feat(OpenGL): lab2 camera
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3 changed files with 229 additions and 23 deletions
154
OpenGL/lab2/include/camera.h
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154
OpenGL/lab2/include/camera.h
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#ifndef CAMERA_H
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#define CAMERA_H
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#include "glad/glad.h"
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <iostream>
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#include <vector>
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// Defines several possible options for camera movement. Used as abstraction to
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// stay away from window-system specific input methods
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enum Camera_Movement { FORWARD, BACKWARD, LEFT, RIGHT, UP, DOWN };
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// Default camera values
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const float YAW = -90.0f;
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const float PITCH = 0.0f;
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const float SPEED = 2.5f;
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const float SENSITIVITY = 0.1f;
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const float ZOOM = 45.0f;
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// An abstract camera class that processes input and calculates the
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// corresponding Euler Angles, Vectors and Matrices for use in OpenGL
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class Camera {
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public:
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// camera Attributes
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glm::vec3 Position;
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glm::vec3 Front;
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glm::vec3 Up;
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glm::vec3 Right;
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glm::vec3 WorldUp;
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// euler Angles
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float Yaw;
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float Pitch;
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// camera options
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float MovementSpeed;
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float MouseSensitivity;
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float Zoom;
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bool firstMouse;
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float lastX, lastY;
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// constructor with vectors
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Camera(float X, float Y, glm::vec3 position = glm::vec3(0.0f, 0.0f, 0.4f),
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glm::vec3 up = glm::vec3(0.0f, 1.0f, 0.0f), float yaw = YAW,
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float pitch = PITCH)
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: Front(glm::vec3(0.0f, 0.0f, -1.0f)), MovementSpeed(SPEED),
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MouseSensitivity(SENSITIVITY), Zoom(ZOOM) {
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lastX = X;
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lastY = Y;
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Position = position;
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WorldUp = up;
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Yaw = yaw;
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Pitch = pitch;
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updateCameraVectors();
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}
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// constructor with scalar values
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Camera(float posX, float posY, float posZ, float upX, float upY, float upZ,
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float yaw, float pitch)
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: Front(glm::vec3(0.0f, 0.0f, -1.0f)), MovementSpeed(SPEED),
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MouseSensitivity(SENSITIVITY), Zoom(ZOOM) {
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Position = glm::vec3(posX, posY, posZ);
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WorldUp = glm::vec3(upX, upY, upZ);
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Yaw = yaw;
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Pitch = pitch;
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updateCameraVectors();
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}
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// returns the view matrix calculated using Euler Angles and the LookAt Matrix
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glm::mat4 GetViewMatrix() {
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return glm::lookAt(Position, Position + Front, Up);
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}
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// processes input received from any keyboard-like input system. Accepts input
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// parameter in the form of camera defined ENUM (to abstract it from windowing
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// systems)
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void ProcessKeyboard(Camera_Movement direction, float deltaTime) {
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float velocity = MovementSpeed * deltaTime;
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if (direction == FORWARD)
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Position += Front * velocity;
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if (direction == BACKWARD)
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Position -= Front * velocity;
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if (direction == LEFT)
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Position -= Right * velocity;
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if (direction == RIGHT)
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Position += Right * velocity;
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if (direction == UP) {
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Position += Up * velocity;
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if (direction == DOWN)
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Position -= Up * velocity;
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}
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}
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// processes input received from a mouse input system. Expects the offset
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// value in both the x and y direction.
