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232 lines (187 loc) · 6.5 KB
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#define STB_IMAGE_IMPLEMENTATION
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include "shader_m.h"
#include "camera.h"
#include "model.h"
// #include "transform_to_image.h"
#include <iostream>
#define CORNLOG(x) std::cout << x << std::endl;
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void processInput(GLFWwindow* window);
// 鼠标拖拽事件
void mouse_drag_callback(GLFWwindow* window, int button, int action, int modes);
double click_pos_X, click_pos_Y;
double release_pos_X, release_pos_Y;
// 界面尺寸
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
// 定义相机
Camera camera(glm::vec3(0.0f, 0.0f, 2.0f));
float lastX = SCR_WIDTH / 2.0f;
float lastY = SCR_HEIGHT / 2.0f;
bool firstMouse = true;
// timing
float deltaTime = 0.0f;
float lastFrame = 0.0f;
int main(int argc, char * argv[])
{
// 初始化 glfw
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif
// 注册 glfw 图形界面
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
// 设置当前上下文
glfwMakeContextCurrent(window);
// 注册回调函数
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
// glfwSetCursorPosCallback(window, mouse_callback);
glfwSetScrollCallback(window, scroll_callback);
glfwSetMouseButtonCallback(window, mouse_drag_callback);
// 注册捕捉鼠标事件
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR);
// 通过 glad 注册函数指针
// ---------------------------------------
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
// tell stb_image.h to flip loaded texture's on the y-axis (before loading model). 反转 y 轴
stbi_set_flip_vertically_on_load(true);
// configure global opengl state
glEnable(GL_DEPTH_TEST);
// 构建、编译着色器
Shader ourShader("1.model_loading.vs", "1.model_loading.fs");
// 定义,加载模型
Model ourModel("MODELS/clippedModel1/clipped1.obj");
// 线框图模式
// glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
// 二维映射
// TransformToImage two_d_image(ourModel.meshes);
// 渲染循环
while (!glfwWindowShouldClose(window))
{
// 优化帧率
float currentFrame = static_cast<float>(glfwGetTime());
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
// 监听设备输入
processInput(window);
// 渲染背景
glClearColor(0.05f, 0.05f, 0.05f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// 开启着色器
ourShader.use();
// 定义投影矩阵、视图矩阵
glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
glm::mat4 view = camera.GetViewMatrix();
// 定义模型矩阵
glm::mat4 model = glm::mat4(1.0f);
// 平移
model = glm::translate(model, glm::vec3(0.0f, 0.0f, 0.0f));
// 缩放
model = glm::scale(model, glm::vec3(0.1f, 0.1f, 0.1f));
// 旋转
model = glm::rotate(model, glm::radians(90.0f), glm::vec3(1.0f, 0.0f, 0.0f));
// 转换矩阵传入着色器
ourShader.setMat4("projection", projection);
ourShader.setMat4("view", view);
ourShader.setMat4("model", model);
// 渲染
ourModel.Draw(ourShader);
// 交换帧缓冲
glfwSwapBuffers(window);
// 事件轮询
glfwPollEvents();
}
// glfw: terminate, clearing all previously allocated GLFW resources.
// ------------------------------------------------------------------
glfwTerminate();
return 0;
}
// 键盘输入事件
void processInput(GLFWwindow* window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
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);
}
// 帧缓冲
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
// make sure the viewport matches the new window dimensions; note that width and
// height will be significantly larger than specified on retina displays.
glViewport(0, 0, width, height);
}
// 鼠标滚轮回调函数
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
camera.ProcessMouseScroll(static_cast<float>(yoffset));
}
// 鼠标移动回调函数
void mouse_callback(GLFWwindow* window, double xposIn, double yposIn)
{
float xpos = static_cast<float>(xposIn);
float ypos = static_cast<float>(yposIn);
if (firstMouse)
{
lastX = xpos;
lastY = ypos;
firstMouse = false;
}
float xoffset = xpos - lastX;
float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top
camera.ProcessMouseMovement(xoffset, yoffset);
}
void mouse_drag_callback(GLFWwindow* window, int button, int action, int modes)
{
if (action == GLFW_PRESS)
{
// 获取鼠标位置
glfwGetCursorPos(window, &click_pos_X, &click_pos_Y);
lastX = static_cast<float>(click_pos_X);
lastY = static_cast<float>(click_pos_Y);
#if 0
CORNLOG("PRESS");
CORNLOG(click_pos_X);
CORNLOG(click_pos_Y);
CORNLOG("==========");
#endif
}
else if (action == GLFW_RELEASE)
{
// 获取鼠标位置
glfwGetCursorPos(window, &release_pos_X, &release_pos_Y);
mouse_callback(window, static_cast<float>(release_pos_X), static_cast<float>(release_pos_Y));
#if 0
CORNLOG("RELEASE");
CORNLOG(release_pos_X);
CORNLOG(release_pos_Y);
CORNLOG("==========");
#endif
}
}