first commit

This commit is contained in:
Lenn
2026-01-30 22:50:09 +08:00
commit 755aadb3c7
9 changed files with 1629 additions and 0 deletions

4
.gitignore vendored Normal file
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.cache/
.idea/
build/
cmake-build*/

19
CMakeLists.txt Normal file
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cmake_minimum_required(VERSION 3.5)
project(3dviewer)
set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
include_directories(.)
add_executable(
${PROJECT_NAME}
main.cpp
glad.c
lopenglprogram.cpp
camera.h
)
target_link_libraries(
${PROJECT_NAME}
PRIVATE
libglfw3.a
)

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camera.h Normal file
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//
// Created by Lenn on 2026/1/30.
//
#ifndef INC_3DVIEWER_CAMERA_H
#define INC_3DVIEWER_CAMERA_H
#include <glad/glad.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
class Camera {
public:
typedef enum CameraMoveBit {
FORWARD = 0x0001,
BACKWARD = 0x0002,
LEFT = 0x0004,
RIGHT = 0x0008,
} CameraMove;
Camera(glm::vec3 position = glm::vec3(0.0f, 0.0f, 0.0f),
glm::vec3 up = glm::vec3(0.0f, 1.0f, 0.0f),
float yaw = -90.0f, float pitch = 0.0f)
: front_(glm::vec3(0.0f, 0.0f, -1.0f)), yaw_(yaw), pitch_(pitch), position_(position)
, worldUp_(up){
zoom_ = 45.0f;
mouseSensitivity_ = 0.1f;
moveSpeed_ = 2.5f;
updateCameraVectors();
}
void keyboardCallback(CameraMove direction, float deltaTime) {
float velocity = moveSpeed_ * deltaTime;
if (direction == CameraMove::FORWARD) {
position_ += front_ * velocity;
}
else if (direction == CameraMove::BACKWARD) {
position_ -= front_ * velocity;
}
else if (direction == CameraMove::LEFT) {
position_ -= right_ * velocity;
}
else {
position_ += right_ * velocity;
}
updateCameraVectors();
}
void mouseCallback(float xoffset, float yoffset, GLboolean constrainPitch = true) {
xoffset *= mouseSensitivity_;
yoffset *= mouseSensitivity_;
yaw_ += xoffset;
pitch_ += yoffset;
if (constrainPitch) {
if (pitch_ > 89.0f) {
pitch_ = 89.0f;
}
if (pitch_ < -89.0f) {
pitch_ = -89.0f;
}
}
updateCameraVectors();
}
glm::mat4 getViewMatrix() {
return glm::lookAt(position_, position_ + front_, up_);
}
private:
void updateCameraVectors() {
glm::vec3 front;
front.x = std::cos(glm::radians(yaw_)) * std::cos(glm::radians(pitch_));
front.y = std::sin(glm::radians(pitch_));
front.z = std::sin(glm::radians(yaw_)) * std::cos(glm::radians(pitch_));
front_ = glm::normalize(front);
right_ = glm::normalize(glm::cross(front_, worldUp_));
up_ = glm::normalize(glm::cross(right_, front_));
}
private:
glm::vec3 position_;
glm::vec3 up_;
glm::vec3 right_;
glm::vec3 front_;
glm::vec3 worldUp_;
float yaw_;
float pitch_;
float moveSpeed_;
float mouseSensitivity_;
float zoom_;
};
#endif //INC_3DVIEWER_CAMERA_H

