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@ -52,19 +52,18 @@ INT WINAPI WinMain(HINSTANCE hinstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine |
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} |
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} |
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/*创建窗口*/ |
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/*创建窗口*/ |
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//调整窗口大小
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RECT rect; |
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rect.left = 0; |
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rect.right = 800; |
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rect.top = 0; |
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rect.bottom = 600; |
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AdjustWindowRect(&rect, WS_EX_OVERLAPPEDWINDOW, NULL); |
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int windowWidth = rect.right - rect.left; |
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int windowHeight = rect.bottom - rect.top; |
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int windowWidth = 800; |
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int windowHeight = 600; |
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//窗口名称一定要和刚才注册窗口的保持一致
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//窗口名称一定要和刚才注册窗口的保持一致
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HWND hwnd = CreateWindowEx(NULL, L"GLWindow", L"OpenGL Window", WS_OVERLAPPEDWINDOW, 100, 100, windowWidth, windowHeight, NULL, NULL, hinstance, NULL); |
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HWND hwnd = CreateWindowEx(NULL, L"GLWindow", L"OpenGL Window", WS_OVERLAPPEDWINDOW, 100, 100, windowWidth, windowHeight, NULL, NULL, hinstance, NULL); |
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//获取实际窗口大小
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RECT rect; |
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GetClientRect(hwnd, &rect); |
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windowWidth = rect.right - rect.left; |
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windowHeight = rect.bottom - rect.top; |
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//设置渲染环境
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//设置渲染环境
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HDC dc = GetDC(hwnd);//获取设备上下文
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HDC dc = GetDC(hwnd);//获取设备上下文
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PIXELFORMATDESCRIPTOR pfd; |
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PIXELFORMATDESCRIPTOR pfd; |
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@ -88,7 +87,7 @@ INT WINAPI WinMain(HINSTANCE hinstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine |
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glewInit(); |
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glewInit(); |
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/*创建program*/ |
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/*创建program*/ |
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GLuint program = CreateGPUProgram("res/shader/test.vs", "res/shader/test.fs"); |
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GLuint program = CreateGPUProgram("res/shader/UI.vs", "res/shader/UI.fs"); |
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GLuint posLocation, texcoordLocation, normalLocation, MLocation, VLocation, PLocation, NMLocation, textureLocation; |
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GLuint posLocation, texcoordLocation, normalLocation, MLocation, VLocation, PLocation, NMLocation, textureLocation; |
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posLocation = glGetAttribLocation(program, "pos"); |
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posLocation = glGetAttribLocation(program, "pos"); |
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@ -104,12 +103,33 @@ INT WINAPI WinMain(HINSTANCE hinstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine |
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/*load model*/ |
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/*load model*/ |
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unsigned int *indexes = nullptr; |
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unsigned int *indexes = nullptr; |
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int vertexCount = 0, indexCount = 0; |
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int vertexCount = 0, indexCount = 0; |
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VertexData* vertexes = LoadObjModel("res/model/Sphere.obj", &indexes, vertexCount, indexCount); |
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VertexData* vertexes = LoadObjModel("res/model/Quad.obj", &indexes, vertexCount, indexCount); |
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if (vertexes == nullptr) { |
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if (vertexes == nullptr) { |
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printf("load obj model fail\n"); |
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printf("load obj model fail\n"); |
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} |
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} |
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float z = 4.0f; |
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float halfFOV = 22.5f; |
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float randianHalfFOV = 3.14 * halfFOV / 180.0f;//角度转弧度
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float tanHalfFOV = sinf(randianHalfFOV) / cosf(randianHalfFOV); |
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float y = tanHalfFOV * z; |
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float aspect = (float)windowWidth / (float)windowHeight; |
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float x = y * aspect; |
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vertexes[0].position[0] = -x; |
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vertexes[0].position[1] = -y; |
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vertexes[1].position[0] = x; |
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vertexes[1].position[1] = -y; |
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vertexes[2].position[0] = -x; |