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void ProcessMouseMovement(float xpos, float ypos,
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GLboolean constrainPitch = true) {
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if (firstMouse) {
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lastX = xpos;
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lastY = ypos;
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firstMouse = false;
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}
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float xoffset = xpos - lastX;
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float yoffset = lastY - ypos;
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lastX = xpos;
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lastY = ypos;
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xoffset *= MouseSensitivity;
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yoffset *= MouseSensitivity;
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Yaw += xoffset;
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Pitch += yoffset;
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// make sure that when pitch is out of bounds, screen doesn't get flipped
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if (constrainPitch) {
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if (Pitch > 89.0f)
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Pitch = 89.0f;
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if (Pitch < -89.0f)
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Pitch = -89.0f;
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}
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// update Front, Right and Up Vectors using the updated Euler angles
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updateCameraVectors();
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}
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// processes input received from a mouse scroll-wheel event. Only requires
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// input on the vertical wheel-axis
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void ProcessMouseScroll(float yoffset) {
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Zoom -= (float)yoffset;
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if (Zoom < 1.0f)
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Zoom = 1.0f;
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if (Zoom > 45.0f)
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Zoom = 45.0f;
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}
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private:
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// calculates the front vector from the Camera's (updated) Euler Angles
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void updateCameraVectors() {
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// calculate the new Front vector
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glm::vec3 front;
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front.x = cos(glm::radians(Yaw)) * cos(glm::radians(Pitch));
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front.y = sin(glm::radians(Pitch));
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front.z = sin(glm::radians(Yaw)) * cos(glm::radians(Pitch));
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Front = glm::normalize(front);
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// also re-calculate the Right and Up vector
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Right = glm::normalize(glm::cross(
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Front, WorldUp)); // normalize the vectors, because their length gets
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// closer to 0 the more you look up or down which
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// results in slower movement.
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Up = glm::normalize(glm::cross(Right, Front));
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}
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};
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#endif
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#include "camera.h"
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#include "glad/glad.h"
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#include "glad/glad.h"
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#include "shader.h"
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#include "shader.h"
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#include "stb_image.h"
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#include "stb_image.h"
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#include <GLFW/glfw3.h>
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#include <GLFW/glfw3.h>
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#include <cmath>
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#include <cmath>
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#include <iostream>
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#include <glm/glm.hpp>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <iostream>
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// settings
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const unsigned int SCR_WIDTH = 600;
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const unsigned int SCR_HEIGHT = 600;
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// 四边形顶点
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// 四边形顶点
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float vertices[] = {
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float vertices[] = {
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@ -23,12 +29,13 @@ unsigned int indices[] = {
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1, 2, 3 // 第二个三角形
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1, 2, 3 // 第二个三角形
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};
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};
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float deltaTime, lastTime;
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Camera camera = Camera(SCR_HEIGHT / 2.0f, SCR_HEIGHT / 2.0f);
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void framebuffer_size_callback(GLFWwindow *window, int width, int height);
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void framebuffer_size_callback(GLFWwindow *window, int width, int height);
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void processInput(GLFWwindow *window);
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void processInput(GLFWwindow *window);
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void mouse_callback(GLFWwindow *window, double xpos, double ypos);
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// settings
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void scroll_callback(GLFWwindow *window, double xoffset, double yoffset);
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const unsigned int SCR_WIDTH = 600;
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const unsigned int SCR_HEIGHT = 600;
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int main() {
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int main() {
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// glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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// glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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// 创建窗口
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// 创建窗口
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GLFWwindow *window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
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GLFWwindow *window =
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glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
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if (window == 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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std::cout << "Failed to create GLFW window" << std::endl;
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glfwTerminate();
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glfwTerminate();
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}
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}
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// 设置视口
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// 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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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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glfwSetCursorPosCallback(window, mouse_callback);
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glfwSetScrollCallback(window, scroll_callback);
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// 创建着色器程序
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// 创建着色器程序
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Shader shader = Shader("src/tex.vs", "src/tex.fs");
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Shader shader = Shader("src/tex.vs", "src/tex.fs");
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// 绑定纹理
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// 绑定纹理
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shader.setInt("tex", 0);
