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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 = 1280;
  44. rect.bottom = 720;
  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 fsqProgram;
  66. fsqProgram.AttachShader(GL_VERTEX_SHADER, "res/shader/fullscreenquad.vs");
  67. fsqProgram.AttachShader(GL_FRAGMENT_SHADER, "res/shader/fullscreenquad.fs");
  68. fsqProgram.Link();
  69. fsqProgram.DetectAttribute("pos");
  70. fsqProgram.DetectAttribute("texcoord");
  71. fsqProgram.DetectUniform("U_MainTexture");
  72. //gpu program
  73. GPUProgram gpuProgram;
  74. gpuProgram.AttachShader(GL_VERTEX_SHADER, "res/shader/forg.vs");
  75. gpuProgram.AttachShader(GL_FRAGMENT_SHADER, "res/shader/forg.fs");
  76. gpuProgram.Link();
  77. gpuProgram.DetectAttribute("pos");
  78. gpuProgram.DetectAttribute("texcoord");
  79. gpuProgram.DetectAttribute("normal");
  80. gpuProgram.DetectUniform("M");
  81. gpuProgram.DetectUniform("V");
  82. gpuProgram.DetectUniform("P");
  83. gpuProgram.DetectUniform("NM");
  84. gpuProgram.DetectUniform("U_AmbientLightColor");
  85. gpuProgram.DetectUniform("U_AmbientMaterial");
  86. gpuProgram.DetectUniform("U_DiffuseLightColor");
  87. gpuProgram.DetectUniform("U_DiffuseMaterial");
  88. gpuProgram.DetectUniform("U_DiffuseIntensity");
  89. gpuProgram.DetectUniform("U_LightPos");
  90. gpuProgram.DetectUniform("U_LightDirection");
  91. gpuProgram.DetectUniform("U_Cutoff");
  92. gpuProgram.DetectUniform("U_SpecularLightColor");
  93. gpuProgram.DetectUniform("U_SpecularMaterial");
  94. gpuProgram.DetectUniform("U_FogStart");
  95. gpuProgram.DetectUniform("U_FogEnd");
  96. gpuProgram.DetectUniform("U_FogColor");
  97. gpuProgram.DetectUniform("U_FogDensity");
  98. //init 3d model
  99. ObjModel cube;
  100. cube.Init("res/model/Sphere.obj");
  101. float identity[] = {
  102. 1.0f,0,0,0,
  103. 0,1.0f,0,0,
  104. 0,0,1.0f,0,
  105. 0,0,0,1.0f
  106. };
  107. float ambientLightColor[] = { 0.4f,0.4f,0.4f,1.0f };
  108. float ambientMaterial[] = { 0.2f,0.2f,0.2f,1.0f };
  109. float diffuseLightColor[] = { 0.1f,0.4f,0.7f,1.0f };
  110. float diffuseMaterial[] = { 0.6f, 0.6f, 0.6f, 1.0f };
  111. float lightPos[] = { 1.0f,1.0f,0.0f,0.0f };
  112. float diffuseIntensity = 1.0f;
  113. float spotLightDirection[] = { 0.0f, -1.0f, 0.0f, 628.0f };
  114. float spotLightCutoff = 5.0f;
  115. float specularLightColor[] = { 1.0f,1.0f,1.0f,1.0f };
  116. float specularMaterial[] = { 1.0f,1.0f,1.0f,1.0f };
  117. float eyePos[] = { 0.0f,0.0f,0.0f };
  118. float fogStart = 2.0f;
  119. float fogEnd = 23.0f;
  120. float fogColor[] = { 0.6f, 0.6f, 0.6f, 1.0f };
  121. float fogDensity = 0.11;
  122. glm::mat4 cubeModelMatrix = glm::translate<float>(-2.2f, 0.0f, -4.0f) * glm::rotate(-30.0f, 1.0f, 1.0f, 1.0f);
  123. glm::mat4 cubeNormalMatrix = glm::inverseTranspose(cubeModelMatrix);
  124. glm::mat4 cubeModelMatrix2 = glm::translate<float>(-2.0f, 0.0f, -12.0f) * glm::rotate(-30.0f, 1.0f, 1.0f, 1.0f);
