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191 lines
6.0 KiB
191 lines
6.0 KiB
#include <windows.h>
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#include "glew.h"
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#include "Glm/glm.hpp"
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#include "Glm/ext.hpp"
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#include <stdio.h>
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#include "misc.h"
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#include "model.h"
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#pragma comment(lib,"opengl32.lib")
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#pragma comment(lib, "glew32.lib")
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/**
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* @hwnd 发起消息的窗口
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* @msg 消息类型
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*/
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LRESULT CALLBACK GLWindowProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) {
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switch (msg) {
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case WM_CLOSE:
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PostQuitMessage(0);
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return 0;
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}
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return DefWindowProc(hwnd, msg, wParam, lParam);//其他消息调用window默认处理函数
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}
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/**
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* @hinstance 本应用程序启动实例
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* @hPrevInstance 上一次应用程式的实例
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* @IpCmdLine 命令行的参数
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* @ShowCmd 怎么显示窗口
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*/
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INT WINAPI WinMain(HINSTANCE hinstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd)
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{
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/*注册窗口*/
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WNDCLASSEX wndclass;
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wndclass.cbClsExtra = 0; //窗口类型的额外空间,这里不需要
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wndclass.cbSize = sizeof(WNDCLASSEX); //窗口实际占用的内存
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wndclass.cbWndExtra = 0; //窗口的额外空间,这里不需要
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wndclass.hbrBackground = NULL; //窗口背景
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wndclass.hCursor = LoadCursor(NULL, IDC_ARROW); //定义鼠标类型
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wndclass.hIcon = NULL; //应用程序exe文件显示图标
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wndclass.hIconSm = NULL; //应用程序运行时左上角图标
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wndclass.hInstance = hinstance; //本应用程序实例
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wndclass.lpfnWndProc = GLWindowProc; //如果用户操作了窗口,本函数会被调用
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wndclass.lpszClassName = L"GLWindow";//窗口名称
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wndclass.lpszMenuName = NULL;//菜单名称
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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
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ATOM atom = RegisterClassEx(&wndclass);
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if (!atom) {
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MessageBox(NULL, L"Register failed", L"Error", MB_OK);
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return 0;
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}
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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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//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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//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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PIXELFORMATDESCRIPTOR pfd;
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memset(&pfd, 0, sizeof(PIXELFORMATDESCRIPTOR));
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pfd.nVersion = 1;
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pfd.nSize = sizeof(PIXELFORMATDESCRIPTOR);
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pfd.cColorBits = 32; //颜色缓冲区每个像素为32比特4通道RGBA
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pfd.cDepthBits = 24; //深度缓冲区每个像素大小,24比特表示一个浮点数
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pfd.cStencilBits = 8; //蒙板缓冲区每像素为8比特
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pfd.iPixelType = PFD_TYPE_RGBA; //设置像素类型为RGBA
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pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER; //表示像素最后输出到窗口
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//设置像素格式
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int pixelFormat = ChoosePixelFormat(dc, &pfd);
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SetPixelFormat(dc, pixelFormat, &pfd);
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//创建OpenGL渲染环境
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HGLRC rc = wglCreateContext(dc);
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wglMakeCurrent(dc, rc);//设置OpenGL渲染环境生效
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/*glew初始化*/
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glewInit();
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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 posLocation, texcoordLocation, normalLocation, MLocation, VLocation, PLocation, NMLocation, textureLocation;
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posLocation = glGetAttribLocation(program, "pos");
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texcoordLocation = glGetAttribLocation(program, "texcoord");
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normalLocation = glGetAttribLocation(program, "normal");
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MLocation = glGetUniformLocation(program, "M");
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VLocation = glGetUniformLocation(program, "V");
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PLocation = glGetUniformLocation(program, "P");
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NMLocation = glGetUniformLocation(program, "NM");
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textureLocation = glGetUniformLocation(program, "U_MainTexture");
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/*load model*/
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unsigned int *indexes = nullptr;
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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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if (vertexes == nullptr) {
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printf("load obj model fail\n");
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}
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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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/*创建IBO*/
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GLuint ibo = CreateBufferObject(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned int) * indexCount, GL_STATIC_DRAW, indexes);
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/*创建纹理*/
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GLuint mainTexture = CreateTextureFromFile("res/image/stone.jpg");
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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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//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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1,0,0,0,
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0,1,0,0,
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0,0,1,0,
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0,0,0,1
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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 projection = glm::perspective(45.0f, 800.0f/600.0f, 0.1f, 1000.0f);
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glm::mat4 normalMatrix = glm::inverseTranspose(model);
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/*显示窗口*/
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ShowWindow(hwnd, SW_SHOW);
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UpdateWindow(hwnd);
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/*监听并处理用户请求*/
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MSG msg;
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float angle = 0.0;
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while (true) {
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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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break;
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}
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TranslateMessage(&msg);
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DispatchMessage(&msg);
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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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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glUseProgram(program);
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glUniformMatrix4fv(MLocation, 1, GL_FALSE, glm::value_ptr(model));
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glUniformMatrix4fv(VLocation, 1, GL_FALSE, identify);
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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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glBindTexture(GL_TEXTURE_2D, mainTexture);
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glUniform1i(textureLocation, 0);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glEnableVertexAttribArray(posLocation);
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glVertexAttribPointer(posLocation, 3, GL_FLOAT, GL_FALSE, sizeof(VertexData), (void*)0);
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glEnableVertexAttribArray(texcoordLocation);
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glVertexAttribPointer(texcoordLocation, 2, GL_FLOAT, GL_FALSE, sizeof(VertexData), (void*)(sizeof(float) * 3));
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glEnableVertexAttribArray(normalLocation);
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glVertexAttribPointer(normalLocation, 3, GL_FLOAT, GL_FALSE, sizeof(VertexData), (void*)(sizeof(float) * 5));
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
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glDrawElements(GL_TRIANGLES, indexCount, GL_UNSIGNED_INT, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glUseProgram(0);
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SwapBuffers(dc);
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}
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return 0;
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}
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