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投影

master
blobt 4 years ago
parent
commit
cf6b7e6456
  1. BIN
      .vs/shader3/v14/.suo
  2. 322
      main.cpp
  3. BIN
      res/image/stone.bmp
  4. 17
      res/shader/projector.fs
  5. 23
      res/shader/projector.vs
  6. 3
      res/shader/sample.fs
  7. 10
      shader3.vcxproj
  8. 14
      shader3.vcxproj.filters

BIN
.vs/shader3/v14/.suo

322
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 = 800;
rect.bottom = 600;
rect.right = 1280;
rect.bottom = 720;
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);
@ -81,92 +81,36 @@ INT WINAPI WinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _
originalProgram.DetectAttribute("texcoord");
originalProgram.DetectUniform("U_MainTexture");
//init depth render program
GPUProgram depthRenderProgram;
depthRenderProgram.AttachShader(GL_VERTEX_SHADER, "res/shader/fullscreenquad.vs");
depthRenderProgram.AttachShader(GL_FRAGMENT_SHADER, "res/shader/depthrender.fs");
depthRenderProgram.Link();
depthRenderProgram.DetectAttribute("pos");
depthRenderProgram.DetectAttribute("texcoord");
depthRenderProgram.DetectUniform("U_MainTexture");
//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 depth program
GPUProgram depthProgram;
depthProgram.AttachShader(GL_VERTEX_SHADER, "res/shader/sample_depth_buffer.vs");
depthProgram.AttachShader(GL_FRAGMENT_SHADER, "res/shader/sample_depth_buffer.fs");
depthProgram.Link();
depthProgram.DetectAttribute("pos");
depthProgram.DetectUniform("M");
depthProgram.DetectUniform("V");
depthProgram.DetectUniform("P");
//init gpu program
GPUProgram gpuProgram;
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");
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");
gpuProgram.DetectUniform("U_LightProjection");
gpuProgram.DetectUniform("U_LightViewMatrix");
gpuProgram.DetectUniform("U_ShadowMap");
//init projector program
GPUProgram sampleProgram;
sampleProgram.AttachShader(GL_VERTEX_SHADER, "res/shader/sample.vs");
sampleProgram.AttachShader(GL_FRAGMENT_SHADER, "res/shader/sample.fs");
sampleProgram.Link();
sampleProgram.DetectAttribute("pos");
sampleProgram.DetectAttribute("texcoord");
sampleProgram.DetectUniform("M");
sampleProgram.DetectUniform("V");
sampleProgram.DetectUniform("P");
sampleProgram.DetectUniform("U_MainTexture");
//init projective texture program
GPUProgram projectedTextureProgram;
projectedTextureProgram.AttachShader(GL_VERTEX_SHADER, "res/shader/projector.vs");
projectedTextureProgram.AttachShader(GL_FRAGMENT_SHADER, "res/shader/projector.fs");
projectedTextureProgram.Link();
projectedTextureProgram.DetectAttribute("pos");
projectedTextureProgram.DetectAttribute("texcoord");
projectedTextureProgram.DetectUniform("M");
projectedTextureProgram.DetectUniform("V");
projectedTextureProgram.DetectUniform("P");
projectedTextureProgram.DetectUniform("U_ShadowMap");
projectedTextureProgram.DetectUniform("U_MainTexture");
projectedTextureProgram.DetectUniform("U_ProjectiveTexture");
projectedTextureProgram.DetectUniform("U_ProjectorMatrix");
//init 3d model
ObjModel obj, quad, sphere;
@ -181,61 +125,36 @@ 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[] = { 1.0f, 3.0f, -0.8f,1.0f };
float diffuseIntensity = 2.0f;
float spotLightDirection[] = { 0.0f, -1.0f, 0.0f, 32.0f };//把最后一位改成......
float spotLightCutoff = 20.0f;
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>(6.0f, 0.0f, -6.0f) * glm::rotate(-30.0f, 1.0f, 1.0f, 1.0f);
glm::mat4 model = glm::translate<float>(1.0f, 0.0f, 0.0f) * glm::rotate(-60.0f, 1.0f, 1.0f, 1.0f);
glm::mat4 normalMatrix = glm::inverseTranspose(model);
glm::mat4 quadModel = glm::translate<float>(6.0f, -1.5f, -6.0f) * glm::rotate(-90.0f, 1.0f, 0.0f, 0.0f) * glm::scale(10.0f, 10.0f, 10.0f);