  125. glm::mat4 cubeNormalMatrix2 = glm::inverseTranspose(cubeModelMatrix);
  126. glm::mat4 cubeModelMatrix3 = glm::translate<float>(-0.4f, 0.0f, -20.0f) * glm::rotate(-30.0f, 1.0f, 1.0f, 1.0f);
  127. glm::mat4 cubeNormalMatrix3 = glm::inverseTranspose(cubeModelMatrix);
  128. //glm::mat4 viewMatrix = glm::lookAt(glm::vec3(1.0f, 0.5f, -10.0f), glm::vec3(0.0f, 0.0f, -1.0f), glm::vec3(0.0f, 1.0f, 0.0f));
  129. glm::mat4 projectionMatrix = glm::perspective(50.0f, (float)viewportWidth / (float)viewportHeight, 0.1f, 1000.0f);
  130. //��ʼ��fsq
  131. FullScreenQuad fsq;
  132. fsq.Init();
  133. //��ʼ��2��fbo
  134. FBO fbo[2];
  135. fbo[0].AttachColorBuffer("color", GL_COLOR_ATTACHMENT0, GL_RGBA, viewportWidth, viewportHeight);
  136. fbo[0].AttachDepthBuffer("depth", viewportWidth, viewportHeight);
  137. fbo[0].Finish();
  138. fbo[1].AttachColorBuffer("color", GL_COLOR_ATTACHMENT0, GL_RGBA, viewportWidth, viewportHeight);
  139. fbo[1].AttachDepthBuffer("depth", viewportWidth, viewportHeight);
  140. fbo[1].Finish();
  141. ShowWindow(hwnd, SW_SHOW);
  142. UpdateWindow(hwnd);
  143. glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
  144. MSG msg;
  145. while (true)
  146. {
  147. if (PeekMessage(&msg,NULL,NULL,NULL,PM_REMOVE))
  148. {
  149. if (msg.message==WM_QUIT)
  150. {
  151. break;
  152. }
  153. TranslateMessage(&msg);
  154. DispatchMessage(&msg);
  155. }
  156. glEnable(GL_DEPTH_TEST);
  157. glUseProgram(gpuProgram.mProgram);
  158. glUniformMatrix4fv(gpuProgram.GetLocation("V"), 1, GL_FALSE, identity);
  159. glUniformMatrix4fv(gpuProgram.GetLocation("P"), 1, GL_FALSE, glm::value_ptr(projectionMatrix));
  160. glUniform4fv(gpuProgram.GetLocation("U_AmbientLightColor"), 1, ambientLightColor);
  161. glUniform4fv(gpuProgram.GetLocation("U_AmbientMaterial"), 1, ambientMaterial);
  162. glUniform4fv(gpuProgram.GetLocation("U_DiffuseLightColor"), 1, diffuseLightColor);
  163. glUniform4fv(gpuProgram.GetLocation("U_DiffuseMaterial"), 1, diffuseMaterial);
  164. glUniform1f(gpuProgram.GetLocation("U_DiffuseIntensity"), diffuseIntensity);
  165. glUniform4fv(gpuProgram.GetLocation("U_LightPos"), 1, lightPos);
  166. glUniform4fv(gpuProgram.GetLocation("U_LightDirection"), 1, spotLightDirection);
  167. glUniform1f(gpuProgram.GetLocation("U_Cutoff"), spotLightCutoff);
  168. glUniform4fv(gpuProgram.GetLocation("U_SpecularLightColor"), 1, specularLightColor);
  169. glUniform4fv(gpuProgram.GetLocation("U_SpecularMaterial"), 1, specularMaterial);
  170. glUniform3fv(gpuProgram.GetLocation("U_EyePos"), 1, eyePos);
  171. glUniform1f(gpuProgram.GetLocation("U_FogStart"), fogStart);
  172. glUniform1f(gpuProgram.GetLocation("U_FogEnd"), fogEnd);
  173. glUniform4fv(gpuProgram.GetLocation("U_FogColor"), 1, fogColor);
  174. fbo[0].Bind();
  175. fogDensity = 0.11;
  176. glUniform1f(gpuProgram.GetLocation("U_FogDensity"), fogDensity);
  177. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  178. glUniformMatrix4fv(gpuProgram.GetLocation("M"), 1, GL_FALSE, glm::value_ptr(cubeModelMatrix));
