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justhomework/OpenGL/hello/src/main.cpp

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#include "source.h"
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void framebuffer_size_callback(GLFWwindow *window, int width, int height);
void processInput(GLFWwindow *window);
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void mouse_callback(GLFWwindow *window, double xpos, double ypos);
void scroll_callback(GLFWwindow *window, double xoffset, double yoffset);
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int main() {
// 设置 glfw
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
// 创建窗口
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GLFWwindow *window =
glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
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if (window == NULL) {
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
// 加载glad
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
// 设置视口
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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glfwSetCursorPosCallback(window, mouse_callback);
glfwSetScrollCallback(window, scroll_callback);
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// 创建着色器程序
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Shader shader = Shader("src/cube.vs", "src/cube.fs");
Shader lightShader = Shader("src/light.vs", "src/light.fs");
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unsigned int VAO, VBO, EBO;
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// 创建顶点数组对象
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
// 创建顶点缓冲对象
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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// 顶点属性
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void *)0);
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glEnableVertexAttribArray(0);
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// 法向量属性
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float),
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(void *)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
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// 设置光源
unsigned int lightVAO;
glGenVertexArrays(1, &lightVAO);
glBindVertexArray(lightVAO);
// 只需要绑定VBO不用再次设置VBO的数据因为箱子的VBO数据中已经包含了正确的立方体顶点数据
glBindBuffer(GL_ARRAY_BUFFER, VBO);
// 设置灯立方体的顶点属性(对我们的灯来说仅仅只有位置数据)
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void *)0);
glEnableVertexAttribArray(0);
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// 开启深度测试
glEnable(GL_DEPTH_TEST);
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// 循环渲染
while (!glfwWindowShouldClose(window)) {
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// 计算帧时间差
float currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
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// 处理输入
processInput(window);
// 设置为白色
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glClearColor(0.1f, 0.1f, 0.1f, 0.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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lightPos.x = 1.0f + sin(glfwGetTime()) * 2.0f;
lightPos.y = sin(glfwGetTime() / 2.0f) * 1.0f;
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glm::mat4 view = camera.GetViewMatrix();
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glm::mat4 projection =
glm::perspective(glm::radians(camera.Zoom),
(float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
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glm::mat4 model = glm::mat4(1.0f);
// 绘制三角形
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shader.use();
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shader.setVec3("objectColor", 1.0f, 0.5f, 0.31f);
shader.setVec3("lightColor", 1.0f, 1.0f, 1.0f);
shader.setVec3("lightPos", lightPos);
shader.setVec3("viewPos", camera.Position);
shader.setMat4("model", model);
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shader.setMat4("projection", projection);
shader.setMat4("view", view);
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glBindVertexArray(VAO);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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model = glm::mat4(1.0f);
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model = glm::translate(model, lightPos);
model = glm::scale(model, glm::vec3(0.2f)); // a smaller cube
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lightShader.use();
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lightShader.setMat4("projection", projection);
lightShader.setMat4("view", view);
lightShader.setMat4("model", model);
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glBindVertexArray(lightVAO);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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// 检查并调用事件,交换缓冲
glfwSwapBuffers(window);
glfwPollEvents();
}
// 释放资源
glfwTerminate();
return 0;
}
// 处理输入
void processInput(GLFWwindow *window) {
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
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if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
camera.ProcessKeyboard(FORWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
camera.ProcessKeyboard(BACKWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
camera.ProcessKeyboard(LEFT, deltaTime);
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
camera.ProcessKeyboard(RIGHT, deltaTime);
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}
// 窗口大小改变时回调该函数
void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
glViewport(0, 0, width, height);
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}
void mouse_callback(GLFWwindow *window, double xpos, double ypos) {
camera.ProcessMouseMovement(xpos, ypos);
}
void scroll_callback(GLFWwindow *window, double xoffset, double yoffset) {
camera.ProcessMouseScroll(yoffset);
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}