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高斯blur

master
blobt 4 years ago
parent
commit
8b4b5a2e8f
  1. 54
      main.cpp
  2. 30
      res/shader/fullscreenquad_gaussian.fs
  3. 62
      res/shader/test.fs
  4. 1
      shader3.vcxproj
  5. 3
      shader3.vcxproj.filters

54
main.cpp

@ -99,6 +99,15 @@ INT WINAPI WinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _
dilationProgram.DetectAttribute("texcoord");
dilationProgram.DetectUniform("U_MainTexture");
//init dilation program
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");
//init gpu program
GPUProgram gpuProgram;
gpuProgram.AttachShader(GL_VERTEX_SHADER, "res/shader/test.vs");
@ -112,11 +121,21 @@ INT WINAPI WinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _
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 obj;
obj.Init("res/model/Sphere.obj");
obj.Init("res/model/Cube.obj");
float identity[] = {
1.0f,0,0,0,
@ -125,11 +144,24 @@ 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[] = { 0.1f,3.0f, -2.2f,1.0f };
float diffuseIntensity = 4.0f;
float spotLightDirection[] = { 0.0f, -1.0f, 0.0f, 128.0f };//°Ñ×îºóһλ¸Ä³É......
float spotLightCutoff = 15.0f;
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 model = glm::translate<float>(0.0f, 0.0f, -4.0f);
glm::mat4 viewMatrix = glm::lookAt(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, -2.0f), glm::vec3(0.0f, 1.0f, 0.0f));
glm::mat4 model = glm::translate<float>(0.0f, 0.0f, -2.5f) * glm::rotate(-60.0f, 1.0f, 1.0f, 1.0f);
glm::mat4 viewMatrix = glm::lookAt(glm::vec3(0.0f, 0.0f, 0.0f), 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 normalMatrix = glm::inverseTranspose(model);
@ -168,11 +200,22 @@ INT WINAPI WinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _
fbo.Bind();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUniformMatrix4fv(gpuProgram.GetLocation("P"), 1, GL_FALSE, glm::value_ptr(projectionMatrix));
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("NM"), 1, GL_FALSE, glm::value_ptr(normalMatrix));
obj.Bind(gpuProgram.GetLocation("pos"), gpuProgram.GetLocation("texcoord"), gpuProgram.GetLocation("normal"));
obj.Draw();
fbo.Unbind();
@ -198,6 +241,9 @@ INT WINAPI WinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _
glUseProgram(dilationProgram.mProgram);
fsq.DrawToLeftBottom(dilationProgram.GetLocation("pos"), dilationProgram.GetLocation("texcoord"));
glUseProgram(gaussianProgram.mProgram);
fsq.DrawToRightBottom(gaussianProgram.GetLocation("pos"), gaussianProgram.GetLocation("texcoord"));
SwapBuffers(dc);
}
return 0;

30
res/shader/fullscreenquad_gaussian.fs

@ -0,0 +1,30 @@
varying vec2 V_Texcoord;
uniform sampler2D U_MainTexture;
void main()
{
//1 2 1
//2 4 2
//1 2 1
vec4 color = vec4(0.0);
int coreSize = 3;
float texelOffset = 1/150.0;
float kernel[9];
kernel[6]=1;kernel[7]=2;kernel[8]=1;
kernel[3]=2;kernel[4]=4;kernel[5]=2;
kernel[0]=1;kernel[1]=2;kernel[2]=1;
int index = 0;
for(int y=0; y<coreSize; y++){
for(int x=0; x<coreSize; x++){
vec4 currentColor = texture2D(U_MainTexture, V_Texcoord+vec2((-1+x)*texelOffset, (-1+y)*texelOffset));
color += currentColor*kernel[index++];
}
}
color/=16;
gl_FragColor = color;
}

62
res/shader/test.fs

@ -1,4 +1,15 @@
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;
@ -6,15 +17,54 @@ varying vec3 V_WorldPos;
void main()
{
//common
vec3 N = normalize(V_Normal);
vec3 L = normalize(U_EyePos - V_WorldPos);
float cosThta = dot(N,L);
float alpha = 0.0;
//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(cosThta > 0.0){
alpha = 1 - cosThta;
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));
}
gl_FragColor = vec4(0.6) * alpha;
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;
}

1
shader3.vcxproj

@ -86,6 +86,7 @@
<None Include="res\shader\fullscreenquad.vs" />
<None Include="res\shader\fullscreenquad_dilation.fs" />
<None Include="res\shader\fullscreenquad_erosion.fs" />
<None Include="res\shader\fullscreenquad_gaussian.fs" />
<None Include="res\shader\test.fs" />
<None Include="res\shader\test.vs" />
</ItemGroup>

3
shader3.vcxproj.filters

@ -64,5 +64,8 @@
<None Include="res\shader\fullscreenquad_erosion.fs">
<Filter>src</Filter>
</None>
<None Include="res\shader\fullscreenquad_gaussian.fs">
<Filter>src</Filter>
</None>
</ItemGroup>
</Project>
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