#include "camera.h" #include "glad/glad.h" #include "shader.h" #include "stb_image.h" #include #include #include #include #include #include // settings const unsigned int SCR_WIDTH = 600; const unsigned int SCR_HEIGHT = 600; // 四边形顶点 float vertices[] = { // ---- 位置 ---- -- 法向量-- - 纹理坐标 - 0.2f, 0.4f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, // 右上 0.2f, -0.4f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, // 右下 -0.2f, -0.4f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // 左下 -0.2f, 0.4f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f // 左上 }; // 索引 unsigned int indices[] = { 0, 1, 3, // 第一个三角形 1, 2, 3 // 第二个三角形 }; float deltaTime, lastTime; Camera camera = Camera(SCR_HEIGHT / 2.0f, SCR_HEIGHT / 2.0f); // lighting glm::vec3 lightPos(1.2f, 1.0f, 2.0f); void framebuffer_size_callback(GLFWwindow *window, int width, int height); void processInput(GLFWwindow *window); void mouse_callback(GLFWwindow *window, double xpos, double ypos); void scroll_callback(GLFWwindow *window, double xoffset, double yoffset); int main() { // 设置 glfw glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 创建窗口 GLFWwindow *window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL); if (window == NULL) { std::cout << "Failed to create GLFW window" << std::endl; glfwTerminate(); return -1; } glfwMakeContextCurrent(window); glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); glfwSetCursorPosCallback(window, mouse_callback); glfwSetScrollCallback(window, scroll_callback); // 加载glad if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { std::cout << "Failed to initialize GLAD" << std::endl; return -1; } // 创建着色器程序 Shader shader = Shader("src/tex.vs", "src/tex.fs"); unsigned int VAO, VBO, EBO; // 创建顶点数组对象 glGenVertexArrays(1, &VAO); glBindVertexArray(VAO); // 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); // 创建索引缓冲对象 glGenBuffers(1, &EBO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); // 顶点属性 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)0); glEnableVertexAttribArray(0); // 法向量属性 glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)(3 * sizeof(float))); glEnableVertexAttribArray(1); // 纹理坐标属性 glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)(6 * sizeof(float))); glEnableVertexAttribArray(2); // 创建纹理 unsigned int texture; glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); // 设置纹理环绕方式 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // 设置纹理过滤方式 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // 加载并生成纹理 // 图片翻转y轴 stbi_set_flip_vertically_on_load(true); int width, height, nrChannels; unsigned char *data = stbi_load("resources/bf-half.png", &width, &height, &nrChannels, 0); if (data) { // note that the awesomeface.png has transparency and thus an alpha channel, // so make sure to tell OpenGL the data type is of GL_RGBA glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); glGenerateMipmap(GL_TEXTURE_2D); } else { std::cout << "Failed to load texture" << std::endl; } stbi_image_free(data); // 激活着色器 shader.use(); // 绑定纹理 shader.setInt("tex", 0); // // 直射光 shader.setVec3("dirLight.direction", 2.0f, 0.0f, 0.0f); shader.setVec3("dirLight.ambient", 0.2f, 0.2f, 0.2f); shader.setVec3("dirLight.diffuse", 0.6f, 0.6f, 0.6f); shader.setVec3("dirLight.specular", 0.7f, 0.7f, 0.7f); // 点光源 shader.setVec3("pointLighs.position", glm::vec3(-0.5f, -2.0f, -0.5f)); shader.setVec3("pointLight.ambient", 0.2f, 0.2f, 0.2f); shader.setVec3("pointLight.diffuse", 3.0f, 3.0f, 3.0f); shader.setVec3("pointLight.specular", 3.0f, 3.0f, 3.0f); shader.setFloat("pointLight.constant", 1.0f); shader.setFloat("pointLight.linear", 0.00014f); shader.setFloat("pointLight.quadratic", 0.0000007f); // 开启深度测试 glEnable(GL_DEPTH_TEST); // 循环渲染 while (!glfwWindowShouldClose(window)) { // 计算帧时间差 float currentFrame = glfwGetTime(); deltaTime = currentFrame - lastTime; lastTime = currentFrame; // 处理输入 processInput(window); // 初始化 glClearColor(0.3f, 0.3f, 0.3f, 0.3f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // 绑定纹理 glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, texture); glm::mat4 view = camera.GetViewMatrix(); glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f); // 绘制三角形 shader.use(); glBindVertexArray(VAO); shader.setVec3("viewPos", camera.Position); shader.setMat4("view", view); shader.setMat4("projection", projection); // 设置材质 shader.setVec3("material.ambient", 1.0f, 0.5f, 0.31f); shader.setVec3("material.diffuse", 1.0f, 0.5f, 0.31f); shader.setVec3("material.specular", 0.5f, 0.5f, 0.5f); shader.setFloat("material.shininess", 4.0f); glm::mat4 trans(1.0f); trans = glm::rotate(trans, glm::radians(-90.0f), glm::vec3(1.0, 0.0, 0.0)); trans = glm::rotate(trans, float(-sin((float)glfwGetTime())), glm::vec3(0.0, 1.0, 0.0)); trans = glm::translate(trans, glm::vec3(-0.2, 0.0, 0.0)); shader.setMat4("trans", trans); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); // 设置材质 shader.setVec3("material.ambient", 1.0f, 0.5f, 0.31f); shader.setVec3("material.diffuse", 0.75f, 0.6f, 0.23f); shader.setVec3("material.specular", 0.62f, 0.55f, 0.37f); shader.setFloat("material.shininess", 64.0f); trans = glm::mat4(1.0f); trans = glm::rotate(trans, glm::radians(-90.0f), glm::vec3(1.0, 0.0, 0.0)); trans = glm::rotate(trans, float(sin((float)glfwGetTime())), glm::vec3(0.0, 1.0, 0.0)); trans = glm::translate(trans, glm::vec3(0.2, 0.0, 0.0)); trans = glm::rotate(trans, glm::radians(180.0f), glm::vec3(0.0, 1.0, 0.0)); shader.setMat4("trans", trans); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); // 检查并调用事件,交换缓冲 glfwSwapBuffers(window); glfwPollEvents(); } // 释放资源 glfwTerminate(); return 0; } // 处理输入 void processInput(GLFWwindow *window) { if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) glfwSetWindowShouldClose(window, true); if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) camera.ProcessKeyboard(FORWARD, deltaTime); if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) camera.ProcessKeyboard(BACKWARD, deltaTime); if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) 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); } // 窗口大小改变时回调该函数 void framebuffer_size_callback(GLFWwindow *window, int width, int height) { glViewport(0, 0, width, height); } void mouse_callback(GLFWwindow *window, double xpos, double ypos) { camera.ProcessMouseMovement(xpos, ypos); } void scroll_callback(GLFWwindow *window, double xoffset, double yoffset) { camera.ProcessMouseScroll(yoffset); }