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阴影场景

master
blobt 4 years ago
parent
commit
694d05e02d
  1. BIN
      .vs/shader3/v14/.suo
  2. 300
      main.cpp
  3. 2
      res/shader/hdr.fs
  4. 5
      shader3.vcxproj
  5. 11
      shader3.vcxproj.filters

BIN
.vs/shader3/v14/.suo

300
main.cpp

@ -20,7 +20,7 @@ LRESULT CALLBACK GLWindowProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
PostQuitMessage(0);
break;
}
return DefWindowProc(hwnd,msg,wParam,lParam);
return DefWindowProc(hwnd, msg, wParam, lParam);
}
@ -31,11 +31,11 @@ INT WINAPI WinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _
wndClass.cbSize = sizeof(WNDCLASSEX);
wndClass.cbWndExtra = 0;
wndClass.hbrBackground = NULL;
wndClass.hCursor = LoadCursor(NULL,IDC_ARROW);
wndClass.hCursor = LoadCursor(NULL, IDC_ARROW);
wndClass.hIcon = NULL;
wndClass.hIconSm = NULL;
wndClass.hInstance = hInstance;
wndClass.lpfnWndProc=GLWindowProc;
wndClass.lpfnWndProc = GLWindowProc;
wndClass.lpszClassName = "OpenGL";
wndClass.lpszMenuName = NULL;
wndClass.style = CS_VREDRAW | CS_HREDRAW;
@ -44,8 +44,8 @@ INT WINAPI WinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _
RECT rect;
rect.left = 0;
rect.top = 0;
rect.right = 1280;
rect.bottom = 720;
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);
@ -62,7 +62,7 @@ INT WINAPI WinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _
int pixelFormatID = ChoosePixelFormat(dc, &pfd);
SetPixelFormat(dc,pixelFormatID,&pfd);
SetPixelFormat(dc, pixelFormatID, &pfd);
HGLRC rc = wglCreateContext(dc);
wglMakeCurrent(dc, rc);
@ -72,50 +72,84 @@ INT WINAPI WinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _
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");
//gpu program
//init hdr program
GPUProgram hdrProgram;
hdrProgram.AttachShader(GL_VERTEX_SHADER, "res/shader/fullscreenquad.vs");
hdrProgram.AttachShader(GL_FRAGMENT_SHADER, "res/shader/hdrrender.fs");
hdrProgram.Link();
hdrProgram.DetectAttribute("pos");
hdrProgram.DetectAttribute("texcoord");
hdrProgram.DetectUniform("U_MainTexture");
//高斯模糊
GPUProgram gaussianProgram;
gaussianProgram.AttachShader(GL_VERTEX_SHADER, "res/shader/fullscreenquad.vs");
gaussianProgram.AttachShader(GL_FRAGMENT_SHADER, "res/shader/fullscreenquad_gaussian.fs");
gaussianProgram.Link();
gaussianProgram.DetectAttribute("pos");
gaussianProgram.DetectAttribute("texcoord");
gaussianProgram.DetectUniform("U_MainTexture");
//combine program
GPUProgram combineProgram;
combineProgram.AttachShader(GL_VERTEX_SHADER, "res/shader/fullscreenquad.vs");
combineProgram.AttachShader(GL_FRAGMENT_SHADER, "res/shader/combine.fs");
combineProgram.Link();
combineProgram.DetectAttribute("pos");
combineProgram.DetectAttribute("texcoord");
combineProgram.DetectUniform("U_MainTexture");
combineProgram.DetectUniform("U_HDRTexture");
//init light source program
GPUProgram lightSourceProgram;
lightSourceProgram.AttachShader(GL_VERTEX_SHADER, "res/shader/lightSource.vs");
lightSourceProgram.AttachShader(GL_FRAGMENT_SHADER, "res/shader/lightSource.fs");
