Files
3dviewer/main.cpp
2026-02-28 02:42:23 +08:00

509 lines
16 KiB
C++

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