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/ .cache/
.idea/ .idea/
build/ build/
cmake-build*/ cmake-build*/

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@@ -1,31 +1,46 @@
cmake_minimum_required(VERSION 3.5) cmake_minimum_required(VERSION 3.10)
project(3dviewer) project(3dviewer)
set(CMAKE_EXPORT_COMPILE_COMMANDS ON) set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
include_directories(.) set(CMAKE_CXX_STANDARD 23)
find_package(glfw3 REQUIRED) list(APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_LIST_DIR}/cmake")
find_package(OpenGL REQUIRED)
include_directories(.)
add_executable( find_package(glfw3 REQUIRED)
${PROJECT_NAME} find_package(OpenGL REQUIRED)
main.cpp
glad.c add_executable(
lopenglprogram.cpp ${PROJECT_NAME}
camera.h main.cpp
) glad.c
lopenglprogram.cpp
target_link_libraries( camera.h
${PROJECT_NAME} )
PRIVATE
glfw3 if(WIN32)
OpenGL::GL target_link_libraries(
X11 ${PROJECT_NAME}
Xrandr PRIVATE
Xi glfw3
Xcursor )
Xinerama elseif(APPLE)
pthread
dl elseif(UNIX)
m 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. // Created by Lenn on 2026/1/30.
// //
#ifndef INC_3DVIEWER_CAMERA_H #ifndef INC_3DVIEWER_CAMERA_H
#define INC_3DVIEWER_CAMERA_H #define INC_3DVIEWER_CAMERA_H
#include <glad/glad.h> #include <glad/glad.h>
#include <glm/glm.hpp> #include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp> #include <glm/gtc/matrix_transform.hpp>
class Camera { class Camera {
public: public:
typedef enum CameraMoveBit { typedef enum CameraMoveBit {
FORWARD = 0x0001, FORWARD = 0x0001,
BACKWARD = 0x0002, BACKWARD = 0x0002,
LEFT = 0x0004, LEFT = 0x0004,
RIGHT = 0x0008, RIGHT = 0x0008,
} CameraMove; } CameraMove;
Camera(glm::vec3 position = glm::vec3(0.0f, 0.0f, 0.0f), Camera(glm::vec3 position = glm::vec3(0.0f, 0.0f, 0.0f),
glm::vec3 up = glm::vec3(0.0f, 1.0f, 0.0f), glm::vec3 up = glm::vec3(0.0f, 1.0f, 0.0f),
float yaw = -90.0f, float pitch = 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) : front_(glm::vec3(0.0f, 0.0f, -1.0f)), yaw_(yaw), pitch_(pitch), position_(position)
, worldUp_(up){ , worldUp_(up){
zoom_ = 45.0f; zoom_ = 45.0f;
mouseSensitivity_ = 0.08f; mouseSensitivity_ = 0.08f;
moveSpeed_ = 2.5f; moveSpeed_ = 2.5f;
updateCameraVectors(); updateCameraVectors();
} }
void keyboardCallback(CameraMove direction, float deltaTime) { void keyboardCallback(CameraMove direction, float deltaTime) {
float velocity = moveSpeed_ * deltaTime; float velocity = moveSpeed_ * deltaTime;
if (direction == CameraMove::FORWARD) { if (direction == CameraMove::FORWARD) {
position_ += front_ * velocity; position_ += front_ * velocity;
} }
else if (direction == CameraMove::BACKWARD) { else if (direction == CameraMove::BACKWARD) {
position_ -= front_ * velocity; position_ -= front_ * velocity;
} }
else if (direction == CameraMove::LEFT) { else if (direction == CameraMove::LEFT) {
position_ -= right_ * velocity; position_ -= right_ * velocity;
} }
else { else {
position_ += right_ * velocity; position_ += right_ * velocity;
} }
updateCameraVectors(); updateCameraVectors();
} }
void mouseMoveCallback(float xoffset, float yoffset, GLboolean constrainPitch = true) { void mouseMoveCallback(float xoffset, float yoffset, GLboolean constrainPitch = true) {
xoffset *= mouseSensitivity_; xoffset *= mouseSensitivity_;
yoffset *= mouseSensitivity_; yoffset *= mouseSensitivity_;
yaw_ += xoffset; yaw_ += xoffset;
pitch_ += yoffset; pitch_ += yoffset;
if (constrainPitch) { if (constrainPitch) {
if (pitch_ > 89.0f) { if (pitch_ > 89.0f) {
pitch_ = 89.0f; pitch_ = 89.0f;
} }
if (pitch_ < -89.0f) { if (pitch_ < -89.0f) {
pitch_ = -89.0f; pitch_ = -89.0f;
} }
} }
updateCameraVectors(); updateCameraVectors();
} }
void mouseScrollCallback(float yoffset) { void mouseScrollCallback(float yoffset) {
zoom_ -= yoffset; zoom_ -= yoffset;
if (zoom_ < 1.0f) { if (zoom_ < 1.0f) {
zoom_ = 1.0; zoom_ = 1.0;
} }
if (zoom_ > 45.0f) { if (zoom_ > 45.0f) {
zoom_ = 45.0; zoom_ = 45.0;
} }
updateCameraVectors(); updateCameraVectors();
} }
glm::mat4 getViewMatrix() { glm::mat4 getViewMatrix() {
return glm::lookAt(position_, position_ + front_, up_); return glm::lookAt(position_, position_ + front_, up_);
} }
bool firstMouse() const { return firstMouse_; } bool firstMouse() const { return firstMouse_; }
void triggleFirstMouse() { firstMouse_ = !firstMouse_; } void triggleFirstMouse() { firstMouse_ = !firstMouse_; }
float Zoom() const { return zoom_; } float Zoom() const { return zoom_; }
private: private:
void updateCameraVectors() { void updateCameraVectors() {
glm::vec3 front; glm::vec3 front;
front.x = std::cos(glm::radians(yaw_)) * std::cos(glm::radians(pitch_)); front.x = std::cos(glm::radians(yaw_)) * std::cos(glm::radians(pitch_));
front.y = std::sin(glm::radians(pitch_)); front.y = std::sin(glm::radians(pitch_));
front.z = std::sin(glm::radians(yaw_)) * std::cos(glm::radians(pitch_)); front.z = std::sin(glm::radians(yaw_)) * std::cos(glm::radians(pitch_));
front_ = glm::normalize(front); front_ = glm::normalize(front);
right_ = glm::normalize(glm::cross(front_, worldUp_)); right_ = glm::normalize(glm::cross(front_, worldUp_));
up_ = glm::normalize(glm::cross(right_, front_)); up_ = glm::normalize(glm::cross(right_, front_));
} }
private: private:
glm::vec3 position_; glm::vec3 position_;
glm::vec3 up_; glm::vec3 up_;
glm::vec3 right_; glm::vec3 right_;
glm::vec3 front_; glm::vec3 front_;
glm::vec3 worldUp_; glm::vec3 worldUp_;
float yaw_; float yaw_;
float pitch_; float pitch_;
float moveSpeed_; float moveSpeed_;
float mouseSensitivity_; float mouseSensitivity_;
float zoom_; float zoom_;
bool firstMouse_ = true; bool firstMouse_ = true;
}; };
#endif //INC_3DVIEWER_CAMERA_H #endif //INC_3DVIEWER_CAMERA_H

