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#include <windows.h>
#include "glew.h"
#include "wglew.h"
#include "Glm/glm.hpp"
#include "Glm/ext.hpp"
#include <stdio.h>
#include "misc.h"
#include "model.h"
#include "timer.h"
#include "frustum.h"
#pragma comment(lib,"opengl32.lib")
#pragma comment(lib, "glew32.lib")
HGLRC CreateNBRC(HDC dc) { HGLRC rc; GLint attribs[]{ WGL_DRAW_TO_WINDOW_ARB,GL_TRUE, WGL_ACCELERATION_ARB,WGL_FULL_ACCELERATION_ARB, WGL_DOUBLE_BUFFER_ARB,GL_TRUE, WGL_RED_BITS_ARB,8, WGL_GREEN_BITS_ARB,8, WGL_BLUE_BITS_ARB,8, WGL_ALPHA_BITS_ARB,8, WGL_DEPTH_BITS_ARB,24, WGL_STENCIL_BITS_ARB,8, WGL_SAMPLE_BUFFERS_ARB,GL_TRUE, WGL_SAMPLES_ARB,16, NULL,NULL }; int pixelFormat[256] = { 0 }; UINT formatNum = 0; wglChoosePixelFormatARB(dc, attribs, NULL, 256, pixelFormat, &formatNum); printf("support format number is %u\n", formatNum); if (formatNum>0) { PIXELFORMATDESCRIPTOR pfd; DescribePixelFormat(dc, pixelFormat[0], sizeof(pfd), &pfd); SetPixelFormat(dc, pixelFormat[0], &pfd);
int contexAttributes[] = { WGL_CONTEXT_MAJOR_VERSION_ARB,4, WGL_CONTEXT_MINOR_VERSION_ARB,3, WGL_CONTEXT_PROFILE_MASK_ARB,WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB, 0 }; rc = wglCreateContextAttribsARB(dc, nullptr, contexAttributes); } return rc; }
/**
* @hwnd ������Ϣ�Ĵ��� * @msg ��Ϣ���� */ LRESULT CALLBACK GLWindowProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) { switch (msg) { case WM_CLOSE: PostQuitMessage(0); return 0; }
return DefWindowProc(hwnd, msg, wParam, lParam);//������Ϣ����windowĬ�ϴ�������
}
/**
* @hinstance ��Ӧ�ó�������ʵ�� * @hPrevInstance ��һ��Ӧ�ó�ʽ��ʵ�� * @IpCmdLine �����еIJ��� * @ShowCmd ��ô��ʾ���� */ INT WINAPI WinMain(HINSTANCE hinstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd) { /*ע�ᴰ��*/ WNDCLASSEX wndclass; wndclass.cbClsExtra = 0; //�������͵Ķ����ռ䣬���ﲻ��Ҫ
wndclass.cbSize = sizeof(WNDCLASSEX); //����ʵ��ռ�õ��ڴ�
wndclass.cbWndExtra = 0; //���ڵĶ����ռ䣬���ﲻ��Ҫ
wndclass.hbrBackground = NULL; //���ڱ���
wndclass.hCursor = LoadCursor(NULL, IDC_ARROW); //������������
wndclass.hIcon = NULL; //Ӧ�ó���exe�ļ���ʾͼ��
wndclass.hIconSm = NULL; //Ӧ�ó�������ʱ���Ͻ�ͼ��
wndclass.hInstance = hinstance; //��Ӧ�ó���ʵ��
wndclass.lpfnWndProc = GLWindowProc; //�����û������˴��ڣ��������ᱻ����
wndclass.lpszClassName = L"GLWindow";//��������
wndclass.lpszMenuName = NULL;//�˵�����
wndclass.style = CS_VREDRAW | CS_HREDRAW;//���ڸ���ʱ���ػ淽ʽ������ʹ�ô�ֱ�ػ���ˮƽ�ػ�
ATOM atom = RegisterClassEx(&wndclass); if (!atom) { MessageBox(NULL, L"Register failed", L"Error", MB_OK); return 0; }
/*��������*/ int windowWidth = 800; int windowHeight = 600;
RECT rect; rect.left = 0; rect.right = windowWidth; rect.bottom = windowHeight; rect.top = 0;
AdjustWindowRect(&rect, WS_OVERLAPPEDWINDOW, false);
//��������һ��Ҫ�ղ�ע�ᴰ�ڵı���һ��
HWND hwnd = CreateWindowEx(NULL, L"GLWindow", L"OpenGL Window", WS_OVERLAPPEDWINDOW, 100, 100, windowWidth, windowHeight, NULL, NULL, hinstance, NULL);
//������Ⱦ����
HDC dc = GetDC(hwnd);//��ȡ�豸������
PIXELFORMATDESCRIPTOR pfd; memset(&pfd, 0, sizeof(PIXELFORMATDESCRIPTOR)); pfd.nVersion = 1; pfd.nSize = sizeof(PIXELFORMATDESCRIPTOR); pfd.cColorBits = 32; //��ɫ������ÿ������Ϊ32����4ͨ��RGBA
pfd.cDepthBits = 24; //���Ȼ�����ÿ�����ش�С��24���ر�ʾһ��������
