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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);
RECT rect; rect.left = 0; rect.top = 0; rect.right = 1280; rect.bottom = 720; AdjustWindowRect(&rect, WS_OVERLAPPEDWINDOW, FALSE);
HWND hwnd = CreateWindowEx(NULL, "OpenGL", "RenderWindow", WS_OVERLAPPEDWINDOW, 100, 100, rect.right - rect.left, rect.bottom - rect.top, 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);
GetClientRect(hwnd, &rect); int viewportWidth = rect.right - rect.left, viewportHeight = rect.bottom - rect.top;
glewInit();
//init fsqgpu program
GPUProgram originalProgram; originalProgram.AttachShader(GL_VERTEX_SHADER, "res/shader/fullscreenquad.vs"); originalProgram.AttachShader(GL_FRAGMENT_SHADER, "res/shader/fullscreenquad.fs"); originalProgram.Link(); originalProgram.DetectAttribute("pos"); originalProgram.DetectAttribute("texcoord"); originalProgram.DetectUniform("U_MainTexture");
//init depth render program
GPUProgram depthRenderProgram; depthRenderProgram.AttachShader(GL_VERTEX_SHADER, "res/shader/fullscreenquad.vs"); depthRenderProgram.AttachShader(GL_FRAGMENT_SHADER, "res/shader/depthrender.fs"); depthRenderProgram.Link(); depthRenderProgram.DetectAttribute("pos"); depthRenderProgram.DetectAttribute("texcoord"); depthRenderProgram.DetectUniform("U_MainTexture");
//init depth program
GPUProgram depthProgram; depthProgram.AttachShader(GL_VERTEX_SHADER, "res/shader/sample_depth_buffer.vs"); depthProgram.AttachShader(GL_FRAGMENT_SHADER, "res/shader/sample_depth_buffer.fs"); depthProgram.Link(); depthProgram.DetectAttribute("pos"); depthProgram.DetectUniform("M"); depthProgram.DetectUniform("V"); depthProgram.DetectUniform("P");
//init projector program
GPUProgram sampleProgram; sampleProgram.AttachShader(GL_VERTEX_SHADER, "res/shader/sample.vs"); sampleProgram.AttachShader(GL_FRAGMENT_SHADER, "res/shader/sample.fs"); sampleProgram.Link();
sampleProgram.DetectAttribute("pos"); sampleProgram.DetectAttribute("texcoord"); sampleProgram.DetectUniform("M"); sampleProgram.DetectUniform("V"); sampleProgram.DetectUniform("P"); sampleProgram.DetectUniform("U_MainTexture");
//init projective texture program
GPUProgram projectedTextureProgram; projectedTextureProgram.AttachShader(GL_VERTEX_SHADER, "res/shader/projector.vs"); projectedTextureProgram.AttachShader(GL_FRAGMENT_SHADER, "res/shader/projector_shadow.fs"); projectedTextureProgram.Link();
projectedTextureProgram.DetectAttribute("pos"); projectedTextureProgram.DetectAttribute("texcoord"); projectedTextureProgram.DetectUniform("M"); projectedTextureProgram.DetectUniform("V"); projectedTextureProgram.DetectUniform("P"); projectedTextureProgram.DetectUniform("U_ShadowMap"); projectedTextureProgram.DetectUniform("U_MainTexture"); projectedTextureProgram.DetectUniform("U_ProjectiveTexture"); projectedTextureProgram.DetectUniform("U_ProjectorMatrix"); projectedTextureProgram.DetectUniform("U_ProjectorNoTransScaleMatrix");
//init projective texture program2
GPUProgram projectedTextureProgram2; projectedTextureProgram2.AttachShader(GL_VERTEX_SHADER, "res/shader/projector.vs"); projectedTextureProgram2.AttachShader(GL_FRAGMENT_SHADER, "res/shader/projector_shadow2.fs"); projectedTextureProgram2.Link();
