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justhomework/OpenGL/hello/src/main.cpp

146 lines
4.4 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);
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);
// 反转y轴
// stbi_set_flip_vertically_on_load(true);
// 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");
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);
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);
}