feat(OpenGL): lab3

This commit is contained in:
iridiumR 2023-06-03 19:33:06 +08:00
parent 186f5db772
commit 588a89f9e2
53 changed files with 56516 additions and 62 deletions

1
.gitignore vendored
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@ -52,7 +52,6 @@ JLinkSettings.ini
*.core
*.moc
*.o
*.obj
*.orig
*.rej
*.so

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@ -8,6 +8,9 @@ OUT_DIR := ./build
OBJ_DIR :=./build
#链接选项
LDFLAGS := $(shell pkg-config --static --libs glfw3)
LDFLAGS += $(shell pkg-config --static --libs assimp)
# 调试符号
LDFLAGS += -g
#编译工具链
CC := g++
#输出文件命名

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@ -9,7 +9,7 @@
// Defines several possible options for camera movement. Used as abstraction to
// stay away from window-system specific input methods
enum Camera_Movement { FORWARD, BACKWARD, LEFT, RIGHT };
enum Camera_Movement { FORWARD, BACKWARD, LEFT, RIGHT, UP, DOWN };
// Default camera values
const float YAW = -90.0f;
@ -40,7 +40,7 @@ public:
float lastX, lastY;
// constructor with vectors
Camera(float X, float Y, glm::vec3 position = glm::vec3(0.0f, 0.0f, 0.0f),
Camera(float X, float Y, glm::vec3 position = glm::vec3(0.0f, 0.0f, 0.4f),
glm::vec3 up = glm::vec3(0.0f, 1.0f, 0.0f), float yaw = YAW,
float pitch = PITCH)
: Front(glm::vec3(0.0f, 0.0f, -1.0f)), MovementSpeed(SPEED),
@ -83,6 +83,12 @@ public:
Position -= Right * velocity;
if (direction == RIGHT)
Position += Right * velocity;
if (direction == UP) {
Position += Up * velocity;
if (direction == DOWN)
Position -= Up * velocity;
}
}
// processes input received from a mouse input system. Expects the offset

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OpenGL/hello/include/mesh.h Normal file
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@ -0,0 +1,146 @@
#ifndef MESH_H
#define MESH_H
#include "glad/glad.h" // holds all OpenGL type declarations
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include "shader.h"
#include <string>
#include <vector>
using namespace std;
#define MAX_BONE_INFLUENCE 4
struct Vertex {
// position
glm::vec3 Position;
// normal
glm::vec3 Normal;
// texCoords
glm::vec2 TexCoords;
// tangent
glm::vec3 Tangent;
// bitangent
glm::vec3 Bitangent;
//bone indexes which will influence this vertex
int m_BoneIDs[MAX_BONE_INFLUENCE];
//weights from each bone
float m_Weights[MAX_BONE_INFLUENCE];
};
struct Texture {
unsigned int id;
string type;
string path;
};
class Mesh {
public:
// mesh Data
vector<Vertex> vertices;
vector<unsigned int> indices;
vector<Texture> textures;
unsigned int VAO;
// constructor
Mesh(vector<Vertex> vertices, vector<unsigned int> indices, vector<Texture> textures)
{
this->vertices = vertices;
this->indices = indices;
this->textures = textures;
// now that we have all the required data, set the vertex buffers and its attribute pointers.
setupMesh();
}
// render the mesh
void Draw(Shader &shader)
{
// bind appropriate textures
unsigned int diffuseNr = 1;
unsigned int specularNr = 1;
unsigned int normalNr = 1;
unsigned int heightNr = 1;
for(unsigned int i = 0; i < textures.size(); i++)
{
glActiveTexture(GL_TEXTURE0 + i); // active proper texture unit before binding
// retrieve texture number (the N in diffuse_textureN)
string number;
string name = textures[i].type;
if(name == "texture_diffuse")
number = std::to_string(diffuseNr++);
else if(name == "texture_specular")
number = std::to_string(specularNr++); // transfer unsigned int to string
else if(name == "texture_normal")
number = std::to_string(normalNr++); // transfer unsigned int to string
else if(name == "texture_height")
number = std::to_string(heightNr++); // transfer unsigned int to string
// now set the sampler to the correct texture unit
glUniform1i(glGetUniformLocation(shader.ID, (name + number).c_str()), i);
// and finally bind the texture
glBindTexture(GL_TEXTURE_2D, textures[i].id);
}
// draw mesh
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, static_cast<unsigned int>(indices.size()), GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
// always good practice to set everything back to defaults once configured.
glActiveTexture(GL_TEXTURE0);
}
private:
// render data
unsigned int VBO, EBO;
// initializes all the buffer objects/arrays
void setupMesh()
{
// create buffers/arrays
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
glBindVertexArray(VAO);
// load data into vertex buffers
glBindBuffer(GL_ARRAY_BUFFER, VBO);
// A great thing about structs is that their memory layout is sequential for all its items.
// The effect is that we can simply pass a pointer to the struct and it translates perfectly to a glm::vec3/2 array which
// again translates to 3/2 floats which translates to a byte array.
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex), &vertices[0], GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), &indices[0], GL_STATIC_DRAW);
// set the vertex attribute pointers
// vertex Positions
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0);
// vertex normals
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Normal));
// vertex texture coords
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, TexCoords));
// vertex tangent
glEnableVertexAttribArray(3);
glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Tangent));
// vertex bitangent
glEnableVertexAttribArray(4);
glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Bitangent));
// ids
glEnableVertexAttribArray(5);
glVertexAttribIPointer(5, 4, GL_INT, sizeof(Vertex), (void*)offsetof(Vertex, m_BoneIDs));
// weights
glEnableVertexAttribArray(6);
glVertexAttribPointer(6, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, m_Weights));
glBindVertexArray(0);
}
};
#endif

