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main.cpp
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main.cpp
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#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include <cmath>
#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);
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, 0.0, 5.0));
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);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
Shader ourShader("./shader/vertex.glsl", "./shader/fragment.glsl");
Shader lightObjectShader("./shader/light_object_vert.glsl", "./shader/light_object_frag.glsl");
PlaneGeometry planeGeometry(1.0, 1.0, 1.0, 1.0);
BoxGeometry boxGeometry(1.0, 1.0, 1.0);
SphereGeometry sphereGeometry(0.1, 10.0, 10.0);
unsigned int diffuseMap = loadTexture("./static/texture/container2.png");
unsigned int specularMap = loadTexture("./static/texture/container2_specular.png");
unsigned int awesomeMap = loadTexture("./static/texture/awesomeface.png");
ourShader.use();
ourShader.setInt("material.diffuse", 0);
ourShader.setInt("material.specular", 1);
ourShader.setInt("awesomeMap", 2);
float factor = 0.0;
// 旋转矩阵
glm::mat4 ex = glm::eulerAngleX(45.0f);
glm::mat4 ey = glm::eulerAngleY(45.0f);
glm::mat4 ez = glm::eulerAngleZ(45.0f);
glm::mat4 qularXYZ = glm::eulerAngleXYZ(45.0f, 45.0f, 45.0f);
float fov = 45.0f; // 视锥体的角度
glm::vec3 view_translate = glm::vec3(0.0, 0.0, -5.0);
ImVec4 clear_color = ImVec4(25.0 / 255.0, 25.0 / 255.0, 25.0 / 255.0, 1.0); // 25, 25, 25
glm::vec3 lightPosition = glm::vec3(1.0, 2.5, 2.0); // 光照位置
// 传递材质属性
ourShader.setVec3("material.ambient", 1.0f, 0.5f, 0.31f);
ourShader.setFloat("material.shininess", 32.0f);
// 设置平行光光照属性
ourShader.setVec3("directionLight.ambient", 0.01f, 0.01f, 0.01f);
ourShader.setVec3("directionLight.diffuse", 0.2f, 0.2f, 0.2f); // 将光照调暗了一些以搭配场景
ourShader.setVec3("directionLight.specular", 1.0f, 1.0f, 1.0f);
// 设置聚光光照属性
ourShader.setVec3("spotLight.position", glm::vec3(0.0f, 0.0f, 2.0f));
ourShader.setVec3("spotLight.direction", camera.Front);
ourShader.setVec3("spotLight.ambient", 0.0f, 0.0f, 0.0f);
ourShader.setVec3("spotLight.diffuse", 1.0f, 1.0f, 1.0f);
ourShader.setVec3("spotLight.specular", 1.0f, 1.0f, 1.0f);
ourShader.setFloat("spotLight.constant", 1.0f);
ourShader.setFloat("spotLight.linear", 0.09);
ourShader.setFloat("spotLight.quadratic", 0.032);
ourShader.setFloat("spotLight.cutOff", glm::cos(glm::radians(12.5f)));
ourShader.setFloat("spotLight.outerCutOff", glm::cos(glm::radians(15.0f)));
// 设置衰减
ourShader.setFloat("light.constant", 1.0f);
ourShader.setFloat("light.linear", 0.09f);
ourShader.setFloat("light.quadratic", 0.032f);
// 定义是个不同的箱子位置
glm::vec3 cubePositions[] = {
glm::vec3(0.0f, 0.0f, 0.0f),
glm::vec3(2.0f, 5.0f, -15.0f),
glm::vec3(-1.5f, -2.2f, -2.5f),
glm::vec3(-3.8f, -2.0f, -12.3f),
glm::vec3(2.4f, -0.4f, -3.5f),
glm::vec3(-1.7f, 3.0f, -7.5f),
glm::vec3(1.3f, -2.0f, -2.5f),
glm::vec3(1.5f, 2.0f, -2.5f),
glm::vec3(1.5f, 0.2f, -1.5f),
glm::vec3(-1.3f, 1.0f, -1.5f)};
// 点光源的位置
glm::vec3 pointLightPositions[] = {
glm::vec3(0.7f, 0.2f, 1.5f),
glm::vec3(2.3f, -3.3f, -4.0f),
glm::vec3(-4.0f, 2.0f, -12.0f),
glm::vec3(0.0f, 0.0f, -3.0f)};
glm::vec3 pointLightColors[] = {
glm::vec3(1.0f, 1.0f, 1.0f),
glm::vec3(1.0f, 0.0f, 1.0f),
glm::vec3(0.0f, 0.0f, 1.0f),
glm::vec3(0.0f, 1.0f, 0.0f)};
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();
// ImGui::Begin("controls");
// ImGui::Text("%.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
// ImGui::End();
// *************************************************************************
// 渲染指令
// ...
