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justhomework/OpenGL/lab2/src/main.cpp

249 lines
8.2 KiB
C++

#include "camera.h"
#include "glad/glad.h"
#include "shader.h"
#include "stb_image.h"
#include <GLFW/glfw3.h>
#include <cmath>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <iostream>
// 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);
}