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  1. #include <windows.h>
  2. #include "glew.h"
  3. #include <stdio.h>
  4. #include <math.h>
  5. #include "utils.h"
  6. #include "GPUProgram.h"
  7. #include "ObjModel.h"
  8. #include "FBO.h"
  9. #include "FullScreenQuad.h"
  10. #include "Glm/glm.hpp"
  11. #include "Glm/ext.hpp"
  12. #pragma comment(lib,"opengl32.lib")
  13. #pragma comment(lib,"glew32.lib")
  14. LRESULT CALLBACK GLWindowProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
  15. {
  16. switch (msg)
  17. {
  18. case WM_CLOSE:
  19. PostQuitMessage(0);
  20. break;
  21. }
  22. return DefWindowProc(hwnd,msg,wParam,lParam);
  23. }
  24. INT WINAPI WinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _In_ LPSTR lpCmdLine, _In_ int nShowCmd)
  25. {
  26. WNDCLASSEX wndClass;
  27. wndClass.cbClsExtra = 0;
  28. wndClass.cbSize = sizeof(WNDCLASSEX);
  29. wndClass.cbWndExtra = 0;
  30. wndClass.hbrBackground = NULL;
  31. wndClass.hCursor = LoadCursor(NULL,IDC_ARROW);
  32. wndClass.hIcon = NULL;
  33. wndClass.hIconSm = NULL;
  34. wndClass.hInstance = hInstance;
  35. wndClass.lpfnWndProc=GLWindowProc;
  36. wndClass.lpszClassName = "OpenGL";
  37. wndClass.lpszMenuName = NULL;
  38. wndClass.style = CS_VREDRAW | CS_HREDRAW;
  39. ATOM atom = RegisterClassEx(&wndClass);
  40. RECT rect;
  41. rect.left = 0;
  42. rect.top = 0;
  43. rect.right = 800;
  44. rect.bottom = 600;
  45. AdjustWindowRect(&rect, WS_OVERLAPPEDWINDOW, FALSE);
  46. HWND hwnd = CreateWindowEx(NULL, "OpenGL", "RenderWindow", WS_OVERLAPPEDWINDOW, 100, 100, rect.right - rect.left, rect.bottom - rect.top, NULL, NULL, hInstance, NULL);
  47. HDC dc = GetDC(hwnd);
  48. PIXELFORMATDESCRIPTOR pfd;
  49. memset(&pfd, 0, sizeof(PIXELFORMATDESCRIPTOR));
  50. pfd.nVersion = 1;
  51. pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_TYPE_RGBA | PFD_DOUBLEBUFFER;
  52. pfd.iLayerType = PFD_MAIN_PLANE;
  53. pfd.iPixelType = PFD_TYPE_RGBA;
  54. pfd.cColorBits = 32;
  55. pfd.cDepthBits = 24;
  56. pfd.cStencilBits = 8;
  57. int pixelFormatID = ChoosePixelFormat(dc, &pfd);
  58. SetPixelFormat(dc,pixelFormatID,&pfd);
  59. HGLRC rc = wglCreateContext(dc);
  60. wglMakeCurrent(dc, rc);
  61. GetClientRect(hwnd, &rect);
  62. int viewportWidth = rect.right - rect.left, viewportHeight = rect.bottom - rect.top;
  63. glewInit();
  64. //init fsqgpu program
  65. GPUProgram originalProgram;
  66. originalProgram.AttachShader(GL_VERTEX_SHADER, "res/shader/fullscreenquad.vs");
  67. originalProgram.AttachShader(GL_FRAGMENT_SHADER, "res/shader/fullscreenquad.fs");
  68. originalProgram.Link();
  69. originalProgram.DetectAttribute("pos");
  70. originalProgram.DetectAttribute("texcoord");
  71. originalProgram.DetectUniform("U_MainTexture");
  72. //init vertical program
  73. GPUProgram verticalProgram;
  74. verticalProgram.AttachShader(GL_VERTEX_SHADER, "res/shader/fullscreenquad.vs");
  75. verticalProgram.AttachShader(GL_FRAGMENT_SHADER, "res/shader/fullscreenquad_gaussian_vertical.fs");
  76. verticalProgram.Link();
  77. verticalProgram.DetectAttribute("pos");
  78. verticalProgram.DetectAttribute("texcoord");
  79. verticalProgram.DetectUniform("U_MainTexture");
  80. //init horizontal program
  81. GPUProgram horizontalProgram;
  82. horizontalProgram.AttachShader(GL_VERTEX_SHADER, "res/shader/fullscreenquad.vs");
  83. horizontalProgram.AttachShader(GL_FRAGMENT_SHADER, "res/shader/fullscreenquad_gaussian_horizontal.fs");
