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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 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. //init gpu program
  73. GPUProgram gpuProgram;
  74. gpuProgram.AttachShader(GL_VERTEX_SHADER, "res/shader/test.vs");
  75. gpuProgram.AttachShader(GL_FRAGMENT_SHADER, "res/shader/test.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_EyePos");
  95. //init 3d model
  96. ObjModel cube;
  97. cube.Init("res/model/Cube.obj");
  98. float identity[] = {
  99. 1.0f,0,0,0,
  100. 0,1.0f,0,0,
  101. 0,0,1.0f,0,
  102. 0,0,0,1.0f
  103. };
  104. float ambientLightColor[] = {0.4f,0.4f,0.4f,1.0f};
  105. float ambientMaterial[] = { 0.2f,0.2f,0.2f,1.0f };
  106. float diffuseLightColor[] = { 1.0f,1.0f,1.0f,1.0f };
  107. float diffuseMaterial[] = { 0.8f, 0.8f, 0.8f, 1.0f };
  108. float lightPos[] = {0.0f,1.0f,0.0f,0.0f};
  109. float diffuseIntensity = 1.0f;
  110. float spotLightDirection[] = {0.0f, -1.0f, 0.0f, 128.0f};//������һλ�ij�......
  111. float spotLightCutoff = 0.0f;
  112. float specularLightColor[] = { 1.0f,1.0f,1.0f,1.0f };
  113. float specularMaterial[] = { 1.0f,1.0f,1.0f,1.0f };
  114. float eyePos[] = { 0.0f,0.0f,0.0f };
  115. glm::mat4 model1 = glm::translate<float>(-2.0f, 0.0f, -6.0f) * glm::rotate(-30.0f , 1.0f, 1.0f, 1.0f);
  116. glm::mat4 model2 = glm::translate<float>(2.0f, 0.0f, -6.0f) * glm::rotate(-30.0f, 1.0f, 1.0f, 1.0f);
  117. glm::mat4 model3 = glm::translate<float>(6.0f, 0.0f, -6.0f) * glm::rotate(-30.0f, 1.0f, 1.0f, 1.0f);
  118. glm::mat4 viewMatrix1 = glm::lookAt(glm::vec3(-0.0f, 1.5f, -3.0f), glm::vec3(-2.0f, 0.0f, -6.0f), glm::vec3(0.0f, 1.0f, 0.0f));
  119. glm::mat4 viewMatrix2 = glm::lookAt(glm::vec3(3.0f, 1.5f, -3.0f), glm::vec3(2.0f, 0.0f, -6.0f), glm::vec3(0.0f, 1.0f, 0.0f));
  120. glm::mat4 viewMatrix3 = glm::lookAt(glm::vec3(7.0f, 1.5f, -3.0f), glm::vec3(6.0f, 0.0f, -6.0f), glm::vec3(0.0f, 1.0f, 0.0f));
  121. glm::mat4 projectionMatrix = glm::perspective(50.0f, 800.0f / 600.0f, 0.1f, 1000.0f);
  122. glm::mat4 normalMatrix1 = glm::inverseTranspose(model1);
  123. glm::mat4 normalMatrix2 = glm::inverseTranspose(model2);
  124. glm::mat4 normalMatrix3 = glm::inverseTranspose(model3);
  125. //��ʼ��fsq
  126. FullScreenQuad fsq;
  127. fsq.Init();
  128. //��ʼ��FBO
  129. FBO fboDirectionLight;
  130. fboDirectionLight.AttachColorBuffer("color", GL_COLOR_ATTACHMENT0, GL_RGBA, viewportWidth, viewportHeight);
  131. fboDirectionLight.AttachDepthBuffer("depth", viewportWidth, viewportHeight);
  132. fboDirectionLight.Finish();
  133. FBO fboPointerLight;
  134. fboPointerLight.AttachColorBuffer("color", GL_COLOR_ATTACHMENT0, GL_RGBA, viewportWidth, viewportHeight);
  135. fboPointerLight.AttachDepthBuffer("depth", viewportWidth, viewportHeight);
  136. fboPointerLight.Finish();
  137. FBO fboSpotLight;
  138. fboSpotLight.AttachColorBuffer("color", GL_COLOR_ATTACHMENT0, GL_RGBA, viewportWidth, viewportHeight);
  139. fboSpotLight.AttachDepthBuffer("depth", viewportWidth, viewportHeight);
  140. fboSpotLight.Finish();
  141. glClearColor(41.0f/255.0f, 71.0f/255.0f, 121.0f / 255.0f, 1.0f);
  142. ShowWindow(hwnd, SW_SHOW);
  143. UpdateWindow(hwnd);
  144. glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
  145. MSG msg;
  146. while (true)
  147. {
  148. if (PeekMessage(&msg,NULL,NULL,NULL,PM_REMOVE))
  149. {
  150. if (msg.message==WM_QUIT)
  151. {
  152. break;
  153. }
  154. TranslateMessage(&msg);
  155. DispatchMessage(&msg);
  156. }
  157. glEnable(GL_DEPTH_TEST);
  158. glUseProgram(gpuProgram.mProgram);
  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. glUniform4fv(gpuProgram.GetLocation("U_LightDirection"), 1, spotLightDirection);
  165. glUniform4fv(gpuProgram.GetLocation("U_SpecularLightColor"), 1, specularLightColor);
  166. glUniform4fv(gpuProgram.GetLocation("U_SpecularMaterial"), 1, specularMaterial);
  167. glUniform3fv(gpuProgram.GetLocation("U_EyePos"), 1, eyePos);
