Files
opengl-learn/coordinate-systems/main.cc
2025-12-18 09:26:50 +08:00

427 lines
12 KiB
C++

#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[] = {
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.5f, 0.5f, -0.5f, 1.0f, 1.0f, -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, -0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
-0.5f,
-0.5f,
0.5f,
0.0f,
0.0f,
0.5f,
-0.5f,
0.5f,
1.0f,
0.0f,
0.5f,
0.5f,
0.5f,
1.0f,
1.0f,
0.5f,
0.5f,
0.5f,
1.0f,
1.0f,
-0.5f,
0.5f,
0.5f,
0.0f,
1.0f,
-0.5f,
-0.5f,
0.5f,
0.0f,
0.0f,
-0.5f,
0.5f,
0.5f,
1.0f,
0.0f,
-0.5f,
0.5f,
-0.5f,
1.0f,
1.0f,
-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,
0.0f,
0.0f,
-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,
1.0f,
1.0f,
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,
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;
}