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main.cpp
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#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include <cmath>
#include <map>
#include <tool/shader.h>
#include <tool/camera.h>
#include <geometry/BoxGeometry.h>
#include <geometry/PlaneGeometry.h>
#include <geometry/SphereGeometry.h>
#define STB_IMAGE_IMPLEMENTATION
#include <tool/stb_image.h>
#include <tool/gui.h>
void framebuffer_size_callback(GLFWwindow *window, int width, int height);
void mouse_callback(GLFWwindow *window, double xpos, double ypos);
void processInput(GLFWwindow *window);
unsigned int loadTexture(char const *path);
// method
void drawMesh(BufferGeometry geometry);
void drawLightObject(Shader shader, BufferGeometry geometry, glm::vec3 position);
std::string Shader::dirName;
int SCREEN_WIDTH = 800;
int SCREEN_HEIGHT = 600;
// int SCREEN_WIDTH = 1600;
// int SCREEN_HEIGHT = 1200;
// camera value
glm::vec3 cameraPos = glm::vec3(0.0f, 0.0f, 3.0f);
glm::vec3 cameraFront = glm::vec3(0.0f, 0.0f, -1.0f);
glm::vec3 cameraUp = glm::vec3(0.0f, 1.0f, 0.0f);
// delta time
float deltaTime = 0.0f;
float lastTime = 0.0f;
float lastX = SCREEN_WIDTH / 2.0f; // 鼠标上一帧的位置
float lastY = SCREEN_HEIGHT / 2.0f;
Camera camera(glm::vec3(0.0, 1.0, 6.0));
using namespace std;
int main(int argc, char *argv[])
{
Shader::dirName = argv[1];
glfwInit();
// 设置主要和次要版本
const char *glsl_version = "#version 330";
// 片段着色器将作用域每一个采样点(采用4倍抗锯齿,则每个像素有4个片段(四个采样点))
glfwWindowHint(GLFW_SAMPLES, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// 窗口对象
GLFWwindow *window = glfwCreateWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "LearnOpenGL", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
// -----------------------
// 创建imgui上下文
ImGui::CreateContext();
ImGuiIO &io = ImGui::GetIO();
(void)io;
// 设置样式
ImGui::StyleColorsDark();
// 设置平台和渲染器
ImGui_ImplGlfw_InitForOpenGL(window, true);
ImGui_ImplOpenGL3_Init(glsl_version);
// -----------------------
// 设置视口
glViewport(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
glEnable(GL_PROGRAM_POINT_SIZE);
// 启用混合
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// 启用gamma校正
// glEnable(GL_FRAMEBUFFER_SRGB);
// 深度测试
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
// 鼠标键盘事件
// 1.注册窗口变化监听
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
// 2.鼠标事件
glfwSetCursorPosCallback(window, mouse_callback);
// 3.将鼠标隐藏
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
Shader sceneShader("./shader/shadow_scene_vert.glsl", "./shader/shadow_scene_frag.glsl");
Shader depthMapShader("./shader/depth_map_vert.glsl", "./shader/depth_map_frag.glsl", "./shader/depth_map_geo_glsl");
Shader lightObjectShader("./shader/light_object_vert.glsl", "./shader/light_object_frag.glsl");
PlaneGeometry groundGeometry(10.0, 10.0); // 地面
PlaneGeometry quadGeometry(6.0, 6.0); // 测试面板
BoxGeometry boxGeometry(1.0, 1.0, 1.0); // 箱子
BoxGeometry floorGeometry(10.0, 0.0001, 10.0); // 箱子
SphereGeometry pointLightGeometry(0.06, 10.0, 10.0); // 点光源位置显示
unsigned int woodMap = loadTexture("./static/texture/wood.png"); // 地面
unsigned int brickMap = loadTexture("./static/texture/brick_diffuse.jpg"); // 砖墙
float factor = 0.0;
// ------------------------------------------------
unsigned int depthMapFBO;
glGenFramebuffers(1, &depthMapFBO);
unsigned int depthCubemap;
glGenTextures(1, &depthCubemap);
const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
glBindTexture(GL_TEXTURE_CUBE_MAP, depthCubemap);
for (unsigned int i = 0; i < 6; ++i)
{
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_DEPTH_COMPONENT, SHADOW_WIDTH, SHADOW_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
}
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, depthCubemap, 0);
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// ------------------------------------------------
// 定义是个不同的箱子位置
vector<glm::vec3> cubePositions{
glm::vec3(2.3f, -2.0f, -1.0),
glm::vec3(2.0f, 2.3f, 1.0),
glm::vec3(-2.5f, -1.0f, 0.0),
glm::vec3(-1.5f, 1.0f, 1.5),
glm::vec3(-1.5f, 2.0f, -2.5)};
sceneShader.use();
sceneShader.setInt("diffuseTexture", 0);
sceneShader.setInt("depthMap", 1);
glm::vec3 lightPosition = glm::vec3(-2.0f, 0.0f, 0.0f); // 光照位置
while (!glfwWindowShouldClose(window))
{
processInput(window);
float currentFrame = glfwGetTime();
deltaTime = currentFrame - lastTime;
lastTime = currentFrame;
// 在标题中显示帧率信息
// *************************************************************************
int fps_value = (int)round(ImGui::GetIO().Framerate);
int ms_value = (int)round(1000.0f / ImGui::GetIO().Framerate);
std::string FPS = std::to_string(fps_value);
std::string ms = std::to_string(ms_value);
std::string newTitle = "LearnOpenGL - " + ms + " ms/frame " + FPS;
glfwSetWindowTitle(window, newTitle.c_str());
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
// *************************************************************************
// 渲染指令
// ...
