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  1. #include <windows.h>
  2. #include "glew.h"
  3. #include "Glm/glm.hpp"
  4. #include "Glm/ext.hpp"
  5. #include <stdio.h>
  6. #include "misc.h"
  7. #include "model.h"
  8. #include "timer.h"
  9. #include "frustum.h"
  10. #pragma comment(lib,"opengl32.lib")
  11. #pragma comment(lib, "glew32.lib")
  12. /**
  13. * @hwnd ϢĴ
  14. * @msg Ϣ
  15. */
  16. LRESULT CALLBACK GLWindowProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) {
  17. switch (msg) {
  18. case WM_CLOSE:
  19. PostQuitMessage(0);
  20. return 0;
  21. }
  22. return DefWindowProc(hwnd, msg, wParam, lParam);//������Ϣ����windowĬ�ϴ�������
  23. }
  24. /**
  25. * @hinstance Ӧóʵ
  26. * @hPrevInstance һӦóʽʵ
  27. * @IpCmdLine еIJ
  28. * @ShowCmd ôʾ
  29. */
  30. INT WINAPI WinMain(HINSTANCE hinstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd)
  31. {
  32. /*ע�ᴰ��*/
  33. WNDCLASSEX wndclass;
  34. wndclass.cbClsExtra = 0; //�������͵Ķ����ռ䣬���ﲻ��Ҫ
  35. wndclass.cbSize = sizeof(WNDCLASSEX); //����ʵ��ռ�õ��ڴ�
  36. wndclass.cbWndExtra = 0; //���ڵĶ����ռ䣬���ﲻ��Ҫ
  37. wndclass.hbrBackground = NULL; //���ڱ���
  38. wndclass.hCursor = LoadCursor(NULL, IDC_ARROW); //������������
  39. wndclass.hIcon = NULL; //Ӧ�ó���exe�ļ���ʾͼ��
  40. wndclass.hIconSm = NULL; //Ӧ�ó�������ʱ���Ͻ�ͼ��
  41. wndclass.hInstance = hinstance; //��Ӧ�ó���ʵ��
  42. wndclass.lpfnWndProc = GLWindowProc; //�����û������˴��ڣ��������ᱻ����
  43. wndclass.lpszClassName = L"GLWindow";//��������
  44. wndclass.lpszMenuName = NULL;//�˵�����
  45. wndclass.style = CS_VREDRAW | CS_HREDRAW;//���ڸ���ʱ���ػ淽ʽ������ʹ�ô�ֱ�ػ���ˮƽ�ػ�
  46. ATOM atom = RegisterClassEx(&wndclass);
  47. if (!atom) {
  48. MessageBox(NULL, L"Register failed", L"Error", MB_OK);
  49. return 0;
  50. }
  51. /*��������*/
  52. int windowWidth = 800;
  53. int windowHeight = 600;
  54. RECT rect;
  55. rect.left = 0;
  56. rect.right = windowWidth;
  57. rect.bottom = windowHeight;
  58. rect.top = 0;
  59. AdjustWindowRect(&rect, WS_OVERLAPPEDWINDOW, false);
  60. //��������һ��Ҫ�͸ղ�ע�ᴰ�ڵı���һ��
  61. HWND hwnd = CreateWindowEx(NULL, L"GLWindow", L"OpenGL Window", WS_OVERLAPPEDWINDOW, 100, 100, windowWidth, windowHeight, NULL, NULL, hinstance, NULL);
  62. //������Ⱦ����
  63. HDC dc = GetDC(hwnd);//��ȡ�豸������
  64. PIXELFORMATDESCRIPTOR pfd;
  65. memset(&pfd, 0, sizeof(PIXELFORMATDESCRIPTOR));
  66. pfd.nVersion = 1;
  67. pfd.nSize = sizeof(PIXELFORMATDESCRIPTOR);
  68. pfd.cColorBits = 32; //��ɫ������ÿ������Ϊ32����4ͨ��RGBA
  69. pfd.cDepthBits = 24; //���Ȼ�����ÿ�����ش�С��24���ر�ʾһ��������
  70. pfd.cStencilBits = 8; //�ɰ建����ÿ����Ϊ8����
  71. pfd.iPixelType = PFD_TYPE_RGBA; //������������ΪRGBA