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shader.setInt("tex", 0);
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// 设置变换矩阵
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// 开启深度测试
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glEnable(GL_DEPTH_TEST);
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// 循环渲染
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// 循环渲染
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while (!glfwWindowShouldClose(window)) {
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while (!glfwWindowShouldClose(window)) {
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// 计算帧时间差
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float currentFrame = glfwGetTime();
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deltaTime = currentFrame - lastTime;
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lastTime = currentFrame;
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// 处理输入
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// 处理输入
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processInput(window);
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processInput(window);
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// 设置为白色
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// 初始化
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glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
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glClearColor(0.3f, 0.3f, 0.3f, 0.3f);
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// 绑定纹理
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// 绑定纹理
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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glm::mat4 view = camera.GetViewMatrix();
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glm::mat4 projection =
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glm::perspective(glm::radians(camera.Zoom),
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(float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
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// 绘制三角形
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// 绘制三角形
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shader.use();
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shader.use();
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glBindVertexArray(VAO);
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glBindVertexArray(VAO);
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shader.setMat4("view", view);
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shader.setMat4("projection", projection);
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glm::mat4 trans(1.0f);
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glm::mat4 trans(1.0f);
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trans = glm::rotate(trans, float(-sin((float)glfwGetTime())), glm::vec3(0.0, 1.0, 0.0));
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trans = glm::rotate(trans, float(-sin((float)glfwGetTime())),
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trans = glm::translate(trans,glm::vec3(-0.2,0.0,0.0));
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glm::vec3(0.0, 1.0, 0.0));
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shader.setMat4("trans",trans);
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trans = glm::translate(trans, glm::vec3(-0.2, 0.0, 0.0));
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shader.setMat4("trans", trans);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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trans = glm::mat4(1.0f);
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trans = glm::mat4(1.0f);
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trans = glm::rotate(trans, float(-sin((float)glfwGetTime())), glm::vec3(0.0, 1.0, 0.0));
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trans = glm::rotate(trans, float(sin((float)glfwGetTime())),
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trans = glm::translate(trans,glm::vec3(0.2,0.0,0.0));
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glm::vec3(0.0, 1.0, 0.0));
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trans = glm::rotate(trans,glm::radians(180.0f), glm::vec3(0.0, 1.0, 0.0));
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trans = glm::translate(trans, glm::vec3(0.2, 0.0, 0.0));
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// trans = glm::rotate(trans, (float)glfwGetTime(), glm::vec3(0.0, 0.5, 0.5));
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trans = glm::rotate(trans, glm::radians(180.0f), glm::vec3(0.0, 1.0, 0.0));
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// trans = glm::scale(trans, glm::vec3(0.5, 0.5, 0.5));
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// trans = glm::rotate(trans, (float)glfwGetTime(), glm::vec3(0.0, 0.5,
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shader.setMat4("trans",trans);
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// 0.5)); trans = glm::scale(trans, glm::vec3(0.5, 0.5, 0.5));
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shader.setMat4("trans", trans);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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// 检查并调用事件,交换缓冲
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// 检查并调用事件,交换缓冲
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void processInput(GLFWwindow *window) {
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void processInput(GLFWwindow *window) {
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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glfwSetWindowShouldClose(window, true);
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if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
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camera.ProcessKeyboard(FORWARD, deltaTime);
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if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
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camera.ProcessKeyboard(BACKWARD, deltaTime);
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if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
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camera.ProcessKeyboard(LEFT, deltaTime);
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if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
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camera.ProcessKeyboard(RIGHT, deltaTime);
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if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
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camera.ProcessKeyboard(UP, deltaTime);
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if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS)
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camera.ProcessKeyboard(DOWN, deltaTime);
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}
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}
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// 窗口大小改变时回调该函数
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// 窗口大小改变时回调该函数
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void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
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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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glViewport(0, 0, width, height);
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}
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}
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void mouse_callback(GLFWwindow *window, double xpos, double ypos) {
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camera.ProcessMouseMovement(xpos, ypos);
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}
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void scroll_callback(GLFWwindow *window, double xoffset, double yoffset) {
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camera.ProcessMouseScroll(yoffset);
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}
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out vec2 TexCoord;
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out vec2 TexCoord;
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uniform mat4 trans;
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uniform mat4 trans;
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uniform mat4 view;
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uniform mat4 projection;
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void main()
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void main()
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{
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{
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gl_Position = trans * vec4(aPos, 1.0);
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gl_Position = projection * view * trans * vec4(aPos, 1.0);
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// gl_Position = trans * vec4(aPos, 1.0);
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ourColor = aColor;
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ourColor = aColor;
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TexCoord = aTexCoord;
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TexCoord = aTexCoord;
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}
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}
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