#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.h"
#include <iostream>
using namespace std;
const unsigned int SRC_WIDTH = 800;
const unsigned int SRC_HEIGHT = 600;
glm::vec3 cameraPosition = 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);
glm::vec3 lightPosition = glm::vec3(1.0f, 0.0f, 2.0f);
glm::vec3 lightColor = glm::vec3(1.0f,1.0f,1.0f);
glm::vec3 objectColor = glm::vec3(1.0f,0.5f,0.3f);
bool firstMouseClick = true;
float mouseSensortive = 0.1f;
float zoom = 45.0f;
float lastX = SRC_WIDTH / 2.0f;
float lastY = SRC_HEIGHT / 2.0f;
float yaw = -90.0f;
float pitch = 0.0f;
//坐标 和 法向量
const char* cubeVertexShaderSource = "#version 330 core\n"
"layout(location = 0) in vec3 aPos;\n"
"layout(location = 1) in vec3 aNormal;\n"
"out vec3 FragPos;\n"
"out vec3 Normal;\n"
"uniform mat4 model;\n"
"uniform mat4 view;\n"
"uniform mat4 projection;\n"
"void main(){\n"
"Normal = aNormal;\n"
"FragPos = vec3(model * vec4(aPos,1.0));\n"
//"gl_Position = projection * view * model * vec4(aPos,1.0);\n"
"gl_Position = projection * view * vec4(FragPos, 1.0);\n"
"}\n"
;
//光照方向 = 光源向量减去碎片位置向量(世界坐标系)
//光照方向点积法向量就是漫反射效果
//漫反射效果 + 全反射效果
const char* cubeFragShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"in vec3 FragPos;\n"
"in vec3 Normal;\n"
"uniform vec3 lightPos;\n"
"uniform vec3 lightColor;\n"
"uniform vec3 objectColor;\n"
"void main(){\n"
"float ambientStrength = 0.1;\n"
"vec3 ambient = ambientStrength * lightColor;\n"
"vec3 norm = normalize(Normal);\n"
"vec3 lightDir = normalize(lightPos - FragPos);\n"
"float diff = max(dot(norm,lightDir),0.0);\n"
"vec3 diffuse = diff * lightColor;\n"
"vec3 result = (ambient + diffuse) * objectColor;\n"
"FragColor = vec4(result,1.0);\n"
"}\n"
;
const char* lightVertexShaderSource = "#version 330 core\n"
"layout(location = 0) in vec3 aPos;\n"
"uniform mat4 model;\n"
"uniform mat4 view;\n"
"uniform mat4 projection;\n"
"void main(){\n"
"gl_Position = projection * view * model * vec4(aPos,1.0);\n"
"}\n"
;
const char* lightFragShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"void main(){\n"
"FragColor = vec4(1.0);\n"
"}\n"
;
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void processInput(GLFWwindow *window);
int main()
{
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); // uncomment this statement to fix compilation on OS X
#endif
GLFWwindow* window = glfwCreateWindow(SRC_WIDTH, SRC_HEIGHT, "Zhongqi", NULL, NULL);
if (window == NULL)
{
std::cout << "Create Window Failed" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glfwSetCursorPosCallback(window, mouse_callback);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
return -1;
}
glEnable(GL_DEPTH_TEST);
Shader cubeShader(cubeVertexShaderSource, cubeFragShaderSource);
Shader lightShader(lightVertexShaderSource,lightFragShaderSource);
//顶点贴面的法向量 由于是正方体 就在顶点数组给出
float vertices[] = {
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f
};
unsigned int cubeVAO, VBO;
glGenVertexArrays(1, &cubeVAO);
glGenBuffers(1, &VBO);
glBindVertexArray(cubeVAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(0));
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
unsigned int lightVAO;
glGenVertexArrays(1, &lightVAO);
glBindVertexArray(lightVAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(0));
glEnableVertexAttribArray(0);
//渲染操作
while (!glfwWindowShouldClose(window))
{
processInput(window);
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
cubeShader.use();
cubeShader.setVec3("lightPos", lightPosition);
cubeShader.setVec3("lightColor", 1.0f, 1.0f, 1.0f);
cubeShader.setVec3("objectColor", 1.0f, 0.5f, 0.31f);
glm::mat4 model;
glm::mat4 view;
glm::mat4 projection;
model = glm::rotate(model, glm::radians(45.0f), glm::vec3(1.0f,1.0f,1.0f));
projection = glm::perspective(glm::radians(zoom), (float)SRC_WIDTH / (float)SRC_HEIGHT, 0.1f, 100.0f);
view = glm::lookAt(cameraPosition, cameraPosition + cameraFront, cameraUp);
cubeShader.setMat4("model", model);
cubeShader.setMat4("view", view);
cubeShader.setMat4("projection", projection);
glBindVertexArray(cubeVAO);
glDrawArrays(GL_TRIANGLES, 0, 36);
lightShader.use();
lightShader.setMat4("view", view);
lightShader.setMat4("projection", projection);
model = glm::mat4();
model = glm::translate(model, lightPosition);
model = glm::scale(model, glm::vec3(0.2f));
lightShader.setMat4("model", model);
glBindVertexArray(lightVAO);
glDrawArrays(GL_TRIANGLES, 0, 36);
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteVertexArrays(1, &lightVAO);
glDeleteVertexArrays(1, &cubeVAO);
glDeleteBuffers(1, &VBO);
glfwTerminate();
return 0;
}
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
glViewport(0, 0, width, height);
}
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
{
if (firstMouseClick)
{
lastX = xpos;
lastY = ypos;
firstMouseClick = false;
}
float xoffset = xpos - lastX;
float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top
lastX = xpos;
lastY = ypos;
xoffset *= mouseSensortive;
yoffset *= mouseSensortive;
yaw += xoffset;
pitch += yoffset;
if (pitch > 89.0f) pitch = 89.0f;
if (pitch < -89.0f) pitch = -89.0f;
glm::vec3 front;
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));
cameraFront = glm::normalize(front);
}
void processInput(GLFWwindow *window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
}
效果图