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@ -44,8 +44,8 @@ INT WINAPI WinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _ |
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RECT rect; |
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RECT rect; |
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rect.left = 0; |
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rect.left = 0; |
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rect.top = 0; |
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rect.top = 0; |
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rect.right = 800; |
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rect.bottom = 600; |
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rect.right = 256; |
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rect.bottom = 256; |
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AdjustWindowRect(&rect, WS_OVERLAPPEDWINDOW, FALSE); |
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AdjustWindowRect(&rect, WS_OVERLAPPEDWINDOW, FALSE); |
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HWND hwnd = CreateWindowEx(NULL, "OpenGL", "RenderWindow", WS_OVERLAPPEDWINDOW, 100, 100, rect.right - rect.left, rect.bottom - rect.top, NULL, NULL, hInstance, NULL); |
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HWND hwnd = CreateWindowEx(NULL, "OpenGL", "RenderWindow", WS_OVERLAPPEDWINDOW, 100, 100, rect.right - rect.left, rect.bottom - rect.top, NULL, NULL, hInstance, NULL); |
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@ -81,15 +81,6 @@ INT WINAPI WinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _ |
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originalProgram.DetectAttribute("texcoord"); |
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originalProgram.DetectAttribute("texcoord"); |
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originalProgram.DetectUniform("U_MainTexture"); |
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originalProgram.DetectUniform("U_MainTexture"); |
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//init hdr program
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GPUProgram hdrProgram; |
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hdrProgram.AttachShader(GL_VERTEX_SHADER, "res/shader/fullscreenquad.vs"); |
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hdrProgram.AttachShader(GL_FRAGMENT_SHADER, "res/shader/hdrrender.fs"); |
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hdrProgram.Link(); |
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hdrProgram.DetectAttribute("pos"); |
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hdrProgram.DetectAttribute("texcoord"); |
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hdrProgram.DetectUniform("U_MainTexture"); |
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//高斯模糊
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//高斯模糊
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GPUProgram gaussianProgram; |
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GPUProgram gaussianProgram; |
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gaussianProgram.AttachShader(GL_VERTEX_SHADER, "res/shader/fullscreenquad.vs"); |
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gaussianProgram.AttachShader(GL_VERTEX_SHADER, "res/shader/fullscreenquad.vs"); |
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@ -102,55 +93,19 @@ INT WINAPI WinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _ |
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//combine program
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//combine program
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GPUProgram combineProgram; |
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GPUProgram combineProgram; |
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combineProgram.AttachShader(GL_VERTEX_SHADER, "res/shader/fullscreenquad.vs"); |
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combineProgram.AttachShader(GL_VERTEX_SHADER, "res/shader/fullscreenquad.vs"); |
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combineProgram.AttachShader(GL_FRAGMENT_SHADER, "res/shader/combine.fs"); |
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combineProgram.AttachShader(GL_FRAGMENT_SHADER, "res/shader/normal_blend.fs"); |
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combineProgram.Link(); |
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combineProgram.Link(); |
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combineProgram.DetectAttribute("pos"); |
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combineProgram.DetectAttribute("pos"); |
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combineProgram.DetectAttribute("texcoord"); |
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combineProgram.DetectAttribute("texcoord"); |
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combineProgram.DetectUniform("U_MainTexture"); |
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combineProgram.DetectUniform("U_HDRTexture"); |
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//init light source program
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GPUProgram lightSourceProgram; |
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lightSourceProgram.AttachShader(GL_VERTEX_SHADER, "res/shader/lightSource.vs"); |
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lightSourceProgram.AttachShader(GL_FRAGMENT_SHADER, "res/shader/lightSource.fs"); |
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lightSourceProgram.Link(); |
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lightSourceProgram.DetectAttribute("pos"); |
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lightSourceProgram.DetectUniform("M"