projectedTextureProgram2.DetectAttribute("pos"); projectedTextureProgram2.DetectAttribute("texcoord"); projectedTextureProgram2.DetectUniform("M"); projectedTextureProgram2.DetectUniform("V"); projectedTextureProgram2.DetectUniform("P"); projectedTextureProgram2.DetectUniform("U_ShadowMap"); projectedTextureProgram2.DetectUniform("U_MainTexture"); projectedTextureProgram2.DetectUniform("U_ProjectiveTexture"); projectedTextureProgram2.DetectUniform("U_ProjectorMatrix"); projectedTextureProgram2.DetectUniform("U_ProjectorNoTransScaleMatrix");
//init 3d model
ObjModel obj, quad, sphere; obj.Init("res/model/Cube.obj"); quad.Init("res/model/Quad.obj"); sphere.Init("res/model/Sphere.obj");
float identity[] = { 1.0f,0,0,0, 0,1.0f,0,0, 0,0,1.0f,0, 0,0,0,1.0f };
glm::mat4 model = glm::translate<float>(6.0f, 0.0f, -6.0f) * glm::rotate(-30.0f, 1.0f, 1.0f, 1.0f);
glm::mat4 quadModel = glm::translate<float>(6.0f, -1.5f, -6.0f) * glm::rotate(-90.0f, 1.0f, 0.0f, 0.0f) * glm::scale(20.0f, 20.0f, 20.0f);
glm::mat4 sphereModel = glm::translate<float>(0.0f, 0.0f, 0.0f) * glm::scale(0.3f, 0.3f, 0.3f);
glm::mat4 viewMatrix = glm::lookAt(glm::vec3(10.0f, 3.0f, 0.0f), glm::vec3(6.0f, -1.0f, -6.0f), glm::vec3(0.0f, 1.0f, 0.0f)); glm::mat4 projectionMatrix = glm::perspective(50.0f, (float)viewportWidth / (float)viewportHeight, 0.1f, 1000.0f);
glm::mat4 projectorViewMatrix = glm::lookAt(glm::vec3(0.0f, 4.0f, 0.0f), glm::vec3(6.0f, -1.0f, -6.0f), glm::vec3(0.0f, 1.0f, 0.0f)); glm::mat4 projectorProjectionMatrix = glm::perspective(20.0f, (float)viewportWidth / (float)viewportHeight, 0.1f, 1000.0f); glm::mat4 projectorMatrix = glm::translate<float>(0.5f, 0.5f, 0.5f)*glm::scale(0.5f, 0.5f, 0.5f) * projectorProjectionMatrix * projectorViewMatrix; glm::mat4 projectorNoTransScaleMatrix = projectorProjectionMatrix * projectorViewMatrix;
//��ʼ��fsq
FullScreenQuad fsq; fsq.Init();
//��ʼ��FBO
FBO originalFbo; originalFbo.AttachColorBuffer("color", GL_COLOR_ATTACHMENT0, GL_RGBA, viewportWidth, viewportHeight); originalFbo.AttachDepthBuffer("depth", viewportWidth, viewportHeight); originalFbo.Finish();
FBO projectiveTextureFbo; projectiveTextureFbo.AttachColorBuffer("color", GL_COLOR_ATTACHMENT0, GL_RGBA, viewportWidth, viewportHeight); projectiveTextureFbo.AttachDepthBuffer("depth", viewportWidth, viewportHeight); projectiveTextureFbo.Finish();
FBO projectiveTextureFbo2; projectiveTextureFbo2.AttachColorBuffer("color", GL_COLOR_ATTACHMENT0, GL_RGBA, viewportWidth, viewportHeight); projectiveTextureFbo2.AttachDepthBuffer("depth", viewportWidth, viewportHeight); projectiveTextureFbo2.Finish();
FBO depthFbo; depthFbo.AttachColorBuffer("color", GL_COLOR_ATTACHMENT0, GL_RGB, viewportWidth, viewportHeight); depthFbo.AttachDepthBuffer("depth", viewportWidth, viewportHeight); depthFbo.Finish(); GLuint mainTexture = SOIL_load_OGL_texture("res/image/stone.bmp", 0, 0, SOIL_FLAG_POWER_OF_TWO); GLuint projectiveTexture = SOIL_load_OGL_texture("res/image/head.png", 0, 0, SOIL_FLAG_POWER_OF_TWO | SOIL_FLAG_INVERT_Y);
