这次增加了一些键盘控制功能,通过 wasd
来控制 上下左右
四个方向,通过x
键来进行缩小,z
键进行放大。大致思路就是通过注册一个键盘相应函数,来控制坐标和缩放因子,放大缩小只需要对坐标乘上缩放因子,上下左右平移只需要对坐标进行加减操作即可。然后通过uniform来将这些全局变量传入到顶点着色器中即可。
代码:
#include
#include
#include
#include
#include
#include
#include
static void ParsePLY(const std::string filename, std::vector<float> &positions, std::vector<unsigned int> &indices)
{
std::ifstream fin(filename);
std::string str = "";
int pointNum;
while (str != "vertex")
{
fin >> str;
}
fin >> pointNum;
while (str != "end_header")
{
fin >> str;
}
int cnt = 0;
while (cnt < pointNum)
{
for (int i = 0; i < 3; i++)
{
float pos;
fin >> pos;
positions.emplace_back(pos);
}
cnt++;
}
while (!fin.eof())
{
unsigned int idx;
fin >> idx;
for (int i = 0; i < 3; i++)
{
fin >> idx;
indices.emplace_back(idx);
}
}
}
float r = 3.0f;
float x = 0.0f, y = 0.0f, z = 0.0f;
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
{
switch (key)
{
case GLFW_KEY_Z:
r += 0.1f;
break;
case GLFW_KEY_X:
r -= 0.1f;
break;
case GLFW_KEY_A:
x -= 0.01f;
break;
case GLFW_KEY_S:
y -= 0.01f;
break;
case GLFW_KEY_D:
x += 0.01f;
break;
case GLFW_KEY_W:
y += 0.01f;
break;
default:
break;
}
}
int main()
{
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
//glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
GLFWwindow* window = glfwCreateWindow(1000, 1000, "draw mesh", nullptr, nullptr);
glfwMakeContextCurrent(window);
glfwSetKeyCallback(window, key_callback);
glewInit();
std::cout << glGetString(GL_VERSION) << std::endl;
std::vector<float> vertices;
std::vector<unsigned int> indices;
ParsePLY("./data/bunny.ply", vertices, indices);
unsigned int vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
unsigned int vbo;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER,vbo);
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(float), &vertices[0], GL_STATIC_DRAW);
unsigned int ibo;
glGenBuffers(1, &ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), &indices[0], GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), 0);
const char* vertexShaderSource = "#version 330 core\n"
"layout(location = 0) in vec4 pos;\n"
"uniform float r;\n"
"uniform vec3 bias_pos;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(pos.x * r + r / 20 + bias_pos.x, pos.y * r - r / 10 + bias_pos.y, pos.z * r + bias_pos.z, pos.w);\n"
"}\0";
unsigned int vs = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vs, 1, &vertexShaderSource, nullptr);
glCompileShader(vs);
int success1;
glGetShaderiv(vs, GL_COMPILE_STATUS, &success1);
if (success1 == 0)
{
char message[512];
glGetShaderInfoLog(vs, 512, nullptr, message);
std::cout << message << std::endl;
}
const char* fragmentShaderSource = "#version 330 core\n"
"out vec4 color;\n"
"void main()\n"
"{\n"
" color = vec4(0.5f, 0.8f, 0.2f, 1.0f);\n"
"}\0";
unsigned int fs;
fs = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fs, 1, &fragmentShaderSource, nullptr);
glCompileShader(fs);
int success;
glGetShaderiv(fs, GL_COMPILE_STATUS, &success);
if (success == 0)
{
char message[512];
glGetShaderInfoLog(fs, 512, nullptr, message);
std::cout << message << std::endl;
}
unsigned int program;
program = glCreateProgram();
glAttachShader(program, vs);
glAttachShader(program, fs);
glLinkProgram(program);
glDeleteShader(vs);
glDeleteShader(fs);
glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
int location_z = glGetUniformLocation(program, "r");
int location_bias = glGetUniformLocation(program, "bias_pos");
int count = 0;
while (!glfwWindowShouldClose(window))
{
if (count < indices.size()) count += 30;
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glBindVertexArray(vao);
glUseProgram(program);
glUniform1f(location_z, r);
glUniform3f(location_bias, x, y, z);
glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_INT, nullptr);
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteProgram(program);
glfwTerminate();
return 0;
}
效果: