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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 erosion program
  73. GPUProgram erosionProgram;
  74. erosionProgram.AttachShader(GL_VERTEX_SHADER, "res/shader/fullscreenquad.vs");
  75. erosionProgram.AttachShader(GL_FRAGMENT_SHADER, "res/shader/fullscreenquad_erosion.fs");
  76. erosionProgram.Link();
  77. erosionProgram.DetectAttribute("pos");
  78. erosionProgram.DetectAttribute("texcoord");
  79. erosionProgram.DetectUniform("U_MainTexture");
  80. //init dilation program
  81. GPUProgram dilationProgram;
  82. dilationProgram.AttachShader(GL_VERTEX_SHADER, "res/shader/fullscreenquad.vs");
  83. dilationProgram.AttachShader(GL_FRAGMENT_SHADER, "res/shader/fullscreenquad_dilation.fs");
  84. dilationProgram.Link();
  85. dilationProgram.DetectAttribute("pos");
  86. dilationProgram.DetectAttribute("texcoord");
  87. dilationProgram.DetectUniform("U_MainTexture");
  88. //init gpu program
  89. GPUProgram gpuProgram;
  90. gpuProgram.AttachShader(GL_VERTEX_SHADER, "res/shader/test.vs");
  91. gpuProgram.AttachShader(GL_FRAGMENT_SHADER, "res/shader/test.fs");
  92. gpuProgram.Link();
  93. gpuProgram.DetectAttribute("pos");
  94. gpuProgram.DetectAttribute("texcoord");
  95. gpuProgram.DetectAttribute("normal");
  96. gpuProgram.DetectUniform("M");
  97. gpuProgram.DetectUniform("V");
  98. gpuProgram.DetectUniform("P");
  99. gpuProgram.DetectUniform("NM");
  100. gpuProgram.DetectUniform("U_EyePos");
  101. //init 3d model
  102. ObjModel obj;
  103. obj.Init("res/model/Sphere.obj");
  104. float identity[] = {
  105. 1.0f,0,0,0,
  106. 0,1.0f,0,0,
  107. 0,0,1.0f,0,
  108. 0,0,0,1.0f
  109. };
  110. float eyePos[] = { 0.0f,0.0f,0.0f };
  111. glm::mat4 model = glm::translate<float>(0.0f, 0.0f, -4.0f);
  112. glm::mat4 viewMatrix = glm::lookAt(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, -2.0f), glm::vec3(0.0f, 1.0f, 0.0f));
  113. glm::mat4 projectionMatrix = glm::perspective(50.0f, 800.0f / 600.0f, 0.1f, 1000.0f);
  114. glm::mat4 normalMatrix = glm::inverseTranspose(model);
  115. //��ʼ��fsq
  116. FullScreenQuad fsq;
  117. fsq.Init();
  118. //��ʼ��FBO
  119. FBO fbo;
  120. fbo.AttachColorBuffer("color", GL_COLOR_ATTACHMENT0, GL_RGBA, viewportWidth, viewportHeight);
  121. fbo.AttachDepthBuffer("depth", viewportWidth, viewportHeight);
  122. fbo.Finish();
  123. ShowWindow(hwnd, SW_SHOW);
  124. UpdateWindow(hwnd);
  125. glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
  126. MSG msg;
  127. while (true)
  128. {
  129. if (PeekMessage(&msg,NULL,NULL,NULL,PM_REMOVE))
  130. {
  131. if (msg.message==WM_QUIT)
  132. {
  133. break;
  134. }
  135. TranslateMessage(&msg);
  136. DispatchMessage(&msg);
  137. }
  138. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  139. glEnable(GL_DEPTH_TEST);
  140. glUseProgram(gpuProgram.mProgram);
  141. fbo.Bind();
  142. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  143. glUniformMatrix4fv(gpuProgram.GetLocation("P"), 1, GL_FALSE, glm::value_ptr(projectionMatrix));
  144. glUniform3fv(gpuProgram.GetLocation("U_EyePos"), 1, eyePos);
  145. glUniformMatrix4fv(gpuProgram.GetLocation("M"), 1, GL_FALSE, glm::value_ptr(model));
  146. glUniformMatrix4fv(gpuProgram.GetLocation("V"), 1, GL_FALSE, glm::value_ptr(viewMatrix));
  147. glUniformMatrix4fv(gpuProgram.GetLocation("NM"), 1, GL_FALSE, glm::value_ptr(normalMatrix));
  148. obj.Bind(gpuProgram.GetLocation("pos"), gpuProgram.GetLocation("texcoord"), gpuProgram.GetLocation("normal"));
  149. obj.Draw();
  150. fbo.Unbind();
  151. glUseProgram(0);
  152. glFlush();
  153. glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
  154. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  155. glActiveTexture(GL_TEXTURE0);
  156. glBindTexture(GL_TEXTURE_2D, fbo.GetBuffer("color"));
  157. glUniform1i(originalProgram.GetLocation("U_MainTexture"), 0);
  158. glUseProgram(originalProgram.mProgram);
  159. fsq.DrawToLeftTop(originalProgram.GetLocation("pos"), originalProgram.GetLocation("texcoord"));
  160. glUseProgram(erosionProgram.mProgram);
  161. fsq.DrawToRightTop(erosionProgram.GetLocation("pos"), erosionProgram.GetLocation("texcoord"));
  162. glUseProgram(dilationProgram.mProgram);
  163. fsq.DrawToLeftBottom(dilationProgram.GetLocation("pos"), dilationProgram.GetLocation("texcoord"));
  164. SwapBuffers(dc);
  165. }
  166. return 0;
  167. }