This commit is contained in:
2026-02-28 02:42:23 +08:00
parent edb25a75c3
commit 8a4058e7d1
14 changed files with 2360 additions and 2309 deletions

3
.clangd Normal file
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@@ -0,0 +1,3 @@
CompileFlags:
Add:
--target=x86_64-w64-mingw32

6
.gitignore vendored
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@@ -1,4 +1,4 @@
.cache/
.idea/
build/
.cache/
.idea/
build/
cmake-build*/

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@@ -1,31 +1,46 @@
cmake_minimum_required(VERSION 3.5)
project(3dviewer)
set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
include_directories(.)
find_package(glfw3 REQUIRED)
find_package(OpenGL REQUIRED)
add_executable(
${PROJECT_NAME}
main.cpp
glad.c
lopenglprogram.cpp
camera.h
)
target_link_libraries(
${PROJECT_NAME}
PRIVATE
glfw3
OpenGL::GL
X11
Xrandr
Xi
Xcursor
Xinerama
pthread
dl
m
)
cmake_minimum_required(VERSION 3.10)
project(3dviewer)
set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
set(CMAKE_CXX_STANDARD 23)
list(APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_LIST_DIR}/cmake")
include_directories(.)
find_package(glfw3 REQUIRED)
find_package(OpenGL REQUIRED)
add_executable(
${PROJECT_NAME}
main.cpp
glad.c
lopenglprogram.cpp
camera.h
)
if(WIN32)
target_link_libraries(
${PROJECT_NAME}
PRIVATE
glfw3
)
elseif(APPLE)
elseif(UNIX)
target_link_libraries(
${PROJECT_NAME}
PRIVATE
glfw3
OpenGL::GL
X11
Xrandr
Xi
Xcursor
Xinerama
pthread
dl
m
)
endif()

228
camera.h
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@@ -1,115 +1,115 @@
//
// 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_ = 0.08f;
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 mouseMoveCallback(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();
}
void mouseScrollCallback(float yoffset) {
zoom_ -= yoffset;
if (zoom_ < 1.0f) {
zoom_ = 1.0;
}
if (zoom_ > 45.0f) {
zoom_ = 45.0;
}
updateCameraVectors();
}
glm::mat4 getViewMatrix() {
return glm::lookAt(position_, position_ + front_, up_);
}
bool firstMouse() const { return firstMouse_; }
void triggleFirstMouse() { firstMouse_ = !firstMouse_; }
float Zoom() const { return zoom_; }
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_;
bool firstMouse_ = true;
};
//
// 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_ = 0.08f;
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 mouseMoveCallback(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();
}
void mouseScrollCallback(float yoffset) {
zoom_ -= yoffset;
if (zoom_ < 1.0f) {
zoom_ = 1.0;
}
if (zoom_ > 45.0f) {
zoom_ = 45.0;
}
updateCameraVectors();
}
glm::mat4 getViewMatrix() {
return glm::lookAt(position_, position_ + front_, up_);
}
bool firstMouse() const { return firstMouse_; }
void triggleFirstMouse() { firstMouse_ = !firstMouse_; }
float Zoom() const { return zoom_; }
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_;
bool firstMouse_ = true;
};
#endif //INC_3DVIEWER_CAMERA_H

2280
glad.c

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@@ -1,208 +1,208 @@
#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() { Create(); }
LOpenGLProgram::~LOpenGLProgram() {
if (programId_ != 0) {
glDeleteProgram(programId_);
}
}
void LOpenGLProgram::Create() {
programId_ = glCreateProgram();
created_ = (programId_ != 0);
linked_ = false;
}
bool LOpenGLProgram::Link() {
if (!created_ || linked_ || shaderList_.empty()) {
return false;
}
glLinkProgram(programId_);
GLint success = 0;
glGetProgramiv(programId_, GL_LINK_STATUS, &success);
if (!success) {
char infoLog[512];
glGetProgramInfoLog(programId_, 512, nullptr, infoLog);
std::cout << "ERROR::PROGRAM::LINK_FAILED\n" << infoLog << std::endl;
linked_ = false;
return false;
}
linked_ = true;
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 {
glUniformMatrix4fv(glGetUniformLocation(programId_, name.c_str()), 1, GL_FALSE, &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::setUniformValue(const std::string &name, glm::vec2 value) const {
glUniform2fv(glGetUniformLocation(programId_, name.c_str()), 1, &value[0]);
}
void LOpenGLProgram::removeShader(GLuint id) {
for (auto ite = shaderList_.begin(); ite != shaderList_.end(); ++ite) {
if ((*ite)->shaderId_ == id) {
glDetachShader(programId_, id);
shaderList_.erase(ite);
}
}
}
#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() { Create(); }
LOpenGLProgram::~LOpenGLProgram() {
if (programId_ != 0) {
glDeleteProgram(programId_);
}
}
void LOpenGLProgram::Create() {
programId_ = glCreateProgram();
created_ = (programId_ != 0);
linked_ = false;
}
bool LOpenGLProgram::Link() {
if (!created_ || linked_ || shaderList_.empty()) {
return false;
}
glLinkProgram(programId_);
GLint success = 0;
glGetProgramiv(programId_, GL_LINK_STATUS, &success);
if (!success) {
char infoLog[512];
glGetProgramInfoLog(programId_, 512, nullptr, infoLog);
std::cout << "ERROR::PROGRAM::LINK_FAILED\n" << infoLog << std::endl;
linked_ = false;
return false;
}
linked_ = true;
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 {
glUniformMatrix4fv(glGetUniformLocation(programId_, name.c_str()), 1, GL_FALSE, &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::setUniformValue(const std::string &name, glm::vec2 value) const {
glUniform2fv(glGetUniformLocation(programId_, name.c_str()), 1, &value[0]);
}
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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@@ -1,61 +1,61 @@
#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();
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;
void setUniformValue(const std::string& name, glm::vec2 value) const;
private:
std::list<std::unique_ptr<LOpenGLShader>> shaderList_;
GLuint programId_ = 0;
bool linked_ = false;
bool created_ = false;
};
#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();
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;
void setUniformValue(const std::string& name, glm::vec2 value) const;
private:
std::list<std::unique_ptr<LOpenGLShader>> shaderList_;
GLuint programId_ = 0;
bool linked_ = false;
bool created_ = false;
};