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vertexes[2].position[1] = y; |
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vertexes[3].position[0] = x; |
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vertexes[3].position[1] = y; |
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/*创建vbo*/ |
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/*创建vbo*/ |
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GLuint vbo = CreateBufferObject(GL_ARRAY_BUFFER, sizeof(VertexData) * vertexCount, GL_STATIC_DRAW, vertexes); |
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GLuint vbo = CreateBufferObject(GL_ARRAY_BUFFER, sizeof(VertexData) * vertexCount, GL_STATIC_DRAW, vertexes); |
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@ -122,6 +142,7 @@ INT WINAPI WinMain(HINSTANCE hinstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine |
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f); |
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f); |
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glEnable(GL_DEPTH_TEST); |
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glEnable(GL_DEPTH_TEST); |
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glViewport(0,0, windowWidth, windowHeight); |
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//创建一个单位矩阵和一个投影矩阵,后面用来传递到shader
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//创建一个单位矩阵和一个投影矩阵,后面用来传递到shader
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float identify[] = { |
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float identify[] = { |
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@ -130,8 +151,9 @@ INT WINAPI WinMain(HINSTANCE hinstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine |
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0,0,1,0, |
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0,0,1,0, |
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0,0,0,1 |
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0,0,0,1 |
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}; |
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}; |
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glm::mat4 model = glm::translate(0.0f, 0.0f, -4.0f); |
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glm::mat4 model = glm::translate(0.0f, 0.0f, -4.0f); |
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glm::mat4 projection = glm::perspective(45.0f, 800.0f/600.0f, 0.1f, 1000.0f); |
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glm::mat4 projection = glm::perspective(45.0f, (float)windowWidth / (float)windowHeight, 0.1f, 1000.0f); |
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glm::mat4 normalMatrix = glm::inverseTranspose(model); |
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glm::mat4 normalMatrix = glm::inverseTranspose(model); |
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/*显示窗口*/ |
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/*显示窗口*/ |
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@ -141,7 +163,6 @@ INT WINAPI WinMain(HINSTANCE hinstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine |
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/*监听并处理用户请求*/ |
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/*监听并处理用户请求*/ |
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MSG msg; |
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MSG msg; |
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float angle = 0.0; |
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while (true) { |
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while (true) { |
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if (PeekMessage(&msg, NULL, NULL, NULL, PM_REMOVE)) { |
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if (PeekMessage(&msg, NULL, NULL, NULL, PM_REMOVE)) { |
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if (msg.message == WM_QUIT) { |
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if (msg.message == WM_QUIT) { |
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@ -151,13 +172,6 @@ INT WINAPI WinMain(HINSTANCE hinstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine |
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DispatchMessage(&msg); |
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DispatchMessage(&msg); |
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} |
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} |
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if (angle > 360) { |
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angle = 0; |
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} |
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else { |
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angle += 0.01f; |
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} |
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model = glm::translate(0.0f, 0.0f, -4.0f) * glm::rotate(angle, 0.0f, 1.0f, 0.0f); |
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glm::mat4 normalMatrix = glm::inverseTranspose(model); |
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glm::mat4 normalMatrix = glm::inverseTranspose(model); |
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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@ -168,7 +182,7 @@ INT WINAPI WinMain(HINSTANCE hinstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine |
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glUniformMatrix4fv(PLocation, 1, GL_FALSE, glm::value_ptr(projection)); |
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glUniformMatrix4fv(PLocation, 1, GL_FALSE, glm::value_ptr(projection)); |
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glUniformMatrix4fv(NMLocation, 1, GL_FALSE, glm::value_ptr(normalMatrix)); |
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glUniformMatrix4fv(NMLocation, 1, GL_FALSE, glm::value_ptr(normalMatrix)); |
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glBindTexture(GL_TEXTURE_2D, secondTexture); |
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glBindTexture(GL_TEXTURE_2D, mainTexture); |
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glUniform1i(textureLocation, 0); |
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glUniform1i(textureLocation, 0); |
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glBindBuffer(GL_ARRAY_BUFFER, vbo); |
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glBindBuffer(GL_ARRAY_BUFFER, vbo); |
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