feat(OpenGL): lab3
1
.gitignore
vendored
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@ -52,7 +52,6 @@ JLinkSettings.ini
|
|||
*.core
|
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*.moc
|
||||
*.o
|
||||
*.obj
|
||||
*.orig
|
||||
*.rej
|
||||
*.so
|
||||
|
|
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@ -8,6 +8,9 @@ OUT_DIR := ./build
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|||
OBJ_DIR :=./build
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||||
#链接选项
|
||||
LDFLAGS := $(shell pkg-config --static --libs glfw3)
|
||||
LDFLAGS += $(shell pkg-config --static --libs assimp)
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||||
# 调试符号
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||||
LDFLAGS += -g
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||||
#编译工具链
|
||||
CC := g++
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||||
#输出文件命名
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|
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@ -9,7 +9,7 @@
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|||
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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
|
||||
enum Camera_Movement { FORWARD, BACKWARD, LEFT, RIGHT };
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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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@ -40,7 +40,7 @@ public:
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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, 0.0f),
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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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@ -83,6 +83,12 @@ public:
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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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|
146
OpenGL/hello/include/mesh.h
Normal file
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@ -0,0 +1,146 @@
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#ifndef MESH_H
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#define MESH_H
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#include "glad/glad.h" // holds all OpenGL type declarations
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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||||
#include "shader.h"
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#include <string>
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#include <vector>
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using namespace std;
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#define MAX_BONE_INFLUENCE 4
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struct Vertex {
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// position
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glm::vec3 Position;
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// normal
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glm::vec3 Normal;
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// texCoords
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glm::vec2 TexCoords;
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// tangent
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glm::vec3 Tangent;
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// bitangent
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glm::vec3 Bitangent;
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//bone indexes which will influence this vertex
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int m_BoneIDs[MAX_BONE_INFLUENCE];
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//weights from each bone
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float m_Weights[MAX_BONE_INFLUENCE];
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};
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||||
|
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struct Texture {
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||||
unsigned int id;
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||||
string type;
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||||
string path;
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||||
};
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||||
|
||||
class Mesh {
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public:
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// mesh Data
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vector<Vertex> vertices;
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vector<unsigned int> indices;
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||||
vector<Texture> textures;
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unsigned int VAO;
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|
||||
// constructor
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||||
Mesh(vector<Vertex> vertices, vector<unsigned int> indices, vector<Texture> textures)
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{
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||||
this->vertices = vertices;
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this->indices = indices;
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||||
this->textures = textures;
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// now that we have all the required data, set the vertex buffers and its attribute pointers.
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setupMesh();
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}
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// render the mesh
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void Draw(Shader &shader)
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||||
{
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// bind appropriate textures
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||||
unsigned int diffuseNr = 1;
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||||
unsigned int specularNr = 1;
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||||
unsigned int normalNr = 1;
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unsigned int heightNr = 1;
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for(unsigned int i = 0; i < textures.size(); i++)
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{
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||||
glActiveTexture(GL_TEXTURE0 + i); // active proper texture unit before binding
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||||
// retrieve texture number (the N in diffuse_textureN)
|
||||
string number;
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||||
string name = textures[i].type;
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if(name == "texture_diffuse")
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number = std::to_string(diffuseNr++);
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else if(name == "texture_specular")
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number = std::to_string(specularNr++); // transfer unsigned int to string
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else if(name == "texture_normal")
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number = std::to_string(normalNr++); // transfer unsigned int to string
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else if(name == "texture_height")
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number = std::to_string(heightNr++); // transfer unsigned int to string
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// now set the sampler to the correct texture unit
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glUniform1i(glGetUniformLocation(shader.ID, (name + number).c_str()), i);
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// and finally bind the texture
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glBindTexture(GL_TEXTURE_2D, textures[i].id);
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}
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// draw mesh
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glBindVertexArray(VAO);
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glDrawElements(GL_TRIANGLES, static_cast<unsigned int>(indices.size()), GL_UNSIGNED_INT, 0);
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glBindVertexArray(0);
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|
||||
// always good practice to set everything back to defaults once configured.
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glActiveTexture(GL_TEXTURE0);
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}
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private:
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// render data
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||||
unsigned int VBO, EBO;
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|
||||
// initializes all the buffer objects/arrays
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||||
void setupMesh()
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{
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// create buffers/arrays
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
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glGenBuffers(1, &EBO);
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glBindVertexArray(VAO);
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// load data into vertex buffers
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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// A great thing about structs is that their memory layout is sequential for all its items.
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// The effect is that we can simply pass a pointer to the struct and it translates perfectly to a glm::vec3/2 array which
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// again translates to 3/2 floats which translates to a byte array.
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glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex), &vertices[0], GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), &indices[0], GL_STATIC_DRAW);
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// set the vertex attribute pointers
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// vertex Positions
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0);
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// vertex normals
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Normal));
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||||
// vertex texture coords
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glEnableVertexAttribArray(2);
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, TexCoords));
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// vertex tangent
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||||
glEnableVertexAttribArray(3);
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glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Tangent));
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||||
// vertex bitangent
|
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glEnableVertexAttribArray(4);
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glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Bitangent));
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// ids
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||||
glEnableVertexAttribArray(5);
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glVertexAttribIPointer(5, 4, GL_INT, sizeof(Vertex), (void*)offsetof(Vertex, m_BoneIDs));
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// weights
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glEnableVertexAttribArray(6);
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glVertexAttribPointer(6, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, m_Weights));
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||||
glBindVertexArray(0);
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}
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||||
};
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||||
#endif
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248
OpenGL/hello/include/model.h
Normal file
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@ -0,0 +1,248 @@
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|||
|
||||
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||||
#ifndef MODEL_H
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#define MODEL_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 <stb_image.h>
|
||||
#include <assimp/Importer.hpp>
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#include <assimp/scene.h>
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#include <assimp/postprocess.h>
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||||
|
||||
#include "mesh.h"
|
||||
#include "shader.h"
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||||
|
||||
#include <string>
|
||||
#include <fstream>
|
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#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;
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|