glm::mat4 quadModel = glm::translate<float>(0.0f, -1.5f, 0.0f) * glm::rotate(-90.0f, 1.0f, 0.0f, 0.0f) * glm::scale(8.0f, 8.0f, 8.0f);
glm::mat4 quadNormalMatrix = glm::inverseTranspose(quadModel);
glm::mat4 sphereModel = glm::translate<float>(0.0f, 0.0f, 0.0f) * glm::scale(0.3f, 0.3f, 0.3f);
glm::mat4 sphereModel = glm::translate<float>(lightPos[0], lightPos[1], lightPos[2]) * glm::scale(0.3f, 0.3f, 0.3f);
glm::mat4 sphereNormalMatrix = glm::inverseTranspose(sphereModel);
glm::mat4 viewMatrix = glm::lookAt(glm::vec3(0.5f, 1.9f, -8.0f), glm::vec3(0.0f, 0.0f, -1.0f), glm::vec3(0.0f, 1.0f, 0.0f));
glm::mat4 viewMatrix = glm::lookAt(glm::vec3(10.0f, 3.0f, 0.0f), glm::vec3(6.0f, -1.0f, -6.0f), glm::vec3(0.0f, 1.0f, 0.0f));
glm::mat4 projectionMatrix = glm::perspective(50.0f, (float)viewportWidth / (float)viewportHeight, 0.1f, 1000.0f);
glm::mat4 lightMatrix = glm::lookAt(glm::vec3(lightPos[0], lightPos[1], lightPos[2]), glm::vec3(1.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, -1.0f));
glm::mat4 lightprojectionMatrix = glm::perspective(90.0f, (float)viewportWidth / (float)viewportHeight, 0.1f, 1000.0f);;//glm::ortho(-5.0f, 5.0f, -5.0f, 5.0f, 0.1f, 15.0f);
glm::mat4 projectorMatrix = glm::translate<float>(0.5f, 0.5f, 0.5f)*glm::scale(0.5f, 0.5f, 0.5f) * projectionMatrix * viewMatrix;
//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();
FBO depthfbo;
depthfbo.AttachColorBuffer("color", GL_COLOR_ATTACHMENT0, GL_RGB, viewportWidth, viewportHeight);
depthfbo.AttachDepthBuffer("depth", viewportWidth, viewportHeight);
depthfbo.Finish();
FBO originalFbo;
originalFbo.AttachColorBuffer("color", GL_COLOR_ATTACHMENT0, GL_RGBA, viewportWidth, viewportHeight);
originalFbo.AttachDepthBuffer("depth", viewportWidth, viewportHeight);
originalFbo.Finish();
FBO projectiveTextureFbo;
projectiveTextureFbo.AttachColorBuffer("color", GL_COLOR_ATTACHMENT0, GL_RGBA, viewportWidth, viewportHeight);
projectiveTextureFbo.AttachDepthBuffer("depth", viewportWidth, viewportHeight);
projectiveTextureFbo.Finish();
GLuint mainTexture = SOIL_load_OGL_texture("res/image/stone.bmp", 0, 0, SOIL_FLAG_POWER_OF_TWO);
GLuint projectiveTexture = SOIL_load_OGL_texture("res/image/grass.png", 0, 0, SOIL_FLAG_POWER_OF_TWO | SOIL_FLAG_INVERT_Y);
ShowWindow(hwnd, SW_SHOW);
UpdateWindow(hwnd);
@ -243,102 +162,49 @@ INT WINAPI WinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glEnable(GL_DEPTH_TEST);
depthfbo.Bind();
glUseProgram(depthProgram.mProgram);
originalFbo.Bind();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUniformMatrix4fv(depthProgram.GetLocation("M"), 1, GL_FALSE, glm::value_ptr(model));
glUniformMatrix4fv(depthProgram.GetLocation("V"), 1, GL_FALSE, glm::value_ptr(lightMatrix));
glUniformMatrix4fv(depthProgram.GetLocation("P"), 1, GL_FALSE, glm::value_ptr(lightprojectionMatrix));
obj.Bind(depthProgram.GetLocation("pos"), depthProgram.GetLocation("texcoord"), depthProgram.GetLocation("normal"));
obj.Draw();
glUseProgram(sampleProgram.mProgram);
glUniformMatrix4fv(sampleProgram.GetLocation("P"), 1, GL_FALSE, glm::value_ptr(projectionMatrix));
glUniformMatrix4fv(sampleProgram.GetLocation("V"), 1, GL_FALSE, glm::value_ptr(viewMatrix));
glUniformMatrix4fv(sampleProgram.GetLocation("M"), 1, GL_FALSE, glm::value_ptr(model));
glUniformMatrix4fv(depthProgram.GetLocation("M"), 1, GL_FALSE, glm::value_ptr(quadModel));
quad.Bind(depthProgram.GetLocation("pos"), depthProgram.GetLocation("texcoord"), depthProgram.GetLocation("normal"));
quad.Draw();
glBindTexture(GL_TEXTURE_2D, mainTexture);
glUniform1i(sampleProgram.GetLocation("U_MainTexture"), 0);
glUseProgram(0);
depthfbo.Unbind();
HDRfbo.Bind();
glUseProgram(gpuProgram.mProgram);
