first commit

This commit is contained in:
2025-12-18 09:26:50 +08:00
parent 02c1e325b9
commit b32406225f
70 changed files with 35435 additions and 0 deletions

1
LearnOpenGL Submodule

Submodule LearnOpenGL added at a545a703f9

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cmake_minimum_required(VERSION 3.5)
project(base-project)
add_executable(
${PROJECT_NAME}
main.cc
glad.c
)
target_link_libraries(
${PROJECT_NAME}
PRIVATE
libglfw3.a
)

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base-project/glad.c Normal file

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base-project/main.cc Normal file
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#include <GLFW/glad/glad.h>
#include <GLFW/glfw3.h>
#include <cstddef>
#include <iostream>
void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
glViewport(0, 0, width, height);
}
void process_input(GLFWwindow* window) {
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
glfwSetWindowShouldClose(window, true);
}
}
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
GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
if (window == NULL) {
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
glViewport(0, 0, 800, 600);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
while (!glfwWindowShouldClose(window)) {
process_input(window);
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwTerminate();
return 0;
}

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base-project/myshader.hh Normal file
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#pragma once
#include <glad/glad.h>
#include <iterator>
#include <string.h>
#include <fstream>
#include <sstream>
#include <iostream>
class Shader {
public:
// 程序ID
unsigned int ID;
// 构造器读取并构建着色器
Shader(const char* vertexPath, const char* fragmentPath) {
std::string vertexCode;
std::string fragmentCode;
std::ifstream vShaderFile;
std::ifstream fShaderFile;
vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
try {
vShaderFile.open(vertexPath);
fShaderFile.open(fragmentPath);
std::stringstream vShaderStream, fShaderStream;
vShaderStream << vShaderFile.rdbuf();
fShaderStream << fShaderFile.rdbuf();
vShaderFile.close();
fShaderFile.close();
vertexCode = vShaderStream.str();
fragmentCode = fShaderStream.str();
}
catch(std::ifstream::failure e) {
std::cout << "Error::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl;
}
const char* vShaderCode = vertexCode.c_str();
const char* fShaderCode = fragmentCode.c_str();
// 编译着色器
unsigned int vertex, fragment;
int success;
char infoLog[512];
// 顶点着色器
vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, &vShaderCode, NULL);
glCompileShader(vertex);
glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(vertex, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// 片段着色器
fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &fShaderCode, NULL);
glCompileShader(fragment);
glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(fragment, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
ID = glCreateProgram();
glAttachShader(ID, vertex);
glAttachShader(ID, fragment);
glLinkProgram(ID);
glGetProgramiv(ID, GL_LINK_STATUS, &success);
if (!success) {
glGetShaderInfoLog(ID, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
glDeleteShader(vertex);
glDeleteShader(fragment);
}
// 使用/激活程序
void use() {
glUseProgram(ID);
}
// uniform工具函数
void setBool(const std::string& name, bool value) const {
glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
}
void setInt(const std::string& name, int value) const {
glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
}
void setFloat(const std::string& name, float value) const {
glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
}
};

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# 基础样式LLVMGoogleChromiumMozillaWebKit
BasedOnStyle: LLVM
# 类似于下面这行还没有实现未来希望clang提供分号;后不会强制换行的功能
# BreakAfterSemicolon: false
---
# 要使用的预处理器指令缩进样式
IndentPPDirectives: AfterHash
# 缩进宽度
IndentWidth: 4
# 标准: Cpp03, Cpp11, Auto
Standard: Latest
# tab宽度
TabWidth: 2
# 使用ObjC块时缩进宽度
ObjCBlockIndentWidth: 2
# 构造函数的初始化列表的缩进宽度
ConstructorInitializerIndentWidth: 2
# 延续的行的缩进宽度
ContinuationIndentWidth: 0
# 在ObjC的@property后添加一个空格
ObjCSpaceAfterProperty: false
# 在ObjC的protocol列表前添加一个空格
ObjCSpaceBeforeProtocolList: true
# 访问说明符的偏移
AccessModifierOffset: -2
# 连续的空行保留几行
MaxEmptyLinesToKeep: 2
# 调整连续行中的分配操作符(对齐等号)
AlignConsecutiveAssignments: true
# 校准连续的声明(对齐局部变量)
AlignConsecutiveDeclarations: true
# 允许排序#include
SortIncludes: false
# 允许排序 using 声明
SortUsingDeclarations: false
# 继承的符号后是否换行 类别AfterComma,AfterColon
BreakInheritanceList: AfterComma
# 总是在多行string字面量前换行
AlwaysBreakBeforeMultilineStrings: false
# 使用反斜杠换行对齐 RightDontAlign
AlignEscapedNewlines: DontAlign
# Align, DontAlign, AlwaysBreak(总是在开括号后换行)
AlignAfterOpenBracket: DontAlign
# 左对齐换行(使用反斜杠换行)的反斜杠
AlignEscapedNewlinesLeft: true
# 对齐连续的尾随的注释
AlignTrailingComments: true
# 允许短的case标签放在同一行
AllowShortCaseLabelsOnASingleLine: false
# 允许函数声明的所有参数在放在下一行
AllowAllParametersOfDeclarationOnNextLine: false
# 允许短的块放在同一行Empty
AllowShortBlocksOnASingleLine: true
# 在构造函数的初始化列表的逗号前换行
BreakConstructorInitializersBeforeComma: false
# 在构造函数的初始化列表的冒号后换行
BreakConstructorInitializers: AfterColon
# 在圆括号的(后和)前添加空格
SpacesInParentheses: false
# 允许在单行上使用短枚举
AllowShortEnumsOnASingleLine: true
# 允许短的函数放在同一行: None, InlineOnly(定义在类中), Empty(空函数), Inline(定义在类中,空函数), All
AllowShortFunctionsOnASingleLine: All
# 去除C++11的列表初始化的大括号{后和}前的空格
Cpp11BracedListStyle: false
# 继承最常用的指针和引用的对齐方式
DerivePointerAlignment: false
# 指针的*的位置
PointerAlignment: Left
# 允许在单行上使用简短的If语句
AllowShortIfStatementsOnASingleLine: WithoutElse
# 中括号两边空格 []
SpacesInSquareBrackets: false
# 等号两边的空格
SpaceBeforeAssignmentOperators: true
# 容器类的空格
SpacesInContainerLiterals: false
# 缩进包装函数名
IndentWrappedFunctionNames: false
# 在块的开头保留空行
KeepEmptyLinesAtTheStartOfBlocks: true
# 括号后添加空格
SpaceAfterCStyleCast: false
# 缩进case 标签
IndentCaseLabels: true
# 允许短的循环保持在同一行
AllowShortLoopsOnASingleLine: true
# 在模板声明“template<...>”后总是换行
AlwaysBreakTemplateDeclarations: Yes
# 二进制运算符之前的中断非赋值NonAssignment
BreakBeforeBinaryOperators: NonAssignment
# 三元运算符将被放置在换行后
BreakBeforeTernaryOperators: false
# 每行字符的限制0表示没有限制
ColumnLimit: 0
# 只有定义成Custom下面的大括号才会生效
BreakBeforeBraces: Custom
# 大括号后的分行
BraceWrapping :
# class定义后面
AfterClass: false
# 控制语句后面
AfterControlStatement: false
# enum定义后面
AfterEnum: false
# 函数定义后面
AfterFunction: false
# 命名空间定义后面
AfterNamespace: false
# ObjC定义后面
AfterObjCDeclaration: false
# struct定义后面
AfterStruct: false
# union定义后面
AfterUnion: false
# catch之前
BeforeCatch: true
# else之前
BeforeElse: true
# 缩进大括号
IndentBraces: false
# 语言: Cpp, Java, JavaScript, ObjC, Proto
Language: Cpp
# 模板关键字后的空格false
SpaceAfterTemplateKeyword: false
# 指针限定符周围的空格:之后
SpaceAroundPointerQualifiers: After
# 大小写冒号前的空格false
SpaceBeforeCaseColon: false
# C到r初始值设定项冒号前的空格false
SpaceBeforeCtorInitializerColon: false
# 继承冒号前的空格false
SpaceBeforeInheritanceColon: false
# 开圆括号之前添加一个空格: Never, ControlStatements, Always
SpaceBeforeParens: ControlStatements
# 基于范围的循环冒号前的空格false
SpaceBeforeRangeBasedForLoopColon: false
# 在尖括号的<>后和前添加空格
SpacesInAngles: false
# 收拾格子参数
BinPackArguments : false
# 纸盒包装参数
BinPackParameters : false
# 当格式化时,总是对字面量字符串换行
BreakStringLiterals : false
# Never, ForIndentation, ForContinuationAndIndentation, Always
UseTab: Never

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CompileFlags:
Add: [
"--target=x86_64-w64-mingw32",
-IC:/msys64/mingw64/include/QtCore,
-IC:/msys64/mingw64/include,
-std=c++23
]

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coordinate-systems/.idea/.gitignore generated vendored Normal file
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# 默认忽略的文件
/shelf/
/workspace.xml
# 基于编辑器的 HTTP 客户端请求
/httpRequests/
# Datasource local storage ignored files
/dataSources/
/dataSources.local.xml

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coordinate-systems/.idea/.name generated Normal file
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coordinate-system-project

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<?xml version="1.0" encoding="UTF-8"?>
<module classpath="CMake" type="CPP_MODULE" version="4" />

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coordinate-systems/.idea/editor.xml generated Normal file
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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="BackendCodeEditorSettings">
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<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=ConstevalIfIsAlwaysConstant/@EntryIndexedValue" value="WARNING" type="string" />
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<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppDFAEndlessLoop/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppDFAInfiniteRecursion/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppDFAInvalidatedMemory/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppDFALocalValueEscapesFunction/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppDFALocalValueEscapesScope/@EntryIndexedValue" value="WARNING" type="string" />
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<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppDFAMemoryLeak/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppDFANotInitializedField/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppDFANullDereference/@EntryIndexedValue" value="WARNING" type="string" />
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7
coordinate-systems/.idea/misc.xml generated Normal file
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@@ -0,0 +1,7 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="CMakePythonSetting">
<option name="pythonIntegrationState" value="YES" />
</component>
<component name="CMakeWorkspace" PROJECT_DIR="$PROJECT_DIR$" />
</project>

8
coordinate-systems/.idea/modules.xml generated Normal file
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@@ -0,0 +1,8 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="ProjectModuleManager">
<modules>
<module fileurl="file://$PROJECT_DIR$/.idea/coordinate-systems.iml" filepath="$PROJECT_DIR$/.idea/coordinate-systems.iml" />
</modules>
</component>
</project>

View File

@@ -0,0 +1,17 @@
cmake_minimum_required(VERSION 3.5)
project(coordinate-system-project)
add_executable(
${PROJECT_NAME}
main.cc
glad.c
camera.hh
mesh.hh
)
target_link_libraries(
${PROJECT_NAME}
PRIVATE
libglfw3.a
)

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@@ -0,0 +1,122 @@
//
// Created by Lenn on 2025/12/2.
//
#include <glad/glad.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#ifndef COORDINATE_SYSTEM_PROJECT_CAMERA_HH
#define COORDINATE_SYSTEM_PROJECT_CAMERA_HH
enum CameraMovement {
FORWARD,
BACKWARD,
LEFT,
RIGHT
};
const float YAW = -90.0f;
const float PITCH = 0.0f;
const float SPEED = 2.5f;
const float SENSITIVITY = 0.1f;
const float ZOOM = 45.0f;
class Camera {
public:
glm::vec3 position_;
glm::vec3 front_;
glm::vec3 up_;
glm::vec3 right_;
glm::vec3 worldup_;
float yaw_;
float pitch_;
float movement_speed_;
float mouse_sensitivity_;
float zoom_;
Camera(glm::vec3 position = glm::vec3(0.0f, 0.0f, 0.0f),
glm::vec3 up = glm::vec3(0.0f, 1.0f, 0.0f),
float yaw = YAW, float pitch = PITCH) :
front_(glm::vec3(0.0f, 0.0f, -1.0f)),
movement_speed_(SPEED),
mouse_sensitivity_(SENSITIVITY),
zoom_(ZOOM) {
position_ = position;
worldup_ = up;
yaw_ = yaw;
pitch_ = pitch;
update_camera_vectors();
}
Camera(float posx, float posy, float posz, float upx, float upy, float upz, float yaw, float pitch):
front_(glm::vec3(0.0f, 0.0f, -1.0f)),
movement_speed_(SPEED),
mouse_sensitivity_(SENSITIVITY),
zoom_(ZOOM) {
position_ = glm::vec3(posx, posy, posz);
worldup_ = glm::vec3(upx, upy, upz);
yaw_ = yaw;
pitch_ = pitch;
update_camera_vectors();
}
glm::mat4 get_view_matrix() {
return glm::lookAt(position_, position_ + front_, up_);
}
void process_keyboard(CameraMovement direction, float deltatime) {
float velocity = movement_speed_ * deltatime;
if (direction == FORWARD) {
position_ += front_ * velocity;
}
if (direction == BACKWARD) {
position_ -= front_ * velocity;
}
if (direction == LEFT) {
position_ -= right_ * velocity;
}
if (direction == RIGHT) {
position_ += right_ * velocity;
}
position_.y = 0.0f;
}
void process_mouse_movement(float xoffset, float yoffset, GLboolean constrain_pitch = true) {
xoffset *= mouse_sensitivity_;
yoffset *= mouse_sensitivity_;
yaw_ += xoffset;
pitch_ += yoffset;
if (constrain_pitch) {
if (pitch_ >= 89.0f)
pitch_ = 89.0f;
if (pitch_ <= -89.0f)
pitch_ = -89.0f;
}
update_camera_vectors();
}
void process_mouse_scroll(float yoffset) {
zoom_ -= (float)yoffset;
if (zoom_ < 1.0f)
zoom_ = 1.0f;
if (zoom_ > 45.0f)
zoom_ = 45.0f;
}
private:
void update_camera_vectors() {
glm::vec3 front;
front.x = std::cos(glm::radians(yaw_)) * std::cos(glm::radians(pitch_));
front.y = std::sin(glm::radians(pitch_));
front.z = std::sin(glm::radians(yaw_)) * std::cos(glm::radians(pitch_));
front_ = glm::normalize(front);
right_ = glm::normalize(glm::cross(front_, worldup_));
up_ = glm::normalize(glm::cross(right_, front_));
}
};
#endif //COORDINATE_SYSTEM_PROJECT_CAMERA_HH

