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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 depth render program
  73. GPUProgram depthRenderProgram;
  74. depthRenderProgram.AttachShader(GL_VERTEX_SHADER, "res/shader/fullscreenquad.vs");
  75. depthRenderProgram.AttachShader(GL_FRAGMENT_SHADER, "res/shader/depthrender.fs");
  76. depthRenderProgram.Link();
  77. depthRenderProgram.DetectAttribute("pos");
  78. depthRenderProgram.DetectAttribute("texcoord");
  79. depthRenderProgram.DetectUniform("U_MainTexture");
  80. //init hdr program
  81. GPUProgram hdrProgram;
  82. hdrProgram.AttachShader(GL_VERTEX_SHADER, "res/shader/fullscreenquad.vs");
  83. hdrProgram.AttachShader(GL_FRAGMENT_SHADER, "res/shader/hdrrender.fs");
  84. hdrProgram.Link();
  85. hdrProgram.DetectAttribute("pos");
  86. hdrProgram.DetectAttribute("texcoord");
  87. hdrProgram.DetectUniform("U_MainTexture");
  88. //��˹ģ��
  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. //combine program
  97. GPUProgram combineProgram;
  98. combineProgram.AttachShader(GL_VERTEX_SHADER, "res/shader/fullscreenquad.vs");
  99. combineProgram.AttachShader(GL_FRAGMENT_SHADER, "res/shader/combine.fs");
  100. combineProgram.Link();
  101. combineProgram.DetectAttribute("pos");
  102. combineProgram.DetectAttribute("texcoord");
  103. combineProgram.DetectUniform("U_MainTexture");
  104. combineProgram.DetectUniform("U_HDRTexture");
  105. //init light source program
  106. GPUProgram lightSourceProgram;
  107. lightSourceProgram.AttachShader(GL_VERTEX_SHADER, "res/shader/lightSource.vs");
  108. lightSourceProgram.AttachShader(GL_FRAGMENT_SHADER, "res/shader/lightSource.fs");
  109. lightSourceProgram.Link();
  110. lightSourceProgram.DetectAttribute("pos");
  111. lightSourceProgram.DetectUniform("M");
  112. lightSourceProgram.DetectUniform("V");
  113. lightSourceProgram.DetectUniform("P");
  114. //init depth program
  115. GPUProgram depthProgram;
  116. depthProgram.AttachShader(GL_VERTEX_SHADER, "res/shader/sample_depth_buffer.vs");
  117. depthProgram.AttachShader(GL_FRAGMENT_SHADER, "res/shader/sample_depth_buffer.fs");
  118. depthProgram.Link();
  119. depthProgram.DetectAttribute("pos");
  120. depthProgram.DetectUniform("M");
  121. depthProgram.DetectUniform("V");
  122. depthProgram.DetectUniform("P");
  123. //init gpu program
  124. GPUProgram gpuProgram;
  125. gpuProgram.AttachShader(GL_VERTEX_SHADER, "res/shader/test.vs");
  126. gpuProgram.AttachShader(GL_FRAGMENT_SHADER, "res/shader/hdr.fs");
  127. gpuProgram.Link();
  128. gpuProgram.DetectAttribute("pos");
  129. gpuProgram.DetectAttribute("texcoord");
  130. gpuProgram.DetectAttribute("normal");
  131. gpuProgram.DetectUniform("M");
  132. gpuProgram.DetectUniform("V");
  133. gpuProgram.DetectUniform("P");
  134. gpuProgram.DetectUniform("NM");
  135. gpuProgram.DetectUniform("U_AmbientLightColor");
  136. gpuProgram.DetectUniform("U_AmbientMaterial");
  137. gpuProgram.DetectUniform("U_DiffuseLightColor");
  138. gpuProgram.DetectUniform("U_DiffuseMaterial");
  139. gpuProgram.DetectUniform("U_DiffuseIntensity");
  140. gpuProgram.DetectUniform("U_LightPos");
  141. gpuProgram.DetectUniform("U_LightDirection");
  142. gpuProgram.DetectUniform("U_Cutoff");
  143. gpuProgram.DetectUniform("U_SpecularLightColor");
  144. gpuProgram.DetectUniform("U_SpecularMaterial");
  145. gpuProgram.DetectUniform("U_EyePos");
  146. gpuProgram.DetectUniform("U_LightProjection");
  147. gpuProgram.DetectUniform("U_LightViewMatrix");
  148. gpuProgram.DetectUniform("U_ShadowMap");
  149. //init 3d model
  150. ObjModel obj, quad, sphere;
  151. obj.Init("res/model/Cube.obj");
  152. quad.Init("res/model/Quad.obj");
  153. sphere.Init("res/model/Sphere.obj");
  154. float identity[] = {
  155. 1.0f,0,0,0,
  156. 0,1.0f,0,0,
  157. 0,0,1.0f,0,
  158. 0,0,0,1.0f
  159. };
  160. float ambientLightColor[] = { 0.4f,0.4f,0.4f,1.0f };
  161. float ambientMaterial[] = { 0.2f,0.2f,0.2f,1.0f };
  162. float diffuseLightColor[] = { 1.0f,1.0f,1.0f,1.0f };
  163. float diffuseMaterial[] = { 0.8f, 0.8f, 0.8f, 1.0f };
  164. float lightPos[] = { 0.0f,1.0f, 0.0f,0.0f };
  165. float diffuseIntensity = 1.0f;
  166. float spotLightDirection[] = { 0.0f, -1.0f, 0.0f, 128.0f };//������һλ�ij�......