lightSourceProgram.Link();
lightSourceProgram.DetectAttribute("pos");
lightSourceProgram.DetectUniform("M");
lightSourceProgram.DetectUniform("V");
lightSourceProgram.DetectUniform("P");
//init gpu program
GPUProgram gpuProgram;
gpuProgram.AttachShader(GL_VERTEX_SHADER, "res/shader/skybox.vs");
gpuProgram.AttachShader(GL_FRAGMENT_SHADER, "res/shader/skybox.fs");
gpuProgram.AttachShader(GL_VERTEX_SHADER, "res/shader/test.vs");
gpuProgram.AttachShader(GL_FRAGMENT_SHADER, "res/shader/hdr.fs");
gpuProgram.Link();
gpuProgram.DetectAttribute("pos");
gpuProgram.DetectAttribute("texcoord");
gpuProgram.DetectAttribute("normal");
gpuProgram.DetectUniform("M");
gpuProgram.DetectUniform("V");
gpuProgram.DetectUniform("P");
//reflect program
GPUProgram reflectProgram;
reflectProgram.AttachShader(GL_VERTEX_SHADER, "res/shader/skybox_reflect.vs");
reflectProgram.AttachShader(GL_FRAGMENT_SHADER, "res/shader/skybox_reflect.fs");
reflectProgram.Link();
reflectProgram.DetectAttribute("pos");
reflectProgram.DetectAttribute("texcoord");
reflectProgram.DetectAttribute("normal");
reflectProgram.DetectUniform("M");
reflectProgram.DetectUniform("V");
reflectProgram.DetectUniform("P");
reflectProgram.DetectUniform("NM");
reflectProgram.DetectUniform("U_MainTexture");
//refract program
GPUProgram refractProgram;
refractProgram.AttachShader(GL_VERTEX_SHADER, "res/shader/skybox_refract.vs");
refractProgram.AttachShader(GL_FRAGMENT_SHADER, "res/shader/skybox_refract.fs");
refractProgram.Link();
refractProgram.DetectAttribute("pos");
refractProgram.DetectAttribute("texcoord");
refractProgram.DetectAttribute("normal");
refractProgram.DetectUniform("M");
refractProgram.DetectUniform("V");
refractProgram.DetectUniform("P");
refractProgram.DetectUniform("NM");
refractProgram.DetectUniform("U_MainTexture");
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 cube,sphere;
cube.Init("res/model/Cube.obj");
ObjModel obj, quad, sphere;
obj.Init("res/model/Cube.obj");
quad.Init("res/model/Quad.obj");
sphere.Init("res/model/Sphere.obj");
float identity[] = {
@ -125,27 +159,55 @@ INT WINAPI WinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _
0,0,0,1.0f
};
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[] = { 0.8f, 0.8f, 0.8f, 1.0f };
float lightPos[] = { 0.0f,1.0f, 0.0f,0.0f };
float diffuseIntensity = 1.0f;
float spotLightDirection[] = { 0.0f, -1.0f, 0.0f, 128.0f };//把最后一位改成......
float spotLightCutoff = 0.0f;
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::mat4 projectionMatrix = glm::perspective(50.0f, (float)viewportWidth / (float)viewportHeight, 0.1f, 1000.0f);
glm::mat4 sphereModelMatrix = glm::translate(-1.5f, 0.0f, -4.0f);
glm::mat4 sphereNormalMatrix = glm::inverseTranspose(sphereModelMatrix);
glm::mat4 model = glm::translate<float>(0.0f, 0.0f, -2.0f) * glm::rotate(-60.0f, 1.0f, 1.0f, 1.0f);
glm::mat4 normalMatrix = glm::inverseTranspose(model);
glm::mat4 sphereModelMatrix2 = glm::translate(1.5f, 0.0f, -4.0f);
glm::mat4 sphereNormalMatrix2 = glm::inverseTranspose(sphereModelMatrix2);