1140
coordinate-systems/glad.c Normal file

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426
coordinate-systems/main.cc Normal file
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@@ -0,0 +1,426 @@
#include "myshader.hh"
#include "stb_image_wrap.h"
#include <GLFW/glad/glad.h>
#include <GLFW/glfw3.h>
#include <cmath>
#include <cstddef>
#include <glm/ext/matrix_clip_space.hpp>
#include <glm/ext/matrix_transform.hpp>
#include <glm/fwd.hpp>
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/trigonometric.hpp>
#include <iostream>
#include "camera.hh"
constexpr unsigned int WINDOW_WIDTH = 800;
constexpr unsigned int WINDOW_HEIGHT = 600;
float mix_nb = 0.2f;
glm::vec3 cameraPos = glm::vec3(0.0f, 0.0f, 3.0f);
glm::vec3 cameraFront = glm::vec3(0.0f, 0.0f, -1.0f);
glm::vec3 cameraUp = glm::vec3(0.0f, 1.0f, 0.0f);
float deltaTime = 0.0f; // 当前帧与上一帧的时间差
float lastFrame = 0.0f; // 上一帧的时间
float lastX = 400.0f;
float lastY = 300.0f;
float yaw = -90.0f;
float pitch = 0.0f;
float fov = 45.0f;
bool firstMouse = true;
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
void mouse_callback(GLFWwindow* window, double xpos, double ypos) {
if (firstMouse) {
lastX = xpos;
lastY = ypos;
firstMouse = false;
}
float xoffset = xpos - lastX;
float yoffset = lastY - ypos;
lastX = xpos;
lastY = ypos;
camera.process_mouse_movement(xoffset, yoffset);
// float sensitivity = 0.05f;
// xoffset *= sensitivity;
// yoffset *= sensitivity;
//
// pitch += yoffset;
// yaw += xoffset;
//
// if (pitch > 89.0f) {
// pitch = 89.0f;
// }
// if (pitch < -89.0f) {
// pitch = -89.0f;
// }
//
// glm::vec3 front;
// front.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
// front.y = sin(glm::radians(pitch));
// front.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch));
// cameraFront = glm::normalize(front);
}
void scroll_callback(GLFWwindow* window, double xOffset, double yOffset) {
// if (fov >= 1.0f && fov <= 45.0f)
// fov -= yOffset;
// if (fov <= 1.0f)
// fov = 1.0f;
// if (fov >= 45.0f)
// fov = 45.0f;
// std::cout << "FOV: " << fov << std::endl;
camera.process_mouse_scroll(yOffset);
}
void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
glViewport(0, 0, width, height);
}
void process_input(GLFWwindow* window) {
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
glfwSetWindowShouldClose(window, true);
}
if (glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS) {
mix_nb -= 0.001;
if (mix_nb <= 0.0f) {
mix_nb = 0.0f;
}
}
if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS) {
mix_nb += 0.001f;
if (mix_nb >= 1.0f) {
mix_nb = 1.0f;
}
}
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) {
camera.process_keyboard(FORWARD, deltaTime);
}
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) {
camera.process_keyboard(BACKWARD, deltaTime);
}
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) {
camera.process_keyboard(LEFT, deltaTime);
}
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) {
camera.process_keyboard(RIGHT, deltaTime);
}
}
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
GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
if (window == NULL) {
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glfwSetCursorPosCallback(window, mouse_callback);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
glfwSetScrollCallback(window, scroll_callback);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
Shader ourShader("vshader.glsl", "fshader.glsl");
float vertices[] = {
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0.0f,
0.0f,
0.5f,
0.5f,
0.5f,
1.0f,
0.0f,
-0.5f,
-0.5f,
-0.5f,
0.0f,
1.0f,
0.5f,
-0.5f,
-0.5f,
1.0f,
1.0f,
0.5f,
-0.5f,
0.5f,
1.0f,
0.0f,
0.5f,
-0.5f,
0.5f,
1.0f,
0.0f,
-0.5f,
-0.5f,
0.5f,
0.0f,
0.0f,
-0.5f,
-0.5f,
-0.5f,
0.0f,
1.0f,
-0.5f,
0.5f,
-0.5f,
0.0f,
1.0f,
0.5f,
0.5f,
-0.5f,
1.0f,
1.0f,
0.5f,
0.5f,
0.5f,
1.0f,
0.0f,
0.5f,
0.5f,
0.5f,
1.0f,
0.0f,
-0.5f,
0.5f,
0.5f,
0.0f,
0.0f,
-0.5f,
0.5f,
-0.5f,
0.0f,
1.0f
};
glm::vec3 cubePositions[] = {
glm::vec3(0.0f, 0.0f, 0.0f),
glm::vec3(2.0f, 5.0f, -15.0f),
glm::vec3(-1.5f, -2.2f, -2.5f),
glm::vec3(-3.8f, -2.0f, -12.3f),
glm::vec3(2.4f, -0.4f, -3.5f),
glm::vec3(-1.7f, 3.0f, -7.5f),
glm::vec3(1.3f, -2.0f, -2.5f),
glm::vec3(1.5f, 2.0f, -2.5f),
glm::vec3(1.5f, 0.2f, -1.5f),
glm::vec3(-1.3f, 1.0f, -1.5f)
};
unsigned int VAO, VBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// 顶点
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// 颜色
// glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float),
// (void*)(3 * sizeof(float))); glEnableVertexAttribArray(1); 纹理
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(2);
unsigned int texture1;
glGenTextures(1, &texture1); // 第一个参数都是数量
glBindTexture(GL_TEXTURE_2D, texture1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
int width, height, nrChannels;
stbi_set_flip_vertically_on_load(true);
unsigned char* data =
stbi_load("container.jpg", &width, &height, &nrChannels, 0);
if (data) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
}
else {
std::cout << "Failed to load texture" << std::endl;
}
stbi_image_free(data);
unsigned int texture2;
glGenTextures(1, &texture2);
glBindTexture(GL_TEXTURE_2D, texture2);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
data = stbi_load("awesomeface.png", &width, &height, &nrChannels, 0);
if (data) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
}
stbi_image_free(data);
ourShader.use();
glUniform1i(glGetUniformLocation(ourShader.ID, "texture1"), 0);
ourShader.setInt("texture2", 1);
ourShader.setFloat("mix_nb", mix_nb);
glEnable(GL_DEPTH_TEST);
while (!glfwWindowShouldClose(window)) {
float currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
process_input(window);
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture1);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture2);
ourShader.use();
// glm::mat4 model = glm::mat4(1.0f);
// // model = glm::rotate(model, glm::radians(-55.0f), glm::vec3(1.0f, 0.0f, 0.0f));
// model = glm::rotate(model, (float)glfwGetTime(), glm::vec3(0.5f, 1.0f, 0.0f));
// glm::mat4 view = glm::mat4(1.0f);
// view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
glm::mat4 projection = glm::mat4(1.0f);
projection = glm::perspective(glm::radians(camera.zoom_), // 视野角
(float)WINDOW_WIDTH / (float)WINDOW_HEIGHT,
0.1f,
100.0f); // 近裁剪平面,远裁剪平面
glm::mat4 view = camera.get_view_matrix();
unsigned int modelLoc = glGetUniformLocation(ourShader.ID, "model");
unsigned int viewLoc = glGetUniformLocation(ourShader.ID, "view");
// glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
ourShader.setMat4("projection", projection);
ourShader.setFloat("mix_nb", mix_nb);
glBindVertexArray(VAO);
// float radius = 10.0f;
// float camX = sin(glfwGetTime()) * radius;
// float camZ = cos(glfwGetTime()) * radius;
glUniformMatrix4fv(viewLoc, 1, GL_FALSE, &view[0][0]);
// glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
for (unsigned int i = 0; i < 10; i++) {
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, cubePositions[i]);
float angle = 20.0f * i;
model = glm::rotate(model, (float)glfwGetTime() * glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
ourShader.setMat4("model", model);
glDrawArrays(GL_TRIANGLES, 0, 36);
}
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glfwTerminate();
return 0;
}

