first commit
This commit is contained in:
4
.gitignore
vendored
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4
.gitignore
vendored
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@@ -0,0 +1,4 @@
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.cache/
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.idea/
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build/
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cmake-build*/
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19
CMakeLists.txt
Normal file
19
CMakeLists.txt
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cmake_minimum_required(VERSION 3.5)
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project(3dviewer)
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set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
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include_directories(.)
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add_executable(
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${PROJECT_NAME}
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main.cpp
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glad.c
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lopenglprogram.cpp
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camera.h
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)
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target_link_libraries(
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${PROJECT_NAME}
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PRIVATE
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libglfw3.a
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)
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96
camera.h
Normal file
96
camera.h
Normal file
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//
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// Created by Lenn on 2026/1/30.
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//
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#ifndef INC_3DVIEWER_CAMERA_H
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#define INC_3DVIEWER_CAMERA_H
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#include <glad/glad.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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class Camera {
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public:
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typedef enum CameraMoveBit {
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FORWARD = 0x0001,
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BACKWARD = 0x0002,
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LEFT = 0x0004,
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RIGHT = 0x0008,
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} CameraMove;
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Camera(glm::vec3 position = glm::vec3(0.0f, 0.0f, 0.0f),
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glm::vec3 up = glm::vec3(0.0f, 1.0f, 0.0f),
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float yaw = -90.0f, float pitch = 0.0f)
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: front_(glm::vec3(0.0f, 0.0f, -1.0f)), yaw_(yaw), pitch_(pitch), position_(position)
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, worldUp_(up){
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zoom_ = 45.0f;
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mouseSensitivity_ = 0.1f;
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moveSpeed_ = 2.5f;
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updateCameraVectors();
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}
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void keyboardCallback(CameraMove direction, float deltaTime) {
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float velocity = moveSpeed_ * deltaTime;
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if (direction == CameraMove::FORWARD) {
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position_ += front_ * velocity;
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}
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else if (direction == CameraMove::BACKWARD) {
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position_ -= front_ * velocity;
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}
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else if (direction == CameraMove::LEFT) {
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position_ -= right_ * velocity;
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}
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else {
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position_ += right_ * velocity;
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}
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updateCameraVectors();
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}
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void mouseCallback(float xoffset, float yoffset, GLboolean constrainPitch = true) {
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xoffset *= mouseSensitivity_;
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yoffset *= mouseSensitivity_;
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yaw_ += xoffset;
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pitch_ += yoffset;
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if (constrainPitch) {
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if (pitch_ > 89.0f) {
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pitch_ = 89.0f;
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}
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if (pitch_ < -89.0f) {
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pitch_ = -89.0f;
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}
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}
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updateCameraVectors();
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}
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glm::mat4 getViewMatrix() {
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return glm::lookAt(position_, position_ + front_, up_);
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}
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private:
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void updateCameraVectors() {
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glm::vec3 front;
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front.x = std::cos(glm::radians(yaw_)) * std::cos(glm::radians(pitch_));
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front.y = std::sin(glm::radians(pitch_));
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front.z = std::sin(glm::radians(yaw_)) * std::cos(glm::radians(pitch_));
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front_ = glm::normalize(front);
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right_ = glm::normalize(glm::cross(front_, worldUp_));
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up_ = glm::normalize(glm::cross(right_, front_));
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}
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private:
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glm::vec3 position_;
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glm::vec3 up_;
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glm::vec3 right_;
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glm::vec3 front_;
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glm::vec3 worldUp_;
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float yaw_;
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float pitch_;