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@ -0,0 +1,248 @@
#ifndef MODEL_H
#define MODEL_H
#include "glad/glad.h"
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <stb_image.h>
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#include "mesh.h"
#include "shader.h"
#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
#include <map>
#include <vector>
using namespace std;
unsigned int TextureFromFile(const char *path, const string &directory, bool gamma = false);
class Model
{
public:
// 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;
string directory;
bool gammaCorrection;
// constructor, expects a filepath to a 3D model.
Model(string const &path, bool gamma = false) : gammaCorrection(gamma)
{
loadModel(path);
}
// draws the model, and thus all its meshes
void Draw(Shader &shader)
{
for(unsigned int i = 0; i < meshes.size(); i++)
meshes[i].Draw(shader);
}
private:
// loads a model with supported ASSIMP extensions from file and stores the resulting meshes in the meshes vector.
void loadModel(string const &path)
{
// read file via ASSIMP
Assimp::Importer importer;
const aiScene* scene = importer.ReadFile(path, aiProcess_Triangulate | aiProcess_GenSmoothNormals | aiProcess_FlipUVs | aiProcess_CalcTangentSpace);
// check for errors
if(!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode) // if is Not Zero
{
cout << "ERROR::ASSIMP:: " << importer.GetErrorString() << endl;
return;
}
// retrieve the directory path of the filepath
directory = path.substr(0, path.find_last_of('/'));
// process ASSIMP's root node recursively
processNode(scene->mRootNode, scene);
}
// processes a node in a recursive fashion. Processes each individual mesh located at the node and repeats this process on its children nodes (if any).
void processNode(aiNode *node, const aiScene *scene)
{
// process each mesh located at the current node
for(unsigned int i = 0; i < node->mNumMeshes; i++)
{
// 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]];
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
for(unsigned int i = 0; i < node->mNumChildren; i++)
{
processNode(node->mChildren[i], scene);
}
}
Mesh processMesh(aiMesh *mesh, const aiScene *scene)
{
// data to fill
vector<Vertex> vertices;
vector<unsigned int> indices;
vector<Texture> textures;
// walk through each of the mesh's vertices
for(unsigned int i = 0; i < mesh->mNumVertices; i++)
{
Vertex vertex;
glm::vec3 vector; // we declare a placeholder vector since assimp uses its own vector class that doesn't directly convert to glm's vec3 class so we transfer the data to this placeholder glm::vec3 first.
// positions
vector.x = mesh->mVertices[i].x;
vector.y = mesh->mVertices[i].y;
vector.z = mesh->mVertices[i].z;
vertex.Position = vector;
// normals
if (mesh->HasNormals())
{
vector.x = mesh->mNormals[i].x;
vector.y = mesh->mNormals[i].y;
vector.z = mesh->mNormals[i].z;
vertex.Normal = vector;
}
// texture coordinates
if(mesh->mTextureCoords[0]) // does the mesh contain texture coordinates?
{
glm::vec2 vec;
// a vertex can contain up to 8 different texture coordinates. We thus make the assumption that we won't
// use models where a vertex can have multiple texture coordinates so we always take the first set (0).
vec.x = mesh->mTextureCoords[0][i].x;
vec.y = mesh->mTextureCoords[0][i].y;
vertex.TexCoords = vec;
// tangent
vector.x = mesh->mTangents[i].x;
vector.y = mesh->mTangents[i].y;
vector.z = mesh->mTangents[i].z;
vertex.Tangent = vector;
// bitangent
vector.x = mesh->mBitangents[i].x;
vector.y = mesh->mBitangents[i].y;
vector.z = mesh->mBitangents[i].z;
vertex.Bitangent = vector;
}
else
vertex.TexCoords = glm::vec2(0.0f, 0.0f);