273
coordinate-systems/mesh.hh Normal file
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//
// Created by Lenn on 2025/12/2.
//
#ifndef COORDINATE_SYSTEM_PROJECT_MESH_HH
#define COORDINATE_SYSTEM_PROJECT_MESH_HH
#include <assimp/material.h>
#include <assimp/mesh.h>
#include <assimp/types.h>
#include <cstring>
#include <glad/glad.h>
#include <glm/glm.hpp>
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#include <iostream>
#include <vector>
#include "myshader.hh"
#include "stb_image.h"
#define MAX_BONE_INFLUENCE 4
struct Vertex {
glm::vec3 Position;
glm::vec3 Normal;
glm::vec2 TexCoords;
glm::vec3 Tangent;
glm::vec3 Bitangent;
int BoneIDs[MAX_BONE_INFLUENCE];
float Weights[MAX_BONE_INFLUENCE];
};
struct Texture {
unsigned int id;
std::string type;
std::string path;
};
class Mesh {
public:
std::vector<Vertex> vertices;
std::vector<unsigned int> indices;
std::vector<Texture> textures;
// unsigned int VAO;
Mesh(std::vector<Vertex> vertices, std::vector<unsigned int> indices, std::vector<Texture> textures) {
vertices_ = vertices;
indices_ = indices;
textures_ = textures;
setup_mesh();
}
void draw(Shader& shader) {
unsigned int diffuse_nr = 1;
unsigned int specular_nr = 1;
for (unsigned int i = 0; i < textures.size(); i++) {
glActiveTexture(GL_TEXTURE0 + i);
std::string number;
std::string name = textures[i].type;
if (name == "texture_diffuse")
number = std::to_string(diffuse_nr++);
else if (name == "texture_specular")
number = std::to_string(specular_nr++);
shader.setInt(("material." + name + number).c_str(), i);
glBindTexture(GL_TEXTURE_2D, textures[i].id);
}
glActiveTexture(GL_TEXTURE0);
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, static_cast<unsigned int>(indices.size()), GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
}
private:
unsigned int VAO, VBO, EBO;
std::vector<Vertex> vertices_;
std::vector<unsigned int> indices_;
std::vector<Texture> textures_;
void setup_mesh() {
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex), &vertices[0], GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), &indices[0], GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Normal));
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, TexCoords));
glEnableVertexAttribArray(3);
glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Tangent));
glEnableVertexAttribArray(4);
glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Bitangent));
glEnableVertexAttribArray(5);
glVertexAttribPointer(5, 4, GL_INT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, BoneIDs));
glEnableVertexAttribArray(6);
glVertexAttribPointer(6, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Weights));
glBindVertexArray(0);
}
};
unsigned int TextureFromFile(const char* path, const std::string& directory, bool gamma = false);
class Model {
public:
Model(char* path) {
}
void draw(Shader shader) {
for (unsigned int i = 0; i < meshes_.size(); i++) {
meshes_[i].draw(shader);
}
}
private:
std::vector<Texture> textures_;
std::vector<Mesh> meshes_;
std::string directory_;
bool gamma_correction_;
void loadModel(std::string path) {
Assimp::Importer importer;
const aiScene* scene = importer.ReadFile(path, aiProcess_Triangulate | aiProcess_GenSmoothNormals);
if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode) {
std::cout << "ERROR:ASSIMP::" << importer.GetErrorString();
return;
}
directory_ = path.substr(0, path.find_last_of('/'));
processNode(scene->mRootNode, scene);
}
void processNode(aiNode* node, const aiScene* scene) {
// 处理节点所有的网格(如果有的话)
for (unsigned int i = 0; i < node->mNumMeshes; i++) {
aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
meshes_.push_back(processMesh(mesh, scene));
}
// 接下来对它的子节点重复这一过程
for (unsigned int i = 0; i < node->mNumChildren; i++) {
processNode(node->mChildren[i], scene);
}
}
Mesh processMesh(aiMesh* mesh, const aiScene* scene) {
std::vector<Vertex> vertices;
std::vector<unsigned int> indices;
std::vector<Texture> textures;
for (unsigned int i = 0; i < mesh->mNumVertices; i++) {
Vertex vertex;
glm::vec3 vector;
vector.x = mesh->mVertices[i].x;
vector.y = mesh->mVertices[i].y;
vector.z = mesh->mVertices[i].z;
vertex.Position = vector;
if (mesh->HasNormals()) {
vector.x = mesh->mNormals[i].x;
vector.y = mesh->mNormals[i].y;
vector.z = mesh->mNormals[i].z;
vertex.Normal = vector;
}
if (mesh->mTextureCoords[0]) {
glm::vec2 vec;
vec.x = mesh->mTextureCoords[0][i].x;
vec.y = mesh->mTextureCoords[0][i].y;
vertex.TexCoords = vec;
vector.x = mesh->mTangents[i].x;
vector.y = mesh->mTangents[i].y;
vector.z = mesh->mTangents[i].z;
vertex.Tangent = vector;
vector.x = mesh->mBitangents[i].x;
vector.y = mesh->mBitangents[i].y;
vector.z = mesh->mBitangents[i].z;
vertex.Bitangent = vector;
}
else
vertex.TexCoords = glm::vec2(0.0f, 0.0f);
vertices.push_back(vertex);
}
for (unsigned int i = 0; i < mesh->mNumFaces; i++) {
aiFace face = mesh->mFaces[i];
for (unsigned int j = 0; j < face.mNumIndices; j++) {
indices.push_back(face.mIndices[j]);
}
}
aiMaterial* material = scene->mMaterials[mesh->mMaterialIndex];
std::vector<Texture> diffuseMaps = loadMaterialTextures(material, aiTextureType_DIFFUSE, "texture_diffuse");
textures.insert(textures.end(), diffuseMaps.begin(), diffuseMaps.end());
std::vector<Texture> specularMaps = loadMaterialTextures(material, aiTextureType_SPECULAR, "texture_specular");
textures.insert(textures.end(), specularMaps.begin(), specularMaps.end());
std::vector<Texture> normalMaps = loadMaterialTextures(material, aiTextureType_HEIGHT, "texture_normal");
textures.insert(textures.end(), normalMaps.begin(), normalMaps.end());
std::vector<Texture> heightMaps = loadMaterialTextures(material, aiTextureType_AMBIENT, "texture_height");
textures.insert(textures.end(), textures.begin(), heightMaps.end());
return Mesh(vertices, indices, textures);
}
std::vector<Texture> loadMaterialTextures(aiMaterial* mat, aiTextureType type, std::string type_name) {
std::vector<Texture> textures;
for (unsigned int i = 0; i < mat->GetTextureCount(type); i++) {
aiString str;
mat->GetTexture(type, i, &str);
bool skip = false;
for (unsigned int j = 0; j < textures_.size(); j++) {
if (std::strcmp(textures_[j].path.data(), str.C_Str()) == 0) {
textures.push_back(textures_[j]);
skip = true;
break;
}
}
if (!skip) {
Texture texture;
texture.id = textureFromFile(str.C_Str(), this->directory_, false);
texture.type = type_name;
texture.path = str.C_Str();
textures.push_back(texture);
textures_.push_back(texture);
}
}
return textures;
}
unsigned int textureFromFile(const char* path, const std::string& directory, bool gamma) {
std::string filename = std::string(path);
filename = directory + '/' + filename;
unsigned int textureID;
glGenTextures(1, &textureID);
int width, height, nrComponents;
unsigned char* data = stbi_load(filename.c_str(), &width, &height, &nrComponents, 0);
if (data) {
GLenum fromat;
if (nrComponents == 1) {
fromat = GL_RED;
}
else if (nrComponents == 3) {
fromat = GL_RGB;
}
else if (nrComponents == 4) {
fromat = GL_RGBA;
}
glBindTexture(GL_TEXTURE_2D, textureID);
glTexImage2D(GL_TEXTURE_2D, 0, fromat, width, height, 0, fromat, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
stbi_image_free(data);
}
else {
std::cout << "Texture failed to load at path: " << path << std::endl;
stbi_image_free(data);
}
return textureID;
}
};
#endif // COORDINATE_SYSTEM_PROJECT_MESH_HH

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@@ -0,0 +1,119 @@
#pragma once
#include <glad/glad.h>
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <iterator>
#include <string.h>
#include <fstream>
#include <sstream>
#include <iostream>
class Shader {
public:
// 程序ID
unsigned int ID;
// 构造器读取并构建着色器
Shader(const char* vertexPath, const char* fragmentPath) {
const char *vertexShaderSource ="#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"layout (location = 1) in vec3 aColor;\n"
"out vec3 ourColor;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(aPos, 1.0);\n"
" ourColor = aColor;\n"
"}\0";
const char *fragmentShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"in vec3 ourColor;\n"
"void main()\n"
"{\n"
" FragColor = vec4(ourColor, 1.0f);\n"
"}\n\0";
std::string vertexCode;
std::string fragmentCode;
std::ifstream vShaderFile;
std::ifstream fShaderFile;
vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
try {
vShaderFile.open(vertexPath);
fShaderFile.open(fragmentPath);
std::stringstream vShaderStream, fShaderStream;
vShaderStream << vShaderFile.rdbuf();
fShaderStream << fShaderFile.rdbuf();
vShaderFile.close();
fShaderFile.close();
vertexCode = vShaderStream.str();
fragmentCode = fShaderStream.str();
}
catch(std::ifstream::failure e) {
std::cout << "Error::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl;
}
const char* vShaderCode = vertexCode.c_str();
const char* fShaderCode = fragmentCode.c_str();
// 编译着色器
unsigned int vertex, fragment;
int success;
char infoLog[512];
// 顶点着色器
vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, &vShaderCode, NULL);
glCompileShader(vertex);
glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(vertex, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// 片段着色器
fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &fShaderCode, NULL);
glCompileShader(fragment);
glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(fragment, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
ID = glCreateProgram();
glAttachShader(ID, vertex);
glAttachShader(ID, fragment);
glLinkProgram(ID);
glGetProgramiv(ID, GL_LINK_STATUS, &success);
if (!success) {
glGetShaderInfoLog(ID, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
glDeleteShader(vertex);
glDeleteShader(fragment);
}
// 使用/激活程序
void use() {
glUseProgram(ID);
}
// uniform工具函数
void setBool(const std::string& name, bool value) const {
glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
}
void setInt(const std::string& name, int value) const {
glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
}
void setFloat(const std::string& name, float value) const {
glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
}
void setMat4(const std::string& name, glm::mat4 value) const {
int loc = glGetUniformLocation(ID, name.c_str());
glUniformMatrix4fv(loc, 1, GL_FALSE, glm::value_ptr(value));
}
};

File diff suppressed because it is too large Load Diff

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#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"

8
glm/.idea/.gitignore generated vendored Normal file
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# 默认忽略的文件
/shelf/
/workspace.xml
# 基于编辑器的 HTTP 客户端请求
/httpRequests/
# Datasource local storage ignored files
/dataSources/
/dataSources.local.xml

1
glm/.idea/.name generated Normal file
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glm-project

344
glm/.idea/editor.xml generated Normal file
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@@ -0,0 +1,344 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="BackendCodeEditorSettings">
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CDeclarationWithImplicitIntType/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CommentTypo/@EntryIndexedValue" value="DO_NOT_SHOW" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=ConstevalIfIsAlwaysConstant/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppAbstractClassWithoutSpecifier/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppAbstractFinalClass/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppAbstractVirtualFunctionCallInCtor/@EntryIndexedValue" value="ERROR" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppAccessSpecifierWithNoDeclarations/@EntryIndexedValue" value="SUGGESTION" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppAwaiterTypeIsNotClass/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppBooleanIncrementExpression/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppBoostFormatBadCode/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppBoostFormatLegacyCode/@EntryIndexedValue" value="SUGGESTION" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppBoostFormatMixedArgs/@EntryIndexedValue" value="ERROR" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppBoostFormatTooFewArgs/@EntryIndexedValue" value="ERROR" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppBoostFormatTooManyArgs/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppCStyleCast/@EntryIndexedValue" value="SUGGESTION" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppCVQualifierCanNotBeAppliedToReference/@EntryIndexedValue" value="WARNING" type="string" />
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<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppRedundantVoidArgumentList/@EntryIndexedValue" value="SUGGESTION" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppRedundantZeroInitializerInAggregateInitialization/@EntryIndexedValue" value="SUGGESTION" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppReinterpretCastFromVoidPtr/@EntryIndexedValue" value="SUGGESTION" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppRemoveRedundantBraces/@EntryIndexedValue" value="DO_NOT_SHOW" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppReplaceMemsetWithZeroInitialization/@EntryIndexedValue" value="SUGGESTION" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppReplaceTieWithStructuredBinding/@EntryIndexedValue" value="SUGGESTION" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppReturnNoValueInNonVoidFunction/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppSmartPointerVsMakeFunction/@EntryIndexedValue" value="SUGGESTION" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppSomeObjectMembersMightNotBeInitialized/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppSpecialFunctionWithoutNoexceptSpecification/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppStaticAssertFailure/@EntryIndexedValue" value="ERROR" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppStaticDataMemberInUnnamedStruct/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppStaticSpecifierOnAnonymousNamespaceMember/@EntryIndexedValue" value="SUGGESTION" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppStringLiteralToCharPointerConversion/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppTabsAreDisallowed/@EntryIndexedValue" value="DO_NOT_SHOW" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppTemplateArgumentsCanBeDeduced/@EntryIndexedValue" value="HINT" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppTemplateParameterNeverUsed/@EntryIndexedValue" value="HINT" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppTemplateParameterShadowing/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppThrowExpressionCanBeReplacedWithRethrow/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppTooWideScope/@EntryIndexedValue" value="SUGGESTION" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppTooWideScopeInitStatement/@EntryIndexedValue" value="HINT" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppTypeAliasNeverUsed/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppUninitializedDependentBaseClass/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppUninitializedNonStaticDataMember/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppUnionMemberOfReferenceType/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppUnmatchedPragmaEndRegionDirective/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppUnmatchedPragmaRegionDirective/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppUnnamedNamespaceInHeaderFile/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppUnnecessaryWhitespace/@EntryIndexedValue" value="DO_NOT_SHOW" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppUnsignedZeroComparison/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppUnusedIncludeDirective/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppUseAlgorithmWithCount/@EntryIndexedValue" value="SUGGESTION" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppUseAssociativeContains/@EntryIndexedValue" value="SUGGESTION" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppUseAuto/@EntryIndexedValue" value="HINT" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppUseAutoForNumeric/@EntryIndexedValue" value="HINT" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppUseElementsView/@EntryIndexedValue" value="SUGGESTION" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppUseEraseAlgorithm/@EntryIndexedValue" value="SUGGESTION" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppUseFamiliarTemplateSyntaxForGenericLambdas/@EntryIndexedValue" value="SUGGESTION" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppUseRangeAlgorithm/@EntryIndexedValue" value="SUGGESTION" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppUseStdSize/@EntryIndexedValue" value="SUGGESTION" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppUseStructuredBinding/@EntryIndexedValue" value="HINT" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppUseTypeTraitAlias/@EntryIndexedValue" value="SUGGESTION" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppUserDefinedLiteralSuffixDoesNotStartWithUnderscore/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppUsingResultOfAssignmentAsCondition/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppVariableCanBeMadeConstexpr/@EntryIndexedValue" value="SUGGESTION" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppVirtualFunctionCallInsideCtor/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppVirtualFunctionInFinalClass/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppVolatileParameterInDeclaration/@EntryIndexedValue" value="SUGGESTION" type="string" />
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<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppWrongIncludesOrder/@EntryIndexedValue" value="HINT" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppWrongSlashesInIncludeDirective/@EntryIndexedValue" value="HINT" type="string" />
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<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=IfStdIsConstantEvaluatedCanBeReplaced/@EntryIndexedValue" value="SUGGESTION" type="string" />
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<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/ALIGN_MULTILINE_CALLS_CHAIN/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/ALIGN_MULTILINE_EXPRESSION/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/ALIGN_MULTILINE_EXTENDS_LIST/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/ALIGN_MULTILINE_FOR_STMT/@EntryValue" value="true" type="bool" />
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<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/BLANK_LINES_AROUND_CLASS_DEFINITION/@EntryValue" value="1" type="int" />
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<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/CONTINUOUS_LINE_INDENT/@EntryValue" value="Double" type="string" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/INDENT_ACCESS_SPECIFIERS_FROM_CLASS/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/INDENT_CASE_FROM_SWITCH/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/INDENT_CLASS_MEMBERS_FROM_ACCESS_SPECIFIERS/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/INDENT_COMMENT/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/INDENT_SIZE/@EntryValue" value="4" type="int" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/INDENT_STYLE/@EntryValue" value="Space" type="string" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/INITIALIZER_BRACES/@EntryValue" value="END_OF_LINE_NO_SPACE" type="string" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/INT_ALIGN_EQ/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/INVOCABLE_DECLARATION_BRACES/@EntryValue" value="END_OF_LINE" type="string" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/KEEP_BLANK_LINES_IN_CODE/@EntryValue" value="2" type="int" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/KEEP_BLANK_LINES_IN_DECLARATIONS/@EntryValue" value="2" type="int" />
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<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/NAMESPACE_DECLARATION_BRACES/@EntryValue" value="END_OF_LINE" type="string" />
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<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/WRAP_AFTER_INVOCATION_LPAR/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/WRAP_ARGUMENTS_STYLE/@EntryValue" value="WRAP_IF_LONG" type="string" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/WRAP_BEFORE_DECLARATION_LPAR/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/WRAP_BEFORE_DECLARATION_RPAR/@EntryValue" value="false" type="bool" />
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</component>
</project>

