feat(OpenGL): lab 3

This commit is contained in:
iridiumR 2023-06-03 20:48:51 +08:00
parent 588a89f9e2
commit 0f5bebbdad
12 changed files with 186 additions and 140 deletions

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@ -2,6 +2,7 @@
SRC_DIR := ./src
#头文件目录
INC_DIR := ./include
INC_DIR += /usr/include/freetype2
#输出文件目录
OUT_DIR := ./build
#目标文件(中间文件)目录
@ -9,6 +10,7 @@ OBJ_DIR :=./build
#链接选项
LDFLAGS := $(shell pkg-config --static --libs glfw3)
LDFLAGS += $(shell pkg-config --static --libs assimp)
LDFLAGS += $(shell pkg-config --static -libs freetype2)
# 调试符号
LDFLAGS += -g
#编译工具链

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@ -28,6 +28,11 @@ unsigned int TextureFromFile(const char *path, const string &directory, bool gam
class Model
{
public:
unsigned long vertexCount = 0;
unsigned long triangleCount = 0;
unsigned long textureCount = 0;
// model data
vector<Texture> textures_loaded; // stores all the textures loaded so far, optimization to make sure textures aren't loaded more than once.
vector<Mesh> meshes;
@ -60,6 +65,12 @@ private:
cout << "ERROR::ASSIMP:: " << importer.GetErrorString() << endl;
return;
}
for(unsigned int i = 0; i < scene->mNumMaterials; i++){
const aiMaterial* material = scene->mMaterials[i];
textureCount += material->GetTextureCount(aiTextureType_DIFFUSE);
}
// retrieve the directory path of the filepath
directory = path.substr(0, path.find_last_of('/'));
@ -76,6 +87,10 @@ private:
// the node object only contains indices to index the actual objects in the scene.
// the scene contains all the data, node is just to keep stuff organized (like relations between nodes).
aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
vertexCount += mesh->mNumVertices;
triangleCount += mesh->mNumFaces;
meshes.push_back(processMesh(mesh, scene));
}
// after we've processed all of the meshes (if any) we then recursively process each of the children nodes

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@ -10,57 +10,8 @@
#include <iostream>
#include <filesystem>
#include "model.h"
float vertices[] = {
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f
};
glm::vec3 cubePositions[] = {
glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(2.0f, 5.0f, -15.0f),
glm::vec3(-1.5f, -2.2f, -2.5f), glm::vec3(-3.8f, -2.0f, -12.3f),
glm::vec3(2.4f, -0.4f, -3.5f), glm::vec3(-1.7f, 3.0f, -7.5f),
glm::vec3(1.3f, -2.0f, -2.5f), glm::vec3(1.5f, 2.0f, -2.5f),
glm::vec3(1.5f, 0.2f, -1.5f), glm::vec3(-1.3f, 1.0f, -1.5f)};
#include <ft2build.h>
#include FT_FREETYPE_H
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
@ -68,7 +19,6 @@ float lastFrame = 0.0f; // 上一帧的时间
// settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 800;
glm::vec3 lightPos(1.2f, 1.0f, 2.0f);
// 创建摄像机
Camera camera = Camera(SCR_HEIGHT / 2.0f, SCR_HEIGHT / 2.0f);

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@ -1,32 +0,0 @@
#version 330 core
out vec4 FragColor;
in vec3 Normal;
in vec3 FragPos;
uniform vec3 lightPos;
uniform vec3 lightColor;
uniform vec3 objectColor;
uniform vec3 viewPos;
void main() {
//
float ambientStrength = 0.1;
vec3 ambient = ambientStrength * lightColor;
//
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(lightPos - FragPos);
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = diff * lightColor;
//
float specularStrength = 0.5;
vec3 viewDir = normalize(viewPos - FragPos);
vec3 reflectDir = reflect(-lightDir, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 64);
vec3 specular = specularStrength * spec * lightColor;
vec3 result = (ambient + diffuse + specular) * objectColor;
FragColor = vec4(result, 1.0);
}

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@ -1,18 +0,0 @@
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
out vec3 FragPos;
out vec3 Normal;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
FragPos = vec3(model * vec4(aPos, 1.0));
Normal = aNormal;
gl_Position = projection * view * vec4(FragPos, 1.0);
}