1140
glad.c Executable file

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lopenglprogram.cpp Normal file
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#include "lopenglprogram.h"
#include <iostream>
LOpenGLShader::LOpenGLShader(LOpenGLShader::ShaderType type)
: shaderType_(type), compiled_(false) {}
LOpenGLShader::~LOpenGLShader() {
if (shaderId_ != 0) {
glDeleteShader(shaderId_);
}
}
bool LOpenGLShader::compileShaderFromSource(const char *source) {
if (!source || compiled_) {
return false;
}
switch (shaderType_) {
case Vertex:
shaderId_ = glCreateShader(GL_VERTEX_SHADER);
break;
case Fragment:
shaderId_ = glCreateShader(GL_FRAGMENT_SHADER);
break;
default:
return false;
}
glShaderSource(shaderId_, 1, &source, NULL);
glCompileShader(shaderId_);
int success = 0;
glGetShaderiv(shaderId_, GL_COMPILE_STATUS, &success);
if (!success) {
char infoLog[512];
glGetShaderInfoLog(shaderId_, 512, NULL, infoLog);
shaderLog_ = std::string(infoLog);
return false;
}
compiled_ = true;
return true;
}
bool LOpenGLShader::compileShaderFromSource(const std::string &source) {
if (source.empty() || compiled_) {
return false;
}
switch (shaderType_) {
case Vertex:
shaderId_ = glCreateShader(GL_VERTEX_SHADER);
break;
case Fragment:
shaderId_ = glCreateShader(GL_FRAGMENT_SHADER);
break;
default:
return false;
}
auto source_ch = source.c_str();
glShaderSource(shaderId_, 1, &source_ch, nullptr);
glCompileShader(shaderId_);
int success = 0;
glGetShaderiv(shaderId_, GL_COMPILE_STATUS, &success);
if (!success) {
char infoLog[512];
glGetShaderInfoLog(shaderId_, 512, nullptr, infoLog);
shaderLog_ = std::string(infoLog);
return false;
}
compiled_ = true;
return true;
}
bool LOpenGLShader::compileShaderFromFile(const std::string &path) {
std::string shaderCode;
std::fstream shaderFile;
std::stringstream shaderStream;
shaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
try {
shaderFile.open(path);
shaderStream << shaderFile.rdbuf();
shaderFile.close();
shaderCode = shaderStream.str();
} catch (std::ifstream::failure e) {
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESSFULLY_READ" << std::endl;
}
if (shaderCode.empty() || compiled_) {
return false;
}
switch (shaderType_) {
case Vertex:
shaderId_ = glCreateShader(GL_VERTEX_SHADER);
break;
case Fragment:
shaderId_ = glCreateShader(GL_FRAGMENT_SHADER);
break;
default:
return false;
}
auto source_ch = shaderCode.c_str();
glShaderSource(shaderId_, 1, &source_ch, NULL);
glCompileShader(shaderId_);
int success = 0;
glGetShaderiv(shaderId_, GL_COMPILE_STATUS, &success);
if (!success) {
char infoLog[512];
glGetShaderInfoLog(shaderId_, 512, NULL, infoLog);
shaderLog_ = std::string(infoLog);
return false;
}
compiled_ = true;
return true;
}
LOpenGLProgram::LOpenGLProgram() : linked_(false) {
Create();
}
LOpenGLProgram::~LOpenGLProgram() {
glDeleteProgram(programId_);
}
void LOpenGLProgram::Create() { programId_ = glCreateProgram(); }
bool LOpenGLProgram::Link() const {
if (!created_ || linked_ || shaderList_.empty()) {
return false;
}
glLinkProgram(programId_);
return true;
}
void LOpenGLProgram::Use() const {
if (!linked_)
return;
glUseProgram(programId_);
}
void LOpenGLProgram::setUniformValue(const std::string &name, float value) const {
glUniform1f(glGetUniformLocation(programId_, name.c_str()), value);
}
void LOpenGLProgram::setUniformValue(const std::string &name, int value) const {
glUniform1i(glGetUniformLocation(programId_, name.c_str()), value);
}
void LOpenGLProgram::setUniformValue(const std::string &name, bool value) const {
glUniform1i(glGetUniformLocation(programId_, name.c_str()), static_cast<int>(value));
}
void LOpenGLProgram::setUniformValue(const std::string &name, glm::vec3 value) const {
glUniform3fv(glGetUniformLocation(programId_, name.c_str()), 1, &value[0]);
}
void LOpenGLProgram::setUniformValue(const std::string &name, float x, float y, float z) const {
glUniform3f(glGetUniformLocation(programId_, name.c_str()), x, y, z);
}
void LOpenGLProgram::setUniformValue(const std::string &name, glm::mat4 value) const {
glUniform4fv(glGetUniformLocation(programId_, name.c_str()), 1, &value[0][0]);
}
bool LOpenGLProgram::addShader(std::unique_ptr<LOpenGLShader> shader) {
if (!shader || !shader->Compiled()) {
return false;
}
if (!created_) {
return false;
}
glAttachShader(programId_, shader->shaderId_);
shaderList_.push_back(std::move(shader));
return true;
}
void LOpenGLProgram::removeShader(GLuint id) {
for (auto ite = shaderList_.begin(); ite != shaderList_.end(); ++ite) {
if ((*ite)->shaderId_ == id) {
glDetachShader(programId_, id);
shaderList_.erase(ite);
}
}
}

