ТПКС_Лаб4(семестр2)
.docxМИНИСТЕРТСВО ОБРАЗОВАНИЯ И НАУКИ УКРАИНЫ
ХАРЬКОВСКИЙ НАЦИОНАЛЬНЫЙ УНИВЕРСИТЕТ РАДИОЭЛЕКТРОНИКИ
Кафедра КИТАМ
ОТЧЁТ
по лабораторной работе №4
по дисциплине «Технологии программирования компьютерных систем»
Выполнил: Проверил:
ст. гр. АКТСІу-17-1 ассистент каф. КИТАМ
Черкашин В.А. Гурин Д. В.
Харьков 2019
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МНОГОПОТОЧНОСТЬ С OPENGL
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Цель: Показать роботу многопоточности.
4.2 Ход работы
#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 <learnopengl/shader_m.h>
#include <learnopengl/camera.h>
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#include <SOIL/SOIL.h>
#include <iostream>
#include <thread>
using namespace std;
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void processInput(GLFWwindow* window);
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
float lastX = SCR_WIDTH / 2.0f;
float lastY = SCR_HEIGHT / 2.0f;
bool firstMouse = true;
float deltaTime = 0.0f;
float lastFrame = 0.0f;
void drawTriangle(Shader shader, glm::mat4 projection, glm::mat4 view, glm::mat4 model, unsigned int VAO) {
shader.use();
shader.setMat4("projection", projection);
shader.setMat4("view", view);
shader.setMat4("model", model);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
}
int main()
{
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glfwSetCursorPosCallback(window, mouse_callback);
glfwSetScrollCallback(window, scroll_callback);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
glEnable(GL_DEPTH_TEST);
Shader ourShader("7.4.camera.vs", "7.4.camera.fs");
Shader ourShader1("1.vs", "1.fs");
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
GLfloat vertices1[] = {
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.0f, 0.5f, 0.0f
};
unsigned int VBO1, VAO1;
glGenVertexArrays(1, &VAO1);
glGenBuffers(1, &VBO1);
glBindVertexArray(VAO1);
glBindBuffer(GL_ARRAY_BUFFER, VBO1);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices1), &vertices1, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
float i, j;
i = 0;
j = 0;
while (!glfwWindowShouldClose(window))
{
float currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
i += 0.01;
j -= 0.01;
processInput(window);
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
glm::mat4 view = camera.GetViewMatrix();
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, glm::vec3(i, 0.0f, 0.0f));
model = glm::scale(model, glm::vec3(1.0f, 1.0f, 1.0f));
std::thread thr1(drawTriangle, ourShader1, projection, view, model, VAO1);
model = glm::translate(model, glm::vec3(j, -2.0f, 0.0f));
std::thread thr2(drawTriangle, ourShader1, projection, view, model, VAO1);
thr1.join();
thr2.join();
glfwSwapBuffers(window);
glfwPollEvents();
}
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);
}
void framebuffer_size_callback(GLFWwindow * window, int width, int height)
{
glViewport(0, 0, width, height);
}
void mouse_callback(GLFWwindow * window, double xpos, double ypos)
{
if (firstMouse)
{
lastX = xpos;
lastY = ypos;
firstMouse = false;
}
float xoffset = xpos - lastX;
float yoffset = lastY - ypos;
lastX = xpos;
lastY = ypos;
camera.ProcessMouseMovement(xoffset, yoffset);
}
void scroll_callback(GLFWwindow * window, double xoffset, double yoffset)
{
camera.ProcessMouseScroll(yoffset);
}
ВЫВОДЫ
В ходе выполнения лабораторной работы изучили работу многопоточности на примере обработки движения двух разных примитивов.
Рис 4.1 – Результат выполнения программы.