983
main.cpp
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@@ -1,475 +1,508 @@
#include "lopenglprogram.h"
#include "camera.h"
#include <GLFW/glfw3.h>
#include <functional>
#include <glm/ext/matrix_clip_space.hpp>
#include <glm/ext/matrix_transform.hpp>
#include <glm/fwd.hpp>
#include <glm/trigonometric.hpp>
#include <iostream>
#include <memory>
#include <tuple>
#include <utility>
class GLWidget {
public:
struct ViewPort {
int width;
int height;
};
GLWidget(ViewPort port) : viewport_(port)
, window_(nullptr, [](GLFWwindow* w){if(w) glfwDestroyWindow(w);})
, deinit_(false) {
lastX_ = port.width / 2;
lastY_ = port.height / 2;
initGeometry();
}
~GLWidget() {
if (!deinit_) {
// OpenGL objects should be deleted while a valid context still exists.
if (window_) {
glfwMakeContextCurrent(window_.get());
}
if (panelIbo_) {
glDeleteBuffers(1, &panelIbo_);
}
if (panelVbo_) {
glDeleteBuffers(1, &panelVbo_);
}
if (panelVao_) {
glDeleteVertexArrays(1, &panelVao_);
}
if (bgVao_) {
glDeleteVertexArrays(1, &bgVao_);
}
if (bgVbo_) {
glDeleteBuffers(1, &bgVbo_);
}
deinit_ = true;
}
}
void setViewPort(int width, int height) {
viewport_ = {width, height};
}
bool initGeometry() {
if (!glfwInit()) {
std::cout << "Failed to initialize GLFW" << std::endl;
return false;
}
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
window_.reset(glfwCreateWindow(viewport_.width, viewport_.height, "3dviewer", nullptr, nullptr));
if (!window_) {
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return false;
}
glfwMakeContextCurrent(window_.get());
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
std::cout << "Failed to initialize GLAD" << std::endl;
return false;
}
glViewport(0, 0, viewport_.width, viewport_.height);
glEnable(GL_DEPTH_TEST);
glfwSetInputMode(window_.get(), GLFW_CURSOR, GLFW_CURSOR_DISABLED);
glfwSetWindowUserPointer(window_.get(), this);
glfwSetFramebufferSizeCallback(window_.get(), &GLWidget::framebufferSizeCallback);
glfwSetCursorPosCallback(window_.get(), &GLWidget::mouseCallback);
glfwSetScrollCallback(window_.get(), &GLWidget::scrollCallback);
return true;
}
void setBgShaderPath(std::string vp, std::string fp) {
bgVertShaderPath_ = vp;
bgFragShaderPath_ = fp;
}
void setPanelShaderPath(std::string vp, std::string fp) {
panelVertShaderPath_ = vp;
panelFragShaderPath_ = fp;
}
private:
void initBgGeometry() {
if (bgVbo_) {
glDeleteBuffers(1, &bgVbo_);
bgVbo_ = 0;
}
if (bgVao_) {
glDeleteVertexArrays(1, &bgVao_);
bgVao_ = 0;
}
const float verts[] = {
-1.0, -1.0, 1.0, -1.0, 1.0, 1.0,
-1.0, -1.0, 1.0, 1.0, -1.0, 1.0,
};
glGenVertexArrays(1, &bgVao_);
glBindVertexArray(bgVao_);
glGenBuffers(1, &bgVbo_);
glBindBuffer(GL_ARRAY_BUFFER, bgVbo_);
glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0);
glBindVertexArray(0);
}
void initPanelGeometry_() {
if (panelVbo_) {
glDeleteBuffers(1, &panelVbo_);
panelVbo_ = 0;
}
if (panelVao_) {
glDeleteVertexArrays(1, &panelVao_);
panelVao_ = 0;
}
if (panelIbo_) {
glDeleteBuffers(1, &panelIbo_);
panelIbo_ = 0;
}
const float y = panelHeight_ * 0.5f;
const float x = panelWidth_ * 0.5f;
const float z = panelDepth_ * 0.5f;
struct V {
float x, y, z;
float nx, ny, nz;
};
const V verts[24] = {
// 顶面
{-x, y, -z, 0, 1, 0},
{x, y, -z, 0, 1, 0},
{x, y, z, 0, 1, 0 },
{-x, y, z, 0, 1, 0},
// 前面
{-x, y, z, 0, 0, 1},
{x, y, z, 0, 0, 1},
{x, -y, z, 0, 0, 1},
{-x, -y, z, 0, 0, 1},
// 底面
{-x, -y, -z, 0, -1, 0},
{x, -y, -z, 0, -1, 0},
{x, -y, z, 0, -1, 0},
{-x, -y, z, 0, -1, 0},
// 后面
{-x, y, -z, 0, 0, -1},
{x, y, -z, 0, 0, -1},
{x, -y, -z, 0, 0, -1},
{-x, -y, -z, 0, 0, -1},
// 左面
{-x, y, z, -1, 0, 0},
{-x, y, -z, -1, 0, 0},
{-x, -y, -z, -1, 0, 0},
{-x, -y, z, -1, 0, 0},
// 右面
{x, y, -z, 1, 0, 0},
{x, y, z, 1, 0, 0},
{x, -y, z, 1, 0, 0},
{x, -y, -z, 1, 0, 0},
};
unsigned int idx[36] = {
0, 1, 2, 0, 2, 3,
4, 5, 6, 4, 6, 7,
8, 9, 10, 8, 10, 11,
12, 13, 14, 12, 14, 15,
16, 17, 18, 16, 18, 19,
20, 21, 22, 20, 22, 23,
};
glGenVertexArrays(1, &panelVao_);
glBindVertexArray(panelVao_);
glGenBuffers(1, &panelVbo_);
glBindBuffer(GL_ARRAY_BUFFER, panelVbo_);
glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_STATIC_DRAW);
glGenBuffers(1, &panelIbo_);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, panelIbo_);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(idx), idx, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(V), (void*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(V), (void*)(3 * sizeof(float)));
glBindVertexArray(0);
}
void initHeatmapGeometry_() {
}
bool initBgProgram() {
auto vshader = std::make_unique<LOpenGLShader>(LOpenGLShader::ShaderType::Vertex);
auto fshader = std::make_unique<LOpenGLShader>(LOpenGLShader::ShaderType::Fragment);
if (!vshader->compileShaderFromFile(bgVertShaderPath_)) {
std::cout << "Vertex shader compile failed: " << bgVertShaderPath_ << "\n"
<< vshader->Log() << std::endl;
return false;
}
if (!fshader->compileShaderFromFile(bgFragShaderPath_)) {
std::cout << "Fragment shader compile failed: " << bgFragShaderPath_ << "\n"
<< fshader->Log() << std::endl;
return false;
}
bgProg_ = std::make_unique<LOpenGLProgram>();
if (!bgProg_->addShader(std::move(vshader))) {
std::cout << "Failed to attach vertex shader\n";
return false;
}
if (!bgProg_->addShader(std::move(fshader))) {
std::cout << "Failed to attach fragment shader\n";
return false;
}
bool ret = bgProg_->Link();
if (!ret) {
std::cout << "Failed to link background program\n";
return false;
}
return true;
}
bool initPanelProgram() {
auto vshader = std::make_unique<LOpenGLShader>(LOpenGLShader::ShaderType::Vertex);
auto fshader = std::make_unique<LOpenGLShader>(LOpenGLShader::ShaderType::Fragment);
if (!vshader->compileShaderFromFile(panelVertShaderPath_)) {
std::cout << "Vertex shader compile failed: " << panelVertShaderPath_ << "\n" << vshader->Log() << std::endl;
return false;
}
if (!fshader->compileShaderFromFile(panelFragShaderPath_)) {
