146 lines
4.4 KiB
C++
146 lines
4.4 KiB
C++
#include "source.h"
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int mode = 0;
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int model = 0;
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void framebuffer_size_callback(GLFWwindow *window, int width, int height);
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void processInput(GLFWwindow *window);
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void mouse_callback(GLFWwindow *window, double xpos, double ypos);
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void scroll_callback(GLFWwindow *window, double xoffset, double yoffset);
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int main() {
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// 设置 glfw
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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// 创建窗口
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GLFWwindow *window =
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glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
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if (window == NULL) {
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std::cout << "Failed to create GLFW window" << std::endl;
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glfwTerminate();
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return -1;
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}
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glfwMakeContextCurrent(window);
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// 加载glad
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
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std::cout << "Failed to initialize GLAD" << std::endl;
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return -1;
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}
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// 设置视口
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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glfwSetCursorPosCallback(window, mouse_callback);
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glfwSetScrollCallback(window, scroll_callback);
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// 反转y轴
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// stbi_set_flip_vertically_on_load(true);
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// 加载着色器
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Shader ourShader("src/model.vs", "src/model.fs");
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// 加载模型
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Model Model1("resources/models/nanosuit/nanosuit.obj");
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// Model ourModel("resources/models/bugatti/bugatti.obj");
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// Model ourModel("resources/models/eyeball/eyeball.obj");
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Model Model2("resources/models/clock/Clock_obj.obj");
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Model *ourModel = &Model1;
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// 开启深度测试
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glEnable(GL_DEPTH_TEST);
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// 循环渲染
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while (!glfwWindowShouldClose(window)) {
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if (model == 0)
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ourModel = &Model1;
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else
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ourModel = &Model2;
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// 计算帧时间差
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float currentFrame = glfwGetTime();
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deltaTime = currentFrame - lastFrame;
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lastFrame = currentFrame;
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// 处理输入
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processInput(window);
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// 设置为白色
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glClearColor(0.8f, 0.8f, 0.8f, 0.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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if (mode)
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// 线框模式
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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else
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// 面模式
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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// 绘制
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ourShader.use();
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// view/projection transformations
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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 view = camera.GetViewMatrix();
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ourShader.setMat4("projection", projection);
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ourShader.setMat4("view", view);
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// render the loaded model
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glm::mat4 model = glm::mat4(1.0f);
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model = glm::translate(model, glm::vec3(0.0f, 0.0f, 0.0f));
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model = glm::scale(model, glm::vec3(1.0f, 1.0f, 1.0f));
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model = glm::rotate(model, glm::radians(float(10*glfwGetTime())), glm::vec3(0.0f, 1.0f, 0.0f));
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ourShader.setMat4("model", model);
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ourModel->Draw(ourShader);
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// 检查并调用事件,交换缓冲
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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// 释放资源
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glfwTerminate();
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return 0;
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}
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// 处理输入
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void processInput(GLFWwindow *window) {
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
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camera.ProcessKeyboard(FORWARD, deltaTime);
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if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
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camera.ProcessKeyboard(BACKWARD, deltaTime);
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if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
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camera.ProcessKeyboard(LEFT, deltaTime);
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if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
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camera.ProcessKeyboard(RIGHT, deltaTime);
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if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
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camera.ProcessKeyboard(UP, deltaTime);
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if (glfwGetKey(window, GLFW_KEY_M) == GLFW_PRESS)
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mode = !mode;
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if (glfwGetKey(window, GLFW_KEY_F1) == GLFW_PRESS)
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model = 0;
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if (glfwGetKey(window, GLFW_KEY_F2) == GLFW_PRESS)
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model = 1;
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}
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// 窗口大小改变时回调该函数
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void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
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glViewport(0, 0, width, height);
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}
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void mouse_callback(GLFWwindow *window, double xpos, double ypos) {
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camera.ProcessMouseMovement(xpos, ypos);
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}
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void scroll_callback(GLFWwindow *window, double xoffset, double yoffset) {
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camera.ProcessMouseScroll(yoffset);
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} |