vertices.push_back(vertex);
}
// now wak through each of the mesh's faces (a face is a mesh its triangle) and retrieve the corresponding vertex indices.
for(unsigned int i = 0; i < mesh->mNumFaces; i++)
{
aiFace face = mesh->mFaces[i];
// retrieve all indices of the face and store them in the indices vector
for(unsigned int j = 0; j < face.mNumIndices; j++)
indices.push_back(face.mIndices[j]);
}
// process materials
aiMaterial* material = scene->mMaterials[mesh->mMaterialIndex];
// we assume a convention for sampler names in the shaders. Each diffuse texture should be named
// as 'texture_diffuseN' where N is a sequential number ranging from 1 to MAX_SAMPLER_NUMBER.
// Same applies to other texture as the following list summarizes:
// diffuse: texture_diffuseN
// specular: texture_specularN
// normal: texture_normalN
// 1. diffuse maps
vector<Texture> diffuseMaps = loadMaterialTextures(material, aiTextureType_DIFFUSE, "texture_diffuse");
textures.insert(textures.end(), diffuseMaps.begin(), diffuseMaps.end());
// 2. specular maps
vector<Texture> specularMaps = loadMaterialTextures(material, aiTextureType_SPECULAR, "texture_specular");
textures.insert(textures.end(), specularMaps.begin(), specularMaps.end());
// 3. normal maps
std::vector<Texture> normalMaps = loadMaterialTextures(material, aiTextureType_HEIGHT, "texture_normal");
textures.insert(textures.end(), normalMaps.begin(), normalMaps.end());
// 4. height maps
std::vector<Texture> heightMaps = loadMaterialTextures(material, aiTextureType_AMBIENT, "texture_height");
textures.insert(textures.end(), heightMaps.begin(), heightMaps.end());
// return a mesh object created from the extracted mesh data
return Mesh(vertices, indices, textures);
}
// checks all material textures of a given type and loads the textures if they're not loaded yet.
// the required info is returned as a Texture struct.
vector<Texture> loadMaterialTextures(aiMaterial *mat, aiTextureType type, string typeName)
{
vector<Texture> textures;
for(unsigned int i = 0; i < mat->GetTextureCount(type); i++)
{
aiString str;
mat->GetTexture(type, i, &str);
// check if texture was loaded before and if so, continue to next iteration: skip loading a new texture
bool skip = false;
for(unsigned int j = 0; j < textures_loaded.size(); j++)
{
if(std::strcmp(textures_loaded[j].path.data(), str.C_Str()) == 0)
{
textures.push_back(textures_loaded[j]);
skip = true; // a texture with the same filepath has already been loaded, continue to next one. (optimization)
break;
}
}
if(!skip)
{ // if texture hasn't been loaded already, load it
Texture texture;
texture.id = TextureFromFile(str.C_Str(), this->directory);
texture.type = typeName;
texture.path = str.C_Str();
textures.push_back(texture);
textures_loaded.push_back(texture); // store it as texture loaded for entire model, to ensure we won't unnecessary load duplicate textures.
}
}
return textures;
}
};
unsigned int TextureFromFile(const char *path, const string &directory, bool gamma)
{
string filename = string(path);
filename = directory + '/' + filename;
unsigned int textureID;
glGenTextures(1, &textureID);
int width, height, nrComponents;
unsigned char *data = stbi_load(filename.c_str(), &width, &height, &nrComponents, 0);
if (data)
{
GLenum format;
if (nrComponents == 1)
format = GL_RED;
else if (nrComponents == 3)
format = GL_RGB;
else if (nrComponents == 4)
format = GL_RGBA;
glBindTexture(GL_TEXTURE_2D, textureID);
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
stbi_image_free(data);
}
else
{
std::cout << "Texture failed to load at path: " << path << std::endl;
stbi_image_free(data);
}
return textureID;
}
#endif

