys[GLFW_KEY_LEFT]) {
camera.ProcessKeyboard(LEFT, deltaTime);
}
if (keys[GLFW_KEY_D] || keys[GLFW_KEY_RIGHT]) {
camera.ProcessKeyboard(RIGHT, deltaTime);
}
}
void MouseCallback(GLFWwindow *window, double xPos, double yPos)
{
if (firstMouse) {
lastX = xPos;
lastY = yPos;
firstMouse = false;
}
GLfloat xOffset = xPos - lastX;
GLfloat yOffset = yPos - lastY;
lastX = xPos;
lastY = yPos;
camera.ProcessMouseMovement(xOffset, yOffset);
}
void ScrollCallback(GLFWwindow* window, double xOffset, double yOffset)
{
camera.ProcessMouseScroll(yOffset);
}
Camera.h如下:
#pragma once
#define GLEW_STATIC
#include <GL/glew.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <vector>
enum Camera_Movement
{
FORWARD,
BACKWARD,
LEFT,
RIGHT
};
const GLfloat YAW = -90.0f;
const GLfloat PITCH = 0.0f;
const GLfloat SPEED = 6.0f;
const GLfloat SENSITIVITY = 0.25f;
const GLfloat ZOOM = 45.0f;
class Camera
{
public:
Camera(glm::vec3 position = glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3 up = glm::vec3(0.0f, 1.0f, 0.0f),
GLfloat yaw = YAW,
GLfloat pitch = PITCH) :front(glm::vec3(0.0f, 0.0f, -1.0f)), movementSpeed(SPEED), mouseSensitivity(SENSITIVITY),
zoom(ZOOM)
{
this->position = position;
this->worldUp = up;
this->yaw = yaw;
this->pitch = pitch;
this->updateCameraVectors();
}
Camera(GLfloat posX, GLfloat posY, GLfloat posZ, GLfloat upX, GLfloat upY, GLfloat upZ,
GLfloat yaw = YAW,
GLfloat pitch = PITCH) :front(glm::vec3(0.0f, 0.0f, -1.0f)),
movementSpeed(SPEED),
mouseSensitivity(SENSITIVITY),
zoom(ZOOM)
{
this->position = glm::vec3(posX, posY, posZ);
this->worldUp = glm::vec3(upX, upY, upZ);
this->yaw = yaw;
this->pitch = pitch;
this->updateCameraVectors();
}
void ProcessKeyboard(Camera_Movement direction, GLfloat deltaTime)
{
GLfloat velocity = this->movementSpeed * deltaTime;
if (direction == FORWARD) {
this->position += this->front * velocity;
}
if (direction == BACKWARD) {
this->position -= this->front * velocity;
}
if (direction == LEFT) {
this->position -= this->right * velocity;
}
if (direction == RIGHT) {
this->position += this->right * velocity;
}
}
void ProcessMouseMovement(GLfloat xOffset, GLfloat yOffset, GLboolean constrainPitch = true)
{
xOffset *= this->mouseSensitivity;
yOffset *= this->mouseSensitivity;
this->yaw += xOffset;
this->pitch -= yOffset;
if (constrainPitch) {
if (this->pitch > 89.0f) {
this->pitch = 89.0f;
}
if (this->pitch < -89.0f) {
this->pitch = -89.0f;
}
}
updateCameraVectors();
}
glm::mat4 GetViewMatrix()
{
return glm::lookAt(this->position, this->position + this->front, this->up);
}
void ProcessMouseScroll(GLfloat yOffset)
{
if (this->zoom >= 1.0f && this->zoom <= 45.0f)
{
this->zoom -= yOffset ;
}
if (this->zoom <= 1.0f)
{
this->zoom = 1.0f;
}
if (this->zoom >= 45.0f)
{
this->zoom = 45.0f;
}
}
GLfloat GetZoom()
{
return this->zoom;
}
glm::vec3 GetPosition()
{
return this->position;
}
private:
glm::vec3 position;
glm::vec3 front;
glm::vec3 up;
glm::vec3 right;
glm::vec3 worldUp;
GLfloat yaw;
GLfloat pitch;
GLfloat movementSpeed;
GLfloat mouseSensitivity;
GLfloat zoom;
void updateCameraVectors()
{
glm::vec3 front;
front.x = cos(glm::radians(this->pitch))*cos(glm::radians(this->yaw));
front.y = sin(glm::radians(this->pitch));
front.z = cos(glm::radians(this->pitch))*sin(glm::radians(this->yaw));
this->front = glm::normalize(front);
this->right = glm::normalize(glm::cross(this->front, this->worldUp));
this->up = glm::normalize(glm::cross(this->right, this->front));
}
};
求大佬讲解