gpt4 book ai didi

c++ - OpenGL/GLFW - 滚轮不响应

转载 作者:搜寻专家 更新时间:2023-10-31 00:54:39 24 4
gpt4 key购买 nike

我正在关注 this tutorial series ,但也尝试自定义我的解决方案(本质上我正在尝试渲染 3D 点云 - 即一大堆 XYZ 点)。

我已经能够让摄像头正常工作并运行 3D 环境。我很乐意自己完成其余部分,但我遇到的问题是滚轮没有响应。我希望这对某人来说是显而易见的。似乎程序获得的唯一用户回调是鼠标位置的回调——100% 的时间——这阻止了 scroll_callback 函数形式被听到。有人可以解释为什么没有收到我的滚轮回调。代码如下。

如果需要任何进一步的信息,请告诉我。

我正在使用 Visual Studio 2017 Community。

#include <glad/glad.h>
#include <GLFW/glfw3.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 mouse_callback(GLFWwindow* window, double xpos, double ypos);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void processInput(GLFWwindow *window);

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

// camera
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; // yaw is initialized to -90.0 degrees since a yaw of 0.0 results in a direction vector pointing to the right so we initially rotate a bit to the left.
float pitch = 0.0f;
float lastX = 800.0f / 2.0;
float lastY = 600.0 / 2.0;
float fov = 45.0f;

// timing
float deltaTime = 0.0f; // time between current frame and last frame
float lastFrame = 0.0f;


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);
//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // uncomment this statement to fix compilation on OS X

// 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);

// tell GLFW to capture our mouse
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);

// glad: load all OpenGL function pointers
// ---------------------------------------
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}


// configure global opengl state
// -----------------------------
glEnable(GL_DEPTH_TEST);

Shader ourShader("VertexShader.vs", "FragShader.fs");




// set up vertex data (and buffer(s)) and configure vertex attributes
// ------------------------------------------------------------------
float vertices[] = {
-0.5f, -0.5f, 0.0f, // left
0.5f, -0.5f, 0.0f, // right
0.0f, 0.5f, 0.0f // top
};

struct Point
{
float x;
float y;
float z;
};

Point points[500];


for (int i = 0; i < 500; i++)
{
points[i].x = (float)((rand() % SCR_WIDTH) + 1);
points[i].y = (float)((rand() % SCR_WIDTH) + 1);
points[i].z = (float)((rand() % SCR_WIDTH) + 1);

// X Coords to Normalised Device coordinates
if (points[i].x > 400)
{
points[i].x = points[i].x * 0.00125f;
}
else if (points[i].x < 400)
{
points[i].x = points[i].x * -0.00125f;
}
else if (points[i].x == 400)
{
points[i].x = 0.0f;
}

// Y Coords to Normalised Device coordinates
if (points[i].y > 400)
{
points[i].y = points[i].y * 0.00125f;
}
else if (points[i].y < 400)
{
points[i].y = points[i].y * -0.00125f;
}
else if (points[i].y == 400)
{
points[i].y = 0.0f;
}

// Z Coords to Normalised Device coordinates
if (points[i].z > 400)
{
points[i].z = points[i].z * 0.00125f;
}
else if (points[i].z < 400)
{
points[i].z = points[i].z * -0.00125f;
}
else if (points[i].z == 400)
{
points[i].z = 0.0f;
}

//cout << points[i].x << ", " << points[i].y << ", " << points[i].z << endl;
}

unsigned int VBO, VAO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
glBindVertexArray(VAO);

glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW);

glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);

// note that this is allowed, the call to glVertexAttribPointer registered VBO as the vertex attribute's bound vertex buffer object so afterwards we can safely unbind
glBindBuffer(GL_ARRAY_BUFFER, 0);

// You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other
// VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.
glBindVertexArray(0);


// uncomment this call to draw in wireframe polygons.
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);

// render loop
// -----------
while (!glfwWindowShouldClose(window))
{
// input
// -----
processInput(window);

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

// activate shader
ourShader.use();

// create transformations
glm::mat4 projection;
projection = glm::perspective(glm::radians(95.0f), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
ourShader.setMat4("projection", projection); // note: currently we set the projection matrix each frame, but since the projection matrix rarely changes it's often best practice to set it outside the main loop only once.

// camera/view transformation
glm::mat4 view = glm::lookAt(cameraPos, cameraPos + cameraFront, cameraUp);
ourShader.setMat4("view", view);

glm::mat4 model;
model = glm::rotate(model, glm::radians(-55.0f), glm::vec3(1.0f, 0.0f, 0.0f));
ourShader.setMat4("model", model);


// draw our points array
//glUseProgram(shaderProgram);
glBindVertexArray(VAO); // seeing as we only have a single VAO there's no need to bind it every time, but we'll do so to keep things a bit more organized
glPointSize(3.0f);
glDrawArrays(GL_POINTS, 0, 500);
// glBindVertexArray(0); // no need to unbind it every time

// 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 = 2.5 * deltaTime;
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
cameraPos += cameraSpeed * cameraFront;
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
cameraPos -= cameraSpeed * cameraFront;
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
cameraPos -= glm::normalize(glm::cross(cameraFront, cameraUp)) * cameraSpeed;
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);
}

// glfw: whenever the mouse moves, this callback is called
// -------------------------------------------------------
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; // reversed since y-coordinates go from bottom to top
lastX = xpos;
lastY = ypos;

float sensitivity = 0.1f; // change this value to your liking
xoffset *= sensitivity;
yoffset *= sensitivity;

yaw += xoffset;
pitch += yoffset;

// make sure that when pitch is out of bounds, screen doesn't get flipped
if (pitch > 89.0f)
pitch = 89.0f;
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);
}

// glfw: whenever the mouse scroll wheel scrolls, this callback is called
// ----------------------------------------------------------------------
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
if (fov >= 1.0f && fov <= 45.0f)
fov -= yoffset;
if (fov <= 1.0f)
fov = 1.0f;
if (fov >= 45.0f)
fov = 45.0f;
}

最佳答案

你要捂脸了:

projection = glm::perspective(glm::radians(95.0f), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);

应该是:

projection = glm::perspective(glm::radians(fov), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);

我在调试器中运行了您的代码,滚动回调函数每次都在运行,但从未使用过 fov 值。如果您想通过在函数中的任意位置添加断点来检查函数是否被调用,您可以使用相同的技术。

关于c++ - OpenGL/GLFW - 滚轮不响应,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/44753169/

24 4 0
Copyright 2021 - 2024 cfsdn All Rights Reserved 蜀ICP备2022000587号
广告合作:1813099741@qq.com 6ren.com