  179. glUniformMatrix4fv(gpuProgram.GetLocation("NM"), 1, GL_FALSE, glm::value_ptr(cubeNormalMatrix));
  180. cube.Bind(gpuProgram.GetLocation("pos"), gpuProgram.GetLocation("texcoord"), gpuProgram.GetLocation("normal"));
  181. cube.Draw();
  182. glUniformMatrix4fv(gpuProgram.GetLocation("M"), 1, GL_FALSE, glm::value_ptr(cubeModelMatrix2));
  183. glUniformMatrix4fv(gpuProgram.GetLocation("NM"), 1, GL_FALSE, glm::value_ptr(cubeNormalMatrix2));
  184. cube.Bind(gpuProgram.GetLocation("pos"), gpuProgram.GetLocation("texcoord"), gpuProgram.GetLocation("normal"));
  185. cube.Draw();
  186. glUniformMatrix4fv(gpuProgram.GetLocation("M"), 1, GL_FALSE, glm::value_ptr(cubeModelMatrix3));
  187. glUniformMatrix4fv(gpuProgram.GetLocation("NM"), 1, GL_FALSE, glm::value_ptr(cubeNormalMatrix3));
  188. cube.Bind(gpuProgram.GetLocation("pos"), gpuProgram.GetLocation("texcoord"), gpuProgram.GetLocation("normal"));
  189. cube.Draw();
  190. fbo[0].Unbind();
  191. fbo[1].Bind();
  192. fogDensity = 0.31;
  193. glUniform1f(gpuProgram.GetLocation("U_FogDensity"), fogDensity);
  194. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  195. glUniformMatrix4fv(gpuProgram.GetLocation("M"), 1, GL_FALSE, glm::value_ptr(cubeModelMatrix));
  196. glUniformMatrix4fv(gpuProgram.GetLocation("NM"), 1, GL_FALSE, glm::value_ptr(cubeNormalMatrix));
  197. cube.Bind(gpuProgram.GetLocation("pos"), gpuProgram.GetLocation("texcoord"), gpuProgram.GetLocation("normal"));
  198. cube.Draw();
  199. glUniformMatrix4fv(gpuProgram.GetLocation("M"), 1, GL_FALSE, glm::value_ptr(cubeModelMatrix2));
  200. glUniformMatrix4fv(gpuProgram.GetLocation("NM"), 1, GL_FALSE, glm::value_ptr(cubeNormalMatrix2));
  201. cube.Bind(gpuProgram.GetLocation("pos"), gpuProgram.GetLocation("texcoord"), gpuProgram.GetLocation("normal"));
  202. cube.Draw();
  203. glUniformMatrix4fv(gpuProgram.GetLocation("M"), 1, GL_FALSE, glm::value_ptr(cubeModelMatrix3));
  204. glUniformMatrix4fv(gpuProgram.GetLocation("NM"), 1, GL_FALSE, glm::value_ptr(cubeNormalMatrix3));
  205. cube.Bind(gpuProgram.GetLocation("pos"), gpuProgram.GetLocation("texcoord"), gpuProgram.GetLocation("normal"));
  206. cube.Draw();
  207. fbo[1].Unbind();
  208. glUseProgram(0);
  209. glFlush();
  210. glClearColor(0.6f, 0.6f, 0.6f, 1.0f);
  211. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  212. glActiveTexture(GL_TEXTURE0);
  213. glUseProgram(fsqProgram.mProgram);
  214. glBindTexture(GL_TEXTURE_2D, fbo[0].GetBuffer("color"));
  215. glUniform1i(fsqProgram.GetLocation("U_MainTexture"), 0);
  216. fsq.DrawToLeftTop(fsqProgram.GetLocation("pos"), fsqProgram.GetLocation("texcoord"));
  217. glBindTexture(GL_TEXTURE_2D, fbo[1].GetBuffer("color"));
  218. glUniform1i(fsqProgram.GetLocation("U_MainTexture"), 0);
  219. fsq.DrawToRightTop(fsqProgram.GetLocation("pos"), fsqProgram.GetLocation("texcoord"));
  220. glUseProgram(0);
  221. SwapBuffers(dc);
  222. }
  223. return 0;
  224. }