ShowWindow(hwnd, SW_SHOW); UpdateWindow(hwnd);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); glCullFace(GL_FRONT); depthFbo.Bind(); glViewport(0, 0, viewportWidth, viewportHeight); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glUseProgram(depthProgram.mProgram); glUniformMatrix4fv(depthProgram.GetLocation("P"), 1, GL_FALSE, glm::value_ptr(projectorProjectionMatrix)); glUniformMatrix4fv(depthProgram.GetLocation("M"), 1, GL_FALSE, glm::value_ptr(model)); glUniformMatrix4fv(depthProgram.GetLocation("V"), 1, GL_FALSE, glm::value_ptr(projectorViewMatrix)); obj.Bind(depthProgram.GetLocation("pos"), depthProgram.GetLocation("texcoord"), depthProgram.GetLocation("normal")); obj.Draw();
glUniformMatrix4fv(depthProgram.GetLocation("M"), 1, GL_FALSE, glm::value_ptr(quadModel)); quad.Bind(depthProgram.GetLocation("pos"), depthProgram.GetLocation("texcoord"), depthProgram.GetLocation("normal")); quad.Draw();
depthFbo.Unbind(); glCullFace(GL_BACK);
/*ԭͼfbo*/ originalFbo.Bind(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glUseProgram(sampleProgram.mProgram); glUniformMatrix4fv(sampleProgram.GetLocation("P"), 1, GL_FALSE, glm::value_ptr(projectionMatrix)); glUniformMatrix4fv(sampleProgram.GetLocation("V"), 1, GL_FALSE, glm::value_ptr(viewMatrix)); glUniformMatrix4fv(sampleProgram.GetLocation("M"), 1, GL_FALSE, glm::value_ptr(model));
glBindTexture(GL_TEXTURE_2D, mainTexture); glUniform1i(sampleProgram.GetLocation("U_MainTexture"), 0);
obj.Bind(sampleProgram.GetLocation("pos"), sampleProgram.GetLocation("texcoord"), sampleProgram.GetLocation("normal")); obj.Draw();
glUniformMatrix4fv(sampleProgram.GetLocation("M"), 1, GL_FALSE, glm::value_ptr(quadModel)); quad.Bind(sampleProgram.GetLocation("pos"), sampleProgram.GetLocation("texcoord"), sampleProgram.GetLocation("normal")); quad.Draw(); originalFbo.Unbind();
/*ͶӰfbo*/ glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); projectiveTextureFbo.Bind(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glUseProgram(projectedTextureProgram.mProgram); glUniformMatrix4fv(projectedTextureProgram.GetLocation("P"), 1, GL_FALSE, glm::value_ptr(projectionMatrix)); glUniformMatrix4fv(projectedTextureProgram.GetLocation("V"), 1, GL_FALSE, glm::value_ptr(viewMatrix)); glUniformMatrix4fv(projectedTextureProgram.GetLocation("M"), 1, GL_FALSE, glm::value_ptr(model));
glUniformMatrix4fv(projectedTextureProgram.GetLocation("U_ProjectorMatrix"), 1, GL_FALSE, glm::value_ptr(projectorMatrix)); glUniformMatrix4fv(projectedTextureProgram.GetLocation("U_ProjectorNoTransScaleMatrix"), 1, GL_FALSE, glm::value_ptr(projectorNoTransScaleMatrix));
glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, mainTexture); glUniform1i(projectedTextureProgram.GetLocation("U_MainTexture"), 0);
glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, projectiveTexture); glUniform1i(projectedTextureProgram.GetLocation("U_ProjectiveTexture"), 1);
glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, depthFbo.GetBuffer("depth")); glUniform1i(projectedTextureProgram.GetLocation("U_ShadowMap"), 2);
obj.Bind(projectedTextureProgram.GetLocation("pos"), projectedTextureProgram.GetLocation("texcoord"), projectedTextureProgram.GetLocation("normal")); obj.Draw();
glUniformMatrix4fv(projectedTextureProgram.GetLocation("M"), 1, GL_FALSE, glm::value_ptr(quadModel)); quad.Bind(projectedTextureProgram.GetLocation("pos"), projectedTextureProgram.GetLocation("texcoord"), projectedTextureProgram.GetLocation("normal")); quad.Draw();
projectiveTextureFbo.Unbind(); glDisable(GL_BLEND);