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@ -1,7 +0,0 @@
#version 330 core
out vec4 FragColor;
void main()
{
FragColor = vec4(1.0); // set all 4 vector values to 1.0
}

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@ -1,11 +0,0 @@
#version 330 core
layout (location = 0) in vec3 aPos;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
gl_Position = projection * view * model * vec4(aPos, 1.0);
}

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@ -8,6 +8,18 @@ void processInput(GLFWwindow *window);
void mouse_callback(GLFWwindow *window, double xpos, double ypos);
void scroll_callback(GLFWwindow *window, double xoffset, double yoffset);
struct Character {
GLuint TextureID; // 字形纹理的ID
glm::ivec2 Size; // 字形大小
glm::ivec2 Bearing; // 从基准线到字形左部/顶部的偏移值
GLuint Advance; // 原点距下一个字形原点的距离
};
std::map<GLchar, Character> Characters;
GLuint VAO, VBO;
void RenderText(Shader &shader, std::string text, GLfloat x, GLfloat y,
GLfloat scale, glm::vec3 color);
int main() {
// 设置 glfw
@ -39,11 +51,77 @@ int main() {
glfwSetCursorPosCallback(window, mouse_callback);
glfwSetScrollCallback(window, scroll_callback);
// 反转y轴
// stbi_set_flip_vertically_on_load(true);
// FreeType
FT_Library ft;
// All functions return a value different than 0 whenever an error occurred
if (FT_Init_FreeType(&ft))
std::cout << "ERROR::FREETYPE: Could not init FreeType Library"
<< std::endl;
// Load font as face
FT_Face face;
if (FT_New_Face(ft, "/usr/share/fonts/TTF/Hack-Regular.ttf", 0, &face))
std::cout << "ERROR::FREETYPE: Failed to load font" << std::endl;
// Set size to load glyphs as
FT_Set_Pixel_Sizes(face, 0, 48);
// Disable byte-alignment restriction
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
// Load first 128 characters of ASCII set
for (GLubyte c = 0; c < 128; c++) {
// Load character glyph
if (FT_Load_Char(face, c, FT_LOAD_RENDER)) {
std::cout << "ERROR::FREETYTPE: Failed to load Glyph" << std::endl;
continue;
}
// Generate texture
GLuint texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, face->glyph->bitmap.width,
face->glyph->bitmap.rows, 0, GL_RED, GL_UNSIGNED_BYTE,
face->glyph->bitmap.buffer);
// Set texture options
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// Now store character for later use
Character character = {
texture,
glm::ivec2(face->glyph->bitmap.width, face->glyph->bitmap.rows),
glm::ivec2(face->glyph->bitmap_left, face->glyph->bitmap_top),
face->glyph->advance.x};
Characters.insert(std::pair<GLchar, Character>(c, character));
}
glBindTexture(GL_TEXTURE_2D, 0);
// Destroy FreeType once we're finished
FT_Done_Face(face);
FT_Done_FreeType(ft);
// Configure VAO/VBO for texture quads
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 6 * 4, NULL, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
// 加载着色器
Shader ourShader("src/model.vs", "src/model.fs");
// Compile and setup the shader
Shader shader("src/text.vs", "src/text.fs");
glm::mat4 projection = glm::ortho(0.0f, static_cast<GLfloat>(SCR_WIDTH), 0.0f,
static_cast<GLfloat>(SCR_HEIGHT));
shader.use();
shader.setMat4("projection", projection);
// 加载模型
Model Model1("resources/models/nanosuit/nanosuit.obj");
// Model ourModel("resources/models/bugatti/bugatti.obj");
@ -75,6 +153,23 @@ int main() {
glClearColor(0.8f, 0.8f, 0.8f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// 绘制文字
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
RenderText(shader, std::to_string(1.0f / deltaTime), float(SCR_WIDTH - 150),
float(SCR_HEIGHT - 50), 0.5f, glm::vec3(0.0, 0.0f, 0.0f));
std::string info =
"Vertex Count: " + std::to_string(ourModel->vertexCount) +
" Triangle Count:" + std::to_string(ourModel->vertexCount / 3) +
" Texture Count: " + std::to_string(ourModel->textureCount);
RenderText(shader, info, float(5), float(25), 0.3f,
glm::vec3(0.0, 0.0f, 0.0f));
// 关闭混合
glDisable(GL_BLEND);
if (mode)
// 线框模式
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
@ -96,7 +191,8 @@ int main() {
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, glm::vec3(0.0f, 0.0f, 0.0f));
model = glm::scale(model, glm::vec3(1.0f, 1.0f, 1.0f));
model = glm::rotate(model, glm::radians(float(10*glfwGetTime())), glm::vec3(0.0f, 1.0f, 0.0f));
model = glm::rotate(model, glm::radians(float(10 * glfwGetTime())),
glm::vec3(0.0f, 1.0f, 0.0f));
ourShader.setMat4("model", model);
ourModel->Draw(ourShader);
@ -143,4 +239,49 @@ void mouse_callback(GLFWwindow *window, double xpos, double ypos) {
void scroll_callback(GLFWwindow *window, double xoffset, double yoffset) {
camera.ProcessMouseScroll(yoffset);
}
void RenderText(Shader &shader, std::string text, GLfloat x, GLfloat y,
GLfloat scale, glm::vec3 color) {
// Activate corresponding render state
shader.use();
shader.setVec3("textColor", color);
glActiveTexture(GL_TEXTURE0);
glBindVertexArray(VAO);
// Iterate through all characters
std::string::const_iterator c;
for (c = text.begin(); c != text.end(); c++) {
Character ch = Characters[*c];
GLfloat xpos = x + ch.Bearing.x * scale;
GLfloat ypos = y - (ch.Size.y - ch.Bearing.y) * scale;
GLfloat w = ch.Size.x * scale;
GLfloat h = ch.Size.y * scale;
// Update VBO for each character
GLfloat vertices[6][4] = {
{xpos, ypos + h, 0.0, 0.0}, {xpos, ypos, 0.0, 1.0},
{xpos + w, ypos, 1.0, 1.0},
{xpos, ypos + h, 0.0, 0.0}, {xpos + w, ypos, 1.0, 1.0},
{xpos + w, ypos + h, 1.0, 0.0}};
// Render glyph texture over quad
glBindTexture(GL_TEXTURE_2D, ch.TextureID);
// Update content of VBO memory
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferSubData(
GL_ARRAY_BUFFER, 0, sizeof(vertices),
vertices); // Be sure to use glBufferSubData and not glBufferData
glBindBuffer(GL_ARRAY_BUFFER, 0);
// Render quad
glDrawArrays(GL_TRIANGLES, 0, 6);
// Now advance cursors for next glyph (note that advance is number of 1/64
// pixels)
x += (ch.Advance >> 6) *
scale; // Bitshift by 6 to get value in pixels (2^6 = 64 (divide amount
// of 1/64th pixels by 64 to get amount of pixels))
}
glBindVertexArray(0);
glBindTexture(GL_TEXTURE_2D, 0);
}