2
glm/.idea/glm.iml generated Normal file
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@@ -0,0 +1,2 @@
<?xml version="1.0" encoding="UTF-8"?>
<module classpath="CMake" type="CPP_MODULE" version="4" />

7
glm/.idea/misc.xml generated Normal file
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@@ -0,0 +1,7 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="CMakePythonSetting">
<option name="pythonIntegrationState" value="YES" />
</component>
<component name="CMakeWorkspace" PROJECT_DIR="$PROJECT_DIR$" />
</project>

8
glm/.idea/modules.xml generated Normal file
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@@ -0,0 +1,8 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="ProjectModuleManager">
<modules>
<module fileurl="file://$PROJECT_DIR$/.idea/glm.iml" filepath="$PROJECT_DIR$/.idea/glm.iml" />
</modules>
</component>
</project>

15
glm/CMakeLists.txt Normal file
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@@ -0,0 +1,15 @@
cmake_minimum_required(VERSION 3.5)
project(glm-project)
add_executable(
${PROJECT_NAME}
main.cc
glad.c
)
target_link_libraries(
${PROJECT_NAME}
PRIVATE
libglfw3.a
)

1140
glm/glad.c Normal file

File diff suppressed because it is too large Load Diff

61
glm/main.cc Normal file
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@@ -0,0 +1,61 @@
#include <GLFW/glad/glad.h>
#include <GLFW/glfw3.h>
#include <cstddef>
#include <iostream>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
glViewport(0, 0, width, height);
}
void process_input(GLFWwindow* window) {
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
glfwSetWindowShouldClose(window, true);
}
}
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
GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
if (window == NULL) {
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
glViewport(0, 0, 800, 600);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
// glm::vec4 vec(1.0f, 0.0f, 0.0f, 1.0f);
// glm::mat4 trans = glm::mat4(1.0f);
// trans = glm::translate(trans, glm::vec3(1.0f, 1.0f, 0.0f));
// vec = trans * vec;
// std::cout << vec.x << vec.y << vec.z << std::endl;
glm::mat4 trans = glm::mat4(1.0f);
trans = glm::rotate(trans, glm::radians(90.0f), glm::vec3(0.0, 0.0, 1.0));
trans = glm::scale(trans, glm::vec3(0.5, 0.5, 0.5));
while (!glfwWindowShouldClose(window)) {
process_input(window);
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwTerminate();
return 0;
}

94
glm/myshader.hh Normal file
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#pragma once
#include <glad/glad.h>
#include <iterator>
#include <string.h>
#include <fstream>
#include <sstream>
#include <iostream>
class Shader {
public:
// 程序ID
unsigned int ID;
// 构造器读取并构建着色器
Shader(const char* vertexPath, const char* fragmentPath) {
std::string vertexCode;
std::string fragmentCode;
std::ifstream vShaderFile;
std::ifstream fShaderFile;
vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
try {
vShaderFile.open(vertexPath);
fShaderFile.open(fragmentPath);
std::stringstream vShaderStream, fShaderStream;
vShaderStream << vShaderFile.rdbuf();
fShaderStream << fShaderFile.rdbuf();
vShaderFile.close();
fShaderFile.close();
vertexCode = vShaderStream.str();
fragmentCode = fShaderStream.str();
}
catch(std::ifstream::failure e) {
std::cout << "Error::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl;
}
const char* vShaderCode = vertexCode.c_str();
const char* fShaderCode = fragmentCode.c_str();
// 编译着色器
unsigned int vertex, fragment;
int success;
char infoLog[512];
// 顶点着色器
vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, &vShaderCode, NULL);
glCompileShader(vertex);
glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(vertex, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// 片段着色器
fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &fShaderCode, NULL);
glCompileShader(fragment);
glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(fragment, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
ID = glCreateProgram();
glAttachShader(ID, vertex);
glAttachShader(ID, fragment);
glLinkProgram(ID);
glGetProgramiv(ID, GL_LINK_STATUS, &success);
if (!success) {
glGetShaderInfoLog(ID, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
glDeleteShader(vertex);
glDeleteShader(fragment);
}
// 使用/激活程序
void use() {
glUseProgram(ID);
}
// uniform工具函数
void setBool(const std::string& name, bool value) const {
glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
}
void setInt(const std::string& name, int value) const {
glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
}
void setFloat(const std::string& name, float value) const {
glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
}
};

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@@ -0,0 +1,15 @@
cmake_minimum_required(VERSION 3.5)
project(glsl-project)
add_executable(
${PROJECT_NAME}
main.cc
glad.c
)
target_link_libraries(
${PROJECT_NAME}
PRIVATE
libglfw3.a
)

1140
glsl-project/glad.c Normal file

File diff suppressed because it is too large Load Diff

76
glsl-project/main.cc Normal file
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#include <GLFW/glad/glad.h>
#include <GLFW/glfw3.h>
#include <cmath>
#include <cstddef>
#include <iostream>
#include "myshader.hh"
void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
glViewport(0, 0, width, height);
}
void process_input(GLFWwindow* window) {
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
glfwSetWindowShouldClose(window, true);
}
}
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
GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
if (window == NULL) {
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
Shader ourShader("shader.vs", "shader.fs");
float vertices[] = {
// 位置 // 颜色
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, // 右下
-0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, // 左下
0.0f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f // 顶部
};
unsigned int VBO, VAO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
while (!glfwWindowShouldClose(window)) {
process_input(window);
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
ourShader.use();
// ourShader.setFloat("offset", 0.5);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glfwTerminate();
return 0;
}

112
glsl-project/myshader.hh Normal file
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#pragma once
#include <glad/glad.h>
#include <iterator>
#include <string.h>
#include <fstream>
#include <sstream>
#include <iostream>
class Shader {
public:
// 程序ID
unsigned int ID;
// 构造器读取并构建着色器
Shader(const char* vertexPath, const char* fragmentPath) {
const char *vertexShaderSource ="#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"layout (location = 1) in vec3 aColor;\n"
"out vec3 ourColor;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(aPos, 1.0);\n"
" ourColor = aColor;\n"
"}\0";
const char *fragmentShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"in vec3 ourColor;\n"
"void main()\n"
"{\n"
" FragColor = vec4(ourColor, 1.0f);\n"
"}\n\0";
std::string vertexCode;
std::string fragmentCode;
std::ifstream vShaderFile;
std::ifstream fShaderFile;
vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
try {
vShaderFile.open(vertexPath);
fShaderFile.open(fragmentPath);
std::stringstream vShaderStream, fShaderStream;
vShaderStream << vShaderFile.rdbuf();
fShaderStream << fShaderFile.rdbuf();
vShaderFile.close();
fShaderFile.close();
vertexCode = vShaderStream.str();
fragmentCode = fShaderStream.str();
}
catch(std::ifstream::failure e) {
std::cout << "Error::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl;
}
const char* vShaderCode = vertexCode.c_str();
const char* fShaderCode = fragmentCode.c_str();
// 编译着色器
unsigned int vertex, fragment;
int success;
char infoLog[512];
// 顶点着色器
vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, &vShaderCode, NULL);
glCompileShader(vertex);
glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(vertex, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// 片段着色器
fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &fShaderCode, NULL);
glCompileShader(fragment);
glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(fragment, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
ID = glCreateProgram();
glAttachShader(ID, vertex);
glAttachShader(ID, fragment);
glLinkProgram(ID);
glGetProgramiv(ID, GL_LINK_STATUS, &success);
if (!success) {
glGetShaderInfoLog(ID, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
glDeleteShader(vertex);
glDeleteShader(fragment);
}
// 使用/激活程序
void use() {
glUseProgram(ID);
}
// uniform工具函数
void setBool(const std::string& name, bool value) const {
glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
}
void setInt(const std::string& name, int value) const {
glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
}
void setFloat(const std::string& name, float value) const {
glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
}
};

147
model-view/.clang-format Normal file
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@@ -0,0 +1,147 @@
# 基础样式LLVMGoogleChromiumMozillaWebKit
BasedOnStyle: LLVM
# 类似于下面这行还没有实现未来希望clang提供分号;后不会强制换行的功能
# BreakAfterSemicolon: false
---
# 要使用的预处理器指令缩进样式
IndentPPDirectives: AfterHash
# 缩进宽度
IndentWidth: 4
# 标准: Cpp03, Cpp11, Auto
Standard: Latest
# tab宽度
TabWidth: 2
# 使用ObjC块时缩进宽度
ObjCBlockIndentWidth: 2
# 构造函数的初始化列表的缩进宽度
ConstructorInitializerIndentWidth: 2
# 延续的行的缩进宽度
ContinuationIndentWidth: 0
# 在ObjC的@property后添加一个空格
ObjCSpaceAfterProperty: false
# 在ObjC的protocol列表前添加一个空格
ObjCSpaceBeforeProtocolList: true
# 访问说明符的偏移
AccessModifierOffset: -2
# 连续的空行保留几行
MaxEmptyLinesToKeep: 2
# 调整连续行中的分配操作符(对齐等号)
AlignConsecutiveAssignments: true
# 校准连续的声明(对齐局部变量)
AlignConsecutiveDeclarations: true
# 允许排序#include
SortIncludes: false
# 允许排序 using 声明
SortUsingDeclarations: false
# 继承的符号后是否换行 类别AfterComma,AfterColon
BreakInheritanceList: AfterComma
# 总是在多行string字面量前换行
AlwaysBreakBeforeMultilineStrings: false
# 使用反斜杠换行对齐 RightDontAlign
AlignEscapedNewlines: DontAlign
# Align, DontAlign, AlwaysBreak(总是在开括号后换行)
AlignAfterOpenBracket: DontAlign
# 左对齐换行(使用反斜杠换行)的反斜杠
AlignEscapedNewlinesLeft: true
# 对齐连续的尾随的注释
AlignTrailingComments: true
# 允许短的case标签放在同一行
AllowShortCaseLabelsOnASingleLine: false
# 允许函数声明的所有参数在放在下一行
AllowAllParametersOfDeclarationOnNextLine: false
# 允许短的块放在同一行Empty
AllowShortBlocksOnASingleLine: true
# 在构造函数的初始化列表的逗号前换行
BreakConstructorInitializersBeforeComma: false
# 在构造函数的初始化列表的冒号后换行
BreakConstructorInitializers: AfterColon
# 在圆括号的(后和)前添加空格
SpacesInParentheses: false
# 允许在单行上使用短枚举
AllowShortEnumsOnASingleLine: true
# 允许短的函数放在同一行: None, InlineOnly(定义在类中), Empty(空函数), Inline(定义在类中,空函数), All
AllowShortFunctionsOnASingleLine: All
# 去除C++11的列表初始化的大括号{后和}前的空格
Cpp11BracedListStyle: false
# 继承最常用的指针和引用的对齐方式
DerivePointerAlignment: false
# 指针的*的位置
PointerAlignment: Left
# 允许在单行上使用简短的If语句
AllowShortIfStatementsOnASingleLine: WithoutElse
# 中括号两边空格 []
SpacesInSquareBrackets: false
# 等号两边的空格
SpaceBeforeAssignmentOperators: true
# 容器类的空格
SpacesInContainerLiterals: false
# 缩进包装函数名
IndentWrappedFunctionNames: false
# 在块的开头保留空行
KeepEmptyLinesAtTheStartOfBlocks: true
# 括号后添加空格
SpaceAfterCStyleCast: false
# 缩进case 标签
IndentCaseLabels: true
# 允许短的循环保持在同一行
AllowShortLoopsOnASingleLine: true
# 在模板声明“template<...>”后总是换行
AlwaysBreakTemplateDeclarations: Yes
# 二进制运算符之前的中断非赋值NonAssignment
BreakBeforeBinaryOperators: NonAssignment
# 三元运算符将被放置在换行后
BreakBeforeTernaryOperators: false
# 每行字符的限制0表示没有限制
ColumnLimit: 0
# 只有定义成Custom下面的大括号才会生效
BreakBeforeBraces: Custom
# 大括号后的分行
BraceWrapping :
# class定义后面
AfterClass: false
# 控制语句后面
AfterControlStatement: false
# enum定义后面
AfterEnum: false
# 函数定义后面
AfterFunction: false
# 命名空间定义后面
AfterNamespace: false
# ObjC定义后面
AfterObjCDeclaration: false
# struct定义后面
AfterStruct: false
# union定义后面
AfterUnion: false
# catch之前
BeforeCatch: true
# else之前
BeforeElse: true
# 缩进大括号
IndentBraces: false
# 语言: Cpp, Java, JavaScript, ObjC, Proto
Language: Cpp
# 模板关键字后的空格false
SpaceAfterTemplateKeyword: false
# 指针限定符周围的空格:之后
SpaceAroundPointerQualifiers: After
# 大小写冒号前的空格false
SpaceBeforeCaseColon: false
# C到r初始值设定项冒号前的空格false
SpaceBeforeCtorInitializerColon: false
# 继承冒号前的空格false
SpaceBeforeInheritanceColon: false
# 开圆括号之前添加一个空格: Never, ControlStatements, Always
SpaceBeforeParens: ControlStatements
# 基于范围的循环冒号前的空格false
SpaceBeforeRangeBasedForLoopColon: false
# 在尖括号的<>后和前添加空格
SpacesInAngles: false
# 收拾格子参数
BinPackArguments : false
# 纸盒包装参数
BinPackParameters : false
# 当格式化时,总是对字面量字符串换行
BreakStringLiterals : false
# Never, ForIndentation, ForContinuationAndIndentation, Always
UseTab: Never

