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使用cubemap实现天空盒

master
blobt 4 years ago
parent
commit
a1a497400b
  1. BIN
      .vs/shader3/v14/.suo
  2. 154
      main.cpp
  3. BIN
      res/image/back.bmp
  4. BIN
      res/image/bottom.bmp
  5. BIN
      res/image/front.bmp
  6. BIN
      res/image/left.bmp
  7. BIN
      res/image/right.bmp
  8. BIN
      res/image/top.bmp
  9. 9
      res/shader/skybox.fs
  10. 14
      res/shader/skybox.vs
  11. 4
      shader3.vcxproj
  12. 4
      shader3.vcxproj.filters

BIN
.vs/shader3/v14/.suo

154
main.cpp

@ -72,19 +72,11 @@ INT WINAPI WinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _
glewInit(); glewInit();
//init fsqgpu program
GPUProgram fsqProgram;
fsqProgram.AttachShader(GL_VERTEX_SHADER, "res/shader/fullscreenquad.vs");
fsqProgram.AttachShader(GL_FRAGMENT_SHADER, "res/shader/fullscreenquad.fs");
fsqProgram.Link();
fsqProgram.DetectAttribute("pos");
fsqProgram.DetectAttribute("texcoord");
fsqProgram.DetectUniform("U_MainTexture");
//gpu program //gpu program
GPUProgram gpuProgram; GPUProgram gpuProgram;
gpuProgram.AttachShader(GL_VERTEX_SHADER, "res/shader/forg.vs");
gpuProgram.AttachShader(GL_FRAGMENT_SHADER, "res/shader/forg.fs");
gpuProgram.AttachShader(GL_VERTEX_SHADER, "res/shader/skybox.vs");
gpuProgram.AttachShader(GL_FRAGMENT_SHADER, "res/shader/skybox.fs");
gpuProgram.Link(); gpuProgram.Link();
gpuProgram.DetectAttribute("pos"); gpuProgram.DetectAttribute("pos");
@ -93,23 +85,6 @@ INT WINAPI WinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _
gpuProgram.DetectUniform("M"); gpuProgram.DetectUniform("M");
gpuProgram.DetectUniform("V"); gpuProgram.DetectUniform("V");
gpuProgram.DetectUniform("P"); 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_FogStart");
gpuProgram.DetectUniform("U_FogEnd");
gpuProgram.DetectUniform("U_FogColor");
gpuProgram.DetectUniform("U_FogDensity");
//init 3d model //init 3d model
@ -123,47 +98,20 @@ INT WINAPI WinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _
0,0,0,1.0f 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[] = { 0.1f,0.4f,0.7f,1.0f };
float diffuseMaterial[] = { 0.6f, 0.6f, 0.6f, 1.0f };
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 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 };
float fogStart = 2.0f;
float fogEnd = 23.0f;
float fogColor[] = { 0.6f, 0.6f, 0.6f, 1.0f };
float fogDensity = 0.11;
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 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 cubeModelMatrix;
glm::mat4 projectionMatrix = glm::perspective(50.0f, (float)viewportWidth / (float)viewportHeight, 0.1f, 1000.0f); glm::mat4 projectionMatrix = glm::perspective(50.0f, (float)viewportWidth / (float)viewportHeight, 0.1f, 1000.0f);
//³õʼ»¯fsq
FullScreenQuad fsq;
fsq.Init();
//³õʼ»¯2¸öfbo
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();
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
);
ShowWindow(hwnd, SW_SHOW); ShowWindow(hwnd, SW_SHOW);
UpdateWindow(hwnd); UpdateWindow(hwnd);
@ -181,85 +129,19 @@ INT WINAPI WinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _
TranslateMessage(&msg); TranslateMessage(&msg);
DispatchMessage(&msg); DispatchMessage(&msg);
} }
glEnable(GL_DEPTH_TEST);
glDisable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(gpuProgram.mProgram); glUseProgram(gpuProgram.mProgram);
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));
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);
glUniform1f(gpuProgram.GetLocation("U_FogStart"), fogStart);
glUniform1f(gpuProgram.GetLocation("U_FogEnd"), fogEnd);
glUniform4fv(gpuProgram.GetLocation("U_FogColor"), 1, fogColor);
fbo[0].Bind();
fogDensity = 0.11;
glUniform1f(gpuProgram.GetLocation("U_FogDensity"), fogDensity);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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.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();
fbo[0].Unbind();
fbo[1].Bind();
fogDensity = 0.31;
glUniform1f(gpuProgram.GetLocation("U_FogDensity"), fogDensity);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUniformMatrix4fv(gpuProgram.GetLocation("M"), 1, GL_FALSE, glm::value_ptr(cubeModelMatrix)); 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.Draw();
glUniformMatrix4fv(gpuProgram.GetLocation("M"), 1, GL_FALSE, glm::value_ptr(cubeModelMatrix3));
glUniformMatrix4fv(gpuProgram.GetLocation("NM"), 1, GL_FALSE, glm::value_ptr(cubeNormalMatrix3));
glBindTexture(GL_TEXTURE_CUBE_MAP, mainTexture);
glUniform1i(gpuProgram.GetLocation("U_MainTexture"), 0);
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();
fbo[1].Unbind();
glUseProgram(0); glUseProgram(0);
glEnable(GL_DEPTH_TEST);
glFlush(); glFlush();
glClearColor(0.6f, 0.6f, 0.6f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glActiveTexture(GL_TEXTURE0);
glUseProgram(fsqProgram.mProgram);
glBindTexture(GL_TEXTURE_2D, fbo[0].GetBuffer("color"));
glUniform1i(fsqProgram.GetLocation("U_MainTexture"), 0);
fsq.DrawToLeftTop(fsqProgram.GetLocation("pos"), fsqProgram.GetLocation("texcoord"));
glBindTexture(GL_TEXTURE_2D, fbo[1].GetBuffer("color"));
glUniform1i(fsqProgram.GetLocation("U_MainTexture"), 0);
fsq.DrawToRightTop(fsqProgram.GetLocation("pos"), fsqProgram.GetLocation("texcoord"));
glUseProgram(0);
SwapBuffers(dc); SwapBuffers(dc);
} }
return 0; return 0;

BIN
res/image/back.bmp

BIN
res/image/bottom.bmp

BIN
res/image/front.bmp

BIN
res/image/left.bmp

BIN
res/image/right.bmp

BIN
res/image/top.bmp

9
res/shader/skybox.fs

@ -0,0 +1,9 @@
varying vec3 V_Texcoord;
uniform samplerCube U_MainTexture;
void main()
{
gl_FragColor=textureCube(U_MainTexture, V_Texcoord);
}

14
res/shader/skybox.vs

@ -0,0 +1,14 @@
attribute vec3 pos;
attribute vec2 texcoord;
attribute vec3 normal;
uniform mat4 M;
uniform mat4 P;
uniform mat4 V;
varying vec3 V_Texcoord;
void main()
{
V_Texcoord=pos;//TODO没有明白为啥texcoord就是pos
gl_Position=P*V*M*vec4(pos,1.0);
}

4
shader3.vcxproj

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

4
shader3.vcxproj.filters

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