This commit is contained in:
2026-02-02 03:29:04 +08:00
parent 755aadb3c7
commit f200743fc3
4 changed files with 121 additions and 30 deletions

View File

@@ -91,6 +91,8 @@ private:
float moveSpeed_; float moveSpeed_;
float mouseSensitivity_; float mouseSensitivity_;
float zoom_; float zoom_;
bool firstMouse_ = true;
}; };
#endif //INC_3DVIEWER_CAMERA_H #endif //INC_3DVIEWER_CAMERA_H

View File

@@ -180,6 +180,10 @@ bool LOpenGLProgram::addShader(std::unique_ptr<LOpenGLShader> shader) {
return true; 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) { 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) {

View File

@@ -1,5 +1,4 @@
#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>
@@ -52,6 +51,7 @@ public:
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;
private: private:
std::list<std::unique_ptr<LOpenGLShader>> shaderList_; std::list<std::unique_ptr<LOpenGLShader>> shaderList_;

131
main.cpp
View File

@@ -1,6 +1,12 @@
#include "lopenglprogram.h" #include "lopenglprogram.h"
#include "camera.h" #include "camera.h"
#include <GL/gl.h>
#include <GL/glext.h>
#include <GLFW/glfw3.h>
#include <glm/fwd.hpp>
#include <iostream> #include <iostream>
#include <memory>
#include <utility>
void framebuffer_size_callback(GLFWwindow* window, int width, int height) { void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
glViewport(0, 0, width, height); glViewport(0, 0, width, height);
} }
@@ -11,30 +17,26 @@ void process_input(GLFWwindow* window) {
} }
} }
std::unique_ptr<LOpenGLProgram> initBackgroundGeometry() { class GLWidget {
auto vshader = std::make_unique<LOpenGLShader>(LOpenGLShader::ShaderType::Vertex);
auto fshader = std::make_unique<LOpenGLShader>(LOpenGLShader::ShaderType::Fragment);
vshader->compileShaderFromFile("shader/bg.vert");
fshader->compileShaderFromFile("shader/bg.frag");
auto program = std::make_unique<LOpenGLProgram>();
program->addShader(std::move(vshader));
program->addShader(std::move(fshader));
auto ret = program->Link();
if (!ret)
return nullptr;
return program;
}
int main() { public:
glfwInit(); struct ViewPort {
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); int width;
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); int height;
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); };
#if __APPLE__ GLWidget(ViewPort port) : viewport_(port) {
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); lastX_ = port.width / 2;
#endif lastY_ = port.height / 2;
}
~GLWidget() {}
GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
void setViewPort(int width, int height) {
viewport_ = {width, height};
}
bool initGeometry() {
window = std::make_unique(glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL));
if (window == NULL) { if (window == NULL) {
std::cout << "Failed to create GLFW window" << std::endl; std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate(); glfwTerminate();
@@ -48,12 +50,95 @@ int main() {
glViewport(0, 0, 800, 600); glViewport(0, 0, 800, 600);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
}
public:
bool initBgProgram(const std::string& vpath, const std::string fpath) {
auto vshader = std::make_unique<LOpenGLShader>(LOpenGLShader::ShaderType::Vertex);
auto fshader = std::make_unique<LOpenGLShader>(LOpenGLShader::ShaderType::Fragment);
vshader->compileShaderFromFile(vpath);
fshader->compileShaderFromFile(fpath);
bgProg_ = std::make_unique<LOpenGLProgram>();
bgProg_->addShader(std::move(vshader));
bgProg_->addShader(std::move(fshader));
bool ret = bgProg_->Link();
if (!ret) {
return false;
}
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,
};
if (bgVao_) {
glDeleteVertexArrays(1, &bgVao_);
}
if (bgVbo_) {
glDeleteBuffers(1, &bgVbo_);
}
initBackgroundGeometry(); 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 drawBg() {
bgProg_->Use();
bgProg_->setUniformValue("uViewport", glm::vec2(viewport_.width, viewport_.height));
bgProg_->setUniformValue("uMajorStep", 120.0f);
bgProg_->setUniformValue("uMinjorStep", 24.0f);
glBindVertexArray(bgVao_);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
}
void mouseCallback(GLFWwindow* window, double x, double y) {
float xpos = static_cast<float>(x);
float ypos = static_cast<float>(y);
if (camera_.fir) {
}
}
private:
std::unique_ptr<LOpenGLProgram> bgProg_;
std::unique_ptr<GLFWwindow> window_;
unsigned int bgVao_;
unsigned int bgVbo_;
ViewPort viewport_{800, 600};
Camera camera_;
bool firstMouse_ = true;
float lastX_;
float lastY_;
};
int main() {
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#if __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif
GLWidget glw;
glw.initBgProgram("bg.vert", "bg.frag");
while (!glfwWindowShouldClose(window)) { while (!glfwWindowShouldClose(window)) {
glw.drawBg();
} }
glfwTerminate(); glfwTerminate();