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("NM"), 1, GL_FALSE, glm::value_ptr(normalMatrix));
glUniformMatrix4fv(gpuProgram.GetLocation("U_LightProjection"), 1, GL_FALSE, glm::value_ptr(lightprojectionMatrix));
glUniformMatrix4fv(gpuProgram.GetLocation("U_LightViewMatrix"), 1, GL_FALSE, glm::value_ptr(lightMatrix));
glBindTexture(GL_TEXTURE_2D, depthfbo.GetBuffer("depth"));
glUniform1i(gaussianProgram.GetLocation("U_ShadowMap"), 0);
obj.Bind(gpuProgram.GetLocation("pos"), gpuProgram.GetLocation("texcoord"), gpuProgram.GetLocation("normal"));
obj.Bind(sampleProgram.GetLocation("pos"), sampleProgram.GetLocation("texcoord"), sampleProgram.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"));
glUniformMatrix4fv(sampleProgram.GetLocation("M"), 1, GL_FALSE, glm::value_ptr(quadModel));
quad.Bind(sampleProgram.GetLocation("pos"), sampleProgram.GetLocation("texcoord"), sampleProgram.GetLocation("normal"));
quad.Draw();
originalFbo.Unbind();
projectiveTextureFbo.Bind();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(projectedTextureProgram.mProgram);
glUniformMatrix4fv(projectedTextureProgram.GetLocation("P"), 1, GL_FALSE, glm::value_ptr(projectionMatrix));
glUniformMatrix4fv(projectedTextureProgram.GetLocation("V"), 1, GL_FALSE, glm::value_ptr(viewMatrix));
glUniformMatrix4fv(projectedTextureProgram.GetLocation("M"), 1, GL_FALSE, glm::value_ptr(model));
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();
glUniformMatrix4fv(projectedTextureProgram.GetLocation("U_ProjectorMatrix"), 1, GL_FALSE, glm::value_ptr(projectorMatrix));
/* 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();
glBindTexture(GL_TEXTURE_2D, mainTexture);
glUniform1i(projectedTextureProgram.GetLocation("U_MainTexture"), 0);
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();
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, projectiveTexture);
glUniform1i(projectedTextureProgram.GetLocation("U_ProjectiveTexture"), 1);
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();
obj.Bind(projectedTextureProgram.GetLocation("pos"), projectedTextureProgram.GetLocation("texcoord"), projectedTextureProgram.GetLocation("normal"));
obj.Draw();
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 */
glUniformMatrix4fv(projectedTextureProgram.GetLocation("M"), 1, GL_FALSE, glm::value_ptr(quadModel));
quad.Bind(projectedTextureProgram.GetLocation("pos"), projectedTextureProgram.GetLocation("texcoord"), projectedTextureProgram.GetLocation("normal"));
quad.Draw();
projectiveTextureFbo.Unbind();
MSG msg;
while (true)
@ -353,33 +219,21 @@ INT WINAPI WinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _
DispatchMessage(&msg);
}
glClearColor(0.1f, 0.4f, 0.7f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glActiveTexture(GL_TEXTURE0);
glUseProgram(originalProgram.mProgram);
glBindTexture(GL_TEXTURE_2D, HDRfbo.GetBuffer("color"));
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, originalFbo.GetBuffer("color"));
glUniform1i(originalProgram.GetLocation("U_MainTexture"), 0);
fsq.DrawToLeftTop(originalProgram.GetLocation("pos"), originalProgram.GetLocation("texcoord"));
glUseProgram(depthRenderProgram.mProgram);
glBindTexture(GL_TEXTURE_2D, depthfbo.GetBuffer("depth"));
glUniform1i(depthRenderProgram.GetLocation("U_MainTexture"), 0);
fsq.DrawToRightTop(depthRenderProgram.GetLocation("pos"), depthRenderProgram.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);
glUseProgram(originalProgram.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"));
glBindTexture(GL_TEXTURE_2D, projectiveTextureFbo.GetBuffer("color"));
glUniform1i(originalProgram.GetLocation("U_MainTexture"), 0);
fsq.DrawToRightTop(originalProgram.GetLocation("pos"), originalProgram.GetLocation("texcoord"));
glFlush();
SwapBuffers(dc);
}