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#pragma once
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <list>
#include <memory>
#include <sstream>
#include <fstream>
class LOpenGLProgram;
class LOpenGLShader {
public:
typedef enum ShaderTypeBit {
Vertex = 0x0001,
Fragment = 0x0002,
} ShaderType;
LOpenGLShader() = delete;
LOpenGLShader(LOpenGLShader::ShaderType type);
~LOpenGLShader();
bool compileShaderFromSource(const char *source);
bool compileShaderFromSource(const std::string &source);
bool compileShaderFromFile(const std::string &path);
bool Compiled() const { return compiled_; }
std::string Log() const { return shaderLog_; }
private:
GLuint shaderId_{};
std::string shaderSource_;
LOpenGLShader::ShaderType shaderType_;
bool compiled_;
std::string shaderLog_;
friend class LOpenGLProgram;
};
class LOpenGLProgram {
public:
LOpenGLProgram();
~LOpenGLProgram();
bool addShader(std::unique_ptr<LOpenGLShader> shader);
void removeShader(GLuint id);
void Create();
bool Link() const;
void Use() const;
bool Linked() const { return linked_; }
void setUniformValue(const std::string& name, float value) const;
void setUniformValue(const std::string& name, int value) const;
void setUniformValue(const std::string& name, bool value) const;
void setUniformValue(const std::string& name, glm::vec3 value) const;
void setUniformValue(const std::string& name, float x, float y, float z) const;
void setUniformValue(const std::string& name, glm::mat4 value) const;
private:
std::list<std::unique_ptr<LOpenGLShader>> shaderList_;
GLuint programId_;
bool linked_;
bool created_;
};

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#include "lopenglprogram.h"
#include "camera.h"
#include <iostream>
void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
glViewport(0, 0, width, height);
}
void process_input(GLFWwindow* window) {
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
glfwSetWindowShouldClose(window, true);
}
}
std::unique_ptr<LOpenGLProgram> initBackgroundGeometry() {
auto vshader = std::make_unique<LOpenGLShader>(LOpenGLShader::ShaderType::Vertex);
auto fshader = std::make_unique<LOpenGLShader>(LOpenGLShader::ShaderType::Fragment);
vshader->compileShaderFromFile("shader/bg.vert");
fshader->compileShaderFromFile("shader/bg.frag");
auto program = std::make_unique<LOpenGLProgram>();
program->addShader(std::move(vshader));
program->addShader(std::move(fshader));
auto ret = program->Link();
if (!ret)
return nullptr;
return program;
}
int main() {
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#if __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#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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#version 330 core
out vec4 FragColor;
uniform vec2 uViewport;
uniform float uMajorStep;
uniform float uMinorStep;
uniform bool uLightMode;
float gridLine(float stepPx) {
vec2 coord = gl_FragCoord.xy;
vec2 q = coord / stepPx;
vec2 q = abs(fract(q - 0.5) - 0.5) / fwidth(stepPx);
float line = 1.0 - min(min(q.x, q.y), 1.0);
return line;
}
void main() {
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);
}

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#version 330 core
layout(location = 0) in vec2 aPos;
void main() {
gl_Position = vec4(aPos, 0.0, 1.0);
}