  167. float spotLightCutoff = 0.0f;
  168. float specularLightColor[] = { 1.0f,1.0f,1.0f,1.0f };
  169. float specularMaterial[] = { 1.0f,1.0f,1.0f,1.0f };
  170. float eyePos[] = { 0.0f, 0.0f, 0.0f };
  171. glm::mat4 model = glm::translate<float>(0.0f, 0.0f, -2.0f) * glm::rotate(-60.0f, 1.0f, 1.0f, 1.0f);
  172. glm::mat4 normalMatrix = glm::inverseTranspose(model);
  173. glm::mat4 quadModel = glm::translate<float>(0.0f, -1.5f, -2.0f) * glm::rotate(-90.0f, 1.0f, 0.0f, 0.0f) * glm::scale(8.0f, 8.0f, 8.0f);
  174. glm::mat4 quadNormalMatrix = glm::inverseTranspose(quadModel);
  175. glm::mat4 sphereModel = glm::translate<float>(0.1f, 3.0f, -2.2f) * glm::scale(0.3f, 0.3f, 0.3f);
  176. glm::mat4 sphereNormalMatrix = glm::inverseTranspose(sphereModel);
  177. 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));
  178. glm::mat4 projectionMatrix = glm::perspective(50.0f, 800.0f / 600.0f, 0.1f, 1000.0f);
  179. glm::mat4 lightMatrix = glm::lookAt(glm::vec3(0.0f, 10.0f, 0.0f), glm::vec3(0.0f, 0.0f, -2.0f), glm::vec3(0.0f, 0.0f, -1.0f));
  180. glm::mat4 lightprojectionMatrix = glm::ortho(-5.0f, 5.0f, -5.0f, 5.0f, 0.1f, 15.0f);
  181. //��ʼ��fsq
  182. FullScreenQuad fsq;
  183. fsq.Init();
  184. //��ʼ��FBO
  185. FBO fbo[2];
  186. fbo[0].AttachColorBuffer("color", GL_COLOR_ATTACHMENT0, GL_RGBA, viewportWidth, viewportHeight);
  187. fbo[0].AttachDepthBuffer("depth", viewportWidth, viewportHeight);
  188. fbo[0].Finish();
  189. fbo[1].AttachColorBuffer("color", GL_COLOR_ATTACHMENT0, GL_RGBA, viewportWidth, viewportHeight);
  190. fbo[1].AttachDepthBuffer("depth", viewportWidth, viewportHeight);
  191. fbo[1].Finish();
  192. FBO HDRfbo;
  193. HDRfbo.AttachColorBuffer("color", GL_COLOR_ATTACHMENT0, GL_RGBA, viewportWidth, viewportHeight);
  194. HDRfbo.AttachColorBuffer("hdrcolor", GL_COLOR_ATTACHMENT1, GL_RGBA16F, viewportWidth, viewportHeight);
  195. HDRfbo.AttachDepthBuffer("depth", viewportWidth, viewportHeight);
  196. HDRfbo.Finish();
  197. FBO depthfbo;
  198. depthfbo.AttachColorBuffer("color", GL_COLOR_ATTACHMENT0, GL_RGB, viewportWidth, viewportHeight);
  199. depthfbo.AttachDepthBuffer("depth", viewportWidth, viewportHeight);
  200. depthfbo.Finish();
  201. ShowWindow(hwnd, SW_SHOW);
  202. UpdateWindow(hwnd);
  203. glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
  204. glEnable(GL_DEPTH_TEST);
  205. depthfbo.Bind();
  206. glUseProgram(depthProgram.mProgram);
  207. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  208. glUniformMatrix4fv(depthProgram.GetLocation("M"), 1, GL_FALSE, glm::value_ptr(model));
  209. glUniformMatrix4fv(depthProgram.GetLocation("V"), 1, GL_FALSE, glm::value_ptr(lightMatrix));
  210. glUniformMatrix4fv(depthProgram.GetLocation("P"), 1, GL_FALSE, glm::value_ptr(lightprojectionMatrix));
  211. obj.Bind(depthProgram.GetLocation("pos"), depthProgram.GetLocation("texcoord"), depthProgram.GetLocation("normal"));
  212. obj.Draw();
  213. glUniformMatrix4fv(depthProgram.GetLocation("M"), 1, GL_FALSE, glm::value_ptr(quadModel));
  214. quad.Bind(depthProgram.GetLocation("pos"), depthProgram.GetLocation("texcoord"), depthProgram.GetLocation("normal"));
  215. quad.Draw();
  216. glUseProgram(0);
