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forg框架

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blobt 4 years ago
parent
commit
10c900954f
  1. BIN
      .vs/shader3/v14/.suo
  2. 147
      main.cpp
  3. 70
      res/shader/forg.fs
  4. 19
      res/shader/forg.vs
  5. 6
      shader3.vcxproj
  6. 10
      shader3.vcxproj.filters

BIN
.vs/shader3/v14/.suo

147
main.cpp

@ -44,8 +44,8 @@ INT WINAPI WinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _
RECT rect;
rect.left = 0;
rect.top = 0;
rect.right = 512;
rect.bottom = 512;
rect.right = 800;
rect.bottom = 600;
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);
@ -73,47 +73,35 @@ INT WINAPI WinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _
glewInit();
//combine program
GPUProgram combineProgram1;
combineProgram1.AttachShader(GL_VERTEX_SHADER, "res/shader/fullscreenquad.vs");
combineProgram1.AttachShader(GL_FRAGMENT_SHADER, "res/shader/fullscreenquad.fs");
combineProgram1.Link();
combineProgram1.DetectAttribute("pos");
combineProgram1.DetectAttribute("texcoord");
combineProgram1.DetectUniform("U_MainTexture");
//combine program
GPUProgram combineProgram2;
combineProgram2.AttachShader(GL_VERTEX_SHADER, "res/shader/fullscreenquad.vs");
combineProgram2.AttachShader(GL_FRAGMENT_SHADER, "res/shader/smooth.fs");
combineProgram2.Link();
combineProgram2.DetectAttribute("pos");
combineProgram2.DetectAttribute("texcoord");
combineProgram2.DetectUniform("U_MainTexture");
//combine program
GPUProgram combineProgram3;
combineProgram3.AttachShader(GL_VERTEX_SHADER, "res/shader/fullscreenquad.vs");
combineProgram3.AttachShader(GL_FRAGMENT_SHADER, "res/shader/sharpen.fs");
combineProgram3.Link();
combineProgram3.DetectAttribute("pos");
combineProgram3.DetectAttribute("texcoord");
combineProgram3.DetectUniform("U_MainTexture");
//combine program
GPUProgram combineProgram4;
combineProgram4.AttachShader(GL_VERTEX_SHADER, "res/shader/fullscreenquad.vs");
combineProgram4.AttachShader(GL_FRAGMENT_SHADER, "res/shader/edge_detect.fs");
combineProgram4.Link();
combineProgram4.DetectAttribute("pos");
combineProgram4.DetectAttribute("texcoord");
combineProgram4.DetectUniform("U_MainTexture");
GPUProgram gpuProgram;
gpuProgram.AttachShader(GL_VERTEX_SHADER, "res/shader/forg.vs");
gpuProgram.AttachShader(GL_FRAGMENT_SHADER, "res/shader/forg.fs");
gpuProgram.Link();
gpuProgram.DetectAttribute("pos");
gpuProgram.DetectAttribute("texcoord");
gpuProgram.DetectAttribute("normal");
gpuProgram.DetectUniform("M");
gpuProgram.DetectUniform("V");
gpuProgram.DetectUniform("P");
gpuProgram.DetectUniform("NM");
gpuProgram.DetectUniform("U_AmbientLightColor");
gpuProgram.DetectUniform("U_AmbientMaterial");
gpuProgram.DetectUniform("U_DiffuseLightColor");
gpuProgram.DetectUniform("U_DiffuseMaterial");
gpuProgram.DetectUniform("U_DiffuseIntensity");
gpuProgram.DetectUniform("U_LightPos");
gpuProgram.DetectUniform("U_LightDirection");
gpuProgram.DetectUniform("U_Cutoff");
gpuProgram.DetectUniform("U_SpecularLightColor");
gpuProgram.DetectUniform("U_SpecularMaterial");
gpuProgram.DetectUniform("U_EyePos");
//init 3d model
ObjModel quad;
quad.Init("res/model/Quad.obj");
ObjModel cube;
cube.Init("res/model/Cube.obj");
float identity[] = {
1.0f,0,0,0,
@ -122,23 +110,25 @@ INT WINAPI WinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _
0,0,0,1.0f
};
glm::mat4 quadModel = glm::translate<float>(0.0f, 0.0f, -2.0f) * glm::rotate(-90.0f, 1.0f, 0.0f, 0.0f) * glm::scale(8.0f, 8.0f, 8.0f);
glm::mat4 quadNormalMatrix = glm::inverseTranspose(quadModel);
float ambientLightColor[] = { 0.4f,0.4f,0.4f,1.0f };
float ambientMaterial[] = { 0.2f,0.2f,0.2f,1.0f };
float diffuseLightColor[] = { 1.0f,1.0f,1.0f,1.0f };
float diffuseMaterial[] = { 0.6f, 0.6f, 0.6f, 1.0f };
float lightPos[] = { 0.0f,1.0f,0.0f,0.0f };
float diffuseIntensity = 2.5f;
float spotLightDirection[] = { 0.0f, -1.0f, 0.0f, 628.0f };
float spotLightCutoff = 5.0f;
float specularLightColor[] = { 1.0f,1.0f,1.0f,1.0f };
float specularMaterial[] = { 1.0f,1.0f,1.0f,1.0f };
float eyePos[] = { 0.0f,0.0f,0.0f };
glm::mat4 cubeModelMatrix = glm::translate<float>(-2.0f, 0.0f, -6.0f) * glm::rotate(-30.0f, 1.0f, 1.0f, 1.0f);
glm::mat4 cubeNormalMatrix = glm::inverseTranspose(cubeModelMatrix);
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));
glm::mat4 projectionMatrix = glm::perspective(50.0f, 800.0f / 600.0f, 0.1f, 1000.0f);
//³õʼ»¯fsq
FullScreenQuad fsq;
fsq.Init();
GLuint head = CreateTextureFromFile("res/image/wood.bmp");
GLuint grass = CreateTextureFromFile("res/image/earth.bmp");
ShowWindow(hwnd, SW_SHOW);
UpdateWindow(hwnd);
@ -156,37 +146,30 @@ INT WINAPI WinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _
DispatchMessage(&msg);
}
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glActiveTexture(GL_TEXTURE0);
glUseProgram(combineProgram1.mProgram);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, head);
glUniform1i(combineProgram1.GetLocation("U_MainTexture"), 0);
fsq.DrawToLeftTop(combineProgram1.GetLocation("pos"), combineProgram1.GetLocation("texcoord"));
glUseProgram(combineProgram2.mProgram);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, head);
glUniform1i(combineProgram2.GetLocation("U_MainTexture"), 0);
fsq.DrawToRightTop(combineProgram2.GetLocation("pos"), combineProgram2.GetLocation("texcoord"));
glUseProgram(combineProgram3.mProgram);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, head);
glUniform1i(combineProgram3.GetLocation("U_MainTexture"), 0);
fsq.DrawToLeftBottom(combineProgram3.GetLocation("pos"), combineProgram3.GetLocation("texcoord"));
glUseProgram(combineProgram4.mProgram);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, head);
glUniform1i(combineProgram4.GetLocation("U_MainTexture"), 0);
fsq.DrawToRightBottom(combineProgram4.GetLocation("pos"), combineProgram4.GetLocation("texcoord"));
glDisable(GL_BLEND);
glUseProgram(gpuProgram.mProgram);
glUniformMatrix4fv(gpuProgram.GetLocation("M"), 1, GL_FALSE, glm::value_ptr(cubeModelMatrix));
glUniformMatrix4fv(gpuProgram.GetLocation("V"), 1, GL_FALSE, identity);
glUniformMatrix4fv(gpuProgram.GetLocation("P"), 1, GL_FALSE, glm::value_ptr(projectionMatrix));
glUniformMatrix4fv(gpuProgram.GetLocation("NM"), 1, GL_FALSE, glm::value_ptr(cubeNormalMatrix));
glUniform4fv(gpuProgram.GetLocation("U_AmbientLightColor"), 1, ambientLightColor);
glUniform4fv(gpuProgram.GetLocation("U_AmbientMaterial"), 1, ambientMaterial);
glUniform4fv(gpuProgram.GetLocation("U_DiffuseLightColor"), 1, diffuseLightColor);
glUniform4fv(gpuProgram.GetLocation("U_DiffuseMaterial"), 1, diffuseMaterial);
glUniform1f(gpuProgram.GetLocation("U_DiffuseIntensity"), diffuseIntensity);
glUniform4fv(gpuProgram.GetLocation("U_LightPos"), 1, lightPos);
glUniform4fv(gpuProgram.GetLocation("U_LightDirection"), 1, spotLightDirection);
glUniform1f(gpuProgram.GetLocation("U_Cutoff"), spotLightCutoff);
glUniform4fv(gpuProgram.GetLocation("U_SpecularLightColor"), 1, specularLightColor);
glUniform4fv(gpuProgram.GetLocation("U_SpecularMaterial"), 1, specularMaterial);
glUniform3fv(gpuProgram.GetLocation("U_EyePos"), 1, eyePos);
cube.Bind(gpuProgram.GetLocation("pos"), gpuProgram.GetLocation("texcoord"), gpuProgram.GetLocation("normal"));
cube.Draw();
glUseProgram(0);
glFlush();
SwapBuffers(dc);
}

70
res/shader/forg.fs

@ -0,0 +1,70 @@
uniform vec4 U_AmbientLightColor;
uniform vec4 U_AmbientMaterial;
uniform vec4 U_LightPos;
uniform vec4 U_LightDirection;
uniform float U_Cutoff;
uniform float U_DiffuseIntensity;
uniform vec4 U_DiffuseLightColor;
uniform vec4 U_DiffuseMaterial;
uniform vec3 U_EyePos;
uniform vec4 U_SpecularLightColor;
uniform vec4 U_SpecularMaterial;
varying vec3 V_Normal;
varying vec3 V_WorldPos;
void main()
{
//common
vec3 N = normalize(V_Normal);
//ambient
vec4 ambientColor = U_AmbientLightColor * U_AmbientMaterial;
//diffuse
vec3 L = vec3(0.0);
float attenuation = 1.0;
float diffuseIntensity = 0.0;
if(U_LightPos.w != 0){//
L = normalize(U_LightPos.xyz - V_WorldPos);
float distance = length(U_LightPos.xyz - V_WorldPos);
float constantFactor=0.5;
float linearFactor=0.3;
float expFactor=0.1;
attenuation = 1.0 / (constantFactor + linearFactor * distance + expFactor * distance * distance);
if( U_Cutoff > 0){//
//
float radianCutoff = U_Cutoff * 3.14 / 180;
float cosThta = cos(radianCutoff);
vec3 spotLightDirection = normalize(U_LightDirection.xyz);
float currentThta = max(0.0, dot(-L, spotLightDirection));
if(currentThta > cosThta){
if(dot(L,N)>0.0)
{
diffuseIntensity=pow(currentThta,U_LightDirection.w);
}
}
} else {
diffuseIntensity = max(0.0, dot(L,N));
}
} else {
//
L = normalize(U_LightPos.xyz - vec3(0.0));
diffuseIntensity = max(0.0, dot(L,N));
}
vec4 diffuseColor = U_DiffuseLightColor * U_DiffuseMaterial * attenuation * diffuseIntensity * U_DiffuseIntensity;
//specualr
vec3 RD = normalize(reflect(-L,N));
vec3 VD = normalize(U_EyePos - V_WorldPos);
vec4 specularColor = U_SpecularLightColor * U_SpecularMaterial * pow(max(0.0, dot(RD,VD)) ,128);
gl_FragColor = ambientColor + diffuseColor;
}

19
res/shader/forg.vs

@ -0,0 +1,19 @@
attribute vec3 pos;
attribute vec2 texcoord;
attribute vec3 normal;
uniform mat4 M;
uniform mat4 P;
uniform mat4 V;
uniform mat4 NM;//Normal Matrix 使用来修正法线的
varying vec3 V_Normal;
varying vec3 V_WorldPos;
void main()
{
V_Normal = mat3(NM)*normal;
vec4 worldPos = M * vec4(pos, 1.0);
V_WorldPos = worldPos.xyz;
gl_Position=P*V*M*vec4(pos,1.0);
}

6
shader3.vcxproj

@ -82,10 +82,8 @@
<ClInclude Include="utils.h" />
</ItemGroup>
<ItemGroup>
<None Include="res\shader\edge_detect.fs" />
<None Include="res\shader\fullscreenquad.fs" />
<None Include="res\shader\sharpen.fs" />
<None Include="res\shader\smooth.fs" />
<None Include="res\shader\forg.fs" />
<None Include="res\shader\forg.vs" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">

10
shader3.vcxproj.filters

@ -46,16 +46,10 @@
</ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="res\shader\edge_detect.fs">
<None Include="res\shader\forg.fs">
<Filter>src</Filter>
</None>
<None Include="res\shader\sharpen.fs">
<Filter>src</Filter>
</None>
<None Include="res\shader\smooth.fs">
<Filter>src</Filter>
</None>
<None Include="res\shader\fullscreenquad.fs">
<None Include="res\shader\forg.vs">
<Filter>src</Filter>
</None>
</ItemGroup>
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