7
model-view/.clangd Normal file
View File

@@ -0,0 +1,7 @@
CompileFlags:
Add: [
"--target=x86_64-w64-mingw32",
-IC:/msys64/mingw64/include/QtCore,
-IC:/msys64/mingw64/include,
-std=c++23
]

8
model-view/.idea/.gitignore generated vendored Normal file
View File

@@ -0,0 +1,8 @@
# 默认忽略的文件
/shelf/
/workspace.xml
# 基于编辑器的 HTTP 客户端请求
/httpRequests/
# Datasource local storage ignored files
/dataSources/
/dataSources.local.xml

1
model-view/.idea/.name generated Normal file
View File

@@ -0,0 +1 @@
coordinate-system-project

2
model-view/.idea/coordinate-systems.iml generated Normal file
View File

@@ -0,0 +1,2 @@
<?xml version="1.0" encoding="UTF-8"?>
<module classpath="CMake" type="CPP_MODULE" version="4" />

344
model-view/.idea/editor.xml generated Normal file
View File

@@ -0,0 +1,344 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="BackendCodeEditorSettings">
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CDeclarationWithImplicitIntType/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CommentTypo/@EntryIndexedValue" value="DO_NOT_SHOW" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=ConstevalIfIsAlwaysConstant/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppAbstractClassWithoutSpecifier/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppAbstractFinalClass/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppAbstractVirtualFunctionCallInCtor/@EntryIndexedValue" value="ERROR" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppAccessSpecifierWithNoDeclarations/@EntryIndexedValue" value="SUGGESTION" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppAwaiterTypeIsNotClass/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppBooleanIncrementExpression/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppBoostFormatBadCode/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppBoostFormatLegacyCode/@EntryIndexedValue" value="SUGGESTION" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppBoostFormatMixedArgs/@EntryIndexedValue" value="ERROR" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppBoostFormatTooFewArgs/@EntryIndexedValue" value="ERROR" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppBoostFormatTooManyArgs/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppCStyleCast/@EntryIndexedValue" value="SUGGESTION" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppCVQualifierCanNotBeAppliedToReference/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppClassCanBeFinal/@EntryIndexedValue" value="HINT" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppClassIsIncomplete/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppClassNeedsConstructorBecauseOfUninitializedMember/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppClassNeverUsed/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppCompileTimeConstantCanBeReplacedWithBooleanConstant/@EntryIndexedValue" value="SUGGESTION" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppConceptNeverUsed/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppConditionalExpressionCanBeSimplified/@EntryIndexedValue" value="SUGGESTION" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppConstParameterInDeclaration/@EntryIndexedValue" value="SUGGESTION" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppConstValueFunctionReturnType/@EntryIndexedValue" value="SUGGESTION" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppCoroutineCallResolveError/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppDFAArrayIndexOutOfBounds/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppDFAConstantConditions/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppDFAConstantFunctionResult/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppDFAConstantParameter/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppDFADeletedPointer/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppDFAEndlessLoop/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppDFAInfiniteRecursion/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppDFAInvalidatedMemory/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppDFALocalValueEscapesFunction/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppDFALocalValueEscapesScope/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppDFALoopConditionNotUpdated/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppDFAMemoryLeak/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppDFANotInitializedField/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppDFANullDereference/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppDFATimeOver/@EntryIndexedValue" value="HINT" type="string" />
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</component>
</project>

7
model-view/.idea/misc.xml generated Normal file
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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="CMakePythonSetting">
<option name="pythonIntegrationState" value="YES" />
</component>
<component name="CMakeWorkspace" PROJECT_DIR="$PROJECT_DIR$" />
</project>

8
model-view/.idea/modules.xml generated Normal file
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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="ProjectModuleManager">
<modules>
<module fileurl="file://$PROJECT_DIR$/.idea/coordinate-systems.iml" filepath="$PROJECT_DIR$/.idea/coordinate-systems.iml" />
</modules>
</component>
</project>

19
model-view/CMakeLists.txt Normal file
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cmake_minimum_required(VERSION 3.5)
project(model-view)
add_executable(
${PROJECT_NAME}
main.cc
glad.c
stb_image_wrap.cc
camera.hh
mesh.hh
)
target_link_libraries(
${PROJECT_NAME}
PRIVATE
libglfw3.a
libassimp.dll.a
)

123
model-view/camera.hh Normal file
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//
// Created by Lenn on 2025/12/2.
//
#include <glad/glad.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#ifndef COORDINATE_SYSTEM_PROJECT_CAMERA_HH
# define COORDINATE_SYSTEM_PROJECT_CAMERA_HH
enum CameraMovement {
FORWARD,
BACKWARD,
LEFT,
RIGHT
};
const float YAW = -90.0f;
const float PITCH = 0.0f;
const float SPEED = 2.5f;
const float SENSITIVITY = 0.1f;
const float ZOOM = 45.0f;
class Camera {
public:
glm::vec3 position_;
glm::vec3 front_;
glm::vec3 up_;
glm::vec3 right_;
glm::vec3 worldup_;
float yaw_;
float pitch_;
float movement_speed_;
float mouse_sensitivity_;
float zoom_;
Camera(glm::vec3 position = glm::vec3(0.0f, 0.0f, 0.0f),
glm::vec3 up = glm::vec3(0.0f, 1.0f, 0.0f),
float yaw = YAW,
float pitch = PITCH):
front_(glm::vec3(0.0f, 0.0f, -1.0f)),
movement_speed_(SPEED),
mouse_sensitivity_(SENSITIVITY),
zoom_(ZOOM) {
position_ = position;
worldup_ = up;
yaw_ = yaw;
pitch_ = pitch;
update_camera_vectors();
}
Camera(float posx, float posy, float posz, float upx, float upy, float upz, float yaw, float pitch):
front_(glm::vec3(0.0f, 0.0f, -1.0f)),
movement_speed_(SPEED),
mouse_sensitivity_(SENSITIVITY),
zoom_(ZOOM) {
position_ = glm::vec3(posx, posy, posz);
worldup_ = glm::vec3(upx, upy, upz);
yaw_ = yaw;
pitch_ = pitch;
update_camera_vectors();
}
glm::mat4 get_view_matrix() {
return glm::lookAt(position_, position_ + front_, up_);
}
void process_keyboard(CameraMovement direction, float deltatime) {
float velocity = movement_speed_ * deltatime;
if (direction == FORWARD) {
position_ += front_ * velocity;
}
if (direction == BACKWARD) {
position_ -= front_ * velocity;
}
if (direction == LEFT) {
position_ -= right_ * velocity;
}
if (direction == RIGHT) {
position_ += right_ * velocity;
}
position_.y = 0.0f;
}
void process_mouse_movement(float xoffset, float yoffset, GLboolean constrain_pitch = true) {
xoffset *= mouse_sensitivity_;
yoffset *= mouse_sensitivity_;
yaw_ += xoffset;
pitch_ += yoffset;
if (constrain_pitch) {
if (pitch_ >= 89.0f)
pitch_ = 89.0f;
if (pitch_ <= -89.0f)
pitch_ = -89.0f;
}
update_camera_vectors();
}
void process_mouse_scroll(float yoffset) {
zoom_ -= (float)yoffset;
if (zoom_ < 1.0f)
zoom_ = 1.0f;
if (zoom_ > 45.0f)
zoom_ = 45.0f;
}
private:
void update_camera_vectors() {
glm::vec3 front;
front.x = std::cos(glm::radians(yaw_)) * std::cos(glm::radians(pitch_));
front.y = std::sin(glm::radians(pitch_));
front.z = std::sin(glm::radians(yaw_)) * std::cos(glm::radians(pitch_));
front_ = glm::normalize(front);
right_ = glm::normalize(glm::cross(front_, worldup_));
up_ = glm::normalize(glm::cross(right_, front_));
}
};
#endif // COORDINATE_SYSTEM_PROJECT_CAMERA_HH

1140
model-view/glad.c Normal file

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188
model-view/main.cc Normal file
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#include "myshader.hh"
#include "stb_image_wrap.h"
#include <GLFW/glad/glad.h>
#include <GLFW/glfw3.h>
#include <cstddef>
#include <glm/ext/matrix_clip_space.hpp>
#include <glm/ext/matrix_transform.hpp>
#include <glm/fwd.hpp>
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/trigonometric.hpp>
#include <iostream>
#include "mesh.hh"
#include "camera.hh"
constexpr unsigned int WINDOW_WIDTH = 800;
constexpr unsigned int WINDOW_HEIGHT = 600;
float mix_nb = 0.2f;
glm::vec3 cameraPos = glm::vec3(0.0f, 0.0f, 3.0f);
glm::vec3 cameraFront = glm::vec3(0.0f, 0.0f, -1.0f);
glm::vec3 cameraUp = glm::vec3(0.0f, 1.0f, 0.0f);
float deltaTime = 0.0f; // 当前帧与上一帧的时间差
float lastFrame = 0.0f; // 上一帧的时间
float lastX = 400.0f;
float lastY = 300.0f;
float yaw = -90.0f;
float pitch = 0.0f;
float fov = 45.0f;
bool firstMouse = true;
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
void mouse_callback(GLFWwindow* window, double xpos, double ypos) {
if (firstMouse) {
lastX = xpos;
lastY = ypos;
firstMouse = false;
}
float xoffset = xpos - lastX;
float yoffset = lastY - ypos;
lastX = xpos;
lastY = ypos;
camera.process_mouse_movement(xoffset, yoffset);
// float sensitivity = 0.05f;
// xoffset *= sensitivity;
// yoffset *= sensitivity;
//
// pitch += yoffset;
// yaw += xoffset;
//
// if (pitch > 89.0f) {
// pitch = 89.0f;
// }
// if (pitch < -89.0f) {
// pitch = -89.0f;
// }
//
// glm::vec3 front;
// front.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
// front.y = sin(glm::radians(pitch));
// front.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch));
// cameraFront = glm::normalize(front);
}
void scroll_callback(GLFWwindow* window, double xOffset, double yOffset) {
// if (fov >= 1.0f && fov <= 45.0f)
// fov -= yOffset;
// if (fov <= 1.0f)
// fov = 1.0f;
// if (fov >= 45.0f)
// fov = 45.0f;
// std::cout << "FOV: " << fov << std::endl;
camera.process_mouse_scroll(yOffset);
}
void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
glViewport(0, 0, width, height);
}
void process_input(GLFWwindow* window) {
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
glfwSetWindowShouldClose(window, true);
}
if (glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS) {
mix_nb -= 0.001;
if (mix_nb <= 0.0f) {
mix_nb = 0.0f;
}
}
if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS) {
mix_nb += 0.001f;
if (mix_nb >= 1.0f) {
mix_nb = 1.0f;
}
}
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) {
camera.process_keyboard(FORWARD, deltaTime);
}
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) {
camera.process_keyboard(BACKWARD, deltaTime);
}
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) {
camera.process_keyboard(LEFT, deltaTime);
}
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) {
camera.process_keyboard(RIGHT, deltaTime);
}
}
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
GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
if (window == NULL) {
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glfwSetCursorPosCallback(window, mouse_callback);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
glfwSetScrollCallback(window, scroll_callback);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
stbi_set_flip_vertically_on_load(true);
glEnable(GL_DEPTH_TEST);
Shader ourShader("vshader.glsl", "fshader.glsl");
Model ourModel("./backpack.obj");
while (!glfwWindowShouldClose(window)) {
float currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
process_input(window);
glClearColor(0.05f, 0.05f, 0.05f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
ourShader.use();
// glm::mat4 model = glm::mat4(1.0f);
// // model = glm::rotate(model, glm::radians(-55.0f), glm::vec3(1.0f, 0.0f, 0.0f));
// model = glm::rotate(model, (float)glfwGetTime(), glm::vec3(0.5f, 1.0f, 0.0f));
// glm::mat4 view = glm::mat4(1.0f);
// view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
glm::mat4 projection = glm::mat4(1.0f);
projection = glm::perspective(glm::radians(camera.zoom_), // 视野角
(float)WINDOW_WIDTH / (float)WINDOW_HEIGHT,
0.1f,
100.0f); // 近裁剪平面,远裁剪平面
glm::mat4 view = camera.get_view_matrix();
unsigned int modelLoc = glGetUniformLocation(ourShader.ID, "model");
unsigned int viewLoc = glGetUniformLocation(ourShader.ID, "view");
// glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
ourShader.setMat4("projection", projection);
ourShader.setMat4("view", view);
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, glm::vec3(0.0f, 0.0f, 0.05f));
model = glm::scale(model, glm::vec3(1.0f, 1.0f, -1.0f));
ourShader.setMat4("model", model);
ourModel.Draw(ourShader);
// ourShader.setFloat("mix_nb", mix_nb);
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwTerminate();
return 0;
}

