feat(OpenGL-hello): moving source
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3 changed files with 41 additions and 54 deletions
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@ -1,25 +1,32 @@
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#version 330 core
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out vec4 FragColor;
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in vec3 Normal;
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in vec3 FragPos;
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uniform vec3 lightPos;
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in vec3 Normal;
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in vec3 FragPos;
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uniform vec3 lightPos;
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uniform vec3 lightColor;
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uniform vec3 objectColor;
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uniform vec3 viewPos;
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void main()
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{
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// ambient
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float ambientStrength = 0.1;
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vec3 ambient = ambientStrength * lightColor;
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// diffuse
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vec3 norm = normalize(Normal);
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vec3 lightDir = normalize(lightPos - FragPos);
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float diff = max(dot(norm, lightDir), 0.0);
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vec3 diffuse = diff * lightColor;
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vec3 result = (ambient + diffuse) * objectColor;
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FragColor = vec4(result, 1.0);
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}
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void main() {
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// 环境
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float ambientStrength = 0.1;
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vec3 ambient = ambientStrength * lightColor;
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// 漫反射
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vec3 norm = normalize(Normal);
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vec3 lightDir = normalize(lightPos - FragPos);
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float diff = max(dot(norm, lightDir), 0.0);
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vec3 diffuse = diff * lightColor;
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// 镜面
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float specularStrength = 0.5;
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vec3 viewDir = normalize(viewPos - FragPos);
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vec3 reflectDir = reflect(-lightDir, norm);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), 64);
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vec3 specular = specularStrength * spec * lightColor;
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vec3 result = (ambient + diffuse + specular) * objectColor;
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FragColor = vec4(result, 1.0);
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}
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@ -1,8 +1,7 @@
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#version 330 core
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out vec4 FragColor;
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uniform vec3 lightColor;
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void main()
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{
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FragColor = vec4(lightColor, 1.0); // set all 4 vector values to 1.0
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FragColor = vec4(1.0); // set all 4 vector values to 1.0
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}
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@ -69,18 +69,6 @@ int main() {
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void *)0);
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glEnableVertexAttribArray(0);
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// 激活着色器
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shader.use();
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// 绑定纹理
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shader.setInt("texture1", 0);
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shader.setInt("texture2", 1);
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shader.setVec3("lightColor", 1.0f, 1.0f, 1.0f);
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shader.setVec3("objectColor", 1.0f, 0.5f, 0.31f);
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lightShader.use();
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lightShader.setVec3("lightColor", 1.0f, 1.0f, 1.0f);
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lightShader.setVec3("lightPos", lightPos);
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// 开启深度测试
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glEnable(GL_DEPTH_TEST);
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@ -99,44 +87,37 @@ int main() {
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glClearColor(0.1f, 0.1f, 0.1f, 0.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glm::mat4 view = camera.GetViewMatrix();
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lightPos.x = 1.0f + sin(glfwGetTime()) * 2.0f;
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lightPos.y = sin(glfwGetTime() / 2.0f) * 1.0f;
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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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glm::mat4 model = glm::mat4(1.0f);
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// 绘制三角形
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shader.use();
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shader.setVec3("objectColor", 1.0f, 0.5f, 0.31f);
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shader.setVec3("lightColor", 1.0f, 1.0f, 1.0f);
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shader.setVec3("lightPos", lightPos);
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shader.setVec3("viewPos", camera.Position);
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shader.setMat4("model", model);
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shader.setMat4("projection", projection);
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shader.setMat4("view", view);
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// 设置变换矩阵
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glm::mat4 trans(1.0f);
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trans = glm::rotate(trans, (float)glfwGetTime(), glm::vec3(0.0, 0.25, 0.0));
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shader.setMat4("trans", trans);
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glBindVertexArray(VAO);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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for (unsigned int i = 0; i < 10; i++) {
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glm::mat4 model(1.0f);
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model = glm::translate(model, cubePositions[i]);
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float angle = 20.0f * i + 50.0f;
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model =
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glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
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shader.setMat4("model", model);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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}
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lightShader.use();
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glm::mat4 model = glm::mat4(1.0f);
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model = glm::mat4(1.0f);
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model = glm::translate(model, lightPos);
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model = glm::scale(model, glm::vec3(0.2f)); // a smaller cube
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glBindVertexArray(lightVAO);
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lightShader.use();
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lightShader.setMat4("projection", projection);
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lightShader.setMat4("view", view);
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lightShader.setMat4("model", model);
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glBindVertexArray(lightVAO);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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// 检查并调用事件,交换缓冲
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