添加纯OpenGL实现demo

This commit is contained in:
2025-12-19 01:07:59 +08:00
parent d4975da9a5
commit 47e6dc7244
10 changed files with 9606 additions and 0 deletions

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cmake_minimum_required(VERSION 3.5)
project(base-project)
find_package(X11 REQUIRED)
add_executable(
${PROJECT_NAME}
main.cpp
camera.h
sensor.h
glad.c
)
target_link_libraries(
${PROJECT_NAME}
PRIVATE
libglfw3.a
${X11_LIBRARIES}
${OPENGL_LIBRARIES}
GL
Xrandr
Xi
Xinerama
Xcursor
pthread
dl
)

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test/onlygl/camera.h Normal file
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#include <cmath>
#include <glad/glad.h>
#include <glm/ext/matrix_float4x4.hpp>
#include <glm/ext/matrix_transform.hpp>
#include <glm/ext/vector_float3.hpp>
#include <glm/geometric.hpp>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/trigonometric.hpp>
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))
, 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) {
}
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_));
}
};

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test/onlygl/glad.c Normal file

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test/onlygl/main.cpp Normal file
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#include <cstddef>
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <glm/ext/vector_float3.hpp>
#include <iostream>
#include "camera.h"
#include "myshader.hh"
float deltaTime = 0.0f;
float lastFrame = 0.0f;
float yaw = -90.0f;
float pitch = 0.0f;
float fov = 45.0f;
Camera camera(glm::vec3(0.0f, 0.0f, 3.0));
int dot_rows = 3;
int dot_cols = 4;
float panel_width = 1.2f;
float panel_height = 0.08f;
float panel_deep = 0.08f;
Shader bg_shader();
Shader panel_shader();
Shader dots_shader();
unsigned int panel_vao = 0;
unsigned int panel_vbo = 0;
unsigned int panel_ibo = 0;
unsigned int dots_vao = 0;
unsigned int dots_vbo = 0;
unsigned int instance_vbo = 0;
unsigned int bg_vao = 0;
unsigned int bg_vbo = 0;
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);
}
}
GLFWwindow* glfw_init() {
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, "Tactile Module Test", NULL, NULL);
if (window == NULL) {
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return NULL;
}
glfwMakeContextCurrent(window);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
std::cout << "Failed to initialize GLAD" << std::endl;
return NULL;
}
glViewport(0, 0, 800, 600);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
return window;
}
void glfw_window_loop(GLFWwindow* window) {
while (!glfwWindowShouldClose(window)) {
process_input(window);
glfwSwapBuffers(window);
glfwPollEvents();
}
}
void destroy_context() {
if (panel_vao) {
glDeleteVertexArrays(1, &panel_vao);
}
if (panel_vbo) {
glDeleteBuffers(1, &panel_vbo);
}
if (panel_ibo) {
glDeleteBuffers(1, &panel_ibo);
}
if (dots_vao) {
glDeleteVertexArrays(1, &dots_vao);
}
if (dots_vbo) {
glDeleteBuffers(1, &dots_vbo);
}
}
void init_panel_geometry() {
if (panel_ibo) {
glDeleteBuffers(1, &panel_ibo);
panel_ibo = 0;
}
if (panel_vbo) {
glDeleteBuffers(1, &panel_vbo);
panel_vbo = 0;
}
if (panel_vao) {
glDeleteVertexArrays(1, &panel_vao);
panel_vao = 0;
}
const float y = panel_height * 0.5f;
const float hw = panel_width * 0.5f;
const float hd = panel_deep * 0.5;
using V = struct {
float x, y, z;
float nx, ny, nz;
};
V verts[24] = {
// +Y 顶面 (normal 0, +1, 0)
{-hw, +y, -hd, 0, +1, 0}, // 0
{+hw, +y, -hd, 0, +1, 0}, // 1
{+hw, +y, +hd, 0, +1, 0}, // 2
{-hw, +y, +hd, 0, +1, 0}, // 3
// +Z 前面 (normal 0, 0, +1)
{-hw, +y, +hd, 0, 0, +1}, // 4
{+hw, +y, +hd, 0, 0, +1}, // 5
{+hw, -y, +hd, 0, 0, +1}, // 6
{-hw, -y, +hd, 0, 0, +1}, // 7
// -Y 底面 (normal 0, -1, 0)
{-hw, -y, +hd, 0, -1, 0}, // 8
{+hw, -y, +hd, 0, -1, 0}, // 9
{+hw, -y, -hd, 0, -1, 0}, // 10
{-hw, -y, -hd, 0, -1, 0}, // 11
// -Z 后面 (normal 0, 0, -1)
{+hw, +y, -hd, 0, 0, -1}, // 12
{-hw, +y, -hd, 0, 0, -1}, // 13
{-hw, -y, -hd, 0, 0, -1}, // 14
{+hw, -y, -hd, 0, 0, -1}, // 15
// -X 左面 (normal -1, 0, 0)
{-hw, +y, -hd, -1, 0, 0}, // 16
{-hw, +y, +hd, -1, 0, 0}, // 17
{-hw, -y, +hd, -1, 0, 0}, // 18
{-hw, -y, -hd, -1, 0, 0}, // 19
// +X 右面 (normal +1, 0, 0)
{+hw, +y, +hd, +1, 0, 0}, // 20
{+hw, +y, -hd, +1, 0, 0}, // 21
{+hw, -y, -hd, +1, 0, 0}, // 22
{+hw, -y, +hd, +1, 0, 0}, // 23
};
unsigned int idx[36] = {
0, 1, 2, 0, 2, 3, // top
4, 5, 6, 4, 6, 7, // front
8, 9, 10, 8, 10,11, // bottom
12,13,14, 12,14,15, // back
16,17,18, 16,18,19, // left
20,21,22, 20,22,23 // right
};
int panel_index_count = 36;
glGenVertexArrays(1, &panel_vao);
glBindVertexArray(panel_vao);
glGenBuffers(1, &panel_vbo);
glBindBuffer(GL_ARRAY_BUFFER, panel_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_STATIC_DRAW);
glGenBuffers(1, &panel_ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, panel_ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(idx), idx, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(V), (void*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FLOAT, sizeof(V), (void*)(3 * sizeof(float)));
glBindVertexArray(0);
}
void set_panel_size(float w, float h, float d) {
panel_width = w;
panel_height = h;
panel_deep = d;
}
void set_spec(int rows, int cols, float pitch);
int main() {
GLFWwindow* window = glfw_init();
if (window == NULL) {
return -1;
}
glfw_window_loop(window);
glfwTerminate();
return 0;
}

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test/onlygl/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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test/onlygl/sensor.h Normal file
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#version 330 core
out vec4 FragColor;
uniform vec2 uViewport;
uniform float uMinorStep;
uniform float uMajorStep;
float gridLine(float stepPx) {
// 当前坐标像素
vec2 coord = gl_FragCoord.xy;
vec2 q = coord / stepPx;
vec2 g = abs(fract(q - 0.5) - 0.5) / fwidth(q);
float line = 1.0 - min(min(g.x, g.y), 1.0);
return line;
}
void main() {
vec2 viewport = max(uViewport, vec2(1.0));
vec2 uv = gl_FragCoord.xy / viewport;
vec3 topCol = vec3(0.99, 0.99, 1.00);
vec3 botCol = vec3(0.94, 0.95, 0.98);
vec3 col = mix(botCol, topCol, uv.y);
float minor = gridLine(max(uMinorStep, 1.0));
float major = gridLine(max(uMajorStep, 1.0));
vec3 minorCol = vec3(0.80, 0.82, 0.87);
vec3 majorcol = vec3(0.70, 0.73, 0.80);
col = mix(col, minorCol, minor * 0.22);
col = mix(col, majorcol, major * 0.35);
vec2 p = uv * 2.0 - 1.0;
float v = clamp(1.0 - dot(p, p) * 0.12, 0.0, 1.0);
col *= mix(1.0, v, 0.35);
FragColor = vec4(col, 1.0);
}

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#version 330 core
layout(location = 0) in vec2 aPos;
void main() {
gl_Position = vec4(aPos, 0.0, 1.0);
}

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test/onlygl/stb_image.h Normal file

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#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"