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float moveSpeed_;
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float mouseSensitivity_;
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float zoom_;
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};
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#endif //INC_3DVIEWER_CAMERA_H
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190
lopenglprogram.cpp
Normal file
190
lopenglprogram.cpp
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@@ -0,0 +1,190 @@
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#include "lopenglprogram.h"
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#include <iostream>
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LOpenGLShader::LOpenGLShader(LOpenGLShader::ShaderType type)
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: shaderType_(type), compiled_(false) {}
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LOpenGLShader::~LOpenGLShader() {
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if (shaderId_ != 0) {
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glDeleteShader(shaderId_);
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}
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}
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bool LOpenGLShader::compileShaderFromSource(const char *source) {
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if (!source || compiled_) {
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return false;
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}
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switch (shaderType_) {
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case Vertex:
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shaderId_ = glCreateShader(GL_VERTEX_SHADER);
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break;
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case Fragment:
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shaderId_ = glCreateShader(GL_FRAGMENT_SHADER);
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break;
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default:
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return false;
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}
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glShaderSource(shaderId_, 1, &source, NULL);
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glCompileShader(shaderId_);
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int success = 0;
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glGetShaderiv(shaderId_, GL_COMPILE_STATUS, &success);
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if (!success) {
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char infoLog[512];
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glGetShaderInfoLog(shaderId_, 512, NULL, infoLog);
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shaderLog_ = std::string(infoLog);
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return false;
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}
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compiled_ = true;
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return true;
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}
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bool LOpenGLShader::compileShaderFromSource(const std::string &source) {
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if (source.empty() || compiled_) {
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return false;
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}
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switch (shaderType_) {
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case Vertex:
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shaderId_ = glCreateShader(GL_VERTEX_SHADER);
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break;
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case Fragment:
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shaderId_ = glCreateShader(GL_FRAGMENT_SHADER);
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break;
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default:
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return false;
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}
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auto source_ch = source.c_str();
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glShaderSource(shaderId_, 1, &source_ch, nullptr);
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glCompileShader(shaderId_);
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int success = 0;
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glGetShaderiv(shaderId_, GL_COMPILE_STATUS, &success);
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if (!success) {
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char infoLog[512];
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glGetShaderInfoLog(shaderId_, 512, nullptr, infoLog);
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shaderLog_ = std::string(infoLog);
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return false;
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}
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compiled_ = true;
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return true;
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}
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bool LOpenGLShader::compileShaderFromFile(const std::string &path) {
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std::string shaderCode;
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std::fstream shaderFile;
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std::stringstream shaderStream;
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shaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
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try {
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shaderFile.open(path);
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shaderStream << shaderFile.rdbuf();
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shaderFile.close();
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shaderCode = shaderStream.str();
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} catch (std::ifstream::failure e) {
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std::cout << "ERROR::SHADER::FILE_NOT_SUCCESSFULLY_READ" << std::endl;
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}
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if (shaderCode.empty() || compiled_) {
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return false;
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}
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switch (shaderType_) {
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case Vertex:
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shaderId_ = glCreateShader(GL_VERTEX_SHADER);
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break;
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case Fragment:
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shaderId_ = glCreateShader(GL_FRAGMENT_SHADER);
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break;
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default:
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return false;
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}
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auto source_ch = shaderCode.c_str();
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glShaderSource(shaderId_, 1, &source_ch, NULL);
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glCompileShader(shaderId_);