pfd.cStencilBits = 8; //�ɰ建����ÿ����Ϊ8����
pfd.iPixelType = PFD_TYPE_RGBA; //������������ΪRGBA
pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER; //��ʾ������������������
//�������ظ�ʽ
int pixelFormat = ChoosePixelFormat(dc, &pfd); SetPixelFormat(dc, pixelFormat, &pfd);
//����OpenGL��Ⱦ����
HGLRC rc = wglCreateContext(dc); wglMakeCurrent(dc, rc);//����OpenGL��Ⱦ������Ч
/*glew��ʼ��*/ glewInit();
if (wglChoosePixelFormatARB) { //destroy window
wglMakeCurrent(dc, nullptr); wglDeleteContext(rc); rc = nullptr; ReleaseDC(hwnd, dc); dc = nullptr; DestroyWindow(hwnd); hwnd = CreateWindowEx(NULL, L"GLWindow", L"OpenGL Window", WS_OVERLAPPEDWINDOW, 100, 100, windowWidth, windowHeight, NULL, NULL, hinstance, NULL); //create msaa rc
dc = GetDC(hwnd); rc = CreateNBRC(dc); wglMakeCurrent(dc, rc); }
/*����program*/ GLuint program = CreateGPUProgram("res/shader/SimpleTexture.vs", "res/shader/SimpleTexture.fs");
GLuint posLocation, texcoordLocation, normalLocation, MLocation, VLocation, PLocation, textureLocation; posLocation = glGetAttribLocation(program, "pos"); texcoordLocation = glGetAttribLocation(program, "texcoord"); normalLocation = glGetAttribLocation(program, "normal");
MLocation = glGetUniformLocation(program, "M"); VLocation = glGetUniformLocation(program, "V"); PLocation = glGetUniformLocation(program, "P"); textureLocation = glGetUniformLocation(program, "U_MainTexture");
/*load model*/ unsigned int *indexes = nullptr; int vertexCount = 0, indexCount = 0; Timer t; t.Start(); VertexData* vertexes = LoadObjModel("res/model/niutou.obj", &indexes, vertexCount, indexCount); printf("load model cost %fs %d\n", t.GetPassedTime(), t.GetPassedTickers());
if (vertexes == nullptr) { printf("load obj model fail\n"); }
/*����vbo*/ GLuint vao = CreateVAOWithVBOSettings([&]()->void { GLuint vbo = CreateBufferObject(GL_ARRAY_BUFFER, sizeof(VertexData) * vertexCount, GL_STATIC_DRAW, vertexes); glBindBuffer(GL_ARRAY_BUFFER, vbo); glEnableVertexAttribArray(posLocation); glVertexAttribPointer(posLocation, 3, GL_FLOAT, GL_FALSE, sizeof(VertexData), (void*)0); glEnableVertexAttribArray(texcoordLocation); glVertexAttribPointer(texcoordLocation, 2, GL_FLOAT, GL_FALSE, sizeof(VertexData), (void*)(sizeof(float) * 3)); });
/*����IBO*/ GLuint ibo = CreateBufferObject(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned int) * indexCount, GL_STATIC_DRAW, indexes); glBindBuffer(GL_ARRAY_BUFFER, 0); /*����fsqprogram*/ GLuint fsqprogram = CreateGPUProgram("res/shader/UI FullScreemQuad.vs", "res/shader/RenderDepthBuffer.fs");
GLuint fsqposLocation, fsqtexcoordLocation, fsqnormalLocation, fsqMLocation, fsqVLocation, fsqPLocation, fsqtextureLocation; fsqposLocation = glGetAttribLocation(fsqprogram, "pos"); fsqtexcoordLocation = glGetAttribLocation(fsqprogram, "texcoord"); fsqnormalLocation = glGetAttribLocation(fsqprogram, "normal");
fsqMLocation = glGetUniformLocation(fsqprogram, "M"); fsqVLocation = glGetUniformLocation(fsqprogram, "V"); fsqPLocation = glGetUniformLocation(fsqprogram, "P"); textureLocation = glGetUniformLocation(program, "U_MainTexture");
