Files
tactileipc3d/test/onlygl/main.cpp
2025-12-19 01:07:59 +08:00

204 lines
5.3 KiB
C++

#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;
}