glClearColor(25.0 / 255.0, 25.0 / 255.0, 25.0 / 255.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
lightPosition = glm::vec3(lightPosition.x + glm::sin(glfwGetTime()) * 0.03, lightPosition.y, lightPosition.z);
glm::mat4 model = glm::mat4(1.0f);
// ++++++++++++++++++++++++++++++++++++++++++++++++ 渲染深度贴图
float aspect = (float)SHADOW_WIDTH / (float)SHADOW_HEIGHT;
float near = 1.0f;
float far = 25.0f;
glm::mat4 shadowProj = glm::perspective(glm::radians(90.0f), aspect, near, far);
std::vector<glm::mat4> shadowTransforms;
shadowTransforms.push_back(shadowProj * glm::lookAt(lightPosition, lightPosition + glm::vec3(1.0, 0.0, 0.0), glm::vec3(0.0, -1.0, 0.0)));
shadowTransforms.push_back(shadowProj * glm::lookAt(lightPosition, lightPosition + glm::vec3(-1.0, 0.0, 0.0), glm::vec3(0.0, -1.0, 0.0)));
shadowTransforms.push_back(shadowProj * glm::lookAt(lightPosition, lightPosition + glm::vec3(0.0, 1.0, 0.0), glm::vec3(0.0, 0.0, 1.0)));
shadowTransforms.push_back(shadowProj * glm::lookAt(lightPosition, lightPosition + glm::vec3(0.0, -1.0, 0.0), glm::vec3(0.0, 0.0, -1.0)));
shadowTransforms.push_back(shadowProj * glm::lookAt(lightPosition, lightPosition + glm::vec3(0.0, 0.0, 1.0), glm::vec3(0.0, -1.0, 0.0)));
shadowTransforms.push_back(shadowProj * glm::lookAt(lightPosition, lightPosition + glm::vec3(0.0, 0.0, -1.0), glm::vec3(0.0, -1.0, 0.0)));
glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
glClear(GL_DEPTH_BUFFER_BIT);
depthMapShader.use();
for (unsigned int i = 0; i < 6; ++i)
{
depthMapShader.setMat4("shadowMatrices[" + std::to_string(i) + "]", shadowTransforms[i]);
}
depthMapShader.setFloat("far_plane", far);
depthMapShader.setVec3("lightPos", lightPosition);
model = glm::scale(model, glm::vec3(7, 7, 7));
depthMapShader.setMat4("model", model);
// 绘制大箱子
drawMesh(boxGeometry);
// 绘制多个箱子
for (unsigned int i = 0; i < cubePositions.size(); i++)
{
model = glm::mat4(1.0f);
model = glm::translate(model, cubePositions[i]);
float angle = 10.0f * i;
model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
depthMapShader.setMat4("model", model);
drawMesh(boxGeometry);
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// ++++++++++++++++++++++++++++++++++++++++++++++++ 渲染深度贴图
glViewport(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glm::mat4 view = camera.GetViewMatrix();
glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCREEN_WIDTH / (float)SCREEN_HEIGHT, 0.1f, 100.0f);
sceneShader.use();
sceneShader.setMat4("projection", projection);
sceneShader.setMat4("view", view);
sceneShader.setVec3("lightPos", lightPosition); // 光源位置
sceneShader.setVec3("viewPos", camera.Position);
sceneShader.setFloat("far_plane", far);
sceneShader.setFloat("uvScale", 4.0f);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, woodMap);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_CUBE_MAP, depthCubemap);
model = glm::mat4(1.0f);
model = glm::translate(model, glm::vec3(0.0, 0.0, 0.0));
model = glm::scale(model, glm::vec3(7, 7, 7));
sceneShader.setMat4("model", model);
sceneShader.setFloat("uvScale", 1.0f);
sceneShader.setInt("reverse_normal", -1);
glEnable(GL_CULL_FACE);
glCullFace(GL_FRONT);
drawMesh(boxGeometry);