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@ -1,8 +0,0 @@
#version 330 core
layout(location = 0) in vec3 aPos; // 位置变量的属性位置值为0
uniform float xOffset;
uniform float yOffset;
void main() {
gl_Position = vec4(aPos.x + xOffset, aPos.y + yOffset, aPos.z,
1.0); // 注意我们如何把一个vec3作为vec4的构造器的参数
}

12
OpenGL/hello/src/text.fs Normal file
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@ -0,0 +1,12 @@
#version 330 core
in vec2 TexCoords;
out vec4 color;
uniform sampler2D text;
uniform vec3 textColor;
void main()
{
vec4 sampled = vec4(1.0, 1.0, 1.0, texture(text, TexCoords).r);
color = vec4(textColor, 1.0) * sampled;
}

11
OpenGL/hello/src/text.vs Normal file
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@ -0,0 +1,11 @@
#version 330 core
layout (location = 0) in vec4 vertex; // <vec2 pos, vec2 tex>
out vec2 TexCoords;
uniform mat4 projection;
void main()
{
gl_Position = projection * vec4(vertex.xy, 0.0, 1.0);
TexCoords = vertex.zw;
}

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@ -1,9 +0,0 @@
#version 330 core
out vec4 FragColor;
uniform vec4 ourColor; // OpenGL
void main()
{
FragColor = ourColor;
}