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#include <glad/glad.h> // holds all OpenGL type declarations
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include "myshader.hh"
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#include <string>
#include <vector>
#include "stb_image_wrap.h"
using namespace std;
#define MAX_BONE_INFLUENCE 4
struct Vertex {
// position
glm::vec3 Position;
// normal
glm::vec3 Normal;
// texCoords
glm::vec2 TexCoords;
// tangent
glm::vec3 Tangent;
// bitangent
glm::vec3 Bitangent;
// bone indexes which will influence this vertex
int m_BoneIDs[MAX_BONE_INFLUENCE];
// weights from each bone
float m_Weights[MAX_BONE_INFLUENCE];
};
struct Texture {
unsigned int id;
string type;
string path;
};
class Mesh {
public:
// mesh Data
vector<Vertex> vertices;
vector<unsigned int> indices;
vector<Texture> textures;
unsigned int VAO;
// constructor
Mesh(vector<Vertex> vertices, vector<unsigned int> indices, vector<Texture> textures) {
this->vertices = vertices;
this->indices = indices;
this->textures = textures;
// now that we have all the required data, set the vertex buffers and its attribute pointers.
setupMesh();
}
// render the mesh
void Draw(Shader& shader) {
// bind appropriate textures
unsigned int diffuseNr = 1;
unsigned int specularNr = 1;
unsigned int normalNr = 1;
unsigned int heightNr = 1;
for (unsigned int i = 0; i < textures.size(); i++) {
glActiveTexture(GL_TEXTURE0 + i); // active proper texture unit before binding
// retrieve texture number (the N in diffuse_textureN)
string number;
string name = textures[i].type;
if (name == "texture_diffuse")
number = std::to_string(diffuseNr++);
else if (name == "texture_specular")
number = std::to_string(specularNr++); // transfer unsigned int to string
else if (name == "texture_normal")
number = std::to_string(normalNr++); // transfer unsigned int to string
else if (name == "texture_height")
number = std::to_string(heightNr++); // transfer unsigned int to string
// now set the sampler to the correct texture unit
glUniform1i(glGetUniformLocation(shader.ID, (name + number).c_str()), i);
// and finally bind the texture
glBindTexture(GL_TEXTURE_2D, textures[i].id);
}
// draw mesh
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, static_cast<unsigned int>(indices.size()), GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
// always good practice to set everything back to defaults once configured.
glActiveTexture(GL_TEXTURE0);
}
private:
// render data
unsigned int VBO, EBO;
// initializes all the buffer objects/arrays
void setupMesh() {
// create buffers/arrays
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
glBindVertexArray(VAO);
// load data into vertex buffers
glBindBuffer(GL_ARRAY_BUFFER, VBO);
// A great thing about structs is that their memory layout is sequential for all its items.
// The effect is that we can simply pass a pointer to the struct and it translates perfectly to a glm::vec3/2 array which
// again translates to 3/2 floats which translates to a byte array.
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex), &vertices[0], GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), &indices[0], GL_STATIC_DRAW);
// set the vertex attribute pointers
// vertex Positions
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0);
// vertex normals
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Normal));
// vertex texture coords
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, TexCoords));
// vertex tangent
glEnableVertexAttribArray(3);
glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Tangent));
// vertex bitangent
glEnableVertexAttribArray(4);
glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Bitangent));
// ids
glEnableVertexAttribArray(5);
glVertexAttribIPointer(5, 4, GL_INT, sizeof(Vertex), (void*)offsetof(Vertex, m_BoneIDs));
// weights
glEnableVertexAttribArray(6);
glVertexAttribPointer(6, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, m_Weights));
glBindVertexArray(0);
}
};
using namespace std;
unsigned int TextureFromFile(const char* path, const string& directory, bool gamma = false);
class Model {
public:
// model data
vector<Texture> textures_loaded; // stores all the textures loaded so far, optimization to make sure textures aren't loaded more than once.
vector<Mesh> meshes;
string directory;
bool gammaCorrection;
// constructor, expects a filepath to a 3D model.
Model(string const & path, bool gamma = false): gammaCorrection(gamma) {
loadModel(path);
}
// draws the model, and thus all its meshes
void Draw(Shader& shader) {
for (unsigned int i = 0; i < meshes.size(); i++)
meshes[i].Draw(shader);
}
private:
// loads a model with supported ASSIMP extensions from file and stores the resulting meshes in the meshes vector.
void loadModel(string const & path) {
// read file via ASSIMP
Assimp::Importer importer;
const aiScene* scene = importer.ReadFile(path, aiProcess_Triangulate | aiProcess_GenSmoothNormals | aiProcess_FlipUVs | aiProcess_CalcTangentSpace);
// check for errors
if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode) // if is Not Zero
{
cout << "ERROR::ASSIMP:: " << importer.GetErrorString() << endl;
return;
}
// retrieve the directory path of the filepath
directory = path.substr(0, path.find_last_of('/'));
// process ASSIMP's root node recursively
processNode(scene->mRootNode, scene);
}
// processes a node in a recursive fashion. Processes each individual mesh located at the node and repeats this process on its children nodes (if any).
void processNode(aiNode* node, const aiScene* scene) {
// process each mesh located at the current node
for (unsigned int i = 0; i < node->mNumMeshes; i++) {
// the node object only contains indices to index the actual objects in the scene.
// the scene contains all the data, node is just to keep stuff organized (like relations between nodes).
aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
meshes.push_back(processMesh(mesh, scene));
}
// after we've processed all of the meshes (if any) we then recursively process each of the children nodes
for (unsigned int i = 0; i < node->mNumChildren; i++) {
processNode(node->mChildren[i], scene);
}
}
Mesh processMesh(aiMesh* mesh, const aiScene* scene) {
// data to fill
vector<Vertex> vertices;
vector<unsigned int> indices;
vector<Texture> textures;
// walk through each of the mesh's vertices
for (unsigned int i = 0; i < mesh->mNumVertices; i++) {
Vertex vertex;
glm::vec3 vector; // we declare a placeholder vector since assimp uses its own vector class that doesn't directly convert to glm's vec3 class so we transfer the data to this placeholder glm::vec3 first.
// positions
vector.x = mesh->mVertices[i].x;
vector.y = mesh->mVertices[i].y;
vector.z = mesh->mVertices[i].z;
vertex.Position = vector;
// normals
if (mesh->HasNormals()) {
vector.x = mesh->mNormals[i].x;
vector.y = mesh->mNormals[i].y;
vector.z = mesh->mNormals[i].z;
vertex.Normal = vector;
}
// texture coordinates
if (mesh->mTextureCoords[0]) // does the mesh contain texture coordinates?
{
glm::vec2 vec;
// a vertex can contain up to 8 different texture coordinates. We thus make the assumption that we won't
// use models where a vertex can have multiple texture coordinates so we always take the first set (0).
vec.x = mesh->mTextureCoords[0][i].x;
vec.y = mesh->mTextureCoords[0][i].y;
vertex.TexCoords = vec;
// tangent
vector.x = mesh->mTangents[i].x;
vector.y = mesh->mTangents[i].y;
vector.z = mesh->mTangents[i].z;
vertex.Tangent = vector;
// bitangent
vector.x = mesh->mBitangents[i].x;
vector.y = mesh->mBitangents[i].y;
vector.z = mesh->mBitangents[i].z;
vertex.Bitangent = vector;
}
else
vertex.TexCoords = glm::vec2(0.0f, 0.0f);
vertices.push_back(vertex);
}
// now wak through each of the mesh's faces (a face is a mesh its triangle) and retrieve the corresponding vertex indices.
for (unsigned int i = 0; i < mesh->mNumFaces; i++) {
aiFace face = mesh->mFaces[i];
// retrieve all indices of the face and store them in the indices vector
for (unsigned int j = 0; j < face.mNumIndices; j++)
indices.push_back(face.mIndices[j]);
}
// process materials
aiMaterial* material = scene->mMaterials[mesh->mMaterialIndex];
// we assume a convention for sampler names in the shaders. Each diffuse texture should be named
// as 'texture_diffuseN' where N is a sequential number ranging from 1 to MAX_SAMPLER_NUMBER.
// Same applies to other texture as the following list summarizes:
// diffuse: texture_diffuseN
// specular: texture_specularN
// normal: texture_normalN
// 1. diffuse maps
vector<Texture> diffuseMaps = loadMaterialTextures(material, aiTextureType_DIFFUSE, "texture_diffuse");
textures.insert(textures.end(), diffuseMaps.begin(), diffuseMaps.end());
// 2. specular maps
vector<Texture> specularMaps = loadMaterialTextures(material, aiTextureType_SPECULAR, "texture_specular");
textures.insert(textures.end(), specularMaps.begin(), specularMaps.end());
// 3. normal maps
std::vector<Texture> normalMaps = loadMaterialTextures(material, aiTextureType_HEIGHT, "texture_normal");
textures.insert(textures.end(), normalMaps.begin(), normalMaps.end());
// 4. height maps
std::vector<Texture> heightMaps = loadMaterialTextures(material, aiTextureType_AMBIENT, "texture_height");
textures.insert(textures.end(), heightMaps.begin(), heightMaps.end());
// return a mesh object created from the extracted mesh data
return Mesh(vertices, indices, textures);
}
// checks all material textures of a given type and loads the textures if they're not loaded yet.
// the required info is returned as a Texture struct.
vector<Texture> loadMaterialTextures(aiMaterial* mat, aiTextureType type, string typeName) {
vector<Texture> textures;
for (unsigned int i = 0; i < mat->GetTextureCount(type); i++) {
aiString str;
mat->GetTexture(type, i, &str);
// check if texture was loaded before and if so, continue to next iteration: skip loading a new texture
bool skip = false;
for (unsigned int j = 0; j < textures_loaded.size(); j++) {
if (std::strcmp(textures_loaded[j].path.data(), str.C_Str()) == 0) {
textures.push_back(textures_loaded[j]);
skip = true; // a texture with the same filepath has already been loaded, continue to next one. (optimization)
break;
}
}
if (!skip) { // if texture hasn't been loaded already, load it
Texture texture;
texture.id = TextureFromFile(str.C_Str(), this->directory);
texture.type = typeName;
texture.path = str.C_Str();
textures.push_back(texture);
textures_loaded.push_back(texture); // store it as texture loaded for entire model, to ensure we won't unnecessary load duplicate textures.
}
}
return textures;
}
};
unsigned int TextureFromFile(const char* path, const string& directory, bool gamma) {
string filename = string(path);
filename = directory + '/' + filename;
unsigned int textureID;
glGenTextures(1, &textureID);
int width, height, nrComponents;
unsigned char* data = stbi_load(filename.c_str(), &width, &height, &nrComponents, 0);
if (data) {
GLenum format;
if (nrComponents == 1)
format = GL_RED;
else if (nrComponents == 3)
format = GL_RGB;
else if (nrComponents == 4)
format = GL_RGBA;
glBindTexture(GL_TEXTURE_2D, textureID);
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
stbi_image_free(data);
}
else {
std::cout << "Texture failed to load at path: " << path << std::endl;
stbi_image_free(data);
}
return textureID;
}