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int success = 0;
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glGetShaderiv(shaderId_, GL_COMPILE_STATUS, &success);
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if (!success) {
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char infoLog[512];
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glGetShaderInfoLog(shaderId_, 512, NULL, infoLog);
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shaderLog_ = std::string(infoLog);
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return false;
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}
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compiled_ = true;
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return true;
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}
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LOpenGLProgram::LOpenGLProgram() : linked_(false) {
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Create();
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}
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LOpenGLProgram::~LOpenGLProgram() {
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glDeleteProgram(programId_);
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}
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void LOpenGLProgram::Create() { programId_ = glCreateProgram(); }
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bool LOpenGLProgram::Link() const {
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if (!created_ || linked_ || shaderList_.empty()) {
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return false;
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}
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glLinkProgram(programId_);
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return true;
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}
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void LOpenGLProgram::Use() const {
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if (!linked_)
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return;
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glUseProgram(programId_);
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}
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void LOpenGLProgram::setUniformValue(const std::string &name, float value) const {
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glUniform1f(glGetUniformLocation(programId_, name.c_str()), value);
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}
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void LOpenGLProgram::setUniformValue(const std::string &name, int value) const {
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glUniform1i(glGetUniformLocation(programId_, name.c_str()), value);
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}
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void LOpenGLProgram::setUniformValue(const std::string &name, bool value) const {
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glUniform1i(glGetUniformLocation(programId_, name.c_str()), static_cast<int>(value));
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}
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void LOpenGLProgram::setUniformValue(const std::string &name, glm::vec3 value) const {
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glUniform3fv(glGetUniformLocation(programId_, name.c_str()), 1, &value[0]);
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}
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void LOpenGLProgram::setUniformValue(const std::string &name, float x, float y, float z) const {
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glUniform3f(glGetUniformLocation(programId_, name.c_str()), x, y, z);
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}
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void LOpenGLProgram::setUniformValue(const std::string &name, glm::mat4 value) const {
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glUniform4fv(glGetUniformLocation(programId_, name.c_str()), 1, &value[0][0]);
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}
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bool LOpenGLProgram::addShader(std::unique_ptr<LOpenGLShader> shader) {
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if (!shader || !shader->Compiled()) {
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return false;
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}
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if (!created_) {
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return false;
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}
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glAttachShader(programId_, shader->shaderId_);
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shaderList_.push_back(std::move(shader));
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return true;
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}
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void LOpenGLProgram::removeShader(GLuint id) {
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for (auto ite = shaderList_.begin(); ite != shaderList_.end(); ++ite) {
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if ((*ite)->shaderId_ == id) {
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glDetachShader(programId_, id);
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shaderList_.erase(ite);
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}
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}
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}
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61
lopenglprogram.h
Normal file
61
lopenglprogram.h
Normal file
@@ -0,0 +1,61 @@
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#pragma once
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <glm/glm.hpp>
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#include <list>
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#include <memory>
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#include <sstream>
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#include <fstream>
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class LOpenGLProgram;
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class LOpenGLShader {
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public:
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typedef enum ShaderTypeBit {
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Vertex = 0x0001,
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Fragment = 0x0002,
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} ShaderType;
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LOpenGLShader() = delete;
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LOpenGLShader(LOpenGLShader::ShaderType type);
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~LOpenGLShader();
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bool compileShaderFromSource(const char *source);
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bool compileShaderFromSource(const std::string &source);
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bool compileShaderFromFile(const std::string &path);
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bool Compiled() const { return compiled_; }
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std::string Log() const { return shaderLog_; }
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private:
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GLuint shaderId_{};
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std::string shaderSource_;
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LOpenGLShader::ShaderType shaderType_;
