#ifndef CAMERA_H
#define CAMERA_H
#include <glad/glad.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <vector>
// Defines several possible options for camera movement. Used as abstraction to stay away from window-system specific input methods
enum Camera_Movement
{
FORWARD,
BACKWARD,
LEFT,
RIGHT
};
// Default camera values
const float YAW = -90.0f;
const float PITCH = 0.0f;
const float SPEED = 2.5f;
const float SENSITIVITY = 0.1f;
const float ZOOM = 45.0f;
// An abstract camera class that processes input and calculates the corresponding Euler Angles, Vectors and Matrices for use in OpenGL
class Camera
{
public:
// camera Attributes
glm::vec3 Position;
glm::vec3 Front;
glm::vec3 Up;
glm::vec3 Right;
glm::vec3 WorldUp;
// euler Angles
float Yaw;
float Pitch;
// camera options
float MovementSpeed;
float MouseSensitivity;
float Zoom;
// constructor with vectors
Camera(glm::vec3 position = glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3 up = glm::vec3(0.0f, 1.0f, 0.0f), float yaw = YAW, float pitch = PITCH) : Front(glm::vec3(0.0f, 0.0f, -1.0f)), MovementSpeed(SPEED), MouseSensitivity(SENSITIVITY), Zoom(ZOOM)
{
Position = position;
WorldUp = up;
Yaw = yaw;
Pitch = pitch;
updateCameraVectors();
}
// constructor with scalar values
Camera(float posX, float posY, float posZ, float upX, float upY, float upZ, float yaw, float pitch) : Front(glm::vec3(0.0f, 0.0f, -1.0f)), MovementSpeed(SPEED), MouseSensitivity(SENSITIVITY), Zoom(ZOOM)
{
Position = glm::vec3(posX, posY, posZ);
WorldUp = glm::vec3(upX, upY, upZ);
Yaw = yaw;
Pitch = pitch;
updateCameraVectors();
}
// returns the view matrix calculated using Euler Angles and the LookAt Matrix
glm::mat4 GetViewMatrix()
{
return glm::lookAt(Position, Position + Front, Up);
}
// processes input received from any keyboard-like input system. Accepts input parameter in the form of camera defined ENUM (to abstract it from windowing systems)
void ProcessKeyboard(Camera_Movement direction, float deltaTime)
{
float velocity = MovementSpeed * deltaTime;
if (direction == FORWARD)
Position += Front * velocity;
if (direction == BACKWARD)
Position -= Front * velocity;
if (direction == LEFT)
Position -= Right * velocity;
if (direction == RIGHT)
Position += Right * velocity;
// Position.y = 0.0f;
}
// processes input received from a mouse input system. Expects the offset value in both the x and y direction.
void ProcessMouseMovement(float xoffset, float yoffset, GLboolean constrainPitch = true)
{
xoffset *= MouseSensitivity;
yoffset *= MouseSensitivity;
Yaw += xoffset;
Pitch += yoffset;
// make sure that when pitch is out of bounds, screen doesn't get flipped
if (constrainPitch)
{
if (Pitch > 89.0f)
Pitch = 89.0f;
if (Pitch < -89.0f)
Pitch = -89.0f;
}
// update Front, Right and Up Vectors using the updated Euler angles
updateCameraVectors();
}
// processes input received from a mouse scroll-wheel event. Only requires input on the vertical wheel-axis
void ProcessMouseScroll(float yoffset)
{
Zoom -= (float)yoffset;
if (Zoom < 1.0f)
Zoom = 1.0f;
if (Zoom > 45.0f)
Zoom = 45.0f;
}
private:
// calculates the front vector from the Camera's (updated) Euler Angles
void updateCameraVectors()
{
// calculate the new Front vector
glm::vec3 front = glm::vec3(1.0f);
front.x = cos(glm::radians(Yaw)) * cos(glm::radians(Pitch));
front.y = sin(glm::radians(Pitch));
front.z = sin(glm::radians(Yaw)) * cos(glm::radians(Pitch));
Front = glm::normalize(front);
// also re-calculate the Right and Up vector
Right = glm::normalize(glm::cross(Front, WorldUp)); // normalize the vectors, because their length gets closer to 0 the more you look up or down which results in slower movement.
Up = glm::normalize(glm::cross(Right, Front));
}
};
#endif
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
#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 mouse_button_calback(GLFWwindow *window, int button, int action, int mods);
void scroll_callback(GLFWwindow *window, double x, double y);
void processInput(GLFWwindow *window);
std::string Shader::dirName;
int SCREEN_WIDTH = 800;
int SCREEN_HEIGHT = 600;
// 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, 1.0, 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);
// 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;
}
// -----------------------
// 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);
glfwSetMouseButtonCallback(window, mouse_button_calback);
glfwSetScrollCallback(window, scroll_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;
// 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);
while (!glfwWindowShouldClose(window))
{
processInput(window);
float currentFrame = glfwGetTime();
deltaTime = currentFrame - lastTime;
lastTime = currentFrame;
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);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture1);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture2);
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::mat4 model = glm::mat4(1.0f);
// model = glm::eulerAngleZ(glfwGetTime()) * glm::eulerAngleY(glfwGetTime()) * glm::eulerAngleX(glfwGetTime());
// glm::qua<float> qu = glm::qua<float>(glm::vec3(glfwGetTime(), glfwGetTime(), glfwGetTime()));
// model = glm::mat4_cast(qu);
ourShader.setMat4("view", view);
ourShader.setMat4("projection", projection);
ourShader.setMat4("model", model);
glBindVertexArray(boxGeometry.VAO);
glDrawElements(GL_TRIANGLES, boxGeometry.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);
}
void mouse_button_calback(GLFWwindow *window, int button, int action, int mods)
{
if (action == GLFW_PRESS)
switch (button)
{
case GLFW_MOUSE_BUTTON_LEFT:
// cout << "mouse left" << endl;
break;
case GLFW_MOUSE_BUTTON_MIDDLE:
// cout << "mouse middle" << endl;
break;
case GLFW_MOUSE_BUTTON_RIGHT:
// cout << "mouse right" << endl;
break;
}
}
void cursor_position_callback(GLFWwindow *window, double x, double y)
{
float xpos = float((x - SCREEN_WIDTH / 2) / SCREEN_WIDTH) * 2;
float ypos = float(0 - (y - SCREEN_HEIGHT / 2) / SCREEN_HEIGHT) * 2;
// cout << "xpos " << xpos << endl;
// cout << "ypos " << ypos << endl;
return;
}
void scroll_callback(GLFWwindow *window, double x, double y)
{
// cout << "x " << x << endl;
// cout << "y " << y << endl;
return;
}