std::cout << "Fragment shader compile failed: " << panelFragShaderPath_ << "\n" << fshader->Log() << std::endl;
return false;
}
panelProg_ = std::make_unique<LOpenGLProgram>();
if (!panelProg_->addShader(std::move(vshader))) {
std::cout << "Failed to attach vertex shader\n";
return false;
}
if (!panelProg_->addShader(std::move(fshader))) {
std::cout << "Failed to attach fragment shader\n";
return false;
}
bool ret = panelProg_->Link();
if (!ret) {
std::cout << "Failed to link panel program\n";
return false;
}
return true;
}
bool initHeatmapProgram() {
auto vshader = std::make_unique<LOpenGLShader>(LOpenGLShader::ShaderType::Vertex);
auto fshader = std::make_unique<LOpenGLShader>(LOpenGLShader::ShaderType::Fragment);
}
void drawBg() {
if (!bgProg_ || !bgVao_ || !bgVbo_) {
std::cout << "check !bgProg_ || !bgVao_ || !bgVbo_ failed\n";
return;
}
bgProg_->Use();
bgProg_->setUniformValue("uViewport", glm::vec2(viewport_.width, viewport_.height));
bgProg_->setUniformValue("uMajorStep", 120.0f);
bgProg_->setUniformValue("uMinorStep", 24.0f);
bgProg_->setUniformValue("uLightMode", lightMode_);
glDisable(GL_DEPTH_TEST);
glBindVertexArray(bgVao_);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
glEnable(GL_DEPTH_TEST);
}
void drawPanel() {
if (!panelProg_ || !panelVao_ || !panelVbo_ || !panelIbo_) {
std:: cout << "check !panelProg_ || !panelVao || !panelVbo || !panelIbo\n";
return;
}
auto [model, view, projection] = getMVP();
panelProg_->Use();
panelProg_->setUniformValue("model", model);
panelProg_->setUniformValue("view", view);
panelProg_->setUniformValue("projection", projection);
panelProg_->setUniformValue("uLightMode", lightMode_);
glBindVertexArray(panelVao_);
glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, nullptr);
glBindVertexArray(0);
}
std::tuple<glm::mat4, glm::mat4, glm::mat4> getMVP() {
auto model = glm::mat4(1.0f);
auto view = camera_.getViewMatrix();
auto projection = glm::perspective(glm::radians(camera_.Zoom()),
(float)viewport_.width / (float)viewport_.height, 0.1f, 100.0f);
return {model, view, projection};
}
public:
void eventLoop() {
if (!window_) {
return;
}
initBgGeometry();
if (!initBgProgram()) {
return;
}
initPanelGeometry_();
if (!initPanelProgram()) {
return;
}
while (!glfwWindowShouldClose(window_.get())) {
const float now = static_cast<float>(glfwGetTime());
const float deltaTime = now - lastFrame_;
lastFrame_ = now;
processInput(window_.get(), deltaTime);
glClearColor(0.08f, 0.08f, 0.10f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
drawBg();
drawPanel();
glfwSwapBuffers(window_.get());
glfwPollEvents();
}
}
private:
static void framebufferSizeCallback(GLFWwindow* window, int width, int height) {
auto* self = static_cast<GLWidget*>(glfwGetWindowUserPointer(window));
if (!self) {
return;
}
self->onFramebufferSize(width, height);
}
void onFramebufferSize(int width, int height) {
viewport_ = {width, height};
glViewport(0, 0, width, height);
}
void processInput(GLFWwindow* window, float deltaTime) {
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
glfwSetWindowShouldClose(window, true);
}
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) {
camera_.keyboardCallback(Camera::FORWARD, deltaTime);
}
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) {
camera_.keyboardCallback(Camera::BACKWARD, deltaTime);
}
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) {
camera_.keyboardCallback(Camera::LEFT, deltaTime);
}
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) {
camera_.keyboardCallback(Camera::RIGHT, deltaTime);
}
lightMode_ = glfwGetKey(window, GLFW_KEY_L) == GLFW_PRESS;
}
static void mouseCallback(GLFWwindow* window, double x, double y) {
auto* self = static_cast<GLWidget*>(glfwGetWindowUserPointer(window));
if (!self) {
return;
}
self->onMouseMove(x, y);
}
void onMouseMove(double x, double y) {
float xpos = static_cast<float>(x);
float ypos = static_cast<float>(y);
if (camera_.firstMouse()) {
lastX_ = x;
lastY_ = y;
camera_.triggleFirstMouse();
}
float xoffset = xpos - lastX_;
float yoffset = lastY_ - ypos;
lastX_ = xpos;
lastY_ = ypos;
camera_.mouseMoveCallback(xoffset, yoffset);
}
static void scrollCallback(GLFWwindow* window, double xoffset, double yoffset) {
auto* self = static_cast<GLWidget*>(glfwGetWindowUserPointer(window));
if (!self) {
return;
}
self->onScrollRoll(xoffset, yoffset);
}
void onScrollRoll(double xoffset, double yoffset) {
camera_.mouseScrollCallback(yoffset);
}
private:
std::unique_ptr<LOpenGLProgram> bgProg_;
std::unique_ptr<GLFWwindow, std::function<void(GLFWwindow*)>> window_;
std::string bgFragShaderPath_;
std::string bgVertShaderPath_;
unsigned int bgVao_ = 0;
unsigned int bgVbo_ = 0;
std::unique_ptr<LOpenGLProgram> panelProg_;
std::string panelVertShaderPath_;
std::string panelFragShaderPath_;
unsigned int panelVao_ = 0;
unsigned int panelVbo_ = 0;
unsigned int panelIbo_ = 0;
float panelWidth_ = 0.25;
float panelHeight_ = 0.35;
float panelDepth_ = 0.05;
std::unique_ptr<LOpenGLProgram> heatmapProg_;
std::string heatmapVertShaderPath_;
std::string heatmapFragShaderPath_;
unsigned int heatmapVao_ = 0;
unsigned int heatmapVbo_ = 0;
ViewPort viewport_{800, 600};
Camera camera_{glm::vec3(0.0f, 0.0f, 2.0f)};
bool firstMouse_ = true;
float lastX_;
float lastY_;
float lastFrame_ = 0.0f;
bool lightMode_ = false;
bool deinit_;
};
int main() {
{
GLWidget glw({800, 600});
glw.setBgShaderPath("../shader/bg.vert", "../shader/bg.frag");
glw.setPanelShaderPath("../shader/panel.vert", "../shader/panel.frag");
glw.eventLoop();
}
glfwTerminate();
return 0;
}
#include "lopenglprogram.h"
#include "camera.h"
#include <GLFW/glfw3.h>
#include <functional>
#include <glm/ext/matrix_clip_space.hpp>
#include <glm/ext/matrix_transform.hpp>
#include <glm/fwd.hpp>
#include <glm/trigonometric.hpp>
#include <iostream>
#include <memory>
#include <string>
#include <tuple>
#include <utility>
#include <print>
class GLWidget {
public:
struct ViewPort {
int width;
int height;
};
