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#include <windows.h>
#include "glew.h"
#include "Glm/glm.hpp"
#include "Glm/ext.hpp"
#include <stdio.h>
#pragma comment(lib,"opengl32.lib")
#pragma comment(lib, "glew32.lib")
struct Vertex {
float pos[3];
float color[4];
};
/**
* @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
}
char* LoadFileContent(const char *path) {
FILE* pFile = fopen(path, "rb");
if (pFile) {
fseek(pFile, 0, SEEK_END);
int nLen = ftell(pFile);
char* buffer = new char[nLen+1];
rewind(pFile);
fread(buffer, nLen, 1, pFile);
buffer[nLen] = '\0';
fclose(pFile);
return buffer;
}
fclose(pFile);
return nullptr;
}
/**
* 创建一个GPU程序
*/
GLuint CreateGPUProgram(const char* vsShaderPath, const char* fsShaderPath) {
//创建shader
GLuint vsShader = glCreateShader(GL_VERTEX_SHADER);
GLuint fsShader = glCreateShader(GL_FRAGMENT_SHADER);
//读取shader代码
const char* vsCode = LoadFileContent(vsShaderPath);
const char* fsCode = LoadFileContent(fsShaderPath);
//把shader代码 从内存传到显存
glShaderSource(vsShader, 1, &vsCode, nullptr);
glShaderSource(fsShader, 1, &fsCode, nullptr);
//编译shader
glCompileShader(vsShader);
GLint compileResult = GL_TRUE;
glGetShaderiv(vsShader, GL_COMPILE_STATUS, &compileResult);
if (compileResult == GL_FALSE) {
char szLog[1024] = { 0 };
GLsizei logLen = 0;//实际错误日志长度
glGetShaderInfoLog(vsShader, 1024, &logLen, szLog);
printf("Compile shader fail error log is : %s \n shader code :\n %s \n ", szLog, vsCode);
glDeleteShader(vsShader);
}
glCompileShader(fsShader);
compileResult = GL_TRUE;
glGetShaderiv(fsShader, GL_COMPILE_STATUS, &compileResult);
if (compileResult == GL_FALSE) {
char szLog[1024] = { 0 };
GLsizei logLen = 0;//实际错误日志长度
glGetShaderInfoLog(fsShader, 1024, &logLen, szLog);
printf("Compile shader fail error log is : %s \n shader code :\n %s \n ", szLog, fsCode);
glDeleteShader(fsShader);
}
//创建program
GLuint program = glCreateProgram();
//绑定shader
glAttachShader(program, vsShader);
glAttachShader(program, fsShader);
//连接
glLinkProgram(program);
GLint nResult;
glGetProgramiv(program, GL_LINK_STATUS, &nResult);
if (nResult == GL_FALSE) {
char log[1024] = { 0 };
GLsizei writed = 0;
glGetProgramInfoLog(program, 1024, &writed, log);
printf("Create CPU program fail error %s\n", log);
glDeleteProgram(program);
program = 0;
}
//解绑shader
glDetachShader(program, vsShader);
glDetachShader(program, fsShader);
//删除shader
glDeleteShader(vsShader);
glDeleteShader(fsShader);
return program;
}
/**
* @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*/
//调整窗口大小
RECT rect;
rect.left = 0;
rect.right = 800;
rect.top = 0;
rect.bottom = 600;
AdjustWindowRect(&rect, WS_EX_OVERLAPPEDWINDOW, NULL);
int windowWidth = rect.right - rect.left;
int windowHeight = rect.bottom - rect.top;
//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();
/*创建program*/
GLuint program = CreateGPUProgram("test.vs", "test.fs");
GLuint posLocation, colorLocation, MLocation, VLocation, PLocation;
posLocation = glGetAttribLocation(program, "pos");
colorLocation = glGetAttribLocation(program, "color");
MLocation = glGetUniformLocation(program, "M");
VLocation = glGetUniformLocation(program, "V");
PLocation = glGetUniformLocation(program, "P");
/*创建vbo*/
Vertex vertex[3];
vertex[0].pos[0] = 0;
vertex[0].pos[1] = 0;
vertex[0].pos[2] = -100.0f;
vertex[0].color[0] = 0.0f;
vertex[0].color[1] = 0.0f;
vertex[0].color[2] = 0.0f;
vertex[0].color[3] = 1.0f;
vertex[1].pos[0] = 10;
vertex[1].pos[1] = 0;
vertex[1].pos[2] = -100.0f;
vertex[1].color[0] = 0.0f;
vertex[1].color[1] = 0.0f;
vertex[1].color[2] = 0.0f;
vertex[1].color[3] = 1.0f;
vertex[2].pos[0] = 0;
vertex[2].pos[1] = 10;
vertex[2].pos[2] = -100.0f;
vertex[2].color[0] = 0.0f;
vertex[2].color[1] = 0.0f;
vertex[2].color[2] = 0.0f;
vertex[2].color[3] = 1.0f;
GLuint vbo;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*7*3, vertex, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
/*创建IBO*/
unsigned int indexes[] = {0,1,2};
GLuint ibo;
glGenBuffers(1, &ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned int) * 3, indexes, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glClearColor(1.0f, 1.0f, 0.0f, 1.0f);
//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 projection = glm::perspective(45.0f, 800.0f/600.0f, 0.1f, 1000.0f);
/*显示窗口*/
ShowWindow(hwnd, SW_SHOW);
UpdateWindow(hwnd);
/*监听并处理用户请求*/
MSG msg;
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);
glUseProgram(program);
//传递mvp矩阵到shader
glUniformMatrix4fv(MLocation, 1, GL_FALSE, identify);
glUniformMatrix4fv(VLocation, 1, GL_FALSE, identify);
glUniformMatrix4fv(PLocation, 1, GL_FALSE, glm::value_ptr(projection));
//给shader的pos指定数据和color数据
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glEnableVertexAttribArray(posLocation);
glVertexAttribPointer(posLocation, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0);
glEnableVertexAttribArray(colorLocation);
glVertexAttribPointer(colorLocation, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)(sizeof(float) * 3));
glBindBuffer(GL_ARRAY_BUFFER, 0);
//glDrawArrays(GL_TRIANGLES, 0, 3);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glUseProgram(0);
SwapBuffers(dc);
}
return 0;
}