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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>
#include <tool/mesh.h>
#include <tool/model.h>
#include <random>
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);
unsigned int loadHdrTexture(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, 0.0, 25.0));
using namespace std;
// 加速插值函数
float lerp(float a, float b, float f)
{
return a + f * (b - a);
}
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);
// 深度测试
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
//确保立方体正确采样,去除边缘接缝
glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
// 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/scene_vert.glsl", "./shader/scene_frag.glsl");
Shader lightObjShader("./shader/light_object_vert.glsl", "./shader/light_object_frag.glsl");
Shader cubemapShader("./shader/cubemap_vert.glsl", "./shader/cubemap_frag.glsl");
Shader envmapShader("./shader/envmap_vert.glsl", "./shader/envmap_frag.glsl");
Shader irradianceShader("./shader/irradiance_vert.glsl", "./shader/irradiance_frag.glsl");
PlaneGeometry groundGeometry(10.0, 10.0); // 地面
BoxGeometry boxGeometry(5.0, 5.0, 5.0); // 盒子
SphereGeometry pointLightGeometry(0.17, 64.0, 64.0); // 点光源位置显示
SphereGeometry objectGeometry(1.0, 64.0, 64.0); // 圆球
// 点光源的位置
vector<glm::vec3> lightPositions{
glm::vec3(-10.0f, 10.0f, 10.0f),
glm::vec3(10.0f, 10.0f, 10.0f),
glm::vec3(-10.0f, -10.0f, 10.0f),
glm::vec3(10.0f, -10.0f, 10.0f),
};
// 点光源颜色
vector<glm::vec3> lightColors{
glm::vec3(300.0f, 300.0f, 300.0f),
glm::vec3(300.0f, 300.0f, 300.0f),
glm::vec3(300.0f, 300.0f, 300.0f),
glm::vec3(300.0f, 300.0f, 300.0f),
};
int nrRows = 7;
int nrColumns = 7;
float spacing = 2.5;
sceneShader.use();
sceneShader.setInt("irradianceMap", 0);
sceneShader.setVec3("albedo", 0.0f, 0.5f, 0.0f);
sceneShader.setFloat("ao", 1.0f);
envmapShader.use();
envmapShader.setInt("envMap", 0);
// ---------------------
unsigned int captureFBO;
unsigned int captureRBO;
glGenFramebuffers(1, &captureFBO);
glGenRenderbuffers(1, &captureRBO);
glBindFramebuffer(GL_FRAMEBUFFER, captureFBO);
glBindRenderbuffer(GL_RENDERBUFFER, captureRBO);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, 512, 512);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, captureRBO);
// 为六个面分配内存
unsigned int envCubemap;
glGenTextures(1, &envCubemap);
glBindTexture(GL_TEXTURE_CUBE_MAP, envCubemap);
for (unsigned int i = 0; i < 6; ++i)
{
// 使用16位浮点数存储
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, 512, 512, 0, GL_RGB, GL_FLOAT, nullptr);
}
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);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
unsigned int hdrMap = loadHdrTexture("./static/texture/Alexs_Apt_2k.hdr");
cubemapShader.use();
cubemapShader.setInt("equireMap", 0);
// 将等距柱状纹理捕捉到立方体贴图的每个面
glm::mat4 captureProjection = glm::perspective(glm::radians(90.0f), 1.0f, 0.1f, 10.0f);
glm::vec3 lookEye = glm::vec3(0.0f, 0.0f, 0.0f);
glm::mat4 captureViews[] =
{
glm::lookAt(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(1.0f, 0.0f, 0.0f), glm::vec3(0.0f, -1.0f, 0.0f)),
glm::lookAt(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(-1.0f, 0.0f, 0.0f), glm::vec3(0.0f, -1.0f, 0.0f)),
glm::lookAt(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f), glm::vec3(0.0f, 0.0f, 1.0f)),
glm::lookAt(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, -1.0f, 0.0f), glm::vec3(0.0f, 0.0f, -1.0f)),
glm::lookAt(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 1.0f), glm::vec3(0.0f, -1.0f, 0.0f)),
glm::lookAt(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, -1.0f), glm::vec3(0.0f, -1.0f, 0.0f)),
};
// ---------------------
// --------------------- 将hdr环境图转换为等效的立方体贴图
cubemapShader.setMat4("projection", captureProjection);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, hdrMap);
glViewport(0, 0, 512, 512);
glBindFramebuffer(GL_FRAMEBUFFER, captureFBO);
for (unsigned int i = 0; i < 6; i++)
{
cubemapShader.setMat4("view", captureViews[i]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, envCubemap, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
drawMesh(boxGeometry);
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// ---------------------
// ---------------------创建辐照度立方体贴图
unsigned int irradianceMap;
glGenTextures(1, &irradianceMap);
glBindTexture(GL_TEXTURE_CUBE_MAP, irradianceMap);
for (unsigned int i = 0; i < 6; ++i)
{
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, 32, 32, 0, GL_RGB, GL_FLOAT, nullptr);
