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Tutorial.h
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Tutorial.h
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#pragma once
#include<vector>
#include<stack>
#include<SOIL2/SOIL2.h>
#include <glm\gtc\matrix_transform.hpp>
#include"deltaTime.h"
#include"Camera.h"
float lastX, lastY;
bool fisrtMouse = true;//抛弃第一帧标记
const GLfloat PI = 3.14159265358979323846f;
//将球横纵划分成50X50的网格
const int Y_SEGMENTS = 50;
const int X_SEGMENTS = 50;
std::stack<glm::mat4> mStack;
class Tutorial : public Window {
public:
Tutorial()
{
//glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
}
~Tutorial()
{
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
//delete pshader;
}
inline void RenderScreen() override final
{
glfwPollEvents();//告诉GLFW检查所有等待处理的事件和消息,包括操作系统和窗口系统中应当处理的消息。
//如果有消息正在等待,它会先处理这些消息再返回;否则该函数会立即返回。
glClearColor(0.3f, 0.0f, 0.5f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
sunTexture = loadTexture("sun.jpg");
earthTexture = loadTexture("earth.jpg");
moonTexture = loadTexture("moon.jpg");
this->colorShader->UseProgram();
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
float timeValue = glfwGetTime(); //时间
glm::mat4 transform = glm::mat4(1.0f);
glm::mat4 proj = glm::perspective(glm::radians(pCamera->GetZoom()),
static_cast<float>(WINDOWWIDTH) / static_cast<float>(WINDOWHEIGHT), 0.1f, 100.0f);
this->colorShader->SetMatrix4fv("proj", proj);
glm::mat4 view = pCamera->GetViewMatrix();
this->colorShader->SetMatrix4fv("view", view);
mStack.push(glm::mat4(1.0f));
transform = glm::translate(glm::mat4(1.0f), glm::vec3(0, 0, 0));
mStack.top() *= transform;
mStack.push(mStack.top());
mStack.top() *= glm::rotate(glm::mat4(1.0f), (float)timeValue, glm::vec3(0.0f, 1.0f, 0.0f)); // 太阳自转
mStack.top() *= glm::scale(glm::mat4(1.0f), glm::vec3(0.3f, 0.3f, 0.3f));
drawSphere(sunTexture);
mStack.pop();//移除太阳自转和缩放;
//绘制地球;
mStack.push(mStack.top());
mStack.top() *= glm::translate(glm::mat4(1.0f), glm::vec3(sin((float)timeValue) * 1.0f, 0.0f, cos((float)timeValue) * 1.0f)); // 地球公转
mStack.push(mStack.top());
mStack.top() *= glm::rotate(glm::mat4(1.0f), (float)timeValue, glm::vec3(0.0f, 1.0f, 0.0f)); // 地球自转
mStack.top() *= glm::scale(glm::mat4(1.0f), glm::vec3(0.2f, 0.2f, 0.2f)); // 地球缩放
drawSphere(earthTexture);
mStack.pop();// 矩阵堆栈中移除地球自转和缩放
//绘制月球
mStack.push(mStack.top());
mStack.top() *= glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, sin((float)timeValue) * 0.8f, cos((float)timeValue) * 0.8f)); // 月球公转
mStack.top() *= glm::rotate(glm::mat4(1.0f), (float)timeValue, glm::vec3(0.0f, 0.0f, 1.0f)); // 月球自转
mStack.top() *= glm::scale(glm::mat4(1.0f), glm::vec3(0.1f, 0.1f, 0.1f)); // 月球缩放
drawSphere(moonTexture);
while (mStack.size())
mStack.pop();
glfwSwapBuffers(this->window);
glfwPollEvents();
}
void initUI()
{
glfwSetKeyCallback(this->window, KeyCallback);
glfwSetFramebufferSizeCallback(this->window, FramebufferSizeCallback);
glfwSetCursorPosCallback(this->window, MouseCallback);
}
void CreateObjects()
{
//this->CreateTriangle();
//this->CreateCube();
CreateSphere();
}
void CreateShaders()
{
//pshader = new Shader("res/shaders/sphere.vs", "res/shaders/sphere.fs");
colorShader = new Shader("res/shaders/sphereColor.vs", "res/shaders/sphereColor.fs");
}
bool IsWindowClosed()
{
return glfwWindowShouldClose(window);
}
private:
GLuint VAO;
GLuint VBO;
//Shader* pshader;
Shader* colorShader;
static bool keys[1024];
static std::unique_ptr<Camera> pCamera;
GLuint sunTexture, earthTexture, moonTexture; // 纹理
void CreateSphere() //计算球的顶点坐标
{
std::vector<float> sphereVertices;
std::vector<int> sphereIndices;
// 生成球的顶点
for (int y = 0; y <= Y_SEGMENTS; y++)
{
for (int x = 0; x <= X_SEGMENTS; x++)
