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#include <windows.h>
#include "glew.h"
#include <stdio.h>
#include <math.h>
#include "utils.h"
#include "GPUProgram.h"
#include "ObjModel.h"
#include "FBO.h"
#include "FullScreenQuad.h"
#include "Glm/glm.hpp"
#include "Glm/ext.hpp"
#pragma comment(lib,"opengl32.lib")
#pragma comment(lib,"glew32.lib")
LRESULT CALLBACK GLWindowProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) { switch (msg) { case WM_CLOSE: PostQuitMessage(0); break; } return DefWindowProc(hwnd,msg,wParam,lParam); }
INT WINAPI WinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _In_ LPSTR lpCmdLine, _In_ int nShowCmd) { WNDCLASSEX wndClass; wndClass.cbClsExtra = 0; wndClass.cbSize = sizeof(WNDCLASSEX); wndClass.cbWndExtra = 0; wndClass.hbrBackground = NULL; wndClass.hCursor = LoadCursor(NULL,IDC_ARROW); wndClass.hIcon = NULL; wndClass.hIconSm = NULL; wndClass.hInstance = hInstance; wndClass.lpfnWndProc=GLWindowProc; wndClass.lpszClassName = "OpenGL"; wndClass.lpszMenuName = NULL; wndClass.style = CS_VREDRAW | CS_HREDRAW; ATOM atom = RegisterClassEx(&wndClass);
HWND hwnd = CreateWindowEx(NULL, "OpenGL", "RenderWindow", WS_OVERLAPPEDWINDOW, 100, 100, 800, 600, NULL, NULL, hInstance, NULL); HDC dc = GetDC(hwnd); PIXELFORMATDESCRIPTOR pfd; memset(&pfd, 0, sizeof(PIXELFORMATDESCRIPTOR)); pfd.nVersion = 1; pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_TYPE_RGBA | PFD_DOUBLEBUFFER; pfd.iLayerType = PFD_MAIN_PLANE; pfd.iPixelType = PFD_TYPE_RGBA; pfd.cColorBits = 32; pfd.cDepthBits = 24; pfd.cStencilBits = 8;
int pixelFormatID = ChoosePixelFormat(dc, &pfd);
SetPixelFormat(dc,pixelFormatID,&pfd);
HGLRC rc = wglCreateContext(dc); wglMakeCurrent(dc, rc);
glewInit(); //init gpu program
GPUProgram gpuProgram; gpuProgram.AttachShader(GL_VERTEX_SHADER, "res/shader/test.vs"); gpuProgram.AttachShader(GL_FRAGMENT_SHADER, "res/shader/test.fs"); gpuProgram.Link();
gpuProgram.DetectAttribute("pos"); gpuProgram.DetectAttribute("texcoord"); gpuProgram.DetectAttribute("normal"); gpuProgram.DetectUniform("M"); gpuProgram.DetectUniform("V"); gpuProgram.DetectUniform("P"); gpuProgram.DetectUniform("NM"); gpuProgram.DetectUniform("U_AmbientLightColor"); gpuProgram.DetectUniform("U_AmbientMaterial"); gpuProgram.DetectUniform("U_DiffuseLightColor"); gpuProgram.DetectUniform("U_DiffuseMaterial"); gpuProgram.DetectUniform("U_LightPos"); gpuProgram.DetectUniform("U_LightDirection"); gpuProgram.DetectUniform("U_Cutoff"); gpuProgram.DetectUniform("U_SpecularLightColor"); gpuProgram.DetectUniform("U_SpecularMaterial"); gpuProgram.DetectUniform("U_EyePos");
//init 3d model
ObjModel model; model.Init("res/model/Quad.obj");
float identity[] = { 1.0f,0,0,0, 0,1.0f,0,0, 0,0,1.0f,0, 0,0,0,1.0f }; float ambientLightColor[] = {0.4f,0.4f,0.4f,1.0f}; float ambientMaterial[] = { 0.2f,0.2f,0.2f,1.0f }; float diffuseLightColor[] = { 1.0f,1.0f,1.0f,1.0f }; float diffuseMaterial[] = { 0.6f,0.6f,0.6f,1.0f }; float lightPos[] = {0.0f,1.5f,-3.0f,0.0f}; float spotLightDirection[] = {0.0f, -1.0f, 0.0f, 64.0f};//������һλ�ij�......
float spotLightCutoff = 30.0f; float specularLightColor[] = { 1.0f,1.0f,1.0f,1.0f }; float specularMaterial[] = { 1.0f,1.0f,1.0f,1.0f }; float eyePos[] = { 0.0f,0.0f,0.0f };
glm::mat4 modelMatrix = glm::translate<float>(0.0f, -0.5f, -3.0f) * glm::rotate(-90.0f, 1.0f, 0.0f, 0.0f)*glm::scale(2.0f,2.0f,2.0f); glm::mat4 projectionMatrix = glm::perspective(50.0f, 800.0f / 600.0f, 0.1f, 1000.0f);
glm::mat4 normalMatrix = glm::inverseTranspose(modelMatrix);
glClearColor(41.0f/255.0f, 71.0f/255.0f, 121.0f / 255.0f, 1.0f); ShowWindow(hwnd, SW_SHOW); UpdateWindow(hwnd);
MSG msg; while (true) { if (PeekMessage(&msg,NULL,NULL,NULL,PM_REMOVE)) { if (msg.message==WM_QUIT) { break; } TranslateMessage(&msg); DispatchMessage(&msg); } glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); glUseProgram(gpuProgram.mProgram); glUniformMatrix4fv(gpuProgram.GetLocation("M"), 1,GL_FALSE, glm::value_ptr(modelMatrix)); glUniformMatrix4fv(gpuProgram.GetLocation("V"), 1, GL_FALSE, identity); glUniformMatrix4fv(gpuProgram.GetLocation("P"), 1, GL_FALSE, glm::value_ptr(projectionMatrix)); glUniformMatrix4fv(gpuProgram.GetLocation("NM"), 1, GL_FALSE, glm::value_ptr(normalMatrix));
glUniform4fv(gpuProgram.GetLocation("U_AmbientLightColor"), 1,ambientLightColor); glUniform4fv(gpuProgram.GetLocation("U_AmbientMaterial"), 1, ambientMaterial); glUniform4fv(gpuProgram.GetLocation("U_DiffuseLightColor"), 1, diffuseLightColor); glUniform4fv(gpuProgram.GetLocation("U_DiffuseMaterial"), 1, diffuseMaterial); glUniform4fv(gpuProgram.GetLocation("U_LightPos"), 1, lightPos); glUniform4fv(gpuProgram.GetLocation("U_LightDirection"), 1, spotLightDirection); glUniform1f(gpuProgram.GetLocation("U_Cutoff"), spotLightCutoff); glUniform4fv(gpuProgram.GetLocation("U_SpecularLightColor"), 1, specularLightColor); glUniform4fv(gpuProgram.GetLocation("U_SpecularMaterial"), 1, specularMaterial); glUniform3fv(gpuProgram.GetLocation("U_EyePos"), 1, eyePos);
model.Bind(gpuProgram.GetLocation("pos"), gpuProgram.GetLocation("texcoord"), gpuProgram.GetLocation("normal")); model.Draw(); glUseProgram(0); glFinish(); SwapBuffers(dc); } return 0; }
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