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justhomework/OpenGL/hello/src/main.cpp

287 lines
9.5 KiB
C++

#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);
void scroll_callback(GLFWwindow *window, double xoffset, double yoffset);
struct Character {
GLuint TextureID; // 字形纹理的ID
glm::ivec2 Size; // 字形大小
glm::ivec2 Bearing; // 从基准线到字形左部/顶部的偏移值
GLuint Advance; // 原点距下一个字形原点的距离
};
std::map<GLchar, Character> Characters;
GLuint VAO, VBO;
void RenderText(Shader &shader, std::string text, GLfloat x, GLfloat y,
GLfloat scale, glm::vec3 color);
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);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
// 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);
// 加载glad
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
// 设置视口
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glfwSetCursorPosCallback(window, mouse_callback);
glfwSetScrollCallback(window, scroll_callback);
// FreeType
FT_Library ft;
// All functions return a value different than 0 whenever an error occurred
if (FT_Init_FreeType(&ft))
std::cout << "ERROR::FREETYPE: Could not init FreeType Library"
<< std::endl;
// Load font as face
FT_Face face;
if (FT_New_Face(ft, "/usr/share/fonts/TTF/Hack-Regular.ttf", 0, &face))
std::cout << "ERROR::FREETYPE: Failed to load font" << std::endl;
// Set size to load glyphs as
FT_Set_Pixel_Sizes(face, 0, 48);
// Disable byte-alignment restriction
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
// Load first 128 characters of ASCII set
for (GLubyte c = 0; c < 128; c++) {
// Load character glyph
if (FT_Load_Char(face, c, FT_LOAD_RENDER)) {
std::cout << "ERROR::FREETYTPE: Failed to load Glyph" << std::endl;
continue;
}
// Generate texture
GLuint texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, face->glyph->bitmap.width,
face->glyph->bitmap.rows, 0, GL_RED, GL_UNSIGNED_BYTE,
face->glyph->bitmap.buffer);
// Set texture options
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// Now store character for later use
Character character = {
texture,
glm::ivec2(face->glyph->bitmap.width, face->glyph->bitmap.rows),
glm::ivec2(face->glyph->bitmap_left, face->glyph->bitmap_top),
face->glyph->advance.x};
Characters.insert(std::pair<GLchar, Character>(c, character));
}
glBindTexture(GL_TEXTURE_2D, 0);
// Destroy FreeType once we're finished
FT_Done_Face(face);
FT_Done_FreeType(ft);
// Configure VAO/VBO for texture quads
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 6 * 4, NULL, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
// 加载着色器
Shader ourShader("src/model.vs", "src/model.fs");
// Compile and setup the shader
Shader shader("src/text.vs", "src/text.fs");
glm::mat4 projection = glm::ortho(0.0f, static_cast<GLfloat>(SCR_WIDTH), 0.0f,
static_cast<GLfloat>(SCR_HEIGHT));
shader.use();
shader.setMat4("projection", projection);
// 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");
Model *ourModel = &Model1;
// 开启深度测试
glEnable(GL_DEPTH_TEST);
// 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;
lastFrame = currentFrame;
// 处理输入
processInput(window);
// 设置为白色
glClearColor(0.8f, 0.8f, 0.8f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// 绘制文字
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
RenderText(shader, std::to_string(1.0f / deltaTime), float(SCR_WIDTH - 150),
float(SCR_HEIGHT - 50), 0.5f, glm::vec3(0.0, 0.0f, 0.0f));
std::string info =
"Vertex Count: " + std::to_string(ourModel->vertexCount) +
" Triangle Count:" + std::to_string(ourModel->vertexCount / 3) +
" Texture Count: " + std::to_string(ourModel->textureCount);
RenderText(shader, info, float(5), float(25), 0.3f,
glm::vec3(0.0, 0.0f, 0.0f));
// 关闭混合
glDisable(GL_BLEND);
if (mode)
// 线框模式
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
else
// 面模式
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
// 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);
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);
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);
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
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);
}
void RenderText(Shader &shader, std::string text, GLfloat x, GLfloat y,
GLfloat scale, glm::vec3 color) {
// Activate corresponding render state
shader.use();
shader.setVec3("textColor", color);
glActiveTexture(GL_TEXTURE0);
glBindVertexArray(VAO);
// Iterate through all characters
std::string::const_iterator c;
for (c = text.begin(); c != text.end(); c++) {
Character ch = Characters[*c];
GLfloat xpos = x + ch.Bearing.x * scale;
GLfloat ypos = y - (ch.Size.y - ch.Bearing.y) * scale;
GLfloat w = ch.Size.x * scale;
GLfloat h = ch.Size.y * scale;
// Update VBO for each character
GLfloat vertices[6][4] = {
{xpos, ypos + h, 0.0, 0.0}, {xpos, ypos, 0.0, 1.0},
{xpos + w, ypos, 1.0, 1.0},
{xpos, ypos + h, 0.0, 0.0}, {xpos + w, ypos, 1.0, 1.0},
{xpos + w, ypos + h, 1.0, 0.0}};
// Render glyph texture over quad
glBindTexture(GL_TEXTURE_2D, ch.TextureID);
// Update content of VBO memory
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferSubData(
GL_ARRAY_BUFFER, 0, sizeof(vertices),
vertices); // Be sure to use glBufferSubData and not glBufferData
glBindBuffer(GL_ARRAY_BUFFER, 0);
// Render quad
glDrawArrays(GL_TRIANGLES, 0, 6);
// Now advance cursors for next glyph (note that advance is number of 1/64
// pixels)
x += (ch.Advance >> 6) *
scale; // Bitshift by 6 to get value in pixels (2^6 = 64 (divide amount
// of 1/64th pixels by 64 to get amount of pixels))
}
glBindVertexArray(0);
glBindTexture(GL_TEXTURE_2D, 0);
}