}
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);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindFramebuffer(GL_FRAMEBUFFER, captureFBO);
glBindRenderbuffer(GL_RENDERBUFFER, captureRBO);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, 32, 32);
glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCREEN_WIDTH / (float)SCREEN_HEIGHT, 0.1f, 100.0f);
irradianceShader.use();
irradianceShader.setInt("envMap", 0);
irradianceShader.setMat4("projection", captureProjection);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, envCubemap);
glViewport(0, 0, 32, 32);
glBindFramebuffer(GL_FRAMEBUFFER, captureFBO);
glBindFramebuffer(GL_FRAMEBUFFER, captureFBO);
for (unsigned int i = 0; i < 6; ++i)
{
irradianceShader.setMat4("view", captureViews[i]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, irradianceMap, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
drawMesh(boxGeometry);
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// ---------------------
// 恢复原来的窗口渲染尺寸
int scrWidth, scrHeight;
glfwGetFramebufferSize(window, &scrWidth, &scrHeight);
glViewport(0, 0, scrWidth, scrHeight);
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();
// *************************************************************************
glClearColor(25.0 / 255.0, 25.0 / 255.0, 25.0 / 255.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glm::mat4 view = camera.GetViewMatrix();
glm::mat4 model = glm::mat4(1.0f);
float radius = 5.0f;
float camX = sin(glfwGetTime() * 0.5) * radius;
float camZ = cos(glfwGetTime() * 0.5) * radius;
lightPositions[1].x = camX;
lightPositions[1].y = camZ;
sceneShader.use();
// 绑定辐照图图
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, irradianceMap);
for (unsigned int i = 0; i < lightPositions.size(); i++)
{
glm::vec3 newPos = lightPositions[i] + glm::vec3(sin(glfwGetTime() * 5.0) * 15.0, 0.0, 0.0);
newPos = lightPositions[i];
sceneShader.setVec3("lightPositions[" + std::to_string(i) + "]", newPos);
sceneShader.setVec3("lightColors[" + std::to_string(i) + "]", lightColors[i]);
}
sceneShader.setMat4("projection", projection);
sceneShader.setMat4("view", view);
sceneShader.setVec3("camPos", camera.Position);
for (int row = 0; row < nrRows; ++row)
{
sceneShader.setFloat("metallic", (float)row / (float)nrRows);
for (int col = 0; col < nrColumns; ++col)
{
sceneShader.setFloat("roughness", glm::clamp((float)col / (float)nrColumns, 0.05f, 1.0f));
model = glm::mat4(1.0f);
model = glm::translate(model, glm::vec3((col - (nrColumns / 2)) * spacing, (row - (nrRows / 2)) * spacing, 0.0f));
sceneShader.setMat4("model", model);
// ........render
drawMesh(objectGeometry);
}
}
// 直接采样hdr贴图
// ----------------
cubemapShader.use();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, hdrMap);
cubemapShader.setMat4("view", view);
cubemapShader.setMat4("projection", projection);
// drawMesh(boxGeometry);
// ----------------
// 使用处理之后的环境贴图
// -------------------
envmapShader.use();
envmapShader.setMat4("view", view);
envmapShader.setMat4("projection", projection);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, envCubemap);
// glBindTexture(GL_TEXTURE_CUBE_MAP, irradianceMap); // 显示生成的辐照度图
drawMesh(boxGeometry);
// -------------------
// 绘制灯光物体
// --------------------------
lightObjShader.use();
lightObjShader.setMat4("view", view);
lightObjShader.setMat4("projection", projection);
for (unsigned int i = 0; i < lightPositions.size(); i++)
{
glm::vec3 newPos = lightPositions[i] + glm::vec3(sin(glfwGetTime() * 5.0) * 5.0, 0.0, 0.0);
newPos = lightPositions[i];
model = glm::mat4(1.0f);
model = glm::translate(model, newPos);
lightObjShader.setMat4("model", model);
lightObjShader.setVec3("lightColor", lightColors[i]);
drawMesh(pointLightGeometry);
}
// --------------------------
// 渲染 gui
ImGui::Render();
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
glfwSwapBuffers(window);
glfwPollEvents();
}
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;
}
// 加载hdr贴图
unsigned int loadHdrTexture(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;
float *data = stbi_loadf(path, &width, &height, &nrComponents, 0);
if (data)
{
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, width, height, 0, GL_RGB, GL_FLOAT, data); // note how we specify the texture's data value to be float
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
stbi_image_free(data);
}
else
{
std::cout << "Failed to load HDR image." << std::endl;
stbi_image_free(data);
}
return textureID;
}