/*load model*/ unsigned int *fsqindexes = nullptr; int fsqvertexCount = 0, fsqindexCount = 0; Timer t2; t2.Start(); VertexData* fsqvertexes = LoadObjModel("res/model/Quad.obj", &fsqindexes, fsqvertexCount, fsqindexCount); printf("load model cost %fs %d\n", t2.GetPassedTime(), t2.GetPassedTickers());
if (fsqvertexes == nullptr) { printf("load obj model fail\n"); }
/*����fsqvbo*/ GLuint fsqvao = CreateVAOWithVBOSettings([&]()->void { GLuint fsqvbo = CreateBufferObject(GL_ARRAY_BUFFER, sizeof(VertexData) * fsqvertexCount, GL_STATIC_DRAW, fsqvertexes); glBindBuffer(GL_ARRAY_BUFFER, fsqvbo); glEnableVertexAttribArray(fsqposLocation); glVertexAttribPointer(fsqposLocation, 3, GL_FLOAT, GL_FALSE, sizeof(VertexData), (void*)0); glEnableVertexAttribArray(fsqtexcoordLocation); glVertexAttribPointer(fsqtexcoordLocation, 2, GL_FLOAT, GL_FALSE, sizeof(VertexData), (void*)(sizeof(float) * 3)); });
/*����fsqIBO*/ GLuint fsqibo = CreateBufferObject(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned int) * fsqindexCount, GL_STATIC_DRAW, fsqindexes); glBindBuffer(GL_ARRAY_BUFFER, 0);
/*��������*/ GLuint mainTexture = CreateTextureFromFile("res/image/niutou.bmp");
GLuint colorBuffer, depthBuffer; GLuint fbo = CreateFramebufferObject(colorBuffer, depthBuffer, windowWidth, windowHeight);
glViewport(0, 0, windowWidth, windowHeight);
GL_CALL(glClearColor(0.1f, 0.4f, 0.7f, 1.0f)); glEnable(GL_DEPTH_TEST);
//����һ����λ������һ��ͶӰ�������������ݵ�shader
float identify[] = { 1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1 };
glm::mat4 model = glm::translate(0.0f, -0.5f, -2.0f) * glm::rotate(-90.0f, 0.0f, 1.0f, 0.0f)*glm::scale(0.01f,0.01f,0.01f); glm::mat4 projection = glm::perspective(45.0f, (float)windowWidth / (float)windowHeight, 0.1f, 1000.0f); glm::mat4 normalMatrix = glm::inverseTranspose(model);
/*��ʾ����*/ ShowWindow(hwnd, SW_SHOW); UpdateWindow(hwnd);
/*�����������û�����*/ MSG msg;
auto what = [&]()->void {
glUseProgram(program); glUniformMatrix4fv(MLocation, 1, GL_FALSE, glm::value_ptr(model)); glUniformMatrix4fv(VLocation, 1, GL_FALSE, identify); glUniformMatrix4fv(PLocation, 1, GL_FALSE, glm::value_ptr(projection));
glBindTexture(GL_TEXTURE_2D, mainTexture); glUniform1i(textureLocation, 0);
glBindVertexArray(vao); glUniformMatrix4fv(MLocation, 1, GL_FALSE, glm::value_ptr(model)); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo); glDrawElements(GL_TRIANGLES, indexCount, GL_UNSIGNED_INT, 0); glBindVertexArray(0); glUseProgram(0); };
auto RenderFullScreenQuad = [&]()->void { glUseProgram(fsqprogram);
glBindVertexArray(fsqvao); glBindTexture(GL_TEXTURE_2D, colorBuffer); glUniform1i(fsqtextureLocation, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, fsqibo); glDrawElements(GL_TRIANGLES, fsqindexCount, GL_UNSIGNED_INT, 0); glBindVertexArray(0); glUseProgram(0); };
/*ʹ�ù̶�������һ���ı��Σ�����fbo��������*/ glMatrixMode(GL_PROJECTION); glLoadMatrixf(glm::value_ptr(projection)); glMatrixMode(GL_MODELVIEW); glLoadIdentity();
while (true) { if (PeekMessage(&msg, NULL, NULL, NULL, PM_REMOVE)) { if (msg.message == WM_QUIT) { break; } TranslateMessage(&msg); DispatchMessage(&msg); }
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); what();
glFlush(); SwapBuffers(dc); }
return 0; }
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