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main_Template - Copy.cpp
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329 lines (269 loc) · 13 KB
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#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 "animator.h"
#include "model_animation.h"
#include <iostream>
// ========================================default claim (start)==========================================================
#pragma region
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);
// window settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
#pragma endregion
// ========================================default claim (end) ===========================================================
// ========================================init camera (start)==========================================================
#pragma region
// camera
Camera camera(glm::vec3(0.0f, 0.0f, 100.0f));
float lastX = SCR_WIDTH / 2.0f;
float lastY = SCR_HEIGHT / 2.0f;
bool firstMouse = true;
// timing
float deltaTime = 0.0f;
float lastFrame = 0.0f;
#pragma endregion
// ========================================init camera (end) ===========================================================
int main()
{
// ========================================initialize (start)==========================================================
#pragma region
// glfw: initialize and configure
// ------------------------------
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
// glfw window creation
// --------------------
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;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glfwSetCursorPosCallback(window, mouse_callback);
glfwSetScrollCallback(window, scroll_callback);
// tell GLFW to capture our mouse
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
// glad: load all OpenGL function pointers
// ---------------------------------------
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).
stbi_set_flip_vertically_on_load(true);
// configure global opengl state
// -----------------------------
glEnable(GL_DEPTH_TEST);
#pragma endregion
// ========================================initialize (end) ===========================================================
// ========================================init shaders & models (start)==========================================================
#pragma region
// build and compile shaders
Shader dShader("assets/shaders/shader_ani.vs", "assets/shaders/shader_ani.fs");
Shader lightShader("assets/shaders/multi_lights.vs", "assets/shaders/multi_lights.fs");
Shader sShader("assets/shaders/normal_map.vs", "assets/shaders/normal_map.fs");
Model ufoModel("assets/models/ufo/Low_poly_UFO.obj"); // load ufo model
float angle = 0.0f; // 初始化角度变量
float radius = 50.0f; // 圆形轨迹的半径
stbi_set_flip_vertically_on_load(true); // other models flip
// draw in wireframe
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
#pragma endregion
// ========================================init shaders & models (end) ===========================================================
// ========================================light (start)==========================================================
#pragma region
glm::vec3 pointLightPositions[] = {
glm::vec3(-500.0f, 5.0f, 2.0f),
glm::vec3(-230.0f, 3.3f, -4.0f),
glm::vec3(-400.0f, 2.0f, -2.0f),
glm::vec3(-110.0f, 5.0f, -3.0f)
};
lightShader.use();
lightShader.setInt("material.diffuse", 0);
lightShader.setInt("material.specular", 1);
#pragma endregion
// ========================================light (end) ===========================================================
// ========================================init render loop (start)==========================================================
#pragma region
// render loop
while (!glfwWindowShouldClose(window))
{
// per-frame time logic
// --------------------
float currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
// input
// -----
processInput(window);
// render
// ------
glClearColor(0.05f, 0.05f, 0.05f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
#pragma endregion
// ========================================init render loop (end) ===========================================================
// ========================================light (start)==========================================================
#pragma region
lightShader.use();
//lightShader.setVec3("light.direction", -1.0f, -1.0f, -1.0f);
lightShader.setVec3("viewPos", camera.Position);
lightShader.setFloat("material.shininess", 32.0f);
// light properties
// directional light
lightShader.setVec3("dirLight.direction", -0.5f, -4.0f, -0.5f);
lightShader.setVec3("dirLight.ambient", 0.3f, 0.3f, 0.3f);
lightShader.setVec3("dirLight.diffuse", 0.4f, 0.4f, 0.4f);
lightShader.setVec3("dirLight.specular", 0.5f, 0.5f, 0.5f);
// point light 1
lightShader.setVec3("pointLights[0].position", pointLightPositions[0]);
lightShader.setVec3("pointLights[0].ambient", 0.5f, 0.5f, 0.5f);
lightShader.setVec3("pointLights[0].diffuse", 0.8f, 0.8f, 0.8f);
lightShader.setVec3("pointLights[0].specular", 1.0f, 1.0f, 1.0f);
lightShader.setFloat("pointLights[0].constant", 1.0f);
lightShader.setFloat("pointLights[0].linear", 0.09f);
lightShader.setFloat("pointLights[0].quadratic", 0.032f);
// point light 2
lightShader.setVec3("pointLights[1].position", pointLightPositions[1]);
