-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathtest.cpp
More file actions
223 lines (193 loc) · 6.22 KB
/
test.cpp
File metadata and controls
223 lines (193 loc) · 6.22 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
//
// Created by 田淙宇 on 2019/2/26.
//
#include <iostream>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <cmath>
#include <string.h>
#include "Loader/TextureLoader.h"
#include "Transform.h"
#include "Camera/Camera.h"
#include "Loader/ShaderLoader.h"
#include "TestLight.h"
#include "LightManager.h"
#include "RenderManager.h"
#include "ShaderManager.h"
LightManager* lightManager;
RenderManager* renderManager;
ShaderManager* shaderManager;
int width,height;
Shader *shader;
Camera camera;
GLfloat deltaTime=0.0f,lastFrame=0.0f;
GLfloat lastX=400,lastY=300;
PointLight *light;
SpotLight *spotLight;
DirLight *dirLight;
bool firstMouse=true;
bool keys[1024];
bool clicked=false;
Model *obj,*obj1;
SkyBox *skybox;
Flat *flat;
//static ShaderInfo si{
// "default.vert",
// "default.frag"
//};
void keyCall(GLFWwindow* window,int key,int scancode,int action,int mode){
if(action==GLFW_PRESS)
keys[key]=true;
else if(action==GLFW_RELEASE)
keys[key]=false;
}
void mouseButtonCall(GLFWwindow*window,int button,int action,int mods){
if(button==GLFW_MOUSE_BUTTON_LEFT)
{
if(action==GLFW_PRESS)
clicked=true;
else if(action==GLFW_RELEASE)
clicked=false;
}
}
void scrollCall(GLFWwindow*window,double xoffset,double yoffset){
camera.changeFOV(yoffset);
}
void mouseMoveCall(GLFWwindow*window,double xpos,double ypos){
if(clicked) {
if (firstMouse) {
lastX = xpos;
lastY = ypos;
firstMouse = false;
}
GLfloat xoffset = xpos - lastX;
GLfloat yoffset = lastY - ypos;
lastX = xpos;
lastY = ypos;
camera.rotate(-xoffset,yoffset,0);
}
else{
firstMouse=true;
}
}
void do_move(){
GLfloat cameraSpeed=5.0f*deltaTime;
if(keys[GLFW_KEY_W])
camera.move(cameraSpeed*camera.front());
if(keys[GLFW_KEY_S])
camera.move(cameraSpeed*(-camera.front()));
if(keys[GLFW_KEY_A])
camera.move(cameraSpeed*(-camera.right()));
if(keys[GLFW_KEY_D])
camera.move(cameraSpeed*(camera.right()));
}
//初始化顶点数据,纹理数据以及着色器
void initShader(){
lightManager=LightManager::getLightManager();
shaderManager=ShaderManager::getShaderManager();
shaderManager->init();
renderManager=RenderManager::getRenderManager();
renderManager->init();
shader=shaderManager->getShader("default");
// shader=new Shader("Vertex","default.frag");
shader->setBool(true,"blinn");
camera=Camera(glm::vec3(0.0f,0.0f,3.0f));
// skybox=new SkyBox("blue",tga,"e:/project/Test/hw_blue");
// skybox->BindCamera(&camera);
flat=new Flat("d:/learn/computer-graphic/StarAnim");
flat->BindCamera(&camera);
flat->setLineStrip(true);
renderManager->addScene("floor",flat);
//obj=new Model("E:/project/Test/inory/inory.pmx");
//obj1=new Model("E:/project/Test/IA/IAx/IAx.pmx");
//obj1=new Model("e:/project/Test/TDA Ice Cold Append Miku/TDA Ice Cold Append Miku.pmx");
obj=new Model("e:/project/Test/Tda China Dress Stardust Canary/Tda China Dress Stardust Canary.pmx");
obj->setPosition(0.0f,0.0f,0.0f);
obj->scaleTo(0.2f,0.2f,0.2f);
renderManager->addModel("stardust",obj);
// InitLight();
// light=new PointLight(1.0,0.045,0.0075);
// light->setPosition(lightPos);
// light->setAmbient(Vec3(1.0f,1.0f,1.0f));
// light->setDiffuse(Vec3(1.0f,1.0f,1.0f));
// light->setSpecular(lightColor);
// spotLight=new SpotLight(glm::cos(glm::radians(12.5f)),glm::cos(glm::radians(15.0f)),camera.front(),1.0f,0.09f,0.032f,camera.position());
// spotLight->setAmbient(Vec3(0.0f,0.0f,0.0f));
// spotLight->setDiffuse(Vec3(1.0f,1.0f,1.0f));
// spotLight->setSpecular(Vec3(1.0f,1.0f,1.0f));
dirLight=new DirLight(Vec3(-1.0f,-1.0f,-1.0f),Vec3(1.0f,1.0f,1.0f),Vec3(1.0f,1.0f,1.0f),Vec3(1.0f,1.0f,1.0f));
//lightManager->addLight(SPOT_LIGHT,spotLight);
//lightManager->addLight(POINT_LIGHT,light);
lightManager->addLight(DIR_LIGHT,dirLight);
glEnable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
void display(){
double time=glfwGetTime();
shader->Use();
shader->setMat4(camera.getProjectionMatrix(),"projection");
shader->setMat4(camera.getViewMatrix(),"view");
shader->setVec3(camera.position(),"viewPos");
lightManager->use(shader);
renderManager->draw();
}
int main() {
glfwInit();
//设置opengl版本号:3.3
//主3
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR,3);
//次3
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR,3);
//使用核心模式(禁止旧版函数)
glfwWindowHint(GLFW_OPENGL_PROFILE,GLFW_OPENGL_CORE_PROFILE);
//关闭窗口大小可变
glfwWindowHint(GLFW_RESIZABLE,GL_FALSE);
//设置采样数
glfwWindowHint(GLFW_SAMPLES,4);
GLFWwindow* window=glfwCreateWindow(800,600,"test", nullptr, nullptr);
if(window== nullptr)
{
std::cout<<"fail"<<std::endl;
//终止
glfwTerminate();
return -1;
}
//设置为当前线程的上下文
glfwMakeContextCurrent(window);
//配合核心模式
glewExperimental=GL_TRUE;
if(glewInit()!=GLEW_OK){
std::cout<<"fail glew"<<std::endl;
return -1;
}
//计算缓冲区(渲染窗口)大小
glfwGetFramebufferSize(window,&width,&height);
//设置视口大小
glViewport(0,0,width,height);
initShader();
glfwSetKeyCallback(window,keyCall);
glfwSetMouseButtonCallback(window,mouseButtonCall);
glfwSetCursorPosCallback(window,mouseMoveCall);
glfwSetScrollCallback(window,scrollCall);
glClearColor(0.1f,0.1f,0.1f,1.0f);
while(!glfwWindowShouldClose(window)){
//事件检查
glfwPollEvents();
do_move();
renderManager->drawShadow();
glViewport(0,0,width,height);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
//renderManager->debugShadow();
display();
renderManager->debugNormal(&camera);
//交换缓冲区
glfwSwapBuffers(window);
GLfloat currentTime=glfwGetTime();
deltaTime=currentTime-lastFrame;
lastFrame=currentTime;
}
//终止(释放资源)
glfwTerminate();
return 0;
}