GLWidget(ViewPort port) : viewport_(port)
, window_(nullptr, [](GLFWwindow* w){if(w) glfwDestroyWindow(w);})
, deinit_(false) {
lastX_ = port.width / 2;
lastY_ = port.height / 2;
initGeometry();
}
~GLWidget() {
if (!deinit_) {
// OpenGL objects should be deleted while a valid context still exists.
if (window_) {
glfwMakeContextCurrent(window_.get());
}
if (panelIbo_) {
glDeleteBuffers(1, &panelIbo_);
}
if (panelVbo_) {
glDeleteBuffers(1, &panelVbo_);
}
if (panelVao_) {
glDeleteVertexArrays(1, &panelVao_);
}
if (bgVao_) {
glDeleteVertexArrays(1, &bgVao_);
}
if (bgVbo_) {
glDeleteBuffers(1, &bgVbo_);
}
if (heatmapVao_) {
glDeleteVertexArrays(1, &heatmapVao_);
}
if (heatmapVbo_) {
glDeleteBuffers(1, &heatmapVbo_);
}
deinit_ = true;
}
}
void setViewPort(int width, int height) {
viewport_ = {width, height};
}
bool initGeometry() {
if (!glfwInit()) {
std::cout << "Failed to initialize GLFW\n";
return false;
}
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
window_.reset(glfwCreateWindow(viewport_.width, viewport_.height, "3dviewer", nullptr, nullptr));
if (!window_) {
std::cout << "Failed to create GLFW window\n";
glfwTerminate();
return false;
}
glfwMakeContextCurrent(window_.get());
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
std::cout << "Failed to initialize GLAD\n";
return false;
}
glViewport(0, 0, viewport_.width, viewport_.height);
glEnable(GL_DEPTH_TEST);
glfwSetInputMode(window_.get(), GLFW_CURSOR, GLFW_CURSOR_DISABLED);
glfwSetWindowUserPointer(window_.get(), this);
glfwSetFramebufferSizeCallback(window_.get(), &GLWidget::framebufferSizeCallback);
glfwSetCursorPosCallback(window_.get(), &GLWidget::mouseCallback);
glfwSetScrollCallback(window_.get(), &GLWidget::scrollCallback);
return true;
}
void setBgShaderPath(std::string vp, std::string fp) {
bgVertShaderPath_ = vp;
bgFragShaderPath_ = fp;
}
void setPanelShaderPath(std::string vp, std::string fp) {
panelVertShaderPath_ = vp;
panelFragShaderPath_ = fp;
}
private:
void initBgGeometry() {
if (bgVbo_) {
glDeleteBuffers(1, &bgVbo_);
bgVbo_ = 0;
}
if (bgVao_) {
glDeleteVertexArrays(1, &bgVao_);
bgVao_ = 0;
}
const float verts[] = {
-1.0, -1.0, 1.0, -1.0, 1.0, 1.0,
-1.0, -1.0, 1.0, 1.0, -1.0, 1.0,
};
glGenVertexArrays(1, &bgVao_);
glBindVertexArray(bgVao_);
glGenBuffers(1, &bgVbo_);
glBindBuffer(GL_ARRAY_BUFFER, bgVbo_);
glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0);
glBindVertexArray(0);
}
void initPanelGeometry_() {
if (panelVbo_) {
glDeleteBuffers(1, &panelVbo_);
panelVbo_ = 0;
}
if (panelVao_) {
glDeleteVertexArrays(1, &panelVao_);
panelVao_ = 0;
}
if (panelIbo_) {
glDeleteBuffers(1, &panelIbo_);
panelIbo_ = 0;
}
const float y = panelHeight_ * 0.5f;
const float x = panelWidth_ * 0.5f;
const float z = panelDepth_ * 0.5f;
struct V {
float x, y, z;
float nx, ny, nz;
};
const V verts[24] = {
// 顶面
{-x, y, -z, 0, 1, 0},
{x, y, -z, 0, 1, 0},
{x, y, z, 0, 1, 0 },
{-x, y, z, 0, 1, 0},
// 前面
{-x, y, z, 0, 0, 1},
{x, y, z, 0, 0, 1},
{x, -y, z, 0, 0, 1},
{-x, -y, z, 0, 0, 1},
// 底面
{-x, -y, -z, 0, -1, 0},
{x, -y, -z, 0, -1, 0},
{x, -y, z, 0, -1, 0},
{-x, -y, z, 0, -1, 0},
// 后面
{-x, y, -z, 0, 0, -1},
{x, y, -z, 0, 0, -1},
{x, -y, -z, 0, 0, -1},
{-x, -y, -z, 0, 0, -1},
// 左面
{-x, y, z, -1, 0, 0},
{-x, y, -z, -1, 0, 0},
{-x, -y, -z, -1, 0, 0},
{-x, -y, z, -1, 0, 0},
// 右面
{x, y, -z, 1, 0, 0},
{x, y, z, 1, 0, 0},
{x, -y, z, 1, 0, 0},
{x, -y, -z, 1, 0, 0},
};
unsigned int idx[36] = {
0, 1, 2, 0, 2, 3,
4, 5, 6, 4, 6, 7,
8, 9, 10, 8, 10, 11,
12, 13, 14, 12, 14, 15,
16, 17, 18, 16, 18, 19,
20, 21, 22, 20, 22, 23,
};
glGenVertexArrays(1, &panelVao_);
glBindVertexArray(panelVao_);
glGenBuffers(1, &panelVbo_);
glBindBuffer(GL_ARRAY_BUFFER, panelVbo_);
glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_STATIC_DRAW);
glGenBuffers(1, &panelIbo_);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, panelIbo_);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(idx), idx, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(V), (void*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(V), (void*)(3 * sizeof(float)));
glBindVertexArray(0);
}
void initHeatmapGeometry_() {
}
bool initBgProgram() {
auto vshader = std::make_unique<LOpenGLShader>(LOpenGLShader::ShaderType::Vertex);
auto fshader = std::make_unique<LOpenGLShader>(LOpenGLShader::ShaderType::Fragment);
if (!vshader->compileShaderFromFile(bgVertShaderPath_)) {
std::cout << "Vertex shader compile failed: " << bgVertShaderPath_ << "\n"
<< vshader->Log() << std::endl;
return false;
}
if (!fshader->compileShaderFromFile(bgFragShaderPath_)) {
std::cout << "Fragment shader compile failed: " << bgFragShaderPath_ << "\n"
<< fshader->Log() << std::endl;
return false;
}
bgProg_ = std::make_unique<LOpenGLProgram>();
if (!bgProg_->addShader(std::move(vshader))) {
std::cout << "Failed to attach vertex shader\n";
return false;
}
if (!bgProg_->addShader(std::move(fshader))) {
std::cout << "Failed to attach fragment shader\n";
return false;
}
bool ret = bgProg_->Link();
if (!ret) {
std::cout << "Failed to link background program\n";
return false;
}
return true;
}
bool initPanelProgram() {
auto vshader = std::make_unique<LOpenGLShader>(LOpenGLShader::ShaderType::Vertex);
auto fshader = std::make_unique<LOpenGLShader>(LOpenGLShader::ShaderType::Fragment);
if (!vshader->compileShaderFromFile(panelVertShaderPath_)) {
std::cout << "Vertex shader compile failed: " << panelVertShaderPath_ << "\n" << vshader->Log() << std::endl;
return false;
}
if (!fshader->compileShaderFromFile(panelFragShaderPath_)) {
std::cout << "Fragment shader compile failed: " << panelFragShaderPath_ << "\n" << fshader->Log() << std::endl;
return false;
}
panelProg_ = std::make_unique<LOpenGLProgram>();
if (!panelProg_->addShader(std::move(vshader))) {
std::cout << "Failed to attach vertex shader\n";
return false;
}
if (!panelProg_->addShader(std::move(fshader))) {
std::cout << "Failed to attach fragment shader\n";
return false;
}
bool ret = panelProg_->Link();
if (!ret) {
std::cout << "Failed to link panel program\n";
return false;
}
return true;
}
bool initHeatmapProgram() {
auto vshader = std::make_unique<LOpenGLShader>(LOpenGLShader::ShaderType::Vertex);
auto fshader = std::make_unique<LOpenGLShader>(LOpenGLShader::ShaderType::Fragment);
if (!vshader->compileShaderFromFile(heatmapVertShaderPath_)) {
std::cout << "Vertex shader compile failed: " << heatmapVertShaderPath_ << "\n" << vshader->Log() << std::endl;
return false;
}
if (!fshader->compileShaderFromFile(heatmapFragShaderPath_)) {
std::cout << "Fragment shader compile failed: " << heatmapFragShaderPath_ << "\n" << fshader->Log() << std::endl;
return false;
}
heatmapProg_ = std::make_unique<LOpenGLProgram>();
if (!heatmapProg_->addShader(std::move(vshader))) {
std::cout << "Failed to attach vertex shader\n";
return false;
}
if (!heatmapProg_->addShader(std::move(fshader))) {
std::cout << "Failed to attach vertex shader\n";
return false;
}
bool ret = panelProg_->Link();
if (!ret) {
std::cout << "Failed to link heatmap program\n";
return false;
}
return true;
}
void drawBg() {
if (!bgProg_ || !bgVao_ || !bgVbo_) {
std::cout << "check !bgProg_ || !bgVao_ || !bgVbo_ failed\n";
return;
}
bgProg_->Use();
bgProg_->setUniformValue("uViewport", glm::vec2(viewport_.width, viewport_.height));
bgProg_->setUniformValue("uMajorStep", 120.0f);
bgProg_->setUniformValue("uMinorStep", 24.0f);
bgProg_->setUniformValue("uLightMode", lightMode_);
glDisable(GL_DEPTH_TEST);
glBindVertexArray(bgVao_);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
glEnable(GL_DEPTH_TEST);
}
void drawPanel() {
if (!panelProg_ || !panelVao_ || !panelVbo_ || !panelIbo_) {
std:: cout << "check !panelProg_ || !panelVao || !panelVbo || !panelIbo\n";
return;
}
auto [model, view, projection] = getMVP();
panelProg_->Use();
panelProg_->setUniformValue("model", model);
panelProg_->setUniformValue("view", view);
panelProg_->setUniformValue("projection", projection);
panelProg_->setUniformValue("uLightMode", lightMode_);
glBindVertexArray(panelVao_);
glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, nullptr);
glBindVertexArray(0);
}
std::tuple<glm::mat4, glm::mat4, glm::mat4> getMVP() {
auto model = glm::mat4(1.0f);
auto view = camera_.getViewMatrix();
auto projection = glm::perspective(glm::radians(camera_.Zoom()),
(float)viewport_.width / (float)viewport_.height, 0.1f, 100.0f);
return {model, view, projection};
}
public:
void eventLoop() {
if (!window_) {
return;
}
initBgGeometry();
if (!initBgProgram()) {
return;
}
initPanelGeometry_();
if (!initPanelProgram()) {
return;
}
while (!glfwWindowShouldClose(window_.get())) {
const float now = static_cast<float>(glfwGetTime());
const float deltaTime = now - lastFrame_;
lastFrame_ = now;
processInput(window_.get(), deltaTime);
glClearColor(0.08f, 0.08f, 0.10f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
drawBg();
drawPanel();
glfwSwapBuffers(window_.get());
glfwPollEvents();
}
}
private:
static void framebufferSizeCallback(GLFWwindow* window, int width, int height) {
auto* self = static_cast<GLWidget*>(glfwGetWindowUserPointer(window));
if (!self) {
return;
}
self->onFramebufferSize(width, height);
}
void onFramebufferSize(int width, int height) {
viewport_ = {width, height};
glViewport(0, 0, width, height);
}
void processInput(GLFWwindow* window, float deltaTime) {
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
glfwSetWindowShouldClose(window, true);
}
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) {
camera_.keyboardCallback(Camera::FORWARD, deltaTime);
}
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) {
camera_.keyboardCallback(Camera::BACKWARD, deltaTime);
}
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) {
camera_.keyboardCallback(Camera::LEFT, deltaTime);
}
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) {
camera_.keyboardCallback(Camera::RIGHT, deltaTime);
}
lightMode_ = glfwGetKey(window, GLFW_KEY_L) == GLFW_PRESS;
}
static void mouseCallback(GLFWwindow* window, double x, double y) {
auto* self = static_cast<GLWidget*>(glfwGetWindowUserPointer(window));
if (!self) {
return;
}
self->onMouseMove(x, y);
}
void onMouseMove(double x, double y) {
float xpos = static_cast<float>(x);
float ypos = static_cast<float>(y);
if (camera_.firstMouse()) {
lastX_ = x;
lastY_ = y;
camera_.triggleFirstMouse();
}
float xoffset = xpos - lastX_;
float yoffset = lastY_ - ypos;
lastX_ = xpos;
lastY_ = ypos;
camera_.mouseMoveCallback(xoffset, yoffset);
}
static void scrollCallback(GLFWwindow* window, double xoffset, double yoffset) {
auto* self = static_cast<GLWidget*>(glfwGetWindowUserPointer(window));
if (!self) {
return;
}
self->onScrollRoll(xoffset, yoffset);
}
void onScrollRoll(double xoffset, double yoffset) {
camera_.mouseScrollCallback(yoffset);
}
private:
std::unique_ptr<LOpenGLProgram> bgProg_;
std::unique_ptr<GLFWwindow, std::function<void(GLFWwindow*)>> window_;
std::string bgFragShaderPath_;
std::string bgVertShaderPath_;
unsigned int bgVao_ = 0;
unsigned int bgVbo_ = 0;
std::unique_ptr<LOpenGLProgram> panelProg_;
std::string panelVertShaderPath_;
std::string panelFragShaderPath_;
unsigned int panelVao_ = 0;
unsigned int panelVbo_ = 0;
unsigned int panelIbo_ = 0;
float panelWidth_ = 0.25;
float panelHeight_ = 0.35;
float panelDepth_ = 0.05;
std::unique_ptr<LOpenGLProgram> heatmapProg_;
std::string heatmapVertShaderPath_;
std::string heatmapFragShaderPath_;
unsigned int heatmapVao_ = 0;
unsigned int heatmapVbo_ = 0;
ViewPort viewport_{800, 600};
Camera camera_{glm::vec3(0.0F, 0.0F, 2.0F)};
bool firstMouse_ = true;
float lastX_;
float lastY_;
float lastFrame_ = 0.0f;
bool lightMode_ = false;
bool deinit_;
};
int main() {
{
GLWidget glw({800, 600});
glw.setBgShaderPath("../shader/bg.vert", "../shader/bg.frag");
glw.setPanelShaderPath("../shader/panel.vert", "../shader/panel.frag");
glw.eventLoop();
}
glfwTerminate();
return 0;
}

