openGL c ++相机问题对象重复且无需任何输入即可移动

问题描述

我的相机有些问题。我的程序只是采用一个顶点数组来绘制一个多维数据集,并使用glm::vec3数组进行翻译。这个想法是在不同位置生成一堆立方体。

这是渲染循环:

while (!glfwWindowShouldClose(window))
   {
       processInput(window);
       glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

       myShader.use();
       float time = glfwGetTime();
       deltaTime = time - lastFrame;//PROBLEM HERE!
       lastFrame = time;//PROBLEM HERE!
       //set the camera
       glm::mat4 view = glm::mat4(1.0f);
       view = glm::lookAt(cameraPos,cameraFront + cameraPos,cameraUp);

       // retrieve the matrix uniform locations
       unsigned int modelLoc = glGetUniformLocation(myShader.ID,"model");
       unsigned int viewLoc  = glGetUniformLocation(myShader.ID,"view");
       myShader.setMat4("projection",projection);
       myShader.setMat4("view",view);

       for(int i = 0; i < sizeof(cubePositions); i++){
           //draw every cube
           glm::mat4 model = glm::mat4(1.0f); 
           model = glm::translate(model,cubePositions[i]);

           myShader.setMat4("model",model);

           glDrawArrays(GL_TRIANGLES,36);

       }
       // -------------------------------------------------------------------------------
       glfwSwapBuffers(window);
       glfwPollEvents();
   }

目前,原点中仅设置了一个多维数据集。在本教程之后,我添加了一个Deltatime,如您所见,它尚未在我的运动相机功能中实现。但是当我只在自己的主体中编写关于DeltatimelastFrame的两行代码并在画布中进行编译时,在第一个立方体上方出现了第二个立方体,该立方体向上移动而没有任何输入。

void processInput(GLFWwindow *window)
{

    if(glfwGetKey(window,GLFW_KEY_ESCAPE) == GLFW_PRESS)
        glfwSetWindowShouldClose(window,true);
    //camera movement
    const float cameraSpeed = 1.0f ;
    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;
}

程序全局变量的声明:

glm::vec3 cameraPos         = glm::vec3(0.0f,0.0f,15.0f);
const glm::vec3 cameraFront = glm::vec3(0.0f,-1.0f);
const glm::vec3 cameraUp    = glm::vec3(0.0f,1.0f,0.0f);
// timing
float deltaTime = 0.0f; // time between current frame and last frame
float lastFrame = 0.0f;

解决方法

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