lightShader.setVec3("pointLights[1].ambient", 0.5f, 0.5f, 0.5f);
lightShader.setVec3("pointLights[1].diffuse", 0.8f, 0.8f, 0.8f);
lightShader.setVec3("pointLights[1].specular", 1.0f, 1.0f, 1.0f);
lightShader.setFloat("pointLights[1].constant", 1.0f);
lightShader.setFloat("pointLights[1].linear", 0.09f);
lightShader.setFloat("pointLights[1].quadratic", 0.032f);
// point light 3
lightShader.setVec3("pointLights[2].position", pointLightPositions[2]);
lightShader.setVec3("pointLights[2].ambient", 0.5f, 0.5f, 0.5f);
lightShader.setVec3("pointLights[2].diffuse", 0.8f, 0.8f, 0.8f);
lightShader.setVec3("pointLights[2].specular", 1.0f, 1.0f, 1.0f);
lightShader.setFloat("pointLights[2].constant", 1.0f);
lightShader.setFloat("pointLights[2].linear", 0.09f);
lightShader.setFloat("pointLights[2].quadratic", 0.032f);
// point light 4
lightShader.setVec3("pointLights[3].position", pointLightPositions[3]);
lightShader.setVec3("pointLights[3].ambient", 0.5f, 0.5f, 0.5f);
lightShader.setVec3("pointLights[3].diffuse", 0.8f, 0.8f, 0.8f);
lightShader.setVec3("pointLights[3].specular", 1.0f, 1.0f, 1.0f);
lightShader.setFloat("pointLights[3].constant", 1.0f);
lightShader.setFloat("pointLights[3].linear", 0.09f);
lightShader.setFloat("pointLights[3].quadratic", 0.032f);
// spotLight
lightShader.setVec3("spotLight.position", camera.Position);
lightShader.setVec3("spotLight.direction", camera.Front);
lightShader.setVec3("spotLight.ambient", 5.0f, 5.0f, 5.0f);
lightShader.setVec3("spotLight.diffuse", 1.0f, 1.0f, 1.0f);
lightShader.setVec3("spotLight.specular", 1.0f, 1.0f, 1.0f);
lightShader.setFloat("spotLight.constant", 1.0f);
lightShader.setFloat("spotLight.linear", 0.09f);
lightShader.setFloat("spotLight.quadratic", 0.032f);
lightShader.setFloat("spotLight.cutOff", glm::cos(glm::radians(12.5f)));
lightShader.setFloat("spotLight.outerCutOff", glm::cos(glm::radians(20.0f)));
// view/projection transformations
glm::mat4 projection_light = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 10000.0f);
glm::mat4 view_light = camera.GetViewMatrix();
glm::mat4 model_light = glm::mat4(1.0f);
// world transformation
lightShader.setMat4("projection", projection_light);
lightShader.setMat4("view", view_light);
lightShader.setMat4("model", model_light);
#pragma endregion
// ========================================light (end) ===========================================================
// ========================================draw ufo model (start)==========================================================
#pragma region
sShader.use();
glm::mat4 projection_ufo = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 10000.0f);
glm::mat4 view_ufo = camera.GetViewMatrix();
sShader.setMat4("projection", projection_ufo);
sShader.setMat4("view", view_ufo);
float timeValue = glfwGetTime();
glm::mat4 model_ufo = glm::mat4(1.0f);
model_ufo = glm::translate(model_ufo, glm::vec3(-3.0f, 7.0f, -2.0f)); // translate it down so it's at the center of the scene
model_ufo = glm::scale(model_ufo, glm::vec3(.5f, .5f, .5f)); // it's a bit too big for our scene, so scale it down
model_ufo = glm::rotate(model_ufo, timeValue * glm::radians(5.0f), glm::vec3(0.0f, 1.0f, 0.0f));
// 更新模型矩阵,此处只改变位置
model_ufo = glm::translate(model_ufo, glm::vec3(0.0, 0.0, 0.0));
sShader.setMat4("model", model_ufo);
//lightShader.setMat4("model", model_ufo);
ufoModel.Draw(sShader);
#pragma endregion
// ========================================draw ufo model (end) ===========================================================
// ========================================end render loop (start)==========================================================
#pragma region
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
// -------------------------------------------------------------------------------
glfwSwapBuffers(window);
glfwPollEvents();
}
// glfw: terminate, clearing all previously allocated GLFW resources.
// ------------------------------------------------------------------
glfwTerminate();
return 0;
#pragma endregion
// ========================================end render loop (end) ===========================================================
}
// ========================================process mouse and keyboard (start)==========================================================
#pragma region
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------
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);
}
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
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);
}
// glfw: whenever the mouse moves, this callback is called
// -------------------------------------------------------
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
{
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
lastX = xpos;
lastY = ypos;
//cout << "mouse position: " << "x=" << lastX << ", y=" << lastY << endl;
camera.ProcessMouseMovement(xoffset, yoffset);
}
// glfw: whenever the mouse scroll wheel scrolls, this callback is called
// ----------------------------------------------------------------------
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
camera.ProcessMouseScroll(yoffset);
}
#pragma endregion
// ========================================process mouse and keyboard (end) ===========================================================