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#pragma once
#include <glad/glad.h>
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <iterator>
#include <string.h>
#include <fstream>
#include <sstream>
#include <iostream>
class Shader {
public:
// 程序ID
unsigned int ID;
// 构造器读取并构建着色器
Shader(const char* vertexPath, const char* fragmentPath) {
// const char* vertexShaderSource = "#version 330 core\n"
// "layout (location = 0) in vec3 aPos;\n"
// "layout (location = 1) in vec3 aColor;\n"
// "out vec3 ourColor;\n"
// "void main()\n"
// "{\n"
// " gl_Position = vec4(aPos, 1.0);\n"
// " ourColor = aColor;\n"
// "}\0";
// const char* fragmentShaderSource = "#version 330 core\n"
// "out vec4 FragColor;\n"
// "in vec3 ourColor;\n"
// "void main()\n"
// "{\n"
// " FragColor = vec4(ourColor, 1.0f);\n"
// "}\n\0";
std::string vertexCode;
std::string fragmentCode;
std::ifstream vShaderFile;
std::ifstream fShaderFile;
vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
try {
vShaderFile.open(vertexPath);
fShaderFile.open(fragmentPath);
std::stringstream vShaderStream, fShaderStream;
vShaderStream << vShaderFile.rdbuf();
fShaderStream << fShaderFile.rdbuf();
vShaderFile.close();
fShaderFile.close();
vertexCode = vShaderStream.str();
fragmentCode = fShaderStream.str();
}
catch (std::ifstream::failure e) {
std::cout << "Error::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl;
}
const char* vShaderCode = vertexCode.c_str();
const char* fShaderCode = fragmentCode.c_str();
// 编译着色器
unsigned int vertex, fragment;
int success;
char infoLog[512];
// 顶点着色器
vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, &vShaderCode, NULL);
glCompileShader(vertex);
glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(vertex, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n"
<< infoLog << std::endl;
}
// 片段着色器
fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &fShaderCode, NULL);
glCompileShader(fragment);
glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(fragment, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n"
<< infoLog << std::endl;
}
ID = glCreateProgram();
glAttachShader(ID, vertex);
glAttachShader(ID, fragment);
glLinkProgram(ID);
glGetProgramiv(ID, GL_LINK_STATUS, &success);
if (!success) {
glGetShaderInfoLog(ID, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n"
<< infoLog << std::endl;
}
glDeleteShader(vertex);
glDeleteShader(fragment);
}
// 使用/激活程序
void use() {
glUseProgram(ID);
}
// uniform工具函数
void setBool(const std::string& name, bool value) const {
glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
}
void setInt(const std::string& name, int value) const {
glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
}
void setFloat(const std::string& name, float value) const {
glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
}
void setMat4(const std::string& name, glm::mat4 value) const {
int loc = glGetUniformLocation(ID, name.c_str());
glUniformMatrix4fv(loc, 1, GL_FALSE, glm::value_ptr(value));
}
};

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#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"

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#ifndef STB_IMAGE_WRAP_H
#define STB_IMAGE_WRAP_H
#include "stb_image.h"
#endif // STB_IMAGE_WRAP_H

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qopengltest/.clang-format Normal file
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# 基础样式LLVMGoogleChromiumMozillaWebKit
BasedOnStyle: LLVM
# 类似于下面这行还没有实现未来希望clang提供分号;后不会强制换行的功能
# BreakAfterSemicolon: false
---
# 要使用的预处理器指令缩进样式
IndentPPDirectives: AfterHash
# 缩进宽度
IndentWidth: 4
# 标准: Cpp03, Cpp11, Auto
Standard: Latest
# tab宽度
TabWidth: 4
# 使用ObjC块时缩进宽度
ObjCBlockIndentWidth: 2
# 构造函数的初始化列表的缩进宽度
ConstructorInitializerIndentWidth: 2
# 延续的行的缩进宽度
ContinuationIndentWidth: 0
# 在ObjC的@property后添加一个空格
ObjCSpaceAfterProperty: false
# 在ObjC的protocol列表前添加一个空格
ObjCSpaceBeforeProtocolList: true
# 访问说明符的偏移
AccessModifierOffset: -4
# 连续的空行保留几行
MaxEmptyLinesToKeep: 2
# 调整连续行中的分配操作符(对齐等号)
AlignConsecutiveAssignments: true
# 校准连续的声明(对齐局部变量)
AlignConsecutiveDeclarations: true
# 允许排序#include
SortIncludes: false
# 允许排序 using 声明
SortUsingDeclarations: false
# 继承的符号后是否换行 类别AfterComma,AfterColon
BreakInheritanceList: AfterComma
# 总是在多行string字面量前换行
AlwaysBreakBeforeMultilineStrings: false
# 使用反斜杠换行对齐 RightDontAlign
AlignEscapedNewlines: DontAlign
# Align, DontAlign, AlwaysBreak(总是在开括号后换行)
AlignAfterOpenBracket: DontAlign
# 左对齐换行(使用反斜杠换行)的反斜杠
AlignEscapedNewlinesLeft: true
# 对齐连续的尾随的注释
AlignTrailingComments: true
# 允许短的case标签放在同一行
AllowShortCaseLabelsOnASingleLine: false
# 允许函数声明的所有参数在放在下一行
AllowAllParametersOfDeclarationOnNextLine: false
# 允许短的块放在同一行Empty
AllowShortBlocksOnASingleLine: true
# 在构造函数的初始化列表的逗号前换行
BreakConstructorInitializersBeforeComma: false
# 在构造函数的初始化列表的冒号后换行
BreakConstructorInitializers: AfterColon
# 在圆括号的(后和)前添加空格
SpacesInParentheses: false
# 允许在单行上使用短枚举
AllowShortEnumsOnASingleLine: true
# 允许短的函数放在同一行: None, InlineOnly(定义在类中), Empty(空函数), Inline(定义在类中,空函数), All
AllowShortFunctionsOnASingleLine: All
# 去除C++11的列表初始化的大括号{后和}前的空格
Cpp11BracedListStyle: false
# 继承最常用的指针和引用的对齐方式
DerivePointerAlignment: false
# 指针的*的位置
PointerAlignment: Left
# 允许在单行上使用简短的If语句
AllowShortIfStatementsOnASingleLine: WithoutElse
# 中括号两边空格 []
SpacesInSquareBrackets: false
# 等号两边的空格
SpaceBeforeAssignmentOperators: true
# 容器类的空格
SpacesInContainerLiterals: false
# 缩进包装函数名
IndentWrappedFunctionNames: false
# 在块的开头保留空行
KeepEmptyLinesAtTheStartOfBlocks: true
# 括号后添加空格
SpaceAfterCStyleCast: false
# 缩进case 标签
IndentCaseLabels: true
# 允许短的循环保持在同一行
AllowShortLoopsOnASingleLine: true
# 在模板声明“template<...>”后总是换行
AlwaysBreakTemplateDeclarations: Yes
# 二进制运算符之前的中断非赋值NonAssignment
BreakBeforeBinaryOperators: NonAssignment
# 三元运算符将被放置在换行后
BreakBeforeTernaryOperators: false
# 每行字符的限制0表示没有限制
ColumnLimit: 0
# 只有定义成Custom下面的大括号才会生效
BreakBeforeBraces: Custom
# 大括号后的分行
BraceWrapping :
# class定义后面
AfterClass: false
# 控制语句后面
AfterControlStatement: false
# enum定义后面
AfterEnum: false
# 函数定义后面
AfterFunction: false
# 命名空间定义后面
AfterNamespace: false
# ObjC定义后面
AfterObjCDeclaration: false
# struct定义后面
AfterStruct: false
# union定义后面
AfterUnion: false
# catch之前
BeforeCatch: true
# else之前
BeforeElse: true
# 缩进大括号
IndentBraces: false
# 语言: Cpp, Java, JavaScript, ObjC, Proto
Language: Cpp
# 模板关键字后的空格false
SpaceAfterTemplateKeyword: false
# 指针限定符周围的空格:之后
SpaceAroundPointerQualifiers: After
# 大小写冒号前的空格false
SpaceBeforeCaseColon: false
# C到r初始值设定项冒号前的空格false
SpaceBeforeCtorInitializerColon: false
# 继承冒号前的空格false
SpaceBeforeInheritanceColon: false
# 开圆括号之前添加一个空格: Never, ControlStatements, Always
SpaceBeforeParens: ControlStatements
# 基于范围的循环冒号前的空格false
SpaceBeforeRangeBasedForLoopColon: false
# 在尖括号的<>后和前添加空格
SpacesInAngles: false
# 收拾格子参数
BinPackArguments : false
# 纸盒包装参数
BinPackParameters : false
# 当格式化时,总是对字面量字符串换行
BreakStringLiterals : false
# Never, ForIndentation, ForContinuationAndIndentation, Always
UseTab: Never

7
qopengltest/.clangd Normal file
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CompileFlags:
Add: [
"--target=x86_64-w64-mingw32",
-IC:/msys64/mingw64/include/QtCore,
-IC:/msys64/mingw64/include/
-std=c++23
]

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@@ -0,0 +1,19 @@
cmake_minimum_required(VERSION 3.10.0)
project(qopengltest VERSION 0.1.0 LANGUAGES C CXX)
set(QT_VERSION Qt6 CACHE STRING "Qt major version to use")
set(CMAKE_AUTOMOC ON)
set(CMAKE_AUTORCC ON)
find_package(${QT_VERSION} REQUIRED COMPONENTS Core Gui Widgets OpenGLWidgets OpenGL)
find_package(assimp)
include_directories(.)
add_executable(qopengltest main.cpp glwidget.cpp)
target_link_libraries(
${PROJECT_NAME} PRIVATE
${QT_VERSION}::Widgets
${QT_VERSION}::OpenGLWidgets
${QT_VERSION}::OpenGL
)

27
qopengltest/glwidget.cpp Normal file
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#include "glwidget.h"
#include <GL/gl.h>
#include <QtWidgets/qopenglwidget.h>
GLWidget::GLWidget(QWidget* parent): QOpenGLWidget(parent) {}
GLWidget::~GLWidget() {
makeCurrent();
doneCurrent();
}
void GLWidget::initializeGL() {
initializeOpenGLFunctions();
glEnable(GL_DEPTH_TEST);
// TODO: 1.编译shader 2.创建VAO VBO 3.加载texture 4.加载model
}
void GLWidget::resizeGL(int w, int h) {
glViewport(0, 0, w, h);
}
void GLWidget::paintGL() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// TODO 1.绑定shader 2.设置uniform 3.draw calls
// 不要swapBuffers
}

31
qopengltest/glwidget.h Normal file
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#pragma once
#include <QOpenGLVersionProfile>
#include <QtGui/QOpenGLFunctions_3_3_Core>
#include <QtWidgets/qopenglwidget.h>
#include <QtWidgets/qwidget.h>
class Shader {
public:
Shader(const std::string& vpath, const std::string& fpath) {
}
private:
unsigned int ID;
};
class GLWidget: public QOpenGLWidget,
protected QOpenGLFunctions_3_3_Core {
Q_OBJECT
public:
explicit GLWidget(QWidget* parent = nullptr);
~GLWidget() override;
protected:
void initializeGL() override;
void resizeGL(int w, int h) override;
void paintGL() override;
// void keyPressEvent(QKeyEvent* e) override;
private:
};

19
qopengltest/main.cpp Normal file
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@@ -0,0 +1,19 @@
#include <QtWidgets/QApplication>
#include <QtGui/qsurfaceformat.h>
#include <iostream>
int main(int argc, char** argv) {
QApplication app(argc, argv);
QSurfaceFormat fmt;
fmt.setVersion(3, 3);
fmt.setProfile(QSurfaceFormat::CoreProfile);
fmt.setDepthBufferSize(24);
fmt.setStencilBufferSize(8);
fmt.setSamples(4);
fmt.setSwapInterval(1);
QSurfaceFormat::setDefaultFormat(fmt);
std::cout << "Hello, from qopengltest!\n";
return app.exec();
}

8
textures/.idea/.gitignore generated vendored Normal file
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@@ -0,0 +1,8 @@
# 默认忽略的文件
/shelf/
/workspace.xml
# 基于编辑器的 HTTP 客户端请求
/httpRequests/
# Datasource local storage ignored files
/dataSources/
/dataSources.local.xml

1
textures/.idea/.name generated Normal file
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@@ -0,0 +1 @@
texture-project