{
float xSegment = (float)x / (float)X_SEGMENTS;
float ySegment = (float)y / (float)Y_SEGMENTS;
float xPos = std::cos(xSegment * 2.0f * PI) * std::sin(ySegment * PI);
float yPos = std::cos(ySegment * PI);
float zPos = std::sin(xSegment * 2.0f * PI) * std::sin(ySegment * PI);
sphereVertices.push_back(xPos);
sphereVertices.push_back(yPos);
sphereVertices.push_back(zPos);
sphereVertices.push_back(ySegment);
sphereVertices.push_back(xSegment);
}
}
// 生成球的Indices
for (int i = 0; i < Y_SEGMENTS; i++)
{
for (int j = 0; j < X_SEGMENTS; j++)
{
sphereIndices.push_back(i * (X_SEGMENTS + 1) + j);
sphereIndices.push_back((i + 1) * (X_SEGMENTS + 1) + j);
sphereIndices.push_back((i + 1) * (X_SEGMENTS + 1) + j + 1);
sphereIndices.push_back(i * (X_SEGMENTS + 1) + j);
sphereIndices.push_back((i + 1) * (X_SEGMENTS + 1) + j + 1);
sphereIndices.push_back(i * (X_SEGMENTS + 1) + j + 1);
}
}
// 球
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
//生成并绑定球体的VAO和VBO
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
// 将顶点数据绑定至当前默认的缓冲中
glBufferData(GL_ARRAY_BUFFER, sphereVertices.size() * sizeof(float), &sphereVertices[0], GL_STATIC_DRAW);
GLuint element_buffer_object; //EBO
glGenBuffers(1, &element_buffer_object);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, element_buffer_object);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sphereIndices.size() * sizeof(int), &sphereIndices[0], GL_STATIC_DRAW);
// 设置顶点属性指针
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// - --------------
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (GLvoid*)(3 * sizeof(GLfloat)));
glEnableVertexAttribArray(1);
//---------------------------------
// 解绑VAO和VBO
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
void drawSphere(const GLuint& texture)
{
glm::mat4 mMat = mStack.top();
this->colorShader->SetMatrix4fv("transform", mMat);
glBindVertexArray(VAO);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
glEnable(GL_DEPTH_TEST); // 开启深度测试
glDepthFunc(GL_LEQUAL);
glEnable(GL_CULL_FACE); // 开启隐藏面消除
glFrontFace(GL_CCW);
glDrawElements(GL_TRIANGLES, X_SEGMENTS * Y_SEGMENTS * 6, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
}
GLuint loadTexture(const char* textImagePath) {
GLuint textureID;
textureID = SOIL_load_OGL_texture(textImagePath, SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_INVERT_Y);
if (textureID == 0)
std::cout << "could not find texture file" << textImagePath << std::endl;
return textureID;
}
static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mode)
{
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
{
glfwSetWindowShouldClose(window, GL_TRUE);
}
if (key >= 0 && key < 1024) {
if (action == GLFW_PRESS) {
keys[key] = true;
}
else if (action == GLFW_RELEASE)
{
keys[key] = false;
}
}
if (keys[GLFW_KEY_W] || keys[GLFW_KEY_UP]) {
pCamera->ProcessKeyboard(FORWARD, deltaTime);
}
if (keys[GLFW_KEY_S] || keys[GLFW_KEY_DOWN]) {
pCamera->ProcessKeyboard(BACKWARD, deltaTime);
}
if (keys[GLFW_KEY_A] || keys[GLFW_KEY_LEFT]) {
pCamera->ProcessKeyboard(LEFT, deltaTime);
}
if (keys[GLFW_KEY_D] || keys[GLFW_KEY_RIGHT]) {
pCamera->ProcessKeyboard(RIGHT, deltaTime);
}
}
static void FramebufferSizeCallback(GLFWwindow
* window, int width, int height)
{
glViewport(0, 0, width, height);
}
static void MouseCallback(GLFWwindow* window, double xPos, double yPos)
{
GLfloat xOffset, yOffset;
if (fisrtMouse)
{
lastX = xPos;
lastY = yPos;
fisrtMouse = false;
}
xOffset = xPos - lastX;
yOffset = lastY - yPos;
lastX = xPos;
lastY = yPos;
pCamera->ProcessMouseMove(xOffset, yOffset);
}
};
std::unique_ptr<Camera> Tutorial::pCamera = std::unique_ptr<Camera>(new
Camera(glm::vec3(0.0f, .0f, 5.0f)));
bool Tutorial::keys[1024] = { false };