/*ͶӰfbo ����Ӱ*/ glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); projectiveTextureFbo2.Bind(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glUseProgram(projectedTextureProgram2.mProgram); glUniformMatrix4fv(projectedTextureProgram2.GetLocation("P"), 1, GL_FALSE, glm::value_ptr(projectionMatrix)); glUniformMatrix4fv(projectedTextureProgram2.GetLocation("V"), 1, GL_FALSE, glm::value_ptr(viewMatrix)); glUniformMatrix4fv(projectedTextureProgram2.GetLocation("M"), 1, GL_FALSE, glm::value_ptr(model));
glUniformMatrix4fv(projectedTextureProgram2.GetLocation("U_ProjectorMatrix"), 1, GL_FALSE, glm::value_ptr(projectorMatrix)); glUniformMatrix4fv(projectedTextureProgram2.GetLocation("U_ProjectorNoTransScaleMatrix"), 1, GL_FALSE, glm::value_ptr(projectorNoTransScaleMatrix));
glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, mainTexture); glUniform1i(projectedTextureProgram2.GetLocation("U_MainTexture"), 0);
glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, projectiveTexture); glUniform1i(projectedTextureProgram2.GetLocation("U_ProjectiveTexture"), 1);
glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, depthFbo.GetBuffer("depth")); glUniform1i(projectedTextureProgram2.GetLocation("U_ShadowMap"), 2);
obj.Bind(projectedTextureProgram2.GetLocation("pos"), projectedTextureProgram2.GetLocation("texcoord"), projectedTextureProgram2.GetLocation("normal")); obj.Draw();
glUniformMatrix4fv(projectedTextureProgram2.GetLocation("M"), 1, GL_FALSE, glm::value_ptr(quadModel)); quad.Bind(projectedTextureProgram2.GetLocation("pos"), projectedTextureProgram2.GetLocation("texcoord"), projectedTextureProgram2.GetLocation("normal")); quad.Draw();
projectiveTextureFbo2.Unbind(); glDisable(GL_BLEND);
MSG msg; while (true) { if (PeekMessage(&msg, NULL, NULL, NULL, PM_REMOVE)) { if (msg.message == WM_QUIT) { break; } TranslateMessage(&msg); DispatchMessage(&msg); }
glClearColor(0.1f, 0.4f, 0.7f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glUseProgram(originalProgram.mProgram); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, originalFbo.GetBuffer("color")); glUniform1i(originalProgram.GetLocation("U_MainTexture"), 0); fsq.DrawToLeftTop(originalProgram.GetLocation("pos"), originalProgram.GetLocation("texcoord"));
glUseProgram(originalProgram.mProgram); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, projectiveTextureFbo.GetBuffer("color")); glUniform1i(originalProgram.GetLocation("U_MainTexture"), 0); fsq.DrawToRightTop(originalProgram.GetLocation("pos"), originalProgram.GetLocation("texcoord")); glUseProgram(depthRenderProgram.mProgram); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, depthFbo.GetBuffer("depth")); glUniform1i(depthRenderProgram.GetLocation("U_MainTexture"), 0); fsq.DrawToRightBottom(depthRenderProgram.GetLocation("pos"), depthRenderProgram.GetLocation("texcoord"));
glUseProgram(originalProgram.mProgram); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, projectiveTextureFbo2.GetBuffer("color")); glUniform1i(originalProgram.GetLocation("U_MainTexture"), 0); fsq.DrawToLeftBottom(originalProgram.GetLocation("pos"), originalProgram.GetLocation("texcoord"));
glFlush(); SwapBuffers(dc); } return 0; }
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