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);
glm::mat4 quadNormalMatrix = glm::inverseTranspose(quadModel);
GLuint mainTexture = SOIL_load_OGL_cubemap(
"res/image/right.bmp",
"res/image/left.bmp",
"res/image/top.bmp",
"res/image/bottom.bmp",
"res/image/back.bmp",
"res/image/front.bmp",
0, 0, SOIL_FLAG_POWER_OF_TWO
);
glm::mat4 sphereModel = glm::translate<float>(0.1f, 3.0f, -2.2f) * glm::scale(0.3f, 0.3f, 0.3f);
glm::mat4 sphereNormalMatrix = glm::inverseTranspose(sphereModel);
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);
//初始化fsq
FullScreenQuad fsq;
fsq.Init();
//初始化FBO
FBO fbo[2];
fbo[0].AttachColorBuffer("color", GL_COLOR_ATTACHMENT0, GL_RGBA, viewportWidth, viewportHeight);
fbo[0].AttachDepthBuffer("depth", viewportWidth, viewportHeight);
fbo[0].Finish();
fbo[1].AttachColorBuffer("color", GL_COLOR_ATTACHMENT0, GL_RGBA, viewportWidth, viewportHeight);
fbo[1].AttachDepthBuffer("depth", viewportWidth, viewportHeight);
fbo[1].Finish();
FBO HDRfbo;
HDRfbo.AttachColorBuffer("color", GL_COLOR_ATTACHMENT0, GL_RGBA, viewportWidth, viewportHeight);
HDRfbo.AttachColorBuffer("hdrcolor", GL_COLOR_ATTACHMENT1, GL_RGBA16F, viewportWidth, viewportHeight);
HDRfbo.AttachDepthBuffer("depth", viewportWidth, viewportHeight);
HDRfbo.Finish();
ShowWindow(hwnd, SW_SHOW);
UpdateWindow(hwnd);
@ -153,51 +215,121 @@ INT WINAPI WinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _
MSG msg;
while (true)
{
if (PeekMessage(&msg,NULL,NULL,NULL,PM_REMOVE))
if (PeekMessage(&msg, NULL, NULL, NULL, PM_REMOVE))
{
if (msg.message==WM_QUIT)
if (msg.message == WM_QUIT)
{
break;
}
TranslateMessage(&msg);
DispatchMessage(&msg);
}
glDisable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
HDRfbo.Bind();
glUseProgram(gpuProgram.mProgram);
glUniformMatrix4fv(gpuProgram.GetLocation("V"), 1, GL_FALSE, identity);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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_LightDirection"), 1, spotLightDirection);
glUniform4fv(gpuProgram.GetLocation("U_SpecularLightColor"), 1, specularLightColor);
glUniform4fv(gpuProgram.GetLocation("U_SpecularMaterial"), 1, specularMaterial);
glUniform4fv(gpuProgram.GetLocation("U_LightPos"), 1, lightPos);
glUniform3fv(gpuProgram.GetLocation("U_EyePos"), 1, eyePos);
glUniform1f(gpuProgram.GetLocation("U_Cutoff"), spotLightCutoff);
glUniformMatrix4fv(gpuProgram.GetLocation("M"), 1, GL_FALSE, glm::value_ptr(model));
glUniformMatrix4fv(gpuProgram.GetLocation("V"), 1, GL_FALSE, glm::value_ptr(viewMatrix));
glUniformMatrix4fv(gpuProgram.GetLocation("P"), 1, GL_FALSE, glm::value_ptr(projectionMatrix));
glUniformMatrix4fv(gpuProgram.GetLocation("M"), 1, GL_FALSE, glm::value_ptr(cubeModelMatrix));
glBindTexture(GL_TEXTURE_CUBE_MAP, mainTexture);
glUniform1i(gpuProgram.GetLocation("U_MainTexture"), 0);
cube.Bind(gpuProgram.GetLocation("pos"), gpuProgram.GetLocation("texcoord"), gpuProgram.GetLocation("normal"));
cube.Draw();
glUseProgram(0);
glEnable(GL_DEPTH_TEST);
