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main.cpp
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#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include "Shader.h"
#include "Camera.h"
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
#include "Fluid.h"
#include <iostream>
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void cursor_pos_callback(GLFWwindow* window, double xpos, double ypos);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void processInput(GLFWwindow* window);
void mouse_button_callback(GLFWwindow* window, int button, int action, int mods);
// settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
// camera
Camera camera(glm::vec3(0.0f, 0.0f, 9.0f));
float clastX = SCR_WIDTH / 2.0f;
float clastY = SCR_HEIGHT / 2.0f;
bool cameraFirstMouse = true;
bool cameraCanRotate = false;
// fluid
Fluid* fluid;
// timing
float deltaTime = 0.0f;
float totalTime = 0.0f;
float lastFrame = 0.0f;
int main()
{
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "FluidSimulation", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glfwSetMouseButtonCallback(window, mouse_button_callback);
glfwSetCursorPosCallback(window, cursor_pos_callback);
glfwSetScrollCallback(window, scroll_callback);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
// 开启更新深度缓冲区的功能
glEnable(GL_DEPTH_TEST);
Shader fluid_shader("fluid.vert", "fluid.frag");
// 初始化流体质点
const int side = 24;
float* draw_ptr = new float[side * side * side * 3];
fluid = new Fluid(side, draw_ptr);
// 绘制流体点
unsigned int VAO, VBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, side * side * side * 3 * sizeof(float), draw_ptr, GL_DYNAMIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), 0);
glEnableVertexAttribArray(0);
// render loop
// -----------
while (!glfwWindowShouldClose(window))
{
float currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
// 移动并更新 GPU 中的数据
if ((totalTime += deltaTime) > 0.02f) {
fluid->onUpdate(totalTime);
totalTime = 0.0f;
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferSubData(GL_ARRAY_BUFFER, 0, side * side * side * 3 * sizeof(float), draw_ptr);
}
processInput(window);
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// view/projection transformations
glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
glm::mat4 view = camera.GetViewMatrix();
// render container
fluid_shader.use();
fluid_shader.setMat4("projection", projection);
fluid_shader.setMat4("view", view);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glDrawArrays(GL_POINTS, 0, side * side * side);
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
// -------------------------------------------------------------------------------
glfwSwapBuffers(window);
glfwPollEvents();
}
// 释放资源
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
delete fluid;
delete[] draw_ptr;
// glfw: terminate, clearing all previously allocated GLFW resources.
// ------------------------------------------------------------------
glfwTerminate();
return 0;
}
void processInput(GLFWwindow* window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) glfwSetWindowShouldClose(window, true);
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) camera.ProcessKeyboard(FORWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) camera.ProcessKeyboard(BACKWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) camera.ProcessKeyboard(LEFT, deltaTime);
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) camera.ProcessKeyboard(RIGHT, deltaTime);
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS) fluid->reset();
}
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
glViewport(0, 0, width, height);
}
void cursor_pos_callback(GLFWwindow* window, double xpos, double ypos)
{
if (cameraCanRotate) {
if (cameraFirstMouse)
{
clastX = xpos;
clastY = ypos;
cameraFirstMouse = false;
}
float xoffset = xpos - clastX;
float yoffset = clastY - ypos; // reversed since y-coordinates go from bottom to top
clastX = xpos;
clastY = ypos;
camera.ProcessMouseMovement(xoffset, yoffset);
}
}
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
camera.ProcessMouseScroll(yoffset);
}
void mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
{
if (action == GLFW_PRESS) {
if (button == GLFW_MOUSE_BUTTON_RIGHT) cameraCanRotate = true;
} else if (action == GLFW_RELEASE) {
if (button == GLFW_MOUSE_BUTTON_RIGHT) {
cameraCanRotate = false;
cameraFirstMouse = true;
}
}
return;
}