View File

@@ -1,48 +1,48 @@
#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 / max(stepPx, 1.0);
vec2 fw = max(fwidth(q), vec2(1e-6));
q = abs(fract(q - 0.5) - 0.5) / fw;
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;
float majorStrength, minorStrength;
topCol = vec3(0.99, 0.99, 1.00);
botCol = vec3(0.94, 0.95, 0.98);
vec3 minorCol = vec3(0.80, 0.82, 0.87);
vec3 majorCol = vec3(0.70, 0.73, 0.80);
minorStrength = 0.28;
majorStrength = 0.45;
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, minorStrength * minor);
col = mix(col, majorCol, majorStrength * 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);
}
#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 / max(stepPx, 1.0);
vec2 fw = max(fwidth(q), vec2(1e-6));
q = abs(fract(q - 0.5) - 0.5) / fw;
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;
float majorStrength, minorStrength;
topCol = vec3(0.99, 0.99, 1.00);
botCol = vec3(0.94, 0.95, 0.98);
vec3 minorCol = vec3(0.80, 0.82, 0.87);
vec3 majorCol = vec3(0.70, 0.73, 0.80);
minorStrength = 0.28;
majorStrength = 0.45;
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, minorStrength * minor);
col = mix(col, majorCol, majorStrength * 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);
}

View File

@@ -1,7 +1,7 @@
#version 330 core
layout(location = 0) in vec2 aPos;
void main() {
gl_Position = vec4(aPos, 0.0, 1.0);
}
#version 330 core
layout(location = 0) in vec2 aPos;
void main() {
gl_Position = vec4(aPos, 0.0, 1.0);
}

