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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/MixLight.vs", "res/shader/MixLight.fs");
  83. GLuint posLocation, texcoordLocation, normalLocation, MLocation, VLocation, PLocation, NMLocation, textureLocation, offsetLocation, surfaceColorLocation;
  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. /*ʹ��subroutine*/
  94. surfaceColorLocation = glGetSubroutineUniformLocation(program, GL_FRAGMENT_SHADER, "U_SurfaceColor");
  95. GLuint ambientLightIndex = glGetSubroutineIndex(program, GL_FRAGMENT_SHADER, "Ambient");
  96. GLuint diffuseLightIndex = glGetSubroutineIndex(program, GL_FRAGMENT_SHADER, "Diffuse");
  97. GLuint specularLightIndex = glGetSubroutineIndex(program, GL_FRAGMENT_SHADER, "Specular");
  98. /*load model*/
  99. unsigned int *indexes = nullptr;
  100. int vertexCount = 0, indexCount = 0;
  101. Timer t;
  102. t.Start();
  103. VertexData* vertexes = LoadObjModel("res/model/niutou.obj", &indexes, vertexCount, indexCount);
  104. printf("load model cost %fs %d\n", t.GetPassedTime(), t.GetPassedTickers());
  105. if (vertexes == nullptr) {
  106. printf("load obj model fail\n");
  107. }
  108. /*����vao*/
  109. GLuint vao = CreateVAOWithVBOSettings([&]()->void {
  110. /*����vbo*/
  111. GLuint vbo = CreateBufferObject(GL_ARRAY_BUFFER, sizeof(VertexData) * vertexCount, GL_STATIC_DRAW, vertexes);
  112. glBindBuffer(GL_ARRAY_BUFFER, vbo);
  113. glEnableVertexAttribArray(posLocation);
  114. glVertexAttribPointer(posLocation, 3, GL_FLOAT, GL_FALSE, sizeof(VertexData), (void*)0);
  115. glEnableVertexAttribArray(texcoordLocation);
  116. glVertexAttribPointer(texcoordLocation, 2, GL_FLOAT, GL_FALSE, sizeof(VertexData), (void*)(sizeof(float) * 3));
  117. glEnableVertexAttribArray(normalLocation);
  118. glVertexAttribPointer(normalLocation, 3, GL_FLOAT, GL_FALSE, sizeof(VertexData), (void*)(sizeof(float) * 5));
  119. glBindBuffer(GL_ARRAY_BUFFER, 0);
  120. });
  121. /*����IBO*/
  122. GLuint ibo = CreateBufferObject(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned int) * indexCount, GL_STATIC_DRAW, indexes);
  123. /*��������*/
  124. GLuint mainTexture = CreateTextureFromFile("res/image/niutou.bmp");
  125. GL_CALL(glClearColor(0.1f, 0.4f, 0.7f, 1.0f));
  126. glEnable(GL_DEPTH_TEST);
  127. glViewport(0,0, windowWidth, windowHeight);
  128. //����һ����λ������һ��ͶӰ���󣬺����������ݵ�shader
  129. float identify[] = {
  130. 1,0,0,0,
  131. 0,1,0,0,
  132. 0,0,1,0,
  133. 0,0,0,1
  134. };
  135. 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);
  136. glm::mat4 projection = glm::perspective(45.0f, (float)windowWidth / (float)windowHeight, 0.1f, 1000.0f);
  137. glm::mat4 normalMatrix = glm::inverseTranspose(model);
  138. /*��ʾ����*/
  139. ShowWindow(hwnd, SW_SHOW);
  140. UpdateWindow(hwnd);
  141. /*�����������û�����*/
  142. MSG msg;
  143. auto what = [&]()->void {
  144. glm::mat4 normalMatrix = glm::inverseTranspose(model);
  145. glUseProgram(program);
  146. glUniformMatrix4fv(MLocation, 1, GL_FALSE, glm::value_ptr(model));
  147. glUniformMatrix4fv(VLocation, 1, GL_FALSE, identify);
  148. glUniformMatrix4fv(PLocation, 1, GL_FALSE, glm::value_ptr(projection));
  149. glUniformMatrix4fv(NMLocation, 1, GL_FALSE, glm::value_ptr(normalMatrix));
  150. glBindTexture(GL_TEXTURE_2D, mainTexture);
  151. glUniform1i(textureLocation, 0);
  152. glBindVertexArray(vao);
  153. model = glm::translate(-1.0f, -0.5f, -3.0f) * glm::rotate(-90.0f, 0.0f, 1.0f, 0.0f)*glm::scale(0.01f, 0.01f, 0.01f);
  154. glUniformMatrix4fv(MLocation, 1, GL_FALSE, glm::value_ptr(model));
  155. glUniformSubroutinesuiv(GL_FRAGMENT_SHADER, 1, &ambientLightIndex);/*ѡ����Ҫʹ�õ�subroutine*/
  156. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
  157. glDrawElements(GL_TRIANGLES, indexCount, GL_UNSIGNED_INT,0);
  158. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  159. 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);
  160. glUniformMatrix4fv(MLocation, 1, GL_FALSE, glm::value_ptr(model));
  161. glUniformSubroutinesuiv(GL_FRAGMENT_SHADER, 1, &diffuseLightIndex);/*ѡ����Ҫʹ�õ�subroutine*/
  162. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
  163. glDrawElements(GL_TRIANGLES, indexCount, GL_UNSIGNED_INT, 0);
  164. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  165. model = glm::translate(1.0f, -0.5f, -3.0f) * glm::rotate(-90.0f, 0.0f, 1.0f, 0.0f)*glm::scale(0.01f, 0.01f, 0.01f);
  166. glUniformMatrix4fv(MLocation, 1, GL_FALSE, glm::value_ptr(model));
  167. glUniformSubroutinesuiv(GL_FRAGMENT_SHADER, 1, &specularLightIndex);/*ѡ����Ҫʹ�õ�subroutine*/
  168. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
  169. glDrawElements(GL_TRIANGLES, indexCount, GL_UNSIGNED_INT, 0);
  170. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  171. glBindVertexArray(0);
  172. glUseProgram(0);
  173. };
  174. while (true) {
  175. if (PeekMessage(&msg, NULL, NULL, NULL, PM_REMOVE)) {
  176. if (msg.message == WM_QUIT) {
  177. break;
  178. }
  179. TranslateMessage(&msg);
  180. DispatchMessage(&msg);
  181. }
  182. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  183. what();
  184. SwapBuffers(dc);
  185. }
  186. return 0;
  187. }