#include #include "glew.h" #include "wglew.h" #include "Glm/glm.hpp" #include "Glm/ext.hpp" #include #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 发起消息的窗口 * @msg 消息类型 */ 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);//其他消息调用window默认处理函数 } /** * @hinstance 本应用程序启动实例 * @hPrevInstance 上一次应用程式的实例 * @IpCmdLine 命令行的参数 * @ShowCmd 怎么显示窗口 */ INT WINAPI WinMain(HINSTANCE hinstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd) { /*注册窗口*/ WNDCLASSEX wndclass; wndclass.cbClsExtra = 0; //窗口类型的额外空间,这里不需要 wndclass.cbSize = sizeof(WNDCLASSEX); //窗口实际占用的内存 wndclass.cbWndExtra = 0; //窗口的额外空间,这里不需要 wndclass.hbrBackground = NULL; //窗口背景 wndclass.hCursor = LoadCursor(NULL, IDC_ARROW); //定义鼠标类型 wndclass.hIcon = NULL; //应用程序exe文件显示图标 wndclass.hIconSm = NULL; //应用程序运行时左上角图标 wndclass.hInstance = hinstance; //本应用程序实例 wndclass.lpfnWndProc = GLWindowProc; //如果用户操作了窗口,本函数会被调用 wndclass.lpszClassName = L"GLWindow";//窗口名称 wndclass.lpszMenuName = NULL;//菜单名称 wndclass.style = CS_VREDRAW | CS_HREDRAW;//窗口更新时的重绘方式,这里使用垂直重绘和水平重绘 ATOM atom = RegisterClassEx(&wndclass); if (!atom) { MessageBox(NULL, L"Register failed", L"Error", MB_OK); return 0; } /*创建窗口*/ 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); //窗口名称一定要和刚才注册窗口的保持一致 HWND hwnd = CreateWindowEx(NULL, L"GLWindow", L"OpenGL Window", WS_OVERLAPPEDWINDOW, 100, 100, windowWidth, windowHeight, NULL, NULL, hinstance, NULL); //设置渲染环境 HDC dc = GetDC(hwnd);//获取设备上下文 PIXELFORMATDESCRIPTOR pfd; memset(&pfd, 0, sizeof(PIXELFORMATDESCRIPTOR)); pfd.nVersion = 1; pfd.nSize = sizeof(PIXELFORMATDESCRIPTOR); pfd.cColorBits = 32; //颜色缓冲区每个像素为32比特4通道RGBA pfd.cDepthBits = 24; //深度缓冲区每个像素大小,24比特表示一个浮点数 pfd.cStencilBits = 8; //蒙板缓冲区每像素为8比特 pfd.iPixelType = PFD_TYPE_RGBA; //设置像素类型为RGBA pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER; //表示像素最后输出到窗口 //设置像素格式 int pixelFormat = ChoosePixelFormat(dc, &pfd); SetPixelFormat(dc, pixelFormat, &pfd); //创建OpenGL渲染环境 HGLRC rc = wglCreateContext(dc); wglMakeCurrent(dc, rc);//设置OpenGL渲染环境生效 /*glew初始化*/ 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); } /*创建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"); } /*创建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)); }); /*创建IBO*/ GLuint ibo = CreateBufferObject(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned int) * indexCount, GL_STATIC_DRAW, indexes); glBindBuffer(GL_ARRAY_BUFFER, 0); /*创建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"); } /*创建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)); }); /*创建fsqIBO*/ GLuint fsqibo = CreateBufferObject(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned int) * fsqindexCount, GL_STATIC_DRAW, fsqindexes); glBindBuffer(GL_ARRAY_BUFFER, 0); /*创建纹理*/ 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); //创建一个单位矩阵和一个投影矩阵,后面用来传递到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); /*显示窗口*/ ShowWindow(hwnd, SW_SHOW); UpdateWindow(hwnd); /*监听并处理用户请求*/ 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); }; /*使用固定管线绘制一个四边形,并把fbo内容贴上*/ 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; }