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
ourShader.use();
factor = glfwGetTime();
ourShader.setFloat("factor", -factor * 0.3);
// 修改光源颜色
glm::vec3 lightColor;
lightColor.x = sin(glfwGetTime() * 2.0f);
lightColor.y = sin(glfwGetTime() * 0.7f);
lightColor.z = sin(glfwGetTime() * 1.3f);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, diffuseMap);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, specularMap);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, awesomeMap);
float radius = 10.0f;
float camX = sin(glfwGetTime()) * radius;
float camZ = cos(glfwGetTime()) * radius;
glm::mat4 view = camera.GetViewMatrix();
glm::mat4 projection = glm::mat4(1.0f);
projection = glm::perspective(glm::radians(fov), (float)SCREEN_WIDTH / (float)SCREEN_HEIGHT, 0.1f, 100.0f);
glm::vec3 lightPos = glm::vec3(lightPosition.x * glm::sin(glfwGetTime()) * 2.0, lightPosition.y, lightPosition.z);
ourShader.setMat4("view", view);
ourShader.setMat4("projection", projection);
ourShader.setVec3("directionLight.direction", lightPos); // 光源位置
ourShader.setVec3("viewPos", camera.Position);
for (unsigned int i = 0; i < 4; i++)
{
// 设置点光源属性
ourShader.setVec3("pointLights[" + std::to_string(i) + "].position", pointLightPositions[i]);
ourShader.setVec3("pointLights[" + std::to_string(i) + "].ambient", 0.01f, 0.01f, 0.01f);
ourShader.setVec3("pointLights[" + std::to_string(i) + "].diffuse", pointLightColors[i]);
ourShader.setVec3("pointLights[" + std::to_string(i) + "].specular", 1.0f, 1.0f, 1.0f);
// // 设置衰减
ourShader.setFloat("pointLights[" + std::to_string(i) + "].constant", 1.0f);
ourShader.setFloat("pointLights[" + std::to_string(i) + "].linear", 0.09f);
ourShader.setFloat("pointLights[" + std::to_string(i) + "].quadratic", 0.032f);
}
glm::mat4 model = glm::mat4(1.0f);
for (unsigned int i = 0; i < 10; 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));
ourShader.setMat4("model", model);
glBindVertexArray(boxGeometry.VAO);
glDrawElements(GL_TRIANGLES, boxGeometry.indices.size(), GL_UNSIGNED_INT, 0);
}
// 绘制灯光物体
lightObjectShader.use();
lightObjectShader.setMat4("view", view);
lightObjectShader.setMat4("projection", projection);
model = glm::mat4(1.0f);
model = glm::translate(model, lightPos);
lightObjectShader.setMat4("model", model);
lightObjectShader.setVec3("lightColor", glm::vec3(1.0f, 1.0f, 1.0f));
glBindVertexArray(sphereGeometry.VAO);
glDrawElements(GL_TRIANGLES, sphereGeometry.indices.size(), GL_UNSIGNED_INT, 0);
for (unsigned int i = 0; i < 4; i++)
{
model = glm::mat4(1.0f);
model = glm::translate(model, pointLightPositions[i]);
lightObjectShader.setMat4("model", model);
lightObjectShader.setVec3("lightColor", pointLightColors[i]);
glBindVertexArray(sphereGeometry.VAO);
glDrawElements(GL_TRIANGLES, sphereGeometry.indices.size(), GL_UNSIGNED_INT, 0);
}
// 渲染 gui
ImGui::Render();
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
glfwSwapBuffers(window);
glfwPollEvents();
}
boxGeometry.dispose();
planeGeometry.dispose();
sphereGeometry.dispose();
glfwTerminate();
return 0;
}
// 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;
}