  168. //left
  169. fboDirectionLight.Bind();
  170. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  171. lightPos[0] = 0.0f;
  172. lightPos[1] = 1.5f;
  173. lightPos[2] = 0.0f;
  174. lightPos[3] = 0.0f;
  175. diffuseIntensity = 1.0f;
  176. spotLightCutoff = 0.0f;
  177. glUniform4fv(gpuProgram.GetLocation("U_LightPos"), 1, lightPos);
  178. glUniform1f(gpuProgram.GetLocation("U_DiffuseIntensity"), diffuseIntensity);
  179. glUniform1f(gpuProgram.GetLocation("U_Cutoff"), spotLightCutoff);
  180. glUniformMatrix4fv(gpuProgram.GetLocation("M"), 1, GL_FALSE, glm::value_ptr(model1));
  181. glUniformMatrix4fv(gpuProgram.GetLocation("V"), 1, GL_FALSE, glm::value_ptr(viewMatrix1));
  182. glUniformMatrix4fv(gpuProgram.GetLocation("NM"), 1, GL_FALSE, glm::value_ptr(normalMatrix1));
  183. cube.Bind(gpuProgram.GetLocation("pos"), gpuProgram.GetLocation("texcoord"), gpuProgram.GetLocation("normal"));
  184. cube.Draw();
  185. fboDirectionLight.Unbind();
  186. //middle
  187. fboPointerLight.Bind();
  188. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  189. lightPos[0] = 0.0f;
  190. lightPos[1] = 3.0f;
  191. lightPos[2] = -6.0f;
  192. lightPos[3] = 1.0f;
  193. diffuseIntensity = 3.0f;
  194. spotLightCutoff = 0.0f;
  195. glUniform4fv(gpuProgram.GetLocation("U_LightPos"), 1, lightPos);
  196. glUniform1f(gpuProgram.GetLocation("U_DiffuseIntensity"), diffuseIntensity);
  197. glUniform1f(gpuProgram.GetLocation("U_Cutoff"), spotLightCutoff);
  198. glUniformMatrix4fv(gpuProgram.GetLocation("M"), 1, GL_FALSE, glm::value_ptr(model2));
  199. glUniformMatrix4fv(gpuProgram.GetLocation("V"), 1, GL_FALSE, glm::value_ptr(viewMatrix2));
  200. glUniformMatrix4fv(gpuProgram.GetLocation("NM"), 1, GL_FALSE, glm::value_ptr(normalMatrix2));
  201. cube.Bind(gpuProgram.GetLocation("pos"), gpuProgram.GetLocation("texcoord"), gpuProgram.GetLocation("normal"));
  202. cube.Draw();
  203. fboDirectionLight.Unbind();
  204. //right
  205. fboSpotLight.Bind();
  206. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  207. lightPos[0] = 6.0f;
  208. lightPos[1] = 3.0f;
  209. lightPos[2] = -6.0f;
  210. lightPos[3] = 1.0f;
  211. diffuseIntensity = 4.0f;
  212. spotLightCutoff = 15.0f;
  213. glUniform4fv(gpuProgram.GetLocation("U_LightPos"), 1, lightPos);
  214. glUniform1f(gpuProgram.GetLocation("U_DiffuseIntensity"), diffuseIntensity);
  215. glUniform1f(gpuProgram.GetLocation("U_Cutoff"), spotLightCutoff);
  216. glUniformMatrix4fv(gpuProgram.GetLocation("M"), 1, GL_FALSE, glm::value_ptr(model3));
  217. glUniformMatrix4fv(gpuProgram.GetLocation("V"), 1, GL_FALSE, glm::value_ptr(viewMatrix3));
  218. glUniformMatrix4fv(gpuProgram.GetLocation("NM"), 1, GL_FALSE, glm::value_ptr(normalMatrix3));
  219. cube.Bind(gpuProgram.GetLocation("pos"), gpuProgram.GetLocation("texcoord"), gpuProgram.GetLocation("normal"));
  220. cube.Draw();
  221. fboSpotLight.Unbind();
  222. glUseProgram(0);
  223. glFlush();
  224. glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
  225. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  226. glUseProgram(fsqProgram.mProgram);
  227. glActiveTexture(GL_TEXTURE0);
  228. glBindTexture(GL_TEXTURE_2D, fboDirectionLight.GetBuffer("color"));
  229. glUniform1i(fsqProgram.GetLocation("U_MainTexture"), 0);
  230. fsq.DrawToLeftTop(fsqProgram.GetLocation("pos"), fsqProgram.GetLocation("texcoord"));
  231. glBindTexture(GL_TEXTURE_2D, fboSpotLight.GetBuffer("color"));
  232. glUniform1i(fsqProgram.GetLocation("U_MainTexture"), 0);
  233. fsq.DrawToLeftBottom(fsqProgram.GetLocation("pos"), fsqProgram.GetLocation("texcoord"));
  234. glBindTexture(GL_TEXTURE_2D, fboPointerLight.GetBuffer("color"));
  235. glUniform1i(fsqProgram.GetLocation("U_MainTexture"), 0);
  236. fsq.DrawToRightTop(fsqProgram.GetLocation("pos"), fsqProgram.GetLocation("texcoord"));
  237. glFlush();
  238. SwapBuffers(dc);
  239. }
  240. return 0;
  241. }