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