BIN
res/image/stone.bmp

17
res/shader/projector.fs

@ -0,0 +1,17 @@
uniform sampler2D U_ShadowMap;
uniform sampler2D U_ProjectiveTexture;
uniform sampler2D U_MainTexture;
varying vec2 V_Texcoord;
varying vec3 V_WorldPos;
varying vec4 V_ProjectCoord;
void main()
{
if(V_ProjectCoord.z > 0){
gl_FragColor = texture2D(U_MainTexture, V_Texcoord) * textureProj(U_ProjectiveTexture, V_ProjectCoord) * 0.5;
} else {
gl_FragColor = texture2D(U_MainTexture, V_Texcoord);
}
}

23
res/shader/projector.vs

@ -0,0 +1,23 @@
attribute vec3 pos;
attribute vec2 texcoord;
attribute vec3 normal;
uniform mat4 M;
uniform mat4 P;
uniform mat4 V;
uniform mat4 U_ProjectorMatrix;
varying vec2 V_Texcoord;
varying vec3 V_WorldPos;
varying vec4 V_ProjectCoord;
void main()
{
V_Texcoord = texcoord;
vec4 worldPos = M * vec4(pos, 1.0);
V_WorldPos = worldPos.xyz;
V_ProjectCoord = U_ProjectorMatrix * worldPos;
gl_Position=P*V*M*vec4(pos,1.0);
}

3
res/shader/sample.fs

@ -2,9 +2,8 @@
varying vec2 V_Texcoord;
uniform sampler2D U_MainTexture;
uniform sampler2D U_Wood;
void main()
{
gl_FragColor=texture2D(U_MainTexture,V_Texcoord)*texture2D(U_Wood,V_Texcoord);
gl_FragColor=texture2D(U_MainTexture,V_Texcoord);
}

10
shader3.vcxproj

@ -82,12 +82,10 @@
<ClInclude Include="utils.h" />
</ItemGroup>
<ItemGroup>
<None Include="res\shader\depthrender.fs" />
<None Include="res\shader\fullscreenquad.vs" />
<None Include="res\shader\hdr.fs" />
<None Include="res\shader\sample_depth_buffer.fs" />
<None Include="res\shader\sample_depth_buffer.vs" />
<None Include="res\shader\test.vs" />
<None Include="res\shader\projector.fs" />
<None Include="res\shader\projector.vs" />
<None Include="res\shader\sample.fs" />
<None Include="res\shader\sample.vs" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">

14
shader3.vcxproj.filters

@ -46,22 +46,16 @@
</ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="res\shader\hdr.fs">
<None Include="res\shader\projector.fs">
<Filter>src</Filter>
</None>
<None Include="res\shader\sample_depth_buffer.fs">
<None Include="res\shader\projector.vs">
<Filter>src</Filter>
</None>
<None Include="res\shader\sample_depth_buffer.vs">
<None Include="res\shader\sample.fs">
<Filter>src</Filter>
</None>
<None Include="res\shader\depthrender.fs">
<Filter>src</Filter>
</None>
<None Include="res\shader\fullscreenquad.vs">
<Filter>src</Filter>
</None>
<None Include="res\shader\test.vs">
<None Include="res\shader\sample.vs">
<Filter>src</Filter>
</None>
</ItemGroup>
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