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

189 lines
6.0 KiB
C++

#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;
}