344
textures/.idea/editor.xml generated Normal file
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@@ -0,0 +1,344 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
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<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=ConstevalIfIsAlwaysConstant/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppAbstractClassWithoutSpecifier/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppAbstractFinalClass/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppAbstractVirtualFunctionCallInCtor/@EntryIndexedValue" value="ERROR" type="string" />
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<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppAwaiterTypeIsNotClass/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppBooleanIncrementExpression/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppBoostFormatBadCode/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppBoostFormatLegacyCode/@EntryIndexedValue" value="SUGGESTION" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppBoostFormatMixedArgs/@EntryIndexedValue" value="ERROR" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppBoostFormatTooFewArgs/@EntryIndexedValue" value="ERROR" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppBoostFormatTooManyArgs/@EntryIndexedValue" value="WARNING" type="string" />
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<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppConstValueFunctionReturnType/@EntryIndexedValue" value="SUGGESTION" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppCoroutineCallResolveError/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppDFAArrayIndexOutOfBounds/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppDFAConstantConditions/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppDFAConstantFunctionResult/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppDFAConstantParameter/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppDFADeletedPointer/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppDFAEndlessLoop/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppDFAInfiniteRecursion/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppDFAInvalidatedMemory/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppDFALocalValueEscapesFunction/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppDFALocalValueEscapesScope/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppDFALoopConditionNotUpdated/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppDFAMemoryLeak/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppDFANotInitializedField/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppDFANullDereference/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppDFATimeOver/@EntryIndexedValue" value="HINT" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppDFAUnreachableCode/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppDFAUnreachableFunctionCall/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppDFAUnreadVariable/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppDFAUnusedValue/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppDeclarationHidesLocal/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppDeclarationHidesUncapturedLocal/@EntryIndexedValue" value="HINT" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppDeclarationSpecifierWithoutDeclarators/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppDeclaratorDisambiguatedAsFunction/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppDeclaratorNeverUsed/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppDeclaratorUsedBeforeInitialization/@EntryIndexedValue" value="ERROR" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppDefaultCaseNotHandledInSwitchStatement/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppDefaultInitializationWithNoUserConstructor/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppDefaultIsUsedAsIdentifier/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppDefaultedSpecialMemberFunctionIsImplicitlyDeleted/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppDeletingVoidPointer/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppDependentTemplateWithoutTemplateKeyword/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppDependentTypeWithoutTypenameKeyword/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppDeprecatedEntity/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppDeprecatedOverridenMethod/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppDeprecatedRegisterStorageClassSpecifier/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppDereferenceOperatorLimitExceeded/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppDiscardedPostfixOperatorResult/@EntryIndexedValue" value="SUGGESTION" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppDoxygenSyntaxError/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppDoxygenUndocumentedParameter/@EntryIndexedValue" value="SUGGESTION" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppDoxygenUnresolvedReference/@EntryIndexedValue" value="WARNING" type="string" />
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<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppEnforceCVQualifiersOrder/@EntryIndexedValue" value="DO_NOT_SHOW" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppEnforceCVQualifiersPlacement/@EntryIndexedValue" value="DO_NOT_SHOW" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppEnforceDoStatementBraces/@EntryIndexedValue" value="DO_NOT_SHOW" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppEnforceForStatementBraces/@EntryIndexedValue" value="DO_NOT_SHOW" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppEnforceFunctionDeclarationStyle/@EntryIndexedValue" value="DO_NOT_SHOW" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppEnforceIfStatementBraces/@EntryIndexedValue" value="DO_NOT_SHOW" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppEnforceNestedNamespacesStyle/@EntryIndexedValue" value="HINT" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppEnforceOverridingDestructorStyle/@EntryIndexedValue" value="SUGGESTION" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppEnforceOverridingFunctionStyle/@EntryIndexedValue" value="SUGGESTION" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppEnforceTypeAliasCodeStyle/@EntryIndexedValue" value="DO_NOT_SHOW" type="string" />
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<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppEntityAssignedButNoRead/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppEntityUsedOnlyInUnevaluatedContext/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppEnumeratorNeverUsed/@EntryIndexedValue" value="WARNING" type="string" />
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<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppEvaluationFailure/@EntryIndexedValue" value="ERROR" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppExplicitSpecializationInNonNamespaceScope/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppExpressionWithoutSideEffects/@EntryIndexedValue" value="WARNING" type="string" />
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<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppFunctionResultShouldBeUsed/@EntryIndexedValue" value="HINT" type="string" />
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<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppIntegralToPointerConversion/@EntryIndexedValue" value="WARNING" type="string" />
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<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppLocalVariableMightNotBeInitialized/@EntryIndexedValue" value="WARNING" type="string" />
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<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppLongFloat/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppMemberFunctionMayBeConst/@EntryIndexedValue" value="SUGGESTION" type="string" />
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<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/PLACE_WHILE_ON_NEW_LINE/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SIMPLE_BLOCK_STYLE/@EntryValue" value="DO_NOT_CHANGE" type="string" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_AFTER_CAST_EXPRESSION_PARENTHESES/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_AFTER_COLON_IN_BITFIELD_DECLARATOR/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_AFTER_COMMA_IN_TEMPLATE_ARGS/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_AFTER_COMMA_IN_TEMPLATE_PARAMS/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_AFTER_EXTENDS_COLON/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_AFTER_FOR_COLON/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_AFTER_FOR_SEMICOLON/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_AFTER_PTR_IN_DATA_MEMBER/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_AFTER_PTR_IN_DATA_MEMBERS/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_AFTER_PTR_IN_METHOD/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_AFTER_PTR_IN_NESTED_DECLARATOR/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_AFTER_REF_IN_DATA_MEMBER/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_AFTER_REF_IN_DATA_MEMBERS/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_AFTER_REF_IN_METHOD/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_AFTER_UNARY_OPERATOR/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_BEFORE_COLON_IN_BITFIELD_DECLARATOR/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_BEFORE_EXTENDS_COLON/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_BEFORE_FOR_COLON/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_BEFORE_FOR_SEMICOLON/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_BEFORE_PTR_IN_ABSTRACT_DECL/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_BEFORE_PTR_IN_DATA_MEMBER/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_BEFORE_PTR_IN_DATA_MEMBERS/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_BEFORE_PTR_IN_METHOD/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_BEFORE_REF_IN_ABSTRACT_DECL/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_BEFORE_REF_IN_DATA_MEMBER/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_BEFORE_REF_IN_DATA_MEMBERS/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_BEFORE_REF_IN_METHOD/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_BEFORE_TEMPLATE_ARGS/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_BEFORE_TEMPLATE_PARAMS/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_BETWEEN_CLOSING_ANGLE_BRACKETS_IN_TEMPLATE_ARGS/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_WITHIN_ARRAY_ACCESS_BRACKETS/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_WITHIN_CAST_EXPRESSION_PARENTHESES/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_WITHIN_DECLARATION_PARENTHESES/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_WITHIN_EMPTY_BLOCKS/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_WITHIN_EMPTY_INITIALIZER_BRACES/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_WITHIN_EMPTY_METHOD_PARENTHESES/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_WITHIN_EMPTY_TEMPLATE_PARAMS/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_WITHIN_INITIALIZER_BRACES/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_WITHIN_TEMPLATE_ARGS/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_WITHIN_TEMPLATE_PARAMS/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPECIAL_ELSE_IF_TREATMENT/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/TAB_WIDTH/@EntryValue" value="4" type="int" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/TYPE_DECLARATION_BRACES/@EntryValue" value="END_OF_LINE" type="string" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/WRAP_AFTER_BINARY_OPSIGN/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/WRAP_AFTER_DECLARATION_LPAR/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/WRAP_AFTER_INVOCATION_LPAR/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/WRAP_ARGUMENTS_STYLE/@EntryValue" value="WRAP_IF_LONG" type="string" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/WRAP_BEFORE_DECLARATION_LPAR/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/WRAP_BEFORE_DECLARATION_RPAR/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/WRAP_BEFORE_INVOCATION_LPAR/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/WRAP_BEFORE_INVOCATION_RPAR/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/WRAP_BEFORE_TERNARY_OPSIGNS/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/WRAP_PARAMETERS_STYLE/@EntryValue" value="WRAP_IF_LONG" type="string" />
<option name="/Default/CodeStyle/EditorConfig/EnableClangFormatSupport/@EntryValue" value="false" type="bool" />
</component>
</project>

7
textures/.idea/misc.xml generated Normal file
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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="CMakePythonSetting">
<option name="pythonIntegrationState" value="YES" />
</component>
<component name="CMakeWorkspace" PROJECT_DIR="$PROJECT_DIR$" />
</project>

8
textures/.idea/modules.xml generated Normal file
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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="ProjectModuleManager">
<modules>
<module fileurl="file://$PROJECT_DIR$/.idea/textures.iml" filepath="$PROJECT_DIR$/.idea/textures.iml" />
</modules>
</component>
</project>

2
textures/.idea/textures.iml generated Normal file
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<?xml version="1.0" encoding="UTF-8"?>
<module classpath="CMake" type="CPP_MODULE" version="4" />

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textures/CMakeLists.txt Normal file
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cmake_minimum_required(VERSION 3.5)
project(texture-project)
add_executable(
${PROJECT_NAME}
main.cc
glad.c
)
target_link_libraries(
${PROJECT_NAME}
PRIVATE
libglfw3.a
)

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textures/glad.c Normal file

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textures/main.cc Normal file
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#include <GLFW/glad/glad.h>
#include <GLFW/glfw3.h>
#include <cmath>
#include <cstddef>
#include <iostream>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include "myshader.hh"
#include "stb_image_wrap.h"
float mix_nb = 0.2f;
void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
glViewport(0, 0, width, height);
}
void process_input(GLFWwindow* window) {
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
glfwSetWindowShouldClose(window, true);
}
if (glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS) {
mix_nb -= 0.001;
if (mix_nb <= 0.0f) {
mix_nb = 0.0f;
}
}
if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS) {
mix_nb += 0.001f;
if (mix_nb >= 1.0f) {
mix_nb = 1.0f;
}
}
}
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
GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
if (window == NULL) {
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
Shader ourShader("vshader.glsl", "fshader.glsl");
float vertices[] = {
// ---- 位置 ---- ---- 颜色 ---- - 纹理坐标 -
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // 右上
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // 右下
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // 左下
-0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, // 左上
};
unsigned int indices[] = {
0, 1, 3,
1, 2, 3,
};
unsigned int VAO, VBO, EBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
// 顶点
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// 颜色
// glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
// glEnableVertexAttribArray(1);
// 纹理
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
glEnableVertexAttribArray(2);
unsigned int texture1;
glGenTextures(1, &texture1); // 第一个参数都是数量
glBindTexture(GL_TEXTURE_2D, texture1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
int width, height, nrChannels;
stbi_set_flip_vertically_on_load(true);
unsigned char* data = stbi_load("container.jpg", &width, &height, &nrChannels, 0);
if (data) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
}
else {
std::cout << "Failed to load texture" << std::endl;
}
stbi_image_free(data);
unsigned int texture2;
glGenTextures(1, &texture2);
glBindTexture(GL_TEXTURE_2D, texture2);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
data = stbi_load("awesomeface.png", &width, &height, &nrChannels, 0);
if (data) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
}
stbi_image_free(data);
ourShader.use();
glUniform1i(glGetUniformLocation(ourShader.ID, "texture1"), 0);
ourShader.setInt("texture2", 1);
ourShader.setFloat("mix_nb", mix_nb);
while (!glfwWindowShouldClose(window)) {
process_input(window);
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture1);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture2);
glBindVertexArray(VAO);
glm::mat4 trans = glm::mat4(1.0f);
trans = glm::translate(trans, glm::vec3(0.5f, -0.5f, 0.0f));
trans = glm::rotate(trans, (float)glfwGetTime(), glm::vec3(0.0, 0.0, 1.0));
ourShader.use();
unsigned int transformLoc = glGetUniformLocation(ourShader.ID, "transform");
glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(trans));
ourShader.setFloat("mix_nb", mix_nb);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glm::mat4 trans1 = glm::mat4(1.0f);
float scaleAmount = std::abs(static_cast<float>(sin(glfwGetTime())));
trans1 = glm::translate(trans1, glm::vec3(-0.5f, 0.5f, 0.0f));
trans1 = glm::scale(trans1, glm::vec3(scaleAmount, scaleAmount, scaleAmount));
glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(trans1));
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteBuffers(1, &EBO);
glfwTerminate();
return 0;
}

112
textures/myshader.hh Normal file
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#pragma once
#include <glad/glad.h>
#include <iterator>
#include <string.h>
#include <fstream>
#include <sstream>
#include <iostream>
class Shader {
public:
// 程序ID
unsigned int ID;
// 构造器读取并构建着色器
Shader(const char* vertexPath, const char* fragmentPath) {
const char *vertexShaderSource ="#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"layout (location = 1) in vec3 aColor;\n"
"out vec3 ourColor;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(aPos, 1.0);\n"
" ourColor = aColor;\n"
"}\0";
const char *fragmentShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"in vec3 ourColor;\n"
"void main()\n"
"{\n"
" FragColor = vec4(ourColor, 1.0f);\n"
"}\n\0";
std::string vertexCode;
std::string fragmentCode;
std::ifstream vShaderFile;
std::ifstream fShaderFile;
vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
try {
vShaderFile.open(vertexPath);
fShaderFile.open(fragmentPath);
std::stringstream vShaderStream, fShaderStream;
vShaderStream << vShaderFile.rdbuf();
fShaderStream << fShaderFile.rdbuf();
vShaderFile.close();
fShaderFile.close();
vertexCode = vShaderStream.str();
fragmentCode = fShaderStream.str();
}
catch(std::ifstream::failure e) {
std::cout << "Error::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl;
}
const char* vShaderCode = vertexCode.c_str();
const char* fShaderCode = fragmentCode.c_str();
// 编译着色器
unsigned int vertex, fragment;
int success;
char infoLog[512];
// 顶点着色器
vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, &vShaderCode, NULL);
glCompileShader(vertex);
glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(vertex, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// 片段着色器
fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &fShaderCode, NULL);
glCompileShader(fragment);
glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(fragment, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
ID = glCreateProgram();
glAttachShader(ID, vertex);
glAttachShader(ID, fragment);
glLinkProgram(ID);
glGetProgramiv(ID, GL_LINK_STATUS, &success);
if (!success) {
glGetShaderInfoLog(ID, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
glDeleteShader(vertex);
glDeleteShader(fragment);
}
// 使用/激活程序
void use() {
glUseProgram(ID);
}
// uniform工具函数
void setBool(const std::string& name, bool value) const {
glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
}
void setInt(const std::string& name, int value) const {
glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
}
void setFloat(const std::string& name, float value) const {
glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
}
};

7988
textures/stb_image.h Normal file

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#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"