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Source.cpp
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Source.cpp
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#include <iostream>
#include <GL/glew.h>
// GLFW
#include <glfw3.h>
// Other Libs
#include <SOIL.h>
// GLM Mathematics
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
// Other includes
#include "Shader.h"
//#include "Cube.h"
#include <math.h>
// Function prototypes
#include <string>
#include "objects.h"
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void mouse_button_callback(GLFWwindow* window, int button, int action, int mods);
GLFWwindow* gl_glfw_init();
const GLuint WIDTH = 800, HEIGHT = 600;
glm::vec2 cursorpos;
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);
glm::mat4 model;
glm::mat4 view;
glm::mat4 projection;
glm::vec3 cube_vertices[8] =
{
glm::vec3( 0.5f, -0.5f, .5f),
glm::vec3( 0.5f, 0.5f, .5f),
glm::vec3(-0.5f, 0.5f, .5f),
glm::vec3(-0.5f, -0.5f, .5f),
glm::vec3( 0.5f, -0.5f, -0.5f),
glm::vec3( 0.5f, 0.5f, -0.5f),
glm::vec3(-0.5f, 0.5f, -0.5f),
glm::vec3(-0.5f, -0.5f, -0.5f),
};
glm::vec3 _surface_vertex[4]=
{
glm::vec3( 0.5f, 0.5f, 0.0f),
glm::vec3(-0.5f, 0.5f, 0.0f),
glm::vec3(-0.5f,-0.5f, 0.0f),
glm::vec3( 0.5f,-0.5f, 0.0f),
};
int surface_index = -1;
axis Axis;
cube Cube;
int main()
{
GLFWwindow* window;
window = gl_glfw_init();
std::string axisshaderpath[2] = {"vertex.txt","fragment.txt"};
std::string surfaceshader[]={ "vertex.txt", "", "fragment.txt"};
std::string elemshader1[]={ "ins_vertex3.txt", "geometry3.txt", "fragment2.txt"};
std::string elemshader2[]={ "ins_vertex3.txt", "geometry3.txt", "fragment2.txt"};
Axis.initShader(axisshaderpath);
Axis.init();
Cube.initShader(surfaceshader,elemshader1,elemshader2);
Cube.init(cube_vertices);
Cube.initwaveguide(1,2.25,1,2,50e9);
//const GLubyte * OpenGLVersion = glGetString(GL_VERSION);
//printf("OOpenGLʵÏֵİ汾ºÅ£º%s\n",OpenGLVersion);
model = glm::rotate(model, glm::radians(45.0f), glm::vec3(1.0f, 0.5f, 0.0f));//glm::vec3(0.5f, 1.0f, 0.0f));
//model = glm::rotate(model, glm::radians(90.0f), glm::vec3(0.0f, 0.0f, 1.0f));//glm::vec3(0.5f, 1.0f, 0.0f));
//model = glm::rotate(model, glm::radians(90.0f), glm::vec3(1.0f, 0.0f, 0.0f));//glm::vec3(0.5f, 1.0f, 0.0f));
view = glm::lookAt(cameraPos, cameraPos + cameraFront, cameraUp);
projection = glm::perspective(45.0f, (GLfloat)WIDTH / (GLfloat)HEIGHT, 0.1f, 100.0f);//glm::ortho(-1.0f,1.0f,-1.0f,1.0f,0.1f,100.0f);//// // ////
// Deltatime
GLfloat deltaTime = 0.0f; // Time between current frame and last frame
GLfloat lastFrame = 0.0f; // Time of last frame
GLfloat timestart = glfwGetTime();
// glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
while (!glfwWindowShouldClose(window))
{
glfwPollEvents();
GLfloat currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// GLint modelLoc = glGetUniformLocation(ourShader.Program, "model");
// GLint viewLoc = glGetUniformLocation(ourShader.Program, "view");
// GLint projLoc = glGetUniformLocation(ourShader.Program, "projection");
// Pass them to the shaders
// glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
// glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
// glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(projection));
Axis.draw(model,view,projection);
Cube.loadtime(currentFrame- timestart);
Cube.draw(model,view,projection);
glfwSwapBuffers(window);
}
glfwTerminate();
return 0;
}
//Is called whenever a key is pressed/released via GLFW
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
{
GLfloat incre = 0.04;
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GL_TRUE);
}
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
{
static bool flag_first = true;
if(surface_index!= -1 && flag_first == false )
{
glm::vec4 viewport = glm::vec4(0.0f, 0.0f, WIDTH, HEIGHT);
Cube.move(glm::vec2(xpos - cursorpos.x, -(ypos - cursorpos.y)),model,view,projection,viewport,surface_index);
}
cursorpos.x = xpos;
cursorpos.y = ypos;
flag_first = false;
}
void mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
{
glm::vec4 viewport = glm::vec4(0.0f, 0.0f, WIDTH, HEIGHT);
glm::vec3 screenPos = glm::vec3(cursorpos.x, HEIGHT-cursorpos.y - 1, 0.96);
glm::vec3 worldPos = glm::unProject(screenPos, view , projection, viewport);
// glm::vec3 screenPosA = glm::project(worldPos,view,projection,viewport);
//printf("mouse position: %f , %f\n", cursorpos.x, HEIGHT-cursorpos.y - 1);
//printf("projected position: %f, %f\n", screenPosA.x, screenPosA.y);
if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_PRESS)
{
if(Cube.find_insect_surface(cameraPos,worldPos - cameraPos, surface_index, model))
{
// printf("%d\n",surface_index);
Cube.changecolor(glm::vec3(1.0f, 1.0f, 1.0f));
}
}
if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_RELEASE && surface_index != -1)
{
//printf("%d\n",surface_index);
Cube.changecolor(glm::vec3(1.0f, .5f, 0.2f));
surface_index = -1;
}
}
GLFWwindow* gl_glfw_init()
{
// Init GLFW
glfwInit();
// Set all the required options for GLFW
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_RESIZABLE, GL_TRUE);
// Create a GLFWwindow object that we can use for GLFW's functions
GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "LearnOpenGL", nullptr, nullptr);
glfwMakeContextCurrent(window);
// Set the required callback functions
glfwSetKeyCallback(window, key_callback);
glfwSetCursorPosCallback(window, mouse_callback);
glfwSetMouseButtonCallback(window, mouse_button_callback);
// Set this to true so GLEW knows to use a modern approach to retrieving function pointers and extensions
glewExperimental = GL_TRUE;
// Initialize GLEW to setup the OpenGL Function pointers
glewInit();
// Define the viewport dimensions
glViewport(0, 0, WIDTH, HEIGHT);
// Setup OpenGL options
glEnable(GL_DEPTH_TEST);
return window;
}