2280
glad.c

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#include "lopenglprogram.h" #include "lopenglprogram.h"
#include <iostream> #include <iostream>
LOpenGLShader::LOpenGLShader(LOpenGLShader::ShaderType type) LOpenGLShader::LOpenGLShader(LOpenGLShader::ShaderType type)
: shaderType_(type), compiled_(false) {} : shaderType_(type), compiled_(false) {}
LOpenGLShader::~LOpenGLShader() { LOpenGLShader::~LOpenGLShader() {
if (shaderId_ != 0) { if (shaderId_ != 0) {
glDeleteShader(shaderId_); glDeleteShader(shaderId_);
} }
} }
bool LOpenGLShader::compileShaderFromSource(const char *source) { bool LOpenGLShader::compileShaderFromSource(const char *source) {
if (!source || compiled_) { if (!source || compiled_) {
return false; return false;
} }
switch (shaderType_) { switch (shaderType_) {
case Vertex: case Vertex:
shaderId_ = glCreateShader(GL_VERTEX_SHADER); shaderId_ = glCreateShader(GL_VERTEX_SHADER);
break; break;
case Fragment: case Fragment:
shaderId_ = glCreateShader(GL_FRAGMENT_SHADER); shaderId_ = glCreateShader(GL_FRAGMENT_SHADER);
break; break;
default: default:
return false; return false;
} }
glShaderSource(shaderId_, 1, &source, NULL); glShaderSource(shaderId_, 1, &source, NULL);
glCompileShader(shaderId_); glCompileShader(shaderId_);
int success = 0; int success = 0;
glGetShaderiv(shaderId_, GL_COMPILE_STATUS, &success); glGetShaderiv(shaderId_, GL_COMPILE_STATUS, &success);
if (!success) { if (!success) {
char infoLog[512]; char infoLog[512];
glGetShaderInfoLog(shaderId_, 512, NULL, infoLog); glGetShaderInfoLog(shaderId_, 512, NULL, infoLog);
shaderLog_ = std::string(infoLog); shaderLog_ = std::string(infoLog);
return false; return false;
} }
compiled_ = true; compiled_ = true;
return true; return true;
} }
bool LOpenGLShader::compileShaderFromSource(const std::string &source) { bool LOpenGLShader::compileShaderFromSource(const std::string &source) {
if (source.empty() || compiled_) { if (source.empty() || compiled_) {
return false; return false;
} }
switch (shaderType_) { switch (shaderType_) {
case Vertex: case Vertex:
shaderId_ = glCreateShader(GL_VERTEX_SHADER); shaderId_ = glCreateShader(GL_VERTEX_SHADER);
break; break;
case Fragment: case Fragment:
shaderId_ = glCreateShader(GL_FRAGMENT_SHADER); shaderId_ = glCreateShader(GL_FRAGMENT_SHADER);
break; break;
default: default:
return false; return false;
} }
auto source_ch = source.c_str(); auto source_ch = source.c_str();
glShaderSource(shaderId_, 1, &source_ch, nullptr); glShaderSource(shaderId_, 1, &source_ch, nullptr);
glCompileShader(shaderId_); glCompileShader(shaderId_);
int success = 0; int success = 0;
glGetShaderiv(shaderId_, GL_COMPILE_STATUS, &success); glGetShaderiv(shaderId_, GL_COMPILE_STATUS, &success);
if (!success) { if (!success) {
char infoLog[512]; char infoLog[512];
glGetShaderInfoLog(shaderId_, 512, nullptr, infoLog); glGetShaderInfoLog(shaderId_, 512, nullptr, infoLog);
shaderLog_ = std::string(infoLog); shaderLog_ = std::string(infoLog);
return false; return false;
} }
compiled_ = true; compiled_ = true;
return true; return true;
} }
bool LOpenGLShader::compileShaderFromFile(const std::string &path) { bool LOpenGLShader::compileShaderFromFile(const std::string &path) {
std::string shaderCode; std::string shaderCode;
std::fstream shaderFile; std::fstream shaderFile;