View File

@@ -1,149 +1,149 @@
#version 330 core
in vec2 vUV;
in vec3 vWorldPos;
out vec4 FragColor;
uniform sampler2D uHeightTex;
uniform float uMinV;
uniform float uMaxV;
uniform float uHeightScale;
uniform vec2 uTexelSize;
uniform vec2 uPlaneSize;
uniform vec3 uCameraPos;
uniform vec3 uLightDir;
uniform vec3 uColorZero;
uniform vec3 uColorLow;
uniform vec3 uColorMid;
uniform vec3 uColorHigh;
float saturate(float x) {
return clamp(x, 0.0, 1.0);
}
float value01(float v) {
return saturate((v - uMinV) / max(uMaxV - uMinV, 1e-6));
}
// float maxNeighborValue(vec2 uv) {
// vec2 texSizeF = 1.0 / uTexelSize;
// ivec2 texSizeI = ivec2(max(vec2(1.0), floor(texSizeF + 0.5)));
// ivec2 maxCoord = texSizeI - ivec2(1);
// vec2 texelF = clamp(uv * texSizeF, vec2(0.0), vec2(maxCoord));
// ivec2 base = ivec2(floor(texelF));
// ivec2 base10 = min(base + ivec2(1, 0), maxCoord);
// ivec2 base01 = min(base + ivec2(0, 1), maxCoord);
// ivec2 base11 = min(base + ivec2(1, 1), maxCoord);
// float v00 = texelFetch(uHeightTex, base, 0).r;
// float v10 = texelFetch(uHeightTex, base10, 0).r;
// float v01 = texelFetch(uHeightTex, base01, 0).r;
// float v11 = texelFetch(uHeightTex, base11, 0).r;
// return max(max(v00, v10), max(v01, v11));
// }
float maxNeighborValue(vec2 uv) {
vec2 texSizeF = 1.0 / uTexelSize;
ivec2 texSizeI = ivec2(max(vec2(1.0), floor(texSizeF + 0.5)));
ivec2 maxCoord = texSizeI - ivec2(1);
vec2 texelF = clamp(uv * texSizeF, vec2(0.0), vec2(maxCoord));
ivec2 base = ivec2(floor(texelF));
ivec2 base10 = min(base + ivec2(1, 0), maxCoord);
ivec2 base01 = min(base + ivec2(0, 1), maxCoord);
ivec2 base11 = min(base + ivec2(1, 1), maxCoord);
float v00 = texelFetch(uHeightTex, base, 0).r;
float v10 = texelFetch(uHeightTex, base10, 0).r;
float v01 = texelFetch(uHeightTex, base01, 0).r;
float v11 = texelFetch(uHeightTex, base11, 0).r;
return max(max(v00, v10), max(v01, v11));
}
ivec2 texSizeI(vec2 texelSize) {
vec2 texSizeF = 1.0 / texelSize;
ivec2 texSizeI = ivec2(max(vec2(1.0), floor(texSizeF + 0.5)));
return texSizeI;
}
ivec2 uvToTexel(vec2 uv, vec2 texelSize) {
ivec2 sizeI = texSizeI(texelSize);
ivec2 maxCoord = sizeI - ivec2(1);
vec2 texelF = clamp(uv * vec2(maxCoord), vec2(0.0), vec2(maxCoord));
return ivec2(floor(texelF));
}
float maxNeighborValueK(vec2 uv, int radius) {
radius = clamp(radius, 0, 4);
ivec2 sizeI = texSizeI(uTexelSize);
ivec2 maxCoord = sizeI - ivec2(1);
ivec2 p = uvToTexel(uv, uTexelSize);
float vmax = -1e30;
for (int i = -4; i <= 4; ++i) {
for (int j = -4; j <= 4; ++j) {
if (abs(i) > radius || abs(j) > radius) continue;
ivec2 c = clamp(p + ivec2(i, j), ivec2(0), maxCoord);
float v = texelFetch(uHeightTex, c, 0).r;
vmax = max(vmax, v);
}
}
return vmax;
}
vec3 colorRamp(float t) {
if (t < 0.5) {
return mix(uColorLow, uColorMid, t / 0.5);
}
return mix(uColorMid, uColorHigh, (t - 0.5) / 0.5);
}
vec3 colorRampWithZero(float t) {
const float zeroW = 0.005;
float blend = smoothstep(0.0, zeroW, t);
float tRamp = saturate((t - zeroW) / max(1.0 - zeroW, 1e-6));
vec3 ramp = colorRamp(tRamp);
return mix(uColorZero, ramp, blend);
}
void main() {
float vC = texture(uHeightTex, vUV).r;
bool isZero = abs(vC) <= 1e-6;
float t = value01(vC);
float m = maxNeighborValue(vUV);
float eps = max(1e-4, 0.001 * (uMaxV - uMinV));
float force = smoothstep(uMaxV - eps, uMaxV, m);
t = max(t, force);
vec3 base = isZero ? uColorZero : colorRampWithZero(t);
float vL = texture(uHeightTex, vUV - vec2(uTexelSize.x, 0.0)).r;
float vR = texture(uHeightTex, vUV + vec2(uTexelSize.x, 0.0)).r;
float vD = texture(uHeightTex, vUV - vec2(0.0, uTexelSize.y)).r;
float vU = texture(uHeightTex, vUV + vec2(0.0, uTexelSize.y)).r;
float hL = value01(vL) * uHeightScale;
float hR = value01(vR) * uHeightScale;
float hD = value01(vD) * uHeightScale;
float hU = value01(vU) * uHeightScale;
float dx = max(1e-6, uPlaneSize.x * uTexelSize.x);
float dy = max(1e-6, uPlaneSize.y * uTexelSize.y);
float dHx = (hR - hL) / (2.0 * dx);
float dHy = (hU - hD) / (2.0 * dy);
vec3 N = normalize(vec3(-dHx, -dHy, -1.0));
vec3 L = normalize(uLightDir);
vec3 V = normalize(uCameraPos - vWorldPos);
vec3 H = normalize(L + V);
float diff = saturate(dot(N, L));
float spec = pow(saturate(dot(N, H)), 24.0);
vec3 col = base * (0.50 + 0.50 * diff);
col += vec3(1.0) * spec * 0.18;
FragColor = vec4(clamp(col, 0.0, 1.0), 1.0);
#version 330 core
in vec2 vUV;
in vec3 vWorldPos;
out vec4 FragColor;
uniform sampler2D uHeightTex;
uniform float uMinV;
uniform float uMaxV;
uniform float uHeightScale;
uniform vec2 uTexelSize;
uniform vec2 uPlaneSize;
uniform vec3 uCameraPos;
uniform vec3 uLightDir;
uniform vec3 uColorZero;
uniform vec3 uColorLow;
uniform vec3 uColorMid;
uniform vec3 uColorHigh;
float saturate(float x) {
return clamp(x, 0.0, 1.0);
}
float value01(float v) {
return saturate((v - uMinV) / max(uMaxV - uMinV, 1e-6));
}
// float maxNeighborValue(vec2 uv) {
// vec2 texSizeF = 1.0 / uTexelSize;
// ivec2 texSizeI = ivec2(max(vec2(1.0), floor(texSizeF + 0.5)));
// ivec2 maxCoord = texSizeI - ivec2(1);
// vec2 texelF = clamp(uv * texSizeF, vec2(0.0), vec2(maxCoord));
// ivec2 base = ivec2(floor(texelF));
// ivec2 base10 = min(base + ivec2(1, 0), maxCoord);
// ivec2 base01 = min(base + ivec2(0, 1), maxCoord);
// ivec2 base11 = min(base + ivec2(1, 1), maxCoord);
// float v00 = texelFetch(uHeightTex, base, 0).r;
// float v10 = texelFetch(uHeightTex, base10, 0).r;
// float v01 = texelFetch(uHeightTex, base01, 0).r;
// float v11 = texelFetch(uHeightTex, base11, 0).r;
// return max(max(v00, v10), max(v01, v11));
// }
float maxNeighborValue(vec2 uv) {
vec2 texSizeF = 1.0 / uTexelSize;
ivec2 texSizeI = ivec2(max(vec2(1.0), floor(texSizeF + 0.5)));
ivec2 maxCoord = texSizeI - ivec2(1);
vec2 texelF = clamp(uv * texSizeF, vec2(0.0), vec2(maxCoord));
ivec2 base = ivec2(floor(texelF));
ivec2 base10 = min(base + ivec2(1, 0), maxCoord);
ivec2 base01 = min(base + ivec2(0, 1), maxCoord);
ivec2 base11 = min(base + ivec2(1, 1), maxCoord);
float v00 = texelFetch(uHeightTex, base, 0).r;
float v10 = texelFetch(uHeightTex, base10, 0).r;
float v01 = texelFetch(uHeightTex, base01, 0).r;
float v11 = texelFetch(uHeightTex, base11, 0).r;
return max(max(v00, v10), max(v01, v11));
}
ivec2 texSizeI(vec2 texelSize) {
vec2 texSizeF = 1.0 / texelSize;
ivec2 texSizeI = ivec2(max(vec2(1.0), floor(texSizeF + 0.5)));
return texSizeI;
}
ivec2 uvToTexel(vec2 uv, vec2 texelSize) {
ivec2 sizeI = texSizeI(texelSize);
ivec2 maxCoord = sizeI - ivec2(1);
vec2 texelF = clamp(uv * vec2(maxCoord), vec2(0.0), vec2(maxCoord));
return ivec2(floor(texelF));
}
float maxNeighborValueK(vec2 uv, int radius) {
radius = clamp(radius, 0, 4);
ivec2 sizeI = texSizeI(uTexelSize);
ivec2 maxCoord = sizeI - ivec2(1);
ivec2 p = uvToTexel(uv, uTexelSize);
float vmax = -1e30;
for (int i = -4; i <= 4; ++i) {
for (int j = -4; j <= 4; ++j) {
if (abs(i) > radius || abs(j) > radius) continue;
ivec2 c = clamp(p + ivec2(i, j), ivec2(0), maxCoord);
float v = texelFetch(uHeightTex, c, 0).r;
vmax = max(vmax, v);
}
}
return vmax;
}
vec3 colorRamp(float t) {
if (t < 0.5) {
return mix(uColorLow, uColorMid, t / 0.5);
}
return mix(uColorMid, uColorHigh, (t - 0.5) / 0.5);
}
vec3 colorRampWithZero(float t) {
const float zeroW = 0.005;
float blend = smoothstep(0.0, zeroW, t);
float tRamp = saturate((t - zeroW) / max(1.0 - zeroW, 1e-6));
vec3 ramp = colorRamp(tRamp);
return mix(uColorZero, ramp, blend);
}
void main() {
float vC = texture(uHeightTex, vUV).r;
bool isZero = abs(vC) <= 1e-6;
float t = value01(vC);
float m = maxNeighborValue(vUV);
float eps = max(1e-4, 0.001 * (uMaxV - uMinV));
float force = smoothstep(uMaxV - eps, uMaxV, m);
t = max(t, force);
vec3 base = isZero ? uColorZero : colorRampWithZero(t);
float vL = texture(uHeightTex, vUV - vec2(uTexelSize.x, 0.0)).r;
float vR = texture(uHeightTex, vUV + vec2(uTexelSize.x, 0.0)).r;
float vD = texture(uHeightTex, vUV - vec2(0.0, uTexelSize.y)).r;
float vU = texture(uHeightTex, vUV + vec2(0.0, uTexelSize.y)).r;
float hL = value01(vL) * uHeightScale;
float hR = value01(vR) * uHeightScale;
float hD = value01(vD) * uHeightScale;
float hU = value01(vU) * uHeightScale;
float dx = max(1e-6, uPlaneSize.x * uTexelSize.x);
float dy = max(1e-6, uPlaneSize.y * uTexelSize.y);
float dHx = (hR - hL) / (2.0 * dx);
float dHy = (hU - hD) / (2.0 * dy);
vec3 N = normalize(vec3(-dHx, -dHy, -1.0));
vec3 L = normalize(uLightDir);
vec3 V = normalize(uCameraPos - vWorldPos);
vec3 H = normalize(L + V);
float diff = saturate(dot(N, L));
float spec = pow(saturate(dot(N, H)), 24.0);
vec3 col = base * (0.50 + 0.50 * diff);
col += vec3(1.0) * spec * 0.18;
FragColor = vec4(clamp(col, 0.0, 1.0), 1.0);
}