glUniformMatrix4fv(gpuProgram.GetLocation("NM"), 1, GL_FALSE, glm::value_ptr(normalMatrix));
obj.Bind(gpuProgram.GetLocation("pos"), gpuProgram.GetLocation("texcoord"), gpuProgram.GetLocation("normal"));
obj.Draw();
glUniformMatrix4fv(gpuProgram.GetLocation("M"), 1, GL_FALSE, glm::value_ptr(quadModel));
glUniformMatrix4fv(gpuProgram.GetLocation("NM"), 1, GL_FALSE, glm::value_ptr(quadNormalMatrix));
quad.Bind(gpuProgram.GetLocation("pos"), gpuProgram.GetLocation("texcoord"), gpuProgram.GetLocation("normal"));
quad.Draw();
glUseProgram(reflectProgram.mProgram);
glUniformMatrix4fv(reflectProgram.GetLocation("V"), 1, GL_FALSE, identity);
glUniformMatrix4fv(reflectProgram.GetLocation("P"), 1, GL_FALSE, glm::value_ptr(projectionMatrix));
glUniformMatrix4fv(reflectProgram.GetLocation("M"), 1, GL_FALSE, glm::value_ptr(sphereModelMatrix));
glUniformMatrix4fv(reflectProgram.GetLocation("NM"), 1, GL_FALSE, glm::value_ptr(sphereNormalMatrix));
glBindTexture(GL_TEXTURE_CUBE_MAP, mainTexture);
glUniform1i(reflectProgram.GetLocation("U_MainTexture"), 0);
sphere.Bind(reflectProgram.GetLocation("pos"), reflectProgram.GetLocation("texcoord"), reflectProgram.GetLocation("normal"));
sphere.Draw();
glUseProgram(0);
glUseProgram(refractProgram.mProgram);
glUniformMatrix4fv(refractProgram.GetLocation("V"), 1, GL_FALSE, identity);
glUniformMatrix4fv(refractProgram.GetLocation("P"), 1, GL_FALSE, glm::value_ptr(projectionMatrix));
glUniformMatrix4fv(refractProgram.GetLocation("M"), 1, GL_FALSE, glm::value_ptr(sphereModelMatrix2));
glUniformMatrix4fv(refractProgram.GetLocation("NM"), 1, GL_FALSE, glm::value_ptr(sphereNormalMatrix2));
glBindTexture(GL_TEXTURE_CUBE_MAP, mainTexture);
glUniform1i(refractProgram.GetLocation("U_MainTexture"), 0);
sphere.Bind(refractProgram.GetLocation("pos"), refractProgram.GetLocation("texcoord"), refractProgram.GetLocation("normal"));
glUseProgram(lightSourceProgram.mProgram);
glUniformMatrix4fv(lightSourceProgram.GetLocation("M"), 1, GL_FALSE, glm::value_ptr(sphereModel));
glUniformMatrix4fv(lightSourceProgram.GetLocation("V"), 1, GL_FALSE, glm::value_ptr(viewMatrix));
glUniformMatrix4fv(lightSourceProgram.GetLocation("P"), 1, GL_FALSE, glm::value_ptr(projectionMatrix));
sphere.Bind(lightSourceProgram.GetLocation("pos"), lightSourceProgram.GetLocation("texcoord"), lightSourceProgram.GetLocation("normal"));
sphere.Draw();
glUseProgram(0);
HDRfbo.Unbind();
/* blur start */
fbo[0].Bind();
glUseProgram(gaussianProgram.mProgram);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, HDRfbo.GetBuffer("hdrcolor"));
glUniform1i(gaussianProgram.GetLocation("U_MainTexture"), 0);
fsq.Draw(gaussianProgram.GetLocation("pos"), gaussianProgram.GetLocation("texcoord"));
fbo[0].Unbind();
fbo[1].Bind();
glUseProgram(gaussianProgram.mProgram);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, fbo[0].GetBuffer("color"));
glUniform1i(gaussianProgram.GetLocation("U_MainTexture"), 0);
fsq.Draw(gaussianProgram.GetLocation("pos"), gaussianProgram.GetLocation("texcoord"));
fbo[1].Unbind();