std::stringstream shaderStream; std::stringstream shaderStream;
shaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit); shaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
try { try {
shaderFile.open(path); shaderFile.open(path);
shaderStream << shaderFile.rdbuf(); shaderStream << shaderFile.rdbuf();
shaderFile.close(); shaderFile.close();
shaderCode = shaderStream.str(); shaderCode = shaderStream.str();
} catch (std::ifstream::failure e) { } catch (std::ifstream::failure e) {
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESSFULLY_READ" << std::endl; std::cout << "ERROR::SHADER::FILE_NOT_SUCCESSFULLY_READ" << std::endl;
} }
if (shaderCode.empty() || compiled_) { if (shaderCode.empty() || compiled_) {
return false; return false;
} }
switch (shaderType_) { switch (shaderType_) {
case Vertex: case Vertex:
shaderId_ = glCreateShader(GL_VERTEX_SHADER); shaderId_ = glCreateShader(GL_VERTEX_SHADER);
break; break;
case Fragment: case Fragment:
shaderId_ = glCreateShader(GL_FRAGMENT_SHADER); shaderId_ = glCreateShader(GL_FRAGMENT_SHADER);
break; break;
default: default:
return false; return false;
} }
auto source_ch = shaderCode.c_str(); auto source_ch = shaderCode.c_str();
glShaderSource(shaderId_, 1, &source_ch, NULL); glShaderSource(shaderId_, 1, &source_ch, NULL);
glCompileShader(shaderId_); glCompileShader(shaderId_);
int success = 0; int success = 0;
glGetShaderiv(shaderId_, GL_COMPILE_STATUS, &success); glGetShaderiv(shaderId_, GL_COMPILE_STATUS, &success);
if (!success) { if (!success) {
char infoLog[512]; char infoLog[512];
glGetShaderInfoLog(shaderId_, 512, NULL, infoLog); glGetShaderInfoLog(shaderId_, 512, NULL, infoLog);
shaderLog_ = std::string(infoLog); shaderLog_ = std::string(infoLog);
return false; return false;
} }
compiled_ = true; compiled_ = true;
return true; return true;
} }
LOpenGLProgram::LOpenGLProgram() { Create(); } LOpenGLProgram::LOpenGLProgram() { Create(); }
LOpenGLProgram::~LOpenGLProgram() { LOpenGLProgram::~LOpenGLProgram() {
if (programId_ != 0) { if (programId_ != 0) {
glDeleteProgram(programId_); glDeleteProgram(programId_);
} }
} }
void LOpenGLProgram::Create() { void LOpenGLProgram::Create() {
programId_ = glCreateProgram(); programId_ = glCreateProgram();
created_ = (programId_ != 0); created_ = (programId_ != 0);
linked_ = false; linked_ = false;
} }
bool LOpenGLProgram::Link() { bool LOpenGLProgram::Link() {
if (!created_ || linked_ || shaderList_.empty()) { if (!created_ || linked_ || shaderList_.empty()) {
return false; return false;
} }
glLinkProgram(programId_); glLinkProgram(programId_);
GLint success = 0; GLint success = 0;
glGetProgramiv(programId_, GL_LINK_STATUS, &success); glGetProgramiv(programId_, GL_LINK_STATUS, &success);
if (!success) { if (!success) {
char infoLog[512]; char infoLog[512];
glGetProgramInfoLog(programId_, 512, nullptr, infoLog); glGetProgramInfoLog(programId_, 512, nullptr, infoLog);
std::cout << "ERROR::PROGRAM::LINK_FAILED\n" << infoLog << std::endl; std::cout << "ERROR::PROGRAM::LINK_FAILED\n" << infoLog << std::endl;
linked_ = false; linked_ = false;
return false; return false;
} }
linked_ = true; linked_ = true;
return true; return true;
} }
void LOpenGLProgram::Use() const { void LOpenGLProgram::Use() const {
if (!linked_) if (!linked_)
return; return;
