运行结果

话不多说,直接上源码
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include<glm/glm.hpp>
#include<glm/gtc/matrix_transform.hpp>
#include<glm/gtc/type_ptr.hpp>
#include<glut.h>
#include<vector>
#include <iostream>
#include<math.h>
#include <windows.h>
#include<random>
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow* window);
void mouseCB(int button, int state, int x, int y);
void mouse_button_callback(GLFWwindow* window, int button, int action, int mods);
void cursor_position_callback(GLFWwindow* window, double xpos, double ypos);
// settings
unsigned int SCR_WIDTH = 800;
unsigned int SCR_HEIGHT = 800;
struct Vertex {
glm::vec2 position;
};
const char* vertexShaderSource = "#version 430 core\n" //顶点着色器
"layout (location = 0) in vec2 aPos;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(aPos.x, aPos.y, 0, 1.0);\n"
"}\0";
const char* fragmentShaderSource = "#version 430 core\n" //片元着色器
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
" FragColor = vec4(1.0f, 0.9f, 1.0f, 1.0f);\n"
"}\n\0";
const char* vertexShaderSource_clock = "#version 430 core\n" //顶点着色器
"layout (location = 0) in vec3 aPos;\n"
"uniform float R; \n"
"void main()\n"
"{\n"
" gl_Position = vec4(aPos.x, aPos.y,aPos.z, 1.0);\n"
"}\0";
const char* vertexShaderSource_clock_point = "#version 430 core\n" //顶点着色器
"layout (location = 0) in vec3 aPos;\n"
"uniform mat4 trans; \n"
"uniform float R; \n"
"void main()\n"
"{\n"
" gl_Position =trans* vec4(aPos.x, aPos.y,aPos.z, 1.0);\n"
"}\0";
bool mouseLeftDown;
double mouseX = 0.0;
double mouseY = 0.0;
std::vector<glm::vec2>vect_mouse,vect_point_Bezizer;
int main(int argc, char** argv)
{
// glfw: initialize and configure
// ------------------------------
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);//注册一系列函数
glutInit(&argc, argv);
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif
// glfw window creation
// --------------------
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "OpenGL_homework_01", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
// 注册鼠标移动回调函数
glfwSetCursorPosCallback(window, cursor_position_callback);
// 注册鼠标按钮点击回调函数
glfwSetMouseButtonCallback(window, mouse_button_callback);
// glad: load all OpenGL function pointers
// ---------------------------------------
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "初始化GLAD失败" << std::endl;
return -1;
}
// build and compile our shader program
// ------------------------------------
// vertex shader
unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER); //创建着色器vertexShader
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
int success;
char infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success); //检查着色器的编译状态
if (!success)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// fragment shader(点着色器)
unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
// check for shader compile errors
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// link shaders (片元着色器)
unsigned int shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);//装载着色器
glLinkProgram(shaderProgram);
// check for linking errors
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success); //检查着色器的链接状态
if (!success) {
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
//clock
std::vector<glm::vec2> vert,vect;
struct Vertex
{
glm::vec2 x;
};
std::random_device rd;
std::mt19937 gen(rd());
std::uniform_real_distribution<float> dis(-1.0f, 1.0f);
unsigned int VBOs[5], VAOs[5], EBO;
glGenVertexArrays(1, &VAOs[3]); //绑定VAO
glGenBuffers(1, &VBOs[3]); //绑定VBO
glBindVertexArray(VAOs[3]);
glBindBuffer(GL_ARRAY_BUFFER, VBOs[3]);
//glBufferData(GL_ARRAY_BUFFER,sizeof(Vertex)*100,nullptr, GL_DYNAMIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex) * vect_mouse.size(), vect_mouse.data(), GL_DYNAMIC_DRAW);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
glGenVertexArrays(1, &VAOs[2]); //绑定VAO
glGenBuffers(1, &VBOs[2]); //绑定VBO
glBindVertexArray(VAOs[2]);
glBindBuffer(GL_ARRAY_BUFFER, VBOs[2]);
