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main.cpp
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#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include <tool/shader.h>
#include <geometry/BoxGeometry.h>
#include <geometry/PlaneGeometry.h>
#include <geometry/SphereGeometry.h>
#define STB_IMAGE_IMPLEMENTATION
#include <tool/stb_image.h>
void framebuffer_size_callback(GLFWwindow *window, int width, int height);
void processInput(GLFWwindow *window);
std::string Shader::dirName;
const unsigned int SCREEN_WIDTH = 800;
const unsigned int SCREEN_HEIGHT = 600;
using namespace std;
int main(int argc, char *argv[])
{
Shader::dirName = argv[1];
glfwInit();
// 设置主要和次要版本
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// 创建窗口对象
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;
}
// 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);
// 注册窗口变化监听
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
Shader ourShader("./shader/vertex.glsl", "./shader/fragment.glsl");
PlaneGeometry planeGeometry(1.0, 1.0, 1.0, 1.0);
BoxGeometry boxGeometry(1.0, 1.0, 1.0);
SphereGeometry sphereGeometry(0.5, 20.0, 20.0);
// 生成纹理
unsigned int texture1, texture2;
glGenTextures(1, &texture1);
glBindTexture(GL_TEXTURE_2D, texture1);
// 设置环绕和过滤方式
float borderColor[] = {0.3f, 0.1f, 0.7f, 1.0f};
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
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_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// 图像y轴翻转
stbi_set_flip_vertically_on_load(true);
// 加载图片
int width, height, nrChannels;
unsigned char *data = stbi_load("./static/texture/container.jpg", &width, &height, &nrChannels, 0);
if (data)
{
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
}
stbi_image_free(data);
glGenTextures(1, &texture2);
glBindTexture(GL_TEXTURE_2D, texture2);
// 设置环绕和过滤方式
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_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// 加载图片
data = stbi_load("./static/texture/awesomeface.png", &width, &height, &nrChannels, 0);
if (data)
{
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
}
stbi_image_free(data);
ourShader.use();
ourShader.setInt("texture1", 0);
ourShader.setInt("texture2", 1);
float factor = 0.0;
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)};
while (!glfwWindowShouldClose(window))
{
processInput(window);
// 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);
ourShader.use();
factor = glfwGetTime();
ourShader.setFloat("factor", -factor * 0.3);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture1);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture2);
glm::mat4 view = glm::mat4(1.0f);
view = glm::translate(view, glm::vec3(0.0, 0., -5.0));
glm::mat4 projection = glm::mat4(1.0f);
projection = glm::perspective(glm::radians(45.0f), (float)SCREEN_WIDTH / (float)SCREEN_HEIGHT, 0.1f, 100.0f);
ourShader.setMat4("view", view);
ourShader.setMat4("projection", projection);
glBindVertexArray(boxGeometry.VAO);
for (unsigned int i = 0; i < 10; i++)
{
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, cubePositions[i]);
model = glm::rotate(model, (float)glfwGetTime() * glm::radians(-55.0f), glm::vec3(1.0, 1.0, 1.0));
model = glm::scale(model, glm::vec3(0.3, 0.3, 0.3));
float angle = 20.f * i;
model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
ourShader.setMat4("model", model);
glDrawElements(GL_TRIANGLES, boxGeometry.indices.size(), GL_UNSIGNED_INT, 0);
}
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, glm::vec3(-1.0, 0.0, 0.0));
model = glm::rotate(model, (float)glfwGetTime() * glm::radians(45.0f), glm::vec3(1.0, 0.0, 0.0));
ourShader.setMat4("model", model);
glBindVertexArray(planeGeometry.VAO);
glDrawElements(GL_TRIANGLES, planeGeometry.indices.size(), GL_UNSIGNED_INT, 0);
model = glm::mat4(1.0f);
model = glm::translate(model, glm::vec3(1.0, 0.0, 0.0));
model = glm::rotate(model, (float)glfwGetTime() * glm::radians(45.0f), glm::vec3(1.0, 0.5, 0.5));
ourShader.setMat4("model", model);
glBindVertexArray(sphereGeometry.VAO);
glDrawElements(GL_TRIANGLES, sphereGeometry.indices.size(), GL_UNSIGNED_INT, 0);
glfwSwapBuffers(window);
glfwPollEvents();
}
boxGeometry.dispose();
planeGeometry.dispose();
sphereGeometry.dispose();
glfwTerminate();
return 0;
}
void framebuffer_size_callback(GLFWwindow *window, int width, int height)
{
glViewport(0, 0, width, height);
}
void processInput(GLFWwindow *window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
{
glfwSetWindowShouldClose(window, true);
}
}