glUseProgram(programId_); glUseProgram(programId_);
} }
void LOpenGLProgram::setUniformValue(const std::string &name, float value) const { void LOpenGLProgram::setUniformValue(const std::string &name, float value) const {
glUniform1f(glGetUniformLocation(programId_, name.c_str()), value); glUniform1f(glGetUniformLocation(programId_, name.c_str()), value);
} }
void LOpenGLProgram::setUniformValue(const std::string &name, int value) const { void LOpenGLProgram::setUniformValue(const std::string &name, int value) const {
glUniform1i(glGetUniformLocation(programId_, name.c_str()), value); glUniform1i(glGetUniformLocation(programId_, name.c_str()), value);
} }
void LOpenGLProgram::setUniformValue(const std::string &name, bool value) const { void LOpenGLProgram::setUniformValue(const std::string &name, bool value) const {
glUniform1i(glGetUniformLocation(programId_, name.c_str()), static_cast<int>(value)); glUniform1i(glGetUniformLocation(programId_, name.c_str()), static_cast<int>(value));
} }
void LOpenGLProgram::setUniformValue(const std::string &name, glm::vec3 value) const { void LOpenGLProgram::setUniformValue(const std::string &name, glm::vec3 value) const {
glUniform3fv(glGetUniformLocation(programId_, name.c_str()), 1, &value[0]); glUniform3fv(glGetUniformLocation(programId_, name.c_str()), 1, &value[0]);
} }
void LOpenGLProgram::setUniformValue(const std::string &name, float x, float y, float z) const { void LOpenGLProgram::setUniformValue(const std::string &name, float x, float y, float z) const {
glUniform3f(glGetUniformLocation(programId_, name.c_str()), x, y, z); glUniform3f(glGetUniformLocation(programId_, name.c_str()), x, y, z);
} }
void LOpenGLProgram::setUniformValue(const std::string &name, glm::mat4 value) const { void LOpenGLProgram::setUniformValue(const std::string &name, glm::mat4 value) const {
glUniformMatrix4fv(glGetUniformLocation(programId_, name.c_str()), 1, GL_FALSE, &value[0][0]); glUniformMatrix4fv(glGetUniformLocation(programId_, name.c_str()), 1, GL_FALSE, &value[0][0]);
} }
bool LOpenGLProgram::addShader(std::unique_ptr<LOpenGLShader> shader) { bool LOpenGLProgram::addShader(std::unique_ptr<LOpenGLShader> shader) {
if (!shader || !shader->Compiled()) { if (!shader || !shader->Compiled()) {
return false; return false;
} }
if (!created_) { if (!created_) {
return false; return false;
} }
glAttachShader(programId_, shader->shaderId_); glAttachShader(programId_, shader->shaderId_);
shaderList_.push_back(std::move(shader)); shaderList_.push_back(std::move(shader));
return true; return true;
} }
void LOpenGLProgram::setUniformValue(const std::string &name, glm::vec2 value) const { void LOpenGLProgram::setUniformValue(const std::string &name, glm::vec2 value) const {
glUniform2fv(glGetUniformLocation(programId_, name.c_str()), 1, &value[0]); glUniform2fv(glGetUniformLocation(programId_, name.c_str()), 1, &value[0]);
} }
void LOpenGLProgram::removeShader(GLuint id) { void LOpenGLProgram::removeShader(GLuint id) {
for (auto ite = shaderList_.begin(); ite != shaderList_.end(); ++ite) { for (auto ite = shaderList_.begin(); ite != shaderList_.end(); ++ite) {
if ((*ite)->shaderId_ == id) { if ((*ite)->shaderId_ == id) {
glDetachShader(programId_, id); glDetachShader(programId_, id);
shaderList_.erase(ite); shaderList_.erase(ite);
} }
} }
} }

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@@ -1,61 +1,61 @@
#pragma once #pragma once
#include <glad/glad.h> #include <glad/glad.h>
#include <GLFW/glfw3.h> #include <GLFW/glfw3.h>
#include <glm/glm.hpp> #include <glm/glm.hpp>
#include <list> #include <list>
#include <memory> #include <memory>
#include <sstream> #include <sstream>
#include <fstream> #include <fstream>
class LOpenGLProgram; class LOpenGLProgram;
class LOpenGLShader { class LOpenGLShader {
public: public:
typedef enum ShaderTypeBit { typedef enum ShaderTypeBit {
Vertex = 0x0001, Vertex = 0x0001,
Fragment = 0x0002, Fragment = 0x0002,
} ShaderType; } ShaderType;
LOpenGLShader() = delete; LOpenGLShader() = delete;
LOpenGLShader(LOpenGLShader::ShaderType type); LOpenGLShader(LOpenGLShader::ShaderType type);
~LOpenGLShader(); ~LOpenGLShader();
bool compileShaderFromSource(const char *source); bool compileShaderFromSource(const char *source);
bool compileShaderFromSource(const std::string &source); bool compileShaderFromSource(const std::string &source);
bool compileShaderFromFile(const std::string &path); bool compileShaderFromFile(const std::string &path);
bool Compiled() const { return compiled_; } bool Compiled() const { return compiled_; }
std::string Log() const { return shaderLog_; } std::string Log() const { return shaderLog_; }
private: private:
GLuint shaderId_{}; GLuint shaderId_{};
std::string shaderSource_; std::string shaderSource_;
LOpenGLShader::ShaderType shaderType_; LOpenGLShader::ShaderType shaderType_;
bool compiled_; bool compiled_;
std::string shaderLog_; std::string shaderLog_;
friend class LOpenGLProgram; friend class LOpenGLProgram;
}; };
class LOpenGLProgram { class LOpenGLProgram {
public: public:
LOpenGLProgram(); LOpenGLProgram();
~LOpenGLProgram(); ~LOpenGLProgram();
bool addShader(std::unique_ptr<LOpenGLShader> shader); bool addShader(std::unique_ptr<LOpenGLShader> shader);
void removeShader(GLuint id); void removeShader(GLuint id);
void Create(); void Create();
bool Link(); bool Link();
void Use() const; void Use() const;
bool Linked() const { return linked_; } bool Linked() const { return linked_; }
void setUniformValue(const std::string& name, float value) const; void setUniformValue(const std::string& name, float value) const;
void setUniformValue(const std::string& name, int 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, bool value) const;
void setUniformValue(const std::string& name, glm::vec3 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, float x, float y, float z) const;
void setUniformValue(const std::string& name, glm::mat4 value) const; void setUniformValue(const std::string& name, glm::mat4 value) const;
void setUniformValue(const std::string& name, glm::vec2 value) const; void setUniformValue(const std::string& name, glm::vec2 value) const;
private: private:
std::list<std::unique_ptr<LOpenGLShader>> shaderList_; std::list<std::unique_ptr<LOpenGLShader>> shaderList_;
GLuint programId_ = 0; GLuint programId_ = 0;
bool linked_ = false; bool linked_ = false;
bool created_ = false; bool created_ = false;
}; };