//glBufferData(GL_ARRAY_BUFFER,sizeof(Vertex)*100,nullptr, GL_DYNAMIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex)* vect_point_Bezizer.size(), vect_point_Bezizer.data(), GL_DYNAMIC_DRAW);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); //线框模式
glLineWidth(3.0); //设置线宽
glPointSize(4.0);
glm::mat4 trans = glm::mat4(1.0f);
while (!glfwWindowShouldClose(window))
{
// input
// -----
std::random_device rd;
std::mt19937 gen(rd());
processInput(window);
SYSTEMTIME timeNow;
GetLocalTime(&timeNow);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shaderProgram);
std::uniform_real_distribution<float> dis(-1.0f, 1.0f);
glBindVertexArray(VAOs[3]);
glBindBuffer(GL_ARRAY_BUFFER, VBOs[3]);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex)* vect_mouse.size(), vect_mouse.data(), GL_DYNAMIC_DRAW);
glDrawArrays(GL_POINTS, 0, vect_mouse.size());
//glDrawArrays(GL_LINES, 0, vect_mouse.size());
//drawLine(*vect_mouse.begin(), *vect_mouse.end());
if (vect_mouse.size()==4)
{
for (float t = 0; t < 1; t += 0.001)
{
float xx = (1 - t) * (1 - t) * (1 - t) * vect_mouse[0].x + 3 * t * (1 - t) * vect_mouse[1].x + 3 * t * t * (1 - t) * vect_mouse[2].x + t * t * t * vect_mouse[3].x;
float yy = (1 - t) * (1 - t) * (1 - t) * vect_mouse[0].y + 3 * t * (1 - t) * vect_mouse[1].y + 3 * t * t * (1 - t) * vect_mouse[2].y + t * t * t * vect_mouse[3].y;
vect_point_Bezizer.push_back(glm::vec2(xx, yy));
}
}
glBindVertexArray(VAOs[2]);
glBindBuffer(GL_ARRAY_BUFFER, VBOs[2]);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex)* vect_point_Bezizer.size(), vect_point_Bezizer.data(), GL_DYNAMIC_DRAW);
glDrawArrays(GL_POINTS, 0, vect_point_Bezizer.size());
glBindVertexArray(0);
// -------------------------------------------------------------------------------
glfwSwapBuffers(window); //交换前后帧
glfwPollEvents();
}
// optional: de-allocate all resources once they've outlived their purpose:
// ------------------------------------------------------------------------
glDeleteBuffers(1, VBOs);
glDeleteBuffers(1,&EBO);
glDeleteProgram(shaderProgram);
glDeleteVertexArrays(1, VAOs);
// glfw: terminate, clearing all previously allocated GLFW resources.
// ------------------------------------------------------------------
glfwTerminate(); //释放glfw所申请的内存
return 0;
}
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------
void processInput(GLFWwindow* window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
}
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
SCR_WIDTH = width;
SCR_HEIGHT = height;
glViewport(0, 0, width, height);
}
void cursor_position_callback(GLFWwindow* window, double xpos, double ypos) {
// 更新鼠标坐标
mouseX = xpos;
mouseY = ypos;
}
void mouse_button_callback(GLFWwindow* window, int button, int action, int mods) {
if (action == GLFW_PRESS) {
glm::vec2 mousse(mouseX, mouseY);
if (button == GLFW_MOUSE_BUTTON_LEFT) {
// if (mouse_num.empty() || (mouse_num.back().mouseX != mousse.mouseX && mouse_num.back().mouseY != mousse.mouseY))
vect_mouse.push_back(glm::vec2(mousse.x/float(SCR_WIDTH)*2-1,1-2* mousse.y / float(SCR_HEIGHT)));
mouseLeftDown = true;
}
else if (button == GLFW_MOUSE_BUTTON_RIGHT) {
// 鼠标右键按下
// 处理右键按下事件
}
}
else if (action == GLFW_RELEASE) {
if (button == GLFW_MOUSE_BUTTON_LEFT) {
// 鼠标左键释放
// 处理左键释放事件
}
else if (button == GLFW_MOUSE_BUTTON_RIGHT) {
// 鼠标右键释放
// 处理右键释放事件
}
}
}
void drawLine(glm::vec2 startp, glm::vec2 endp)
{
double increx, increy, x, y, length;
if (abs(endp.x - startp.x) > abs(endp.y - startp.y))
{
length = abs(endp.x - startp.y);
}
else
{
length = abs(endp.y - startp.y);
}
increx = (endp.x - startp.x) / length;
increy = (endp.y - startp.y) / length;
x = startp.y;
y = startp.y;
for (int i = 1; i <= length; i++)
{
// glDrawArrays(GL_POINTS, 0, mouseVector.size());
x += increx;
y += increy;
}
}
void drawLine(GLfloat x1, GLfloat y1, GLfloat xn, GLfloat yn)
{
float dx = fabs(xn - x1);
float dy = fabs(yn - y1);
float steps;
if (dx > dy)
steps = dx;
else
steps = dy;
float stepX = dx / steps;
float stepY = dy / steps;
glBegin(GL_POINTS);
for (int i = 0; i < (int)steps; i++)
{
glVertex2f(x1, y1);
x1 += stepX;
y1 += stepY;
}
glEnd();
}
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