Files
3dviewer/main.cpp
2026-02-05 16:50:06 +08:00

224 lines
6.1 KiB
C++

#include "lopenglprogram.h"
#include "camera.h"
#include <GL/gl.h>
#include <GL/glext.h>
#include <GLFW/glfw3.h>
#include <functional>
#include <glm/fwd.hpp>
#include <iostream>
#include <memory>
#include <utility>
class GLWidget {
public:
struct ViewPort {
int width;
int height;
};
GLWidget(ViewPort port) : viewport_(port),
window_(nullptr, [](GLFWwindow* w){if(w) glfwDestroyWindow(w);}) {
lastX_ = port.width / 2;
lastY_ = port.height / 2;
initGeometry();
}
~GLWidget() {
if (bgVao_) {
glDeleteVertexArrays(1, &bgVao_);
}
if (bgVbo_) {
glDeleteBuffers(1, &bgVbo_);
}
}
void setViewPort(int width, int height) {
viewport_ = {width, height};
}
bool initGeometry() {
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
window_.reset(glfwCreateWindow(800, 600, "3dviewer", nullptr, nullptr));
if (!window_) {
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window_.get());
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
glViewport(0, 0, 800, 600);
glfwSetWindowUserPointer(window_.get(), this);
glfwSetFramebufferSizeCallback(window_.get(), &GLWidget::framebufferSizeCallback);
glfwSetCursorPosCallback(window_.get(), &GLWidget::mouseCallback);
}
void setBgShaderPath(std::string vp, std::string fp) {
bgVertShaderPath_ = vp;
bgFragShaderPath_ = 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);
}
bool initBgProgram() {
auto vshader = std::make_unique<LOpenGLShader>(LOpenGLShader::ShaderType::Vertex);
auto fshader = std::make_unique<LOpenGLShader>(LOpenGLShader::ShaderType::Fragment);
vshader->compileShaderFromFile(bgVertShaderPath_);
fshader->compileShaderFromFile(bgFragShaderPath_);
bgProg_ = std::make_unique<LOpenGLProgram>();
bgProg_->addShader(std::move(vshader));
bgProg_->addShader(std::move(fshader));
bool ret = bgProg_->Link();
if (!ret) {
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("uMinjorStep", 24.0f);
glBindVertexArray(bgVao_);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
}
public:
void eventLoop() {
initBgGeometry();
initBgProgram();
while (!glfwWindowShouldClose(window_.get())) {
processInput(window_.get());
drawBg();
}
}
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) {
glViewport(0, 0, width, height);
}
void processInput(GLFWwindow* window) {
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
glfwSetWindowShouldClose(window, true);
}
}
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_;
unsigned int bgVbo_;
ViewPort viewport_{800, 600};
Camera camera_;
bool firstMouse_ = true;
float lastX_;
float lastY_;
};
int main() {
GLWidget glw({600, 800});
glw.setBgShaderPath("bg.vert", "bg.frag");
glw.eventLoop();
glfwTerminate();
return 0;
}