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

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@@ -1,48 +1,48 @@
#version 330 core #version 330 core
out vec4 FragColor; out vec4 FragColor;
uniform vec2 uViewport; uniform vec2 uViewport;
uniform float uMajorStep; uniform float uMajorStep;
uniform float uMinorStep; uniform float uMinorStep;
uniform bool uLightMode; uniform bool uLightMode;
float gridLine(float stepPx) { float gridLine(float stepPx) {
vec2 coord = gl_FragCoord.xy; vec2 coord = gl_FragCoord.xy;
vec2 q = coord / max(stepPx, 1.0); vec2 q = coord / max(stepPx, 1.0);
vec2 fw = max(fwidth(q), vec2(1e-6)); vec2 fw = max(fwidth(q), vec2(1e-6));
q = abs(fract(q - 0.5) - 0.5) / fw; q = abs(fract(q - 0.5) - 0.5) / fw;
float line = 1.0 - min(min(q.x, q.y), 1.0); float line = 1.0 - min(min(q.x, q.y), 1.0);
return line; return line;
} }
void main() { void main() {
vec2 viewport = max(uViewport, vec2(1.0)); vec2 viewport = max(uViewport, vec2(1.0));
vec2 uv = gl_FragCoord.xy / viewport; vec2 uv = gl_FragCoord.xy / viewport;
vec3 topCol, botCol; vec3 topCol, botCol;
float majorStrength, minorStrength; float majorStrength, minorStrength;
topCol = vec3(0.99, 0.99, 1.00); topCol = vec3(0.99, 0.99, 1.00);
botCol = vec3(0.94, 0.95, 0.98); botCol = vec3(0.94, 0.95, 0.98);
vec3 minorCol = vec3(0.80, 0.82, 0.87); vec3 minorCol = vec3(0.80, 0.82, 0.87);
vec3 majorCol = vec3(0.70, 0.73, 0.80); vec3 majorCol = vec3(0.70, 0.73, 0.80);
minorStrength = 0.28; minorStrength = 0.28;
majorStrength = 0.45; majorStrength = 0.45;
vec3 col = mix(botCol, topCol, uv.y); vec3 col = mix(botCol, topCol, uv.y);
float minor = gridLine(max(uMinorStep, 1.0)); float minor = gridLine(max(uMinorStep, 1.0));
float major = gridLine(max(uMajorStep, 1.0)); float major = gridLine(max(uMajorStep, 1.0));
col = mix(col, minorCol, minorStrength * minor); col = mix(col, minorCol, minorStrength * minor);
col = mix(col, majorCol, majorStrength * major); col = mix(col, majorCol, majorStrength * major);
vec2 p = uv * 2.0 - 1.0; vec2 p = uv * 2.0 - 1.0;
float v = clamp(1.0 - dot(p, p) * 0.12 , 0.0, 1.0); float v = clamp(1.0 - dot(p, p) * 0.12 , 0.0, 1.0);
col *= mix(1.0, v, 0.35); col *= mix(1.0, v, 0.35);
FragColor = vec4(col, 1.0); FragColor = vec4(col, 1.0);
} }

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

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

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

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

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