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