  217. depthfbo.Unbind();
  218. HDRfbo.Bind();
  219. glUseProgram(gpuProgram.mProgram);
  220. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  221. glUniform4fv(gpuProgram.GetLocation("U_AmbientLightColor"), 1, ambientLightColor);
  222. glUniform4fv(gpuProgram.GetLocation("U_AmbientMaterial"), 1, ambientMaterial);
  223. glUniform4fv(gpuProgram.GetLocation("U_DiffuseLightColor"), 1, diffuseLightColor);
  224. glUniform4fv(gpuProgram.GetLocation("U_DiffuseMaterial"), 1, diffuseMaterial);
  225. glUniform1f(gpuProgram.GetLocation("U_DiffuseIntensity"), diffuseIntensity);
  226. glUniform4fv(gpuProgram.GetLocation("U_LightDirection"), 1, spotLightDirection);
  227. glUniform4fv(gpuProgram.GetLocation("U_SpecularLightColor"), 1, specularLightColor);
  228. glUniform4fv(gpuProgram.GetLocation("U_SpecularMaterial"), 1, specularMaterial);
  229. glUniform4fv(gpuProgram.GetLocation("U_LightPos"), 1, lightPos);
  230. glUniform3fv(gpuProgram.GetLocation("U_EyePos"), 1, eyePos);
  231. glUniform1f(gpuProgram.GetLocation("U_Cutoff"), spotLightCutoff);
  232. glUniformMatrix4fv(gpuProgram.GetLocation("M"), 1, GL_FALSE, glm::value_ptr(model));
  233. glUniformMatrix4fv(gpuProgram.GetLocation("V"), 1, GL_FALSE, glm::value_ptr(viewMatrix));
  234. glUniformMatrix4fv(gpuProgram.GetLocation("P"), 1, GL_FALSE, glm::value_ptr(projectionMatrix));
  235. glUniformMatrix4fv(gpuProgram.GetLocation("NM"), 1, GL_FALSE, glm::value_ptr(normalMatrix));
  236. glUniformMatrix4fv(gpuProgram.GetLocation("U_LightProjection"), 1, GL_FALSE, glm::value_ptr(lightprojectionMatrix));
  237. glUniformMatrix4fv(gpuProgram.GetLocation("U_LightViewMatrix"), 1, GL_FALSE, glm::value_ptr(lightMatrix));
  238. glBindTexture(GL_TEXTURE_2D, depthfbo.GetBuffer("depth"));
  239. glUniform1i(gaussianProgram.GetLocation("U_ShadowMap"), 0);
  240. obj.Bind(gpuProgram.GetLocation("pos"), gpuProgram.GetLocation("texcoord"), gpuProgram.GetLocation("normal"));
  241. obj.Draw();
  242. glUniformMatrix4fv(gpuProgram.GetLocation("M"), 1, GL_FALSE, glm::value_ptr(quadModel));
  243. glUniformMatrix4fv(gpuProgram.GetLocation("NM"), 1, GL_FALSE, glm::value_ptr(quadNormalMatrix));
  244. quad.Bind(gpuProgram.GetLocation("pos"), gpuProgram.GetLocation("texcoord"), gpuProgram.GetLocation("normal"));
  245. quad.Draw();
  246. glUseProgram(lightSourceProgram.mProgram);
  247. glUniformMatrix4fv(lightSourceProgram.GetLocation("M"), 1, GL_FALSE, glm::value_ptr(sphereModel));
  248. glUniformMatrix4fv(lightSourceProgram.GetLocation("V"), 1, GL_FALSE, glm::value_ptr(viewMatrix));
  249. glUniformMatrix4fv(lightSourceProgram.GetLocation("P"), 1, GL_FALSE, glm::value_ptr(projectionMatrix));
  250. sphere.Bind(lightSourceProgram.GetLocation("pos"), lightSourceProgram.GetLocation("texcoord"), lightSourceProgram.GetLocation("normal"));
  251. sphere.Draw();
  252. glUseProgram(0);
  253. HDRfbo.Unbind();
  254. /* blur start */
  255. fbo[0].Bind();
  256. glUseProgram(gaussianProgram.mProgram);
  257. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  258. glActiveTexture(GL_TEXTURE0);
  259. glBindTexture(GL_TEXTURE_2D, HDRfbo.GetBuffer("hdrcolor"));
  260. glUniform1i(gaussianProgram.GetLocation("U_MainTexture"), 0);