  72. pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER; //��ʾ������������������
  73. //�������ظ�ʽ
  74. int pixelFormat = ChoosePixelFormat(dc, &pfd);
  75. SetPixelFormat(dc, pixelFormat, &pfd);
  76. //����OpenGL��Ⱦ����
  77. HGLRC rc = wglCreateContext(dc);
  78. wglMakeCurrent(dc, rc);//����OpenGL��Ⱦ������Ч
  79. /*glew��ʼ��*/
  80. glewInit();
  81. /*����program*/
  82. GLuint program = CreateGPUProgram("res/shader/test.vs", "res/shader/test.fs");
  83. GLuint posLocation, texcoordLocation, normalLocation, MLocation, VLocation, PLocation, NMLocation, textureLocation, offsetLocation;
  84. posLocation = glGetAttribLocation(program, "pos");
  85. texcoordLocation = glGetAttribLocation(program, "texcoord");
  86. normalLocation = glGetAttribLocation(program, "normal");
  87. offsetLocation = glGetAttribLocation(program, "offset");
  88. MLocation = glGetUniformLocation(program, "M");
  89. VLocation = glGetUniformLocation(program, "V");
  90. PLocation = glGetUniformLocation(program, "P");
  91. NMLocation = glGetUniformLocation(program, "NM");
  92. textureLocation = glGetUniformLocation(program, "U_MainTexture");
  93. /*load model*/
  94. unsigned int *indexes = nullptr;
  95. int vertexCount = 0, indexCount = 0;
  96. Timer t;
  97. t.Start();
  98. VertexData* vertexes = LoadObjModel("res/model/niutou.obj", &indexes, vertexCount, indexCount);
  99. printf("load model cost %fs %d\n", t.GetPassedTime(), t.GetPassedTickers());
  100. if (vertexes == nullptr) {
  101. printf("load obj model fail\n");
  102. }
  103. /*����vbo*/
  104. GLuint vbo = CreateBufferObject(GL_ARRAY_BUFFER, sizeof(VertexData) * vertexCount, GL_STATIC_DRAW, vertexes);
  105. glBindBuffer(GL_ARRAY_BUFFER, vbo);
  106. glEnableVertexAttribArray(posLocation);
  107. glVertexAttribPointer(posLocation, 3, GL_FLOAT, GL_FALSE, sizeof(VertexData), (void*)0);
  108. glEnableVertexAttribArray(texcoordLocation);
  109. glVertexAttribPointer(texcoordLocation, 2, GL_FLOAT, GL_FALSE, sizeof(VertexData), (void*)(sizeof(float) * 3));
  110. glEnableVertexAttribArray(normalLocation);
  111. glVertexAttribPointer(normalLocation, 3, GL_FLOAT, GL_FALSE, sizeof(VertexData), (void*)(sizeof(float) * 5));
  112. glBindBuffer(GL_ARRAY_BUFFER, 0);
  113. /*����IBO*/
  114. GLuint ibo = CreateBufferObject(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned int) * indexCount, GL_STATIC_DRAW, indexes);
  115. /*��������*/
  116. GLuint mainTexture = CreateTextureFromFile("res/image/niutou.bmp");
  117. /*����FBO*/
  118. GLuint colorBuffer, depthBuffer;
  119. GLuint fbo = CreateFramebufferObject(colorBuffer, depthBuffer, windowWidth, windowHeight);
  120. glViewport(0, 0, windowWidth, windowHeight);