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// constructor, expects a filepath to a 3D model.
|
||||
Model(string const &path, bool gamma = false) : gammaCorrection(gamma)
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||||
{
|
||||
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
|
||||
|
|
@ -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,
|
||||
|
|
BIN
OpenGL/hello/resources/models/clock/BGE_Clock.blend
Normal file
After Width: | Height: | Size: 28 KiB |
After Width: | Height: | Size: 27 KiB |
After Width: | Height: | Size: 18 KiB |
After Width: | Height: | Size: 17 KiB |
After Width: | Height: | Size: 24 KiB |
After Width: | Height: | Size: 26 KiB |
BIN
OpenGL/hello/resources/models/clock/Clock_3ds.3ds
Normal file
689
OpenGL/hello/resources/models/clock/Clock_dae.dae
Normal file
BIN
OpenGL/hello/resources/models/clock/Clock_fbx.fbx
Normal file
BIN
OpenGL/hello/resources/models/clock/Clock_for_CYCLES.blend
Normal file
61
OpenGL/hello/resources/models/clock/Clock_obj.mtl
Normal file
|
@ -0,0 +1,61 @@
|
|||
# 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
|
2605
OpenGL/hello/resources/models/clock/Clock_obj.obj
Normal file
242
OpenGL/hello/resources/models/clock/Clock_x3d.x3d
Normal file
BIN
OpenGL/hello/resources/models/clock/Constrain_Clock.blend
Normal file
BIN
OpenGL/hello/resources/models/clock/Constrain_Clock.blend1
Normal file
35
OpenGL/hello/resources/models/clock/Readme.txt
Normal file
|
@ -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
|
||||
|
BIN
OpenGL/hello/resources/models/clock/textures/Black.jpg
Normal file
After Width: | Height: | Size: 98 KiB |
BIN
OpenGL/hello/resources/models/clock/textures/Black_nor.jpg
Normal file
After Width: | Height: | Size: 389 KiB |
BIN
OpenGL/hello/resources/models/clock/textures/Ref.jpg
Normal file
After Width: | Height: | Size: 37 KiB |
BIN
OpenGL/hello/resources/models/clock/textures/Uhr_ohne_Zeiger.jpg
Normal file
After Width: | Height: | Size: 110 KiB |
BIN
OpenGL/hello/resources/models/clock/textures/steel.jpg
Normal file
After Width: | Height: | Size: 258 KiB |
BIN
OpenGL/hello/resources/models/clock/textures/steel_nor.jpg
Normal file
After Width: | Height: | Size: 278 KiB |
6
OpenGL/hello/resources/models/nanosuit/LICENSE.txt
Normal file
|
@ -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
|
BIN
OpenGL/hello/resources/models/nanosuit/arm_dif.png
Normal file
After Width: | Height: | Size: 562 KiB |
BIN
OpenGL/hello/resources/models/nanosuit/arm_showroom_ddn.png
Normal file
After Width: | Height: | Size: 846 KiB |
BIN
OpenGL/hello/resources/models/nanosuit/arm_showroom_spec.png
Normal file
After Width: | Height: | Size: 1.6 MiB |
BIN
OpenGL/hello/resources/models/nanosuit/body_dif.png
Normal file
After Width: | Height: | Size: 621 KiB |
BIN
OpenGL/hello/resources/models/nanosuit/body_showroom_ddn.png
Normal file
After Width: | Height: | Size: 840 KiB |
BIN
OpenGL/hello/resources/models/nanosuit/body_showroom_spec.png
Normal file
After Width: | Height: | Size: 1.7 MiB |
BIN
OpenGL/hello/resources/models/nanosuit/glass_ddn.png
Normal file
After Width: | Height: | Size: 5.8 KiB |
BIN
OpenGL/hello/resources/models/nanosuit/glass_dif.png
Normal file
After Width: | Height: | Size: 1.3 KiB |
BIN
OpenGL/hello/resources/models/nanosuit/hand_dif.png
Normal file
After Width: | Height: | Size: 640 KiB |
BIN
OpenGL/hello/resources/models/nanosuit/hand_showroom_ddn.png
Normal file
After Width: | Height: | Size: 976 KiB |
BIN
OpenGL/hello/resources/models/nanosuit/hand_showroom_spec.png
Normal file
After Width: | Height: | Size: 1.7 MiB |
BIN
OpenGL/hello/resources/models/nanosuit/helmet_diff.png
Normal file
After Width: | Height: | Size: 513 KiB |
BIN
OpenGL/hello/resources/models/nanosuit/helmet_showroom_ddn.png
Normal file
After Width: | Height: | Size: 729 KiB |
BIN
OpenGL/hello/resources/models/nanosuit/helmet_showroom_spec.png
Normal file
After Width: | Height: | Size: 1.5 MiB |
BIN
OpenGL/hello/resources/models/nanosuit/leg_dif.png
Normal file
After Width: | Height: | Size: 1.1 MiB |
BIN
OpenGL/hello/resources/models/nanosuit/leg_showroom_ddn.png
Normal file
After Width: | Height: | Size: 1.3 MiB |
BIN
OpenGL/hello/resources/models/nanosuit/leg_showroom_spec.png
Normal file
After Width: | Height: | Size: 1.7 MiB |
BIN
OpenGL/hello/resources/models/nanosuit/nanosuit.blend
Normal file
79
OpenGL/hello/resources/models/nanosuit/nanosuit.mtl
Normal file
|
@ -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
|
||||
|
||||
|
52317
OpenGL/hello/resources/models/nanosuit/nanosuit.obj
Normal file
|
@ -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
|
@ -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
|
@ -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);
|
||||
}
|
||||
|