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bool compiled_;
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std::string shaderLog_;
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friend class LOpenGLProgram;
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};
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class LOpenGLProgram {
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public:
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LOpenGLProgram();
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~LOpenGLProgram();
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bool addShader(std::unique_ptr<LOpenGLShader> shader);
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void removeShader(GLuint id);
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void Create();
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bool Link() const;
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void Use() const;
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bool Linked() const { return linked_; }
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void setUniformValue(const std::string& name, float value) const;
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void setUniformValue(const std::string& name, int value) const;
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void setUniformValue(const std::string& name, bool value) const;
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void setUniformValue(const std::string& name, glm::vec3 value) const;
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void setUniformValue(const std::string& name, float x, float y, float z) const;
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void setUniformValue(const std::string& name, glm::mat4 value) const;
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private:
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std::list<std::unique_ptr<LOpenGLShader>> shaderList_;
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GLuint programId_;
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bool linked_;
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bool created_;
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};
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61
main.cpp
Normal file
61
main.cpp
Normal file
@@ -0,0 +1,61 @@
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#include "lopenglprogram.h"
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#include "camera.h"
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#include <iostream>
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void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
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glViewport(0, 0, width, height);
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}
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void process_input(GLFWwindow* window) {
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
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glfwSetWindowShouldClose(window, true);
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||||
}
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||||
}
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||||
|
||||
std::unique_ptr<LOpenGLProgram> initBackgroundGeometry() {
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||||
auto vshader = std::make_unique<LOpenGLShader>(LOpenGLShader::ShaderType::Vertex);
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auto fshader = std::make_unique<LOpenGLShader>(LOpenGLShader::ShaderType::Fragment);
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vshader->compileShaderFromFile("shader/bg.vert");
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fshader->compileShaderFromFile("shader/bg.frag");
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auto program = std::make_unique<LOpenGLProgram>();
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program->addShader(std::move(vshader));
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program->addShader(std::move(fshader));
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auto ret = program->Link();
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if (!ret)
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||||
return nullptr;
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||||
return program;
|
||||
}
|
||||
|
||||
int main() {
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||||
glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
#if __APPLE__
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||||
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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||||
#endif
|
||||
|
||||
GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
|
||||
if (window == NULL) {
|
||||
std::cout << "Failed to create GLFW window" << std::endl;
|
||||
glfwTerminate();
|
||||
return -1;
|
||||
}
|
||||
glfwMakeContextCurrent(window);
|
||||
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
|
||||
std::cout << "Failed to initialize GLAD" << std::endl;
|
||||
return -1;
|
||||
}
|
||||
|
||||
glViewport(0, 0, 800, 600);
|
||||
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
||||
|
||||
initBackgroundGeometry();
|
||||
|
||||
|
||||
while (!glfwWindowShouldClose(window)) {
|
||||
|
||||
}
|
||||
|
||||
glfwTerminate();
|
||||
return 0;
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||||
}
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||||
51
shader/bg.frag
Normal file
51
shader/bg.frag
Normal file
@@ -0,0 +1,51 @@
|
||||
#version 330 core
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||||
|
||||
out vec4 FragColor;
|
||||
|
||||
uniform vec2 uViewport;
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||||
uniform float uMajorStep;
|
||||
uniform float uMinorStep;
|
||||
uniform bool uLightMode;
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||||
|
||||
float gridLine(float stepPx) {
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||||
vec2 coord = gl_FragCoord.xy;
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||||
vec2 q = coord / stepPx;
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||||
|
||||
vec2 q = abs(fract(q - 0.5) - 0.5) / fwidth(stepPx);
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||||
float line = 1.0 - min(min(q.x, q.y), 1.0);
|
||||
|
||||
return line;
|
||||
}
|
||||
|
||||
void main() {
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||||
vec2 viewport = max(uViewport, vec2(1.0));
|
||||
vec2 uv = gl_FragCoord.xy / viewport;
|
||||
|
||||
vec3 topCol, botCol, majCol, minCol;
|
||||
float majStrength, minStrength;
|
||||
float vignettePow, vignetteStrength;
|
||||
|
||||
topCol = vec3(0.99, 0.99, 1.00);
|
||||
botCol = vec3(0.94, 0.95, 0.98);
|
||||
|
||||
minorCol = vec3(0.80, 0.82, 0.87);
|
||||
majorCol = vec3(0.70, 0.73, 0.80);
|
||||
|
||||
minorStrength = 0.22;
|
||||
majorStrength = 0.35;
|
||||
vignettePow = 0.12;
|
||||
vignetteStrength = 0.35;
|
||||
|
||||
vec3 col = mix(botCol, topCol, uv.y);
|
||||
float minor = gridLine(max(uMinorStep, 1.0));
|
||||
float major = gridLine(max(uMajorStep, 1.0));
|
||||
|
||||
col = mix(col, minorCol, minStrength * minor);
|
||||
col = mix(col, majorCol, majStrength * major);
|
||||
|
||||
vec2 p = uv * 2.0 - 1.0;
|
||||
float v = clamp(1.0 - dot(p, p) * 0.12 , 0.0, 1.0);
|
||||
col *= mix(1.0, v, 0.35);
|
||||
|
||||
FragColor = vec4(col, 1.0);
|
||||
}
|
||||
7
shader/bg.vert
Normal file
7
shader/bg.vert
Normal file
@@ -0,0 +1,7 @@
|
||||
#version 330 core
|
||||
|
||||
layout(location = 0) in vec2 aPos;
|
||||
|
||||
void main() {
|
||||
gl_Position = vec4(aPos, 0.0, 1.0);
|
||||
}
|
||||
Reference in New Issue
Block a user