  121. GL_CALL(glClearColor(0.1f, 0.4f, 0.7f, 1.0f));
  122. glEnable(GL_DEPTH_TEST);
  123. //����һ����λ������һ��ͶӰ���󣬺����������ݵ�shader
  124. float identify[] = {
  125. 1,0,0,0,
  126. 0,1,0,0,
  127. 0,0,1,0,
  128. 0,0,0,1
  129. };
  130. glm::mat4 model = glm::translate(0.0f, -0.5f, -3.0f) * glm::rotate(-90.0f, 0.0f, 1.0f, 0.0f)*glm::scale(0.01f,0.01f,0.01f);
  131. glm::mat4 projection = glm::perspective(45.0f, (float)windowWidth / (float)windowHeight, 0.1f, 1000.0f);
  132. glm::mat4 normalMatrix = glm::inverseTranspose(model);
  133. /*��ʾ����*/
  134. ShowWindow(hwnd, SW_SHOW);
  135. UpdateWindow(hwnd);
  136. /*�����������û�����*/
  137. MSG msg;
  138. auto what = [&]()->void {
  139. glm::mat4 normalMatrix = glm::inverseTranspose(model);
  140. glUseProgram(program);
  141. glUniformMatrix4fv(MLocation, 1, GL_FALSE, glm::value_ptr(model));
  142. glUniformMatrix4fv(VLocation, 1, GL_FALSE, identify);
  143. glUniformMatrix4fv(PLocation, 1, GL_FALSE, glm::value_ptr(projection));
  144. glUniformMatrix4fv(NMLocation, 1, GL_FALSE, glm::value_ptr(normalMatrix));
  145. glBindTexture(GL_TEXTURE_2D, colorBuffer);
  146. glUniform1i(textureLocation, 0);
  147. glUniformMatrix4fv(MLocation, 1, GL_FALSE, glm::value_ptr(model));
  148. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
  149. glDrawElements(GL_TRIANGLES, indexCount, GL_UNSIGNED_INT, 0);
  150. glBindVertexArray(0);
  151. glUseProgram(0);
  152. };
  153. /*ʹ�ù̶����߻���һ���ı��Σ�����fbo��������*/
  154. glMatrixMode(GL_PROJECTION);
  155. glLoadMatrixf(glm::value_ptr(projection));
  156. glMatrixMode(GL_MODELVIEW);
  157. glLoadIdentity();
  158. while (true) {
  159. if (PeekMessage(&msg, NULL, NULL, NULL, PM_REMOVE)) {
  160. if (msg.message == WM_QUIT) {
  161. break;
  162. }
  163. TranslateMessage(&msg);
  164. DispatchMessage(&msg);
  165. }
  166. //�������ݵ�fbo
  167. glBindFramebuffer(GL_FRAMEBUFFER, fbo);
  168. GL_CALL(glClearColor(0.1f, 0.4f, 0.7f, 1.0f));
  169. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  170. what();
  171. glBindFramebuffer(GL_FRAMEBUFFER, 0);
  172. //��fbo���Ƶ�һ���ı�����
  173. GL_CALL(glClearColor(0.5f, 0.4f, 0.7f, 1.0f));
  174. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  175. glEnable(GL_TEXTURE_2D);
  176. glBindTexture(GL_TEXTURE_2D, colorBuffer);
  177. glBegin(GL_QUADS);
  178. glTexCoord2f(0.0f, 0.0f); glVertex3f(-0.5f, -0.5f, -4.0f);
  179. glTexCoord2f(1.0f, 0.0f); glVertex3f(0.5f, -0.5f, -4.0f);
  180. glTexCoord2f(1.0f, 1.0f); glVertex3f(0.5f, 0.5f, -4.0f);
  181. glTexCoord2f(0.0f, 1.0f); glVertex3f(-0.5f, 0.5f, -4.0f);
  182. glEnd();
  183. SwapBuffers(dc);
  184. }
  185. return 0;
  186. }