glDisable(GL_CULL_FACE);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, brickMap);
// 绘制多个箱子
for (unsigned int i = 0; i < cubePositions.size(); i++)
{
model = glm::mat4(1.0f);
model = glm::translate(model, cubePositions[i]);
float angle = 10.0f * i;
model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
sceneShader.setMat4("model", model);
sceneShader.setInt("reverse_normal", 1);
drawMesh(boxGeometry);
}
// 显示深度贴图
// *************************************************
// quadShader.use();
// glActiveTexture(GL_TEXTURE0);
// glBindTexture(GL_TEXTURE_2D, depthMap);
// quadShader.setMat4("view", view);
// model = glm::mat4(1.0f);
// quadShader.setFloat("near_plane", near_plane);
// quadShader.setFloat("far_plane", far_plane);
// quadShader.setMat4("model", model);
// quadShader.setMat4("projection", projection);
// drawMesh(quadGeometry);
// *************************************************
drawLightObject(lightObjectShader, pointLightGeometry, lightPosition);
// 渲染 gui
ImGui::Render();
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
glfwSwapBuffers(window);
glfwPollEvents();
}
groundGeometry.dispose();
pointLightGeometry.dispose();
glfwTerminate();
return 0;
}
// 绘制物体
void drawMesh(BufferGeometry geometry)
{
glBindVertexArray(geometry.VAO);
glDrawElements(GL_TRIANGLES, geometry.indices.size(), GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
}
// 绘制灯光物体
void drawLightObject(Shader shader, BufferGeometry geometry, glm::vec3 position)
{
glm::mat4 view = camera.GetViewMatrix();
glm::mat4 projection = glm::mat4(1.0f);
glm::mat4 model = glm::mat4(1.0f);
projection = glm::perspective(glm::radians(camera.Zoom), (float)SCREEN_WIDTH / (float)SCREEN_HEIGHT, 0.1f, 100.0f);
// // 绘制灯光物体
shader.use();
shader.setMat4("view", view);
shader.setMat4("projection", projection);
model = glm::mat4(1.0f);
model = glm::translate(model, position);
shader.setMat4("model", model);
shader.setVec3("lightColor", glm::vec3(1.0f, 1.0f, 1.0f));
drawMesh(geometry);
}
// 窗口变动监听
void framebuffer_size_callback(GLFWwindow *window, int width, int height)
{
glViewport(0, 0, width, height);
}
// 键盘输入监听
void processInput(GLFWwindow *window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
{
glfwSetWindowShouldClose(window, true);
}
// 相机按键控制
// 相机移动
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);
}
}
// 鼠标移动监听
void mouse_callback(GLFWwindow *window, double xpos, double ypos)
{
float xoffset = xpos - lastX;
float yoffset = lastY - ypos;
lastX = xpos;
lastY = ypos;
camera.ProcessMouseMovement(xoffset, yoffset);
}
// 加载纹理贴图
unsigned int loadTexture(char const *path)
{
unsigned int textureID;
glGenTextures(1, &textureID);
// 图像y轴翻转
stbi_set_flip_vertically_on_load(true);
int width, height, nrComponents;
unsigned char *data = stbi_load(path, &width, &height, &nrComponents, 0);
if (data)
{
GLenum format;
if (nrComponents == 1)
format = GL_RED;
else if (nrComponents == 3)
format = GL_RGB;
else if (nrComponents == 4)
format = GL_RGBA;
glBindTexture(GL_TEXTURE_2D, textureID);
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
stbi_image_free(data);
}
else
{
std::cout << "Texture failed to load at path: " << path << std::endl;
stbi_image_free(data);
}
return textureID;
}