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@ -8,6 +8,8 @@
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <iostream>
#include <filesystem>
#include "model.h"
float vertices[] = {
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,

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# Blender MTL File: 'Constrain_Clock.blend'
# Material Count: 6
newmtl Sec_Zeiger
Ns 96.078431
Ka 0.000000 0.000000 0.000000
Kd 0.800000 0.013559 0.000000
Ks 0.500000 0.500000 0.500000
Ni 1.000000
d 1.000000
illum 2
newmtl Uhr_2
Ns 96.078431
Ka 0.000000 0.000000 0.000000
Kd 0.640000 0.640000 0.640000
Ks 0.500000 0.500000 0.500000
Ni 1.000000
d 1.000000
illum 2
map_Kd textures/Uhr_ohne_Zeiger.jpg
newmtl Uhr_2.001
Ns 96.078431
Ka 0.000000 0.000000 0.000000
Kd 0.640000 0.640000 0.640000
Ks 0.500000 0.500000 0.500000
Ni 1.000000
d 0.405354
illum 2
map_Kd textures/Uhr_ohne_Zeiger.jpg
newmtl Uhr_2_NONE
Ns 96.078431
Ka 0.000000 0.000000 0.000000
Kd 0.640000 0.640000 0.640000
Ks 0.500000 0.500000 0.500000
Ni 1.000000
d 1.000000
illum 2
map_Kd textures/Uhr_ohne_Zeiger.jpg
newmtl Uhr_2_Rand
Ns 96.078431
Ka 0.000000 0.000000 0.000000
Kd 0.640000 0.640000 0.640000
Ks 0.500000 0.500000 0.500000
Ni 1.000000
d 1.000000
illum 2
map_Kd textures/steel.jpg
map_Bump textures/steel_nor.jpg
newmtl min_Zeiger
Ns 96.078431
Ka 0.000000 0.000000 0.000000
Kd 0.000000 0.000000 0.000000
Ks 0.500000 0.500000 0.500000
Ni 1.000000
d 1.000000
illum 2

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@ -0,0 +1,35 @@
A clock I made in Blender some time ago.
Animated Yes
Rigged Yes
Lowpoly (game-ready) Yes
Geometry Subdivision ready
Polygons 196
Vertices 227
Textures Yes
Materials Yes
UV Mapping Yes
Unwrapped UVs Overlapping
There are three different versions for blender.
-Blender Game Engine
-Cycles Rendering
-Clock with animation constraints setup for animating the time
Demo-Videos
Blender Game Engine:
https://www.youtube.com/watch?v=AkR8oqtmYQc
Cycles Rendering:
https://www.youtube.com/watch?v=VFkE29ABj_4
Clock with animation constraints setup for animating the time:
https://www.youtube.com/watch?v=WwCH66Wzf-c
Homepage: http://3dartdh.wordpress.com/
Contact me: https://3dartdh.wordpress.com/contact/
Sketchfab: https://sketchfab.com/dennish2010
YouTube: https://www.youtube.com/user/DennisH2010

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@ -0,0 +1,6 @@
Original Nanosuit model by ForrestPL:
http://tf3dm.com/3d-model/crysis-2-nanosuit-2-97837.html
Slightly modified for use in the LearnOpenGL.com tutorials (by Joey de Vries)
For personal use only

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@ -0,0 +1,79 @@
# Blender MTL File: 'nanosuit.blend'
# Material Count: 6
newmtl Arm
Ns 96.078431
Ka 0.000000 0.000000 0.000000
Kd 0.640000 0.640000 0.640000
Ks 0.500000 0.500000 0.500000
Ni 1.000000
d 1.000000
illum 2
map_Kd arm_dif.png
map_Bump arm_showroom_ddn.png
map_Ks arm_showroom_spec.png
newmtl Body
Ns 96.078431
Ka 0.000000 0.000000 0.000000
Kd 0.640000 0.640000 0.640000
Ks 0.500000 0.500000 0.500000
Ni 1.000000
d 1.000000
illum 2
map_Kd body_dif.png
map_Bump body_showroom_ddn.png
map_Ks body_showroom_spec.png
newmtl Glass
Ns 96.078431
Ka 0.000000 0.000000 0.000000
Kd 0.640000 0.640000 0.640000
Ks 0.500000 0.500000 0.500000
Ni 1.000000
d 1.000000
illum 2
map_Kd glass_dif.png
map_Bump glass_ddn.png
newmtl Hand
Ns 96.078431
Ka 0.000000 0.000000 0.000000
Kd 0.640000 0.640000 0.640000
Ks 0.500000 0.500000 0.500000
Ni 1.000000
d 1.000000
illum 2
map_Kd hand_dif.png
map_Bump hand_showroom_ddn.png
map_Ks hand_showroom_spec.png
newmtl Helmet
Ns 96.078431
Ka 0.000000 0.000000 0.000000
Kd 0.640000 0.640000 0.640000
Ks 0.500000 0.500000 0.500000
Ni 1.000000
d 1.000000
illum 2
map_Kd helmet_diff.png
map_Bump helmet_showroom_ddn.png
map_Ks helmet_showroom_spec.png
newmtl Leg
Ns 96.078431
Ka 0.000000 0.000000 0.000000
Kd 0.640000 0.640000 0.640000
Ks 0.500000 0.500000 0.500000
Ni 1.000000
d 1.000000
illum 2
map_Kd leg_dif.png
map_Bump leg_showroom_ddn.png
map_Ks leg_showroom_spec.png

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@ -1,5 +1,8 @@
#include "source.h"
int mode = 0;
int model = 0;
void framebuffer_size_callback(GLFWwindow *window, int width, int height);
void processInput(GLFWwindow *window);
void mouse_callback(GLFWwindow *window, double xpos, double ypos);
@ -12,7 +15,7 @@ int main() {
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);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
// 创建窗口
GLFWwindow *window =
@ -36,38 +39,18 @@ int main() {
glfwSetCursorPosCallback(window, mouse_callback);
glfwSetScrollCallback(window, scroll_callback);
// 创建着色器程序
Shader shader = Shader("src/cube.vs", "src/cube.fs");
Shader lightShader = Shader("src/light.vs", "src/light.fs");
// 反转y轴
// stbi_set_flip_vertically_on_load(true);
unsigned int VAO, VBO, EBO;
// 创建顶点数组对象
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
// 加载着色器
Shader ourShader("src/model.vs", "src/model.fs");
// 加载模型
Model Model1("resources/models/nanosuit/nanosuit.obj");
// Model ourModel("resources/models/bugatti/bugatti.obj");
// Model ourModel("resources/models/eyeball/eyeball.obj");
Model Model2("resources/models/clock/Clock_obj.obj");
// 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);
// 顶点属性
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void *)0);
glEnableVertexAttribArray(0);
// 法向量属性
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float),
(void *)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
// 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);
Model *ourModel = &Model1;
// 开启深度测试
glEnable(GL_DEPTH_TEST);
@ -75,6 +58,11 @@ int main() {
// 循环渲染
while (!glfwWindowShouldClose(window)) {
if (model == 0)
ourModel = &Model1;
else
ourModel = &Model2;
// 计算帧时间差
float currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame;
@ -84,41 +72,33 @@ int main() {
processInput(window);
// 设置为白色
glClearColor(0.1f, 0.1f, 0.1f, 0.0f);
glClearColor(0.8f, 0.8f, 0.8f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
lightPos.x = 1.0f + sin(glfwGetTime()) * 2.0f;
lightPos.y = sin(glfwGetTime() / 2.0f) * 1.0f;
if (mode)
// 线框模式
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
else
// 面模式
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glm::mat4 view = camera.GetViewMatrix();
// 绘制
ourShader.use();
// view/projection transformations
glm::mat4 projection =
glm::perspective(glm::radians(camera.Zoom),
(float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
glm::mat4 view = camera.GetViewMatrix();
ourShader.setMat4("projection", projection);
ourShader.setMat4("view", view);
// render the loaded model
glm::mat4 model = glm::mat4(1.0f);
// 绘制三角形
shader.use();
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);
shader.setMat4("projection", projection);
shader.setMat4("view", view);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 36);
model = glm::mat4(1.0f);
model = glm::translate(model, lightPos);
model = glm::scale(model, glm::vec3(0.2f)); // a smaller cube
lightShader.use();
lightShader.setMat4("projection", projection);
lightShader.setMat4("view", view);
lightShader.setMat4("model", model);
glBindVertexArray(lightVAO);
glDrawArrays(GL_TRIANGLES, 0, 36);
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));
ourShader.setMat4("model", model);
ourModel->Draw(ourShader);
// 检查并调用事件,交换缓冲
glfwSwapBuffers(window);
@ -142,6 +122,14 @@ void processInput(GLFWwindow *window) {
camera.ProcessKeyboard(LEFT, deltaTime);
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
camera.ProcessKeyboard(RIGHT, deltaTime);
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
camera.ProcessKeyboard(UP, deltaTime);
if (glfwGetKey(window, GLFW_KEY_M) == GLFW_PRESS)
mode = !mode;
if (glfwGetKey(window, GLFW_KEY_F1) == GLFW_PRESS)
model = 0;
if (glfwGetKey(window, GLFW_KEY_F2) == GLFW_PRESS)
model = 1;
}
// 窗口大小改变时回调该函数

11
OpenGL/hello/src/model.fs Normal file
View File

@ -0,0 +1,11 @@
#version 330 core
out vec4 FragColor;
in vec2 TexCoords;
uniform sampler2D texture_diffuse1;
void main()
{
FragColor = texture(texture_diffuse1, TexCoords);
}

17
OpenGL/hello/src/model.vs Normal file
View File

@ -0,0 +1,17 @@
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexCoords;
out vec2 TexCoords;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
TexCoords = aTexCoords;
gl_Position = projection * view * model * vec4(aPos, 1.0);
}