View File

@@ -1,28 +1,28 @@
#version 330 core
layout(location = 0) in vec3 aPos;
layout(location = 1) in vec2 aUV;
out vec2 vUV;
out vec3 vWorldPos;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
uniform sampler2D uHeightTex;
uniform float uMinV;
uniform float uMaxV;
uniform float uHeightScale;
uniform float uBaseZ;
float value01(float v) {
return clamp((v - uMinV) / max(uMaxV - uMinV, 1e-6), 0.0, 1.0);
}
void main() {
vUV = aUV;
float v = texture(uHeightTex, aUV).r;
float h = value01(v) * uHeightScale;
vec3 world = aPos + vec3(0.0, 0.0, uBaseZ + h);
vWorldPos = world;
gl_Position = projection * view * model * vec4(world, 1.0);
#version 330 core
layout(location = 0) in vec3 aPos;
layout(location = 1) in vec2 aUV;
out vec2 vUV;
out vec3 vWorldPos;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
uniform sampler2D uHeightTex;
uniform float uMinV;
uniform float uMaxV;
uniform float uHeightScale;
uniform float uBaseZ;
float value01(float v) {
return clamp((v - uMinV) / max(uMaxV - uMinV, 1e-6), 0.0, 1.0);
}
void main() {
vUV = aUV;
float v = texture(uHeightTex, aUV).r;
float h = value01(v) * uHeightScale;
vec3 world = aPos + vec3(0.0, 0.0, uBaseZ + h);
vWorldPos = world;
gl_Position = projection * view * model * vec4(world, 1.0);
}

View File

@@ -1,29 +1,29 @@
#version 330 core
in vec3 vWorldPos;
in vec3 vWorldNormal;
out vec4 FragColor;
uniform bool uLightMode;
void main() {
vec3 N = normalize(vWorldNormal);
float isTop = step(0.75, N.y);
vec3 topBase;
vec3 sideBase;
if (uLightMode) {
// 浅色主题 偏亮的工业灰
topBase = vec3(0.78, 0.80, 0.84);
sideBase = vec3(0.68, 0.70, 0.74);
}
else {
// 深色主题 偏暗的工业灰
topBase = vec3(0.30, 0.31, 0.32);
sideBase = vec3(0.27, 0.28, 0.29);
}
vec3 baseColor = mix(sideBase, topBase, isTop);
FragColor = vec4(clamp(baseColor, 0.0, 1.0), 1.0);
#version 330 core
in vec3 vWorldPos;
in vec3 vWorldNormal;
out vec4 FragColor;
uniform bool uLightMode;
void main() {
vec3 N = normalize(vWorldNormal);
float isTop = step(0.75, N.y);
vec3 topBase;
vec3 sideBase;
if (uLightMode) {
// 浅色主题 偏亮的工业灰
topBase = vec3(0.78, 0.80, 0.84);
sideBase = vec3(0.68, 0.70, 0.74);
}
else {
// 深色主题 偏暗的工业灰
topBase = vec3(0.30, 0.31, 0.32);
sideBase = vec3(0.27, 0.28, 0.29);
}
vec3 baseColor = mix(sideBase, topBase, isTop);
FragColor = vec4(clamp(baseColor, 0.0, 1.0), 1.0);
}

View File

@@ -1,19 +1,19 @@
#version 330 core
layout(location = 0) in vec3 aPos;
layout(location = 1) in vec3 aN;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
out vec3 vWorldPos;
out vec3 vWorldNormal;
void main() {
vec4 worldPos = model * vec4(aPos, 1.0);
mat3 normalMat = transpose(inverse(mat3(model)));
vWorldPos = worldPos.xyz;
vWorldNormal = normalize(normalMat * aN);
gl_Position = projection * view * worldPos;
}
#version 330 core
layout(location = 0) in vec3 aPos;
layout(location = 1) in vec3 aN;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
out vec3 vWorldPos;
out vec3 vWorldNormal;
void main() {
vec4 worldPos = model * vec4(aPos, 1.0);
mat3 normalMat = transpose(inverse(mat3(model)));
vWorldPos = worldPos.xyz;
vWorldNormal = normalize(normalMat * aN);
gl_Position = projection * view * worldPos;
}