  84. horizontalProgram.Link();
  85. horizontalProgram.DetectAttribute("pos");
  86. horizontalProgram.DetectAttribute("texcoord");
  87. horizontalProgram.DetectUniform("U_MainTexture");
  88. //init dilation program
  89. GPUProgram gaussianProgram;
  90. gaussianProgram.AttachShader(GL_VERTEX_SHADER, "res/shader/fullscreenquad.vs");
  91. gaussianProgram.AttachShader(GL_FRAGMENT_SHADER, "res/shader/fullscreenquad_gaussian.fs");
  92. gaussianProgram.Link();
  93. gaussianProgram.DetectAttribute("pos");
  94. gaussianProgram.DetectAttribute("texcoord");
  95. gaussianProgram.DetectUniform("U_MainTexture");
  96. //init gpu program
  97. GPUProgram gpuProgram;
  98. gpuProgram.AttachShader(GL_VERTEX_SHADER, "res/shader/test.vs");
  99. gpuProgram.AttachShader(GL_FRAGMENT_SHADER, "res/shader/test.fs");
  100. gpuProgram.Link();
  101. gpuProgram.DetectAttribute("pos");
  102. gpuProgram.DetectAttribute("texcoord");
  103. gpuProgram.DetectAttribute("normal");
  104. gpuProgram.DetectUniform("M");
  105. gpuProgram.DetectUniform("V");
  106. gpuProgram.DetectUniform("P");
  107. gpuProgram.DetectUniform("NM");
  108. gpuProgram.DetectUniform("U_AmbientLightColor");
  109. gpuProgram.DetectUniform("U_AmbientMaterial");
  110. gpuProgram.DetectUniform("U_DiffuseLightColor");
  111. gpuProgram.DetectUniform("U_DiffuseMaterial");
  112. gpuProgram.DetectUniform("U_DiffuseIntensity");
  113. gpuProgram.DetectUniform("U_LightPos");
  114. gpuProgram.DetectUniform("U_LightDirection");
  115. gpuProgram.DetectUniform("U_Cutoff");
  116. gpuProgram.DetectUniform("U_SpecularLightColor");
  117. gpuProgram.DetectUniform("U_SpecularMaterial");
  118. gpuProgram.DetectUniform("U_EyePos");
  119. //init 3d model
  120. ObjModel obj;
  121. obj.Init("res/model/Cube.obj");
  122. float identity[] = {
  123. 1.0f,0,0,0,
  124. 0,1.0f,0,0,
  125. 0,0,1.0f,0,
  126. 0,0,0,1.0f
  127. };
  128. float ambientLightColor[] = { 0.4f,0.4f,0.4f,1.0f };
  129. float ambientMaterial[] = { 0.2f,0.2f,0.2f,1.0f };
  130. float diffuseLightColor[] = { 1.0f,1.0f,1.0f,1.0f };
  131. float diffuseMaterial[] = { 0.8f, 0.8f, 0.8f, 1.0f };
  132. float lightPos[] = { 0.1f,3.0f, -2.2f,1.0f };
  133. float diffuseIntensity = 4.0f;
  134. float spotLightDirection[] = { 0.0f, -1.0f, 0.0f, 128.0f };//������һλ�ij�......
  135. float spotLightCutoff = 15.0f;
  136. float specularLightColor[] = { 1.0f,1.0f,1.0f,1.0f };
  137. float specularMaterial[] = { 1.0f,1.0f,1.0f,1.0f };
  138. float eyePos[] = { 0.0f,0.0f,0.0f };
  139. glm::mat4 model = glm::translate<float>(0.0f, 0.0f, -2.5f) * glm::rotate(-60.0f, 1.0f, 1.0f, 1.0f);
  140. glm::mat4 viewMatrix = glm::lookAt(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, -1.0f), glm::vec3(0.0f, 1.0f, 0.0f));
  141. glm::mat4 projectionMatrix = glm::perspective(50.0f, 800.0f / 600.0f, 0.1f, 1000.0f);
  142. glm::mat4 normalMatrix = glm::inverseTranspose(model);
  143. //��ʼ��fsq
  144. FullScreenQuad fsq;
  145. fsq.Init();
  146. //��ʼ��FBO
  147. FBO fbo;
  148. fbo.AttachColorBuffer("color", GL_COLOR_ATTACHMENT0, GL_RGBA, viewportWidth, viewportHeight);
  149. fbo.AttachDepthBuffer("depth", viewportWidth, viewportHeight);
  150. fbo.Finish();
  151. FBO fbo2;
  152. fbo2.AttachColorBuffer("color", GL_COLOR_ATTACHMENT0, GL_RGBA, viewportWidth, viewportHeight);
  153. fbo2.AttachDepthBuffer("depth", viewportWidth, viewportHeight);
  154. fbo2.Finish();
  155. ShowWindow(hwnd, SW_SHOW);
