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