  261. fsq.Draw(gaussianProgram.GetLocation("pos"), gaussianProgram.GetLocation("texcoord"));
  262. fbo[0].Unbind();
  263. fbo[1].Bind();
  264. glUseProgram(gaussianProgram.mProgram);
  265. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  266. glActiveTexture(GL_TEXTURE0);
  267. glBindTexture(GL_TEXTURE_2D, fbo[0].GetBuffer("color"));
  268. glUniform1i(gaussianProgram.GetLocation("U_MainTexture"), 0);
  269. fsq.Draw(gaussianProgram.GetLocation("pos"), gaussianProgram.GetLocation("texcoord"));
  270. fbo[1].Unbind();
  271. fbo[0].Bind();
  272. glUseProgram(gaussianProgram.mProgram);
  273. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  274. glActiveTexture(GL_TEXTURE0);
  275. glBindTexture(GL_TEXTURE_2D, fbo[1].GetBuffer("color"));
  276. glUniform1i(gaussianProgram.GetLocation("U_MainTexture"), 0);
  277. fsq.Draw(gaussianProgram.GetLocation("pos"), gaussianProgram.GetLocation("texcoord"));
  278. fbo[0].Unbind();
  279. fbo[1].Bind();
  280. glUseProgram(gaussianProgram.mProgram);
  281. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  282. glActiveTexture(GL_TEXTURE0);
  283. glBindTexture(GL_TEXTURE_2D, fbo[0].GetBuffer("color"));
  284. glUniform1i(gaussianProgram.GetLocation("U_MainTexture"), 0);
  285. fsq.Draw(gaussianProgram.GetLocation("pos"), gaussianProgram.GetLocation("texcoord"));
  286. fbo[1].Unbind();
  287. /* blur end */
  288. MSG msg;
  289. while (true)
  290. {
  291. if (PeekMessage(&msg, NULL, NULL, NULL, PM_REMOVE))
  292. {
  293. if (msg.message == WM_QUIT)
  294. {
  295. break;
  296. }
  297. TranslateMessage(&msg);
  298. DispatchMessage(&msg);
  299. }
  300. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  301. glActiveTexture(GL_TEXTURE0);
  302. glUseProgram(originalProgram.mProgram);
  303. glBindTexture(GL_TEXTURE_2D, HDRfbo.GetBuffer("color"));
  304. glUniform1i(originalProgram.GetLocation("U_MainTexture"), 0);
  305. fsq.DrawToLeftTop(originalProgram.GetLocation("pos"), originalProgram.GetLocation("texcoord"));
  306. glUseProgram(depthRenderProgram.mProgram);
  307. glBindTexture(GL_TEXTURE_2D, depthfbo.GetBuffer("depth"));
  308. glUniform1i(depthRenderProgram.GetLocation("U_MainTexture"), 0);
  309. fsq.DrawToRightTop(depthRenderProgram.GetLocation("pos"), depthRenderProgram.GetLocation("texcoord"));
  310. glUseProgram(gaussianProgram.mProgram);
  311. glBindTexture(GL_TEXTURE_2D, fbo[1].GetBuffer("color"));
  312. glUniform1i(gaussianProgram.GetLocation("U_MainTexture"), 0);
  313. fsq.DrawToLeftBottom(gaussianProgram.GetLocation("pos"), gaussianProgram.GetLocation("texcoord"));
  314. glUseProgram(combineProgram.mProgram);
  315. glActiveTexture(GL_TEXTURE0);
  316. glBindTexture(GL_TEXTURE_2D, HDRfbo.GetBuffer("color"));
  317. glUniform1i(combineProgram.GetLocation("U_MainTexture"), 0);
  318. glActiveTexture(GL_TEXTURE1);
  319. glBindTexture(GL_TEXTURE_2D, fbo[1].GetBuffer("color"));
  320. glUniform1i(combineProgram.GetLocation("U_HDRTexture"), 1);
  321. fsq.DrawToRightBottom(combineProgram.GetLocation("pos"), combineProgram.GetLocation("texcoord"));
  322. glFlush();
  323. SwapBuffers(dc);
  324. }
  325. return 0;
  326. }