  156. UpdateWindow(hwnd);
  157. glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
  158. MSG msg;
  159. while (true)
  160. {
  161. if (PeekMessage(&msg,NULL,NULL,NULL,PM_REMOVE))
  162. {
  163. if (msg.message==WM_QUIT)
  164. {
  165. break;
  166. }
  167. TranslateMessage(&msg);
  168. DispatchMessage(&msg);
  169. }
  170. glEnable(GL_DEPTH_TEST);
  171. fbo.Bind();
  172. glUseProgram(gpuProgram.mProgram);
  173. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  174. glUniform4fv(gpuProgram.GetLocation("U_AmbientLightColor"), 1, ambientLightColor);
  175. glUniform4fv(gpuProgram.GetLocation("U_AmbientMaterial"), 1, ambientMaterial);
  176. glUniform4fv(gpuProgram.GetLocation("U_DiffuseLightColor"), 1, diffuseLightColor);
  177. glUniform4fv(gpuProgram.GetLocation("U_DiffuseMaterial"), 1, diffuseMaterial);
  178. glUniform1f(gpuProgram.GetLocation("U_DiffuseIntensity"), diffuseIntensity);
  179. glUniform4fv(gpuProgram.GetLocation("U_LightDirection"), 1, spotLightDirection);
  180. glUniform4fv(gpuProgram.GetLocation("U_SpecularLightColor"), 1, specularLightColor);
  181. glUniform4fv(gpuProgram.GetLocation("U_SpecularMaterial"), 1, specularMaterial);
  182. glUniform4fv(gpuProgram.GetLocation("U_LightPos"), 1, lightPos);
  183. glUniform3fv(gpuProgram.GetLocation("U_EyePos"), 1, eyePos);
  184. glUniform1f(gpuProgram.GetLocation("U_Cutoff"), spotLightCutoff);
  185. glUniformMatrix4fv(gpuProgram.GetLocation("M"), 1, GL_FALSE, glm::value_ptr(model));
  186. glUniformMatrix4fv(gpuProgram.GetLocation("V"), 1, GL_FALSE, glm::value_ptr(viewMatrix));
  187. glUniformMatrix4fv(gpuProgram.GetLocation("P"), 1, GL_FALSE, glm::value_ptr(projectionMatrix));
  188. glUniformMatrix4fv(gpuProgram.GetLocation("NM"), 1, GL_FALSE, glm::value_ptr(normalMatrix));
  189. obj.Bind(gpuProgram.GetLocation("pos"), gpuProgram.GetLocation("texcoord"), gpuProgram.GetLocation("normal"));
  190. obj.Draw();
  191. glUseProgram(0);
  192. fbo.Unbind();
  193. //blur * 2
  194. fbo2.Bind();
  195. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  196. glUseProgram(gaussianProgram.mProgram);
  197. glBindTexture(GL_TEXTURE_2D, fbo.GetBuffer("color"));
  198. glUniform1i(gaussianProgram.GetLocation("U_MainTexture"), 0);
  199. fsq.Draw(gaussianProgram.GetLocation("pos"), gaussianProgram.GetLocation("texcoord"));
  200. fbo2.Unbind();
  201. glFlush();
  202. glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
  203. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  204. glActiveTexture(GL_TEXTURE0);
  205. glBindTexture(GL_TEXTURE_2D, fbo.GetBuffer("color"));
  206. glUniform1i(originalProgram.GetLocation("U_MainTexture"), 0);
  207. glUseProgram(originalProgram.mProgram);
  208. fsq.DrawToLeftTop(originalProgram.GetLocation("pos"), originalProgram.GetLocation("texcoord"));
  209. glUseProgram(verticalProgram.mProgram);
  210. fsq.DrawToRightTop(verticalProgram.GetLocation("pos"), verticalProgram.GetLocation("texcoord"));
  211. glUseProgram(horizontalProgram.mProgram);
  212. fsq.DrawToLeftBottom(horizontalProgram.GetLocation("pos"), horizontalProgram.GetLocation("texcoord"));
  213. glUseProgram(gaussianProgram.mProgram);
  214. glBindTexture(GL_TEXTURE_2D, fbo2.GetBuffer("color"));
  215. glUniform1i(originalProgram.GetLocation("U_MainTexture"), 0);
  216. fsq.DrawToRightBottom(gaussianProgram.GetLocation("pos"), gaussianProgram.GetLocation("texcoord"));
  217. SwapBuffers(dc);
  218. }
  219. return 0;
  220. }