fbo[0].Bind();
glUseProgram(gaussianProgram.mProgram);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, fbo[1].GetBuffer("color"));
glUniform1i(gaussianProgram.GetLocation("U_MainTexture"), 0);
fsq.Draw(gaussianProgram.GetLocation("pos"), gaussianProgram.GetLocation("texcoord"));
fbo[0].Unbind();
fbo[1].Bind();
glUseProgram(gaussianProgram.mProgram);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, fbo[0].GetBuffer("color"));
glUniform1i(gaussianProgram.GetLocation("U_MainTexture"), 0);
fsq.Draw(gaussianProgram.GetLocation("pos"), gaussianProgram.GetLocation("texcoord"));
fbo[1].Unbind();
/* blur end */
glFlush();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glActiveTexture(GL_TEXTURE0);
glUseProgram(originalProgram.mProgram);
glBindTexture(GL_TEXTURE_2D, HDRfbo.GetBuffer("color"));
glUniform1i(originalProgram.GetLocation("U_MainTexture"), 0);
fsq.DrawToLeftTop(originalProgram.GetLocation("pos"), originalProgram.GetLocation("texcoord"));
glUseProgram(hdrProgram.mProgram);
glBindTexture(GL_TEXTURE_2D, HDRfbo.GetBuffer("hdrcolor"));
glUniform1i(hdrProgram.GetLocation("U_MainTexture"), 0);
fsq.DrawToRightTop(hdrProgram.GetLocation("pos"), hdrProgram.GetLocation("texcoord"));
glUseProgram(gaussianProgram.mProgram);
glBindTexture(GL_TEXTURE_2D, fbo[1].GetBuffer("color"));
glUniform1i(gaussianProgram.GetLocation("U_MainTexture"), 0);
fsq.DrawToLeftBottom(gaussianProgram.GetLocation("pos"), gaussianProgram.GetLocation("texcoord"));
glUseProgram(combineProgram.mProgram);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, HDRfbo.GetBuffer("color"));
glUniform1i(combineProgram.GetLocation("U_MainTexture"), 0);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, fbo[1].GetBuffer("color"));
glUniform1i(combineProgram.GetLocation("U_HDRTexture"), 1);
fsq.DrawToRightBottom(combineProgram.GetLocation("pos"), combineProgram.GetLocation("texcoord"));
SwapBuffers(dc);
}
return 0;

2
res/shader/hdr.fs

@ -68,7 +68,7 @@ void main()
//gl_FragColor = ambientColor + diffuseColor;
vec4 color = ambientColor + diffuseColor + specularColor;
vec4 color = ambientColor + diffuseColor;
gl_FragData[0] = color;

5
shader3.vcxproj

@ -82,10 +82,7 @@
<ClInclude Include="utils.h" />
</ItemGroup>
<ItemGroup>
<None Include="res\shader\skybox_reflect.fs" />
<None Include="res\shader\skybox_reflect.vs" />
<None Include="res\shader\skybox_refract.fs" />
<None Include="res\shader\skybox_refract.vs" />
<None Include="res\shader\hdr.fs" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">

11
shader3.vcxproj.filters

@ -46,16 +46,7 @@
</ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="res\shader\skybox_reflect.fs">
<Filter>src</Filter>
</None>
<None Include="res\shader\skybox_reflect.vs">
<Filter>src</Filter>
</None>
<None Include="res\shader\skybox_refract.fs">
<Filter>src</Filter>
</None>
<None Include="res\shader\skybox_refract.vs">
<None Include="res\shader\hdr.fs">
<Filter>src</Filter>
</None>
</ItemGroup>
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