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linear fog

master
blobt 4 years ago
parent
commit
85f4ebb9cb
  1. BIN
      .vs/shader3/v14/.suo
  2. 55
      main.cpp
  3. 14
      res/shader/forg.fs
  4. 2
      res/shader/forg.vs

BIN
.vs/shader3/v14/.suo

55
main.cpp

@ -44,8 +44,8 @@ INT WINAPI WinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _
RECT rect; RECT rect;
rect.left = 0; rect.left = 0;
rect.top = 0; rect.top = 0;
rect.right = 800;
rect.bottom = 600;
rect.right = 1280;
rect.bottom = 720;
AdjustWindowRect(&rect, WS_OVERLAPPEDWINDOW, FALSE); 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); HWND hwnd = CreateWindowEx(NULL, "OpenGL", "RenderWindow", WS_OVERLAPPEDWINDOW, 100, 100, rect.right - rect.left, rect.bottom - rect.top, NULL, NULL, hInstance, NULL);
@ -95,13 +95,16 @@ INT WINAPI WinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _
gpuProgram.DetectUniform("U_Cutoff"); gpuProgram.DetectUniform("U_Cutoff");
gpuProgram.DetectUniform("U_SpecularLightColor"); gpuProgram.DetectUniform("U_SpecularLightColor");
gpuProgram.DetectUniform("U_SpecularMaterial"); gpuProgram.DetectUniform("U_SpecularMaterial");
gpuProgram.DetectUniform("U_EyePos");
gpuProgram.DetectUniform("U_FogStart");
gpuProgram.DetectUniform("U_FogEnd");
gpuProgram.DetectUniform("U_FogColor");
//init 3d model //init 3d model
ObjModel cube; ObjModel cube;
cube.Init("res/model/Cube.obj");
cube.Init("res/model/Sphere.obj");
float identity[] = { float identity[] = {
1.0f,0,0,0, 1.0f,0,0,0,
@ -112,10 +115,10 @@ INT WINAPI WinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _
float ambientLightColor[] = { 0.4f,0.4f,0.4f,1.0f }; float ambientLightColor[] = { 0.4f,0.4f,0.4f,1.0f };
float ambientMaterial[] = { 0.2f,0.2f,0.2f,1.0f }; float ambientMaterial[] = { 0.2f,0.2f,0.2f,1.0f };
float diffuseLightColor[] = { 1.0f,1.0f,1.0f,1.0f };
float diffuseLightColor[] = { 0.1f,0.4f,0.7f,1.0f };
float diffuseMaterial[] = { 0.6f, 0.6f, 0.6f, 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 lightPos[] = { 1.0f,1.0f,0.0f,0.0f };
float diffuseIntensity = 1.0f;
float spotLightDirection[] = { 0.0f, -1.0f, 0.0f, 628.0f }; float spotLightDirection[] = { 0.0f, -1.0f, 0.0f, 628.0f };
float spotLightCutoff = 5.0f; float spotLightCutoff = 5.0f;
@ -123,16 +126,28 @@ INT WINAPI WinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _
float specularMaterial[] = { 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 }; 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);
float fogStart = 2.0f;
float fogEnd = 23.0f;
float fogColor[] = { 0.6f, 0.6f, 0.6f, 1.0f };
glm::mat4 cubeModelMatrix = glm::translate<float>(-2.2f, 0.0f, -4.0f) * glm::rotate(-30.0f, 1.0f, 1.0f, 1.0f);
glm::mat4 cubeNormalMatrix = glm::inverseTranspose(cubeModelMatrix); 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);
glm::mat4 cubeModelMatrix2 = glm::translate<float>(-2.0f, 0.0f, -12.0f) * glm::rotate(-30.0f, 1.0f, 1.0f, 1.0f);
glm::mat4 cubeNormalMatrix2 = glm::inverseTranspose(cubeModelMatrix);
glm::mat4 cubeModelMatrix3 = glm::translate<float>(-0.4f, 0.0f, -20.0f) * glm::rotate(-30.0f, 1.0f, 1.0f, 1.0f);
glm::mat4 cubeNormalMatrix3 = 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, (float)viewportWidth / (float)viewportHeight, 0.1f, 1000.0f);
ShowWindow(hwnd, SW_SHOW); ShowWindow(hwnd, SW_SHOW);
UpdateWindow(hwnd); UpdateWindow(hwnd);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClearColor(0.6f, 0.6f, 0.6f, 1.0f);
MSG msg; MSG msg;
while (true) while (true)
{ {
@ -149,10 +164,9 @@ INT WINAPI WinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(gpuProgram.mProgram); 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("V"), 1, GL_FALSE, identity);
glUniformMatrix4fv(gpuProgram.GetLocation("P"), 1, GL_FALSE, glm::value_ptr(projectionMatrix)); 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_AmbientLightColor"), 1, ambientLightColor);
glUniform4fv(gpuProgram.GetLocation("U_AmbientMaterial"), 1, ambientMaterial); glUniform4fv(gpuProgram.GetLocation("U_AmbientMaterial"), 1, ambientMaterial);
@ -165,10 +179,25 @@ INT WINAPI WinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _
glUniform4fv(gpuProgram.GetLocation("U_SpecularLightColor"), 1, specularLightColor); glUniform4fv(gpuProgram.GetLocation("U_SpecularLightColor"), 1, specularLightColor);
glUniform4fv(gpuProgram.GetLocation("U_SpecularMaterial"), 1, specularMaterial); glUniform4fv(gpuProgram.GetLocation("U_SpecularMaterial"), 1, specularMaterial);
glUniform3fv(gpuProgram.GetLocation("U_EyePos"), 1, eyePos); glUniform3fv(gpuProgram.GetLocation("U_EyePos"), 1, eyePos);
glUniform1f(gpuProgram.GetLocation("U_FogStart"), fogStart);
glUniform1f(gpuProgram.GetLocation("U_FogEnd"), fogEnd);
glUniform4fv(gpuProgram.GetLocation("U_FogColor"), 1, fogColor);
glUniformMatrix4fv(gpuProgram.GetLocation("M"), 1, GL_FALSE, glm::value_ptr(cubeModelMatrix));
glUniformMatrix4fv(gpuProgram.GetLocation("NM"), 1, GL_FALSE, glm::value_ptr(cubeNormalMatrix));
cube.Bind(gpuProgram.GetLocation("pos"), gpuProgram.GetLocation("texcoord"), gpuProgram.GetLocation("normal"));
cube.Draw();
glUniformMatrix4fv(gpuProgram.GetLocation("M"), 1, GL_FALSE, glm::value_ptr(cubeModelMatrix2));
glUniformMatrix4fv(gpuProgram.GetLocation("NM"), 1, GL_FALSE, glm::value_ptr(cubeNormalMatrix2));
cube.Bind(gpuProgram.GetLocation("pos"), gpuProgram.GetLocation("texcoord"), gpuProgram.GetLocation("normal")); cube.Bind(gpuProgram.GetLocation("pos"), gpuProgram.GetLocation("texcoord"), gpuProgram.GetLocation("normal"));
cube.Draw(); cube.Draw();
glUniformMatrix4fv(gpuProgram.GetLocation("M"), 1, GL_FALSE, glm::value_ptr(cubeModelMatrix3));
glUniformMatrix4fv(gpuProgram.GetLocation("NM"), 1, GL_FALSE, glm::value_ptr(cubeNormalMatrix3));
cube.Bind(gpuProgram.GetLocation("pos"), gpuProgram.GetLocation("texcoord"), gpuProgram.GetLocation("normal"));
cube.Draw();
glUseProgram(0); glUseProgram(0);
glFlush(); glFlush();
SwapBuffers(dc); SwapBuffers(dc);

14
res/shader/forg.fs

@ -10,9 +10,20 @@ uniform vec3 U_EyePos;
uniform vec4 U_SpecularLightColor; uniform vec4 U_SpecularLightColor;
uniform vec4 U_SpecularMaterial; uniform vec4 U_SpecularMaterial;
uniform float U_FogStart;
uniform float U_FogEnd;
uniform vec4 U_FogColor;
varying vec3 V_Normal; varying vec3 V_Normal;
varying vec3 V_WorldPos; varying vec3 V_WorldPos;
varying vec4 V_EyeSpacePos;
float calculateLinearFog(float distance){
float fogAlpha = (distance - U_FogStart) / (U_FogEnd - U_FogStart);
fogAlpha = 1.0 - clamp(fogAlpha, 0.0, 1.0);
return fogAlpha;
}
void main() void main()
{ {
@ -66,5 +77,6 @@ void main()
vec3 VD = normalize(U_EyePos - V_WorldPos); vec3 VD = normalize(U_EyePos - V_WorldPos);
vec4 specularColor = U_SpecularLightColor * U_SpecularMaterial * pow(max(0.0, dot(RD,VD)) ,128); vec4 specularColor = U_SpecularLightColor * U_SpecularMaterial * pow(max(0.0, dot(RD,VD)) ,128);
gl_FragColor = ambientColor + diffuseColor;
float fogAlpha = calculateLinearFog(abs(V_EyeSpacePos.z/V_EyeSpacePos.w));
gl_FragColor = mix(U_FogColor,ambientColor + diffuseColor + specularColor, fogAlpha);
} }

2
res/shader/forg.vs

@ -9,11 +9,13 @@ uniform mat4 NM;//Normal Matrix ʹ
varying vec3 V_Normal; varying vec3 V_Normal;
varying vec3 V_WorldPos; varying vec3 V_WorldPos;
varying vec4 V_EyeSpacePos;
void main() void main()
{ {
V_Normal = mat3(NM)*normal; V_Normal = mat3(NM)*normal;
vec4 worldPos = M * vec4(pos, 1.0); vec4 worldPos = M * vec4(pos, 1.0);
V_WorldPos = worldPos.xyz; V_WorldPos = worldPos.xyz;
V_EyeSpacePos = V*worldPos;
gl_Position=P*V*M*vec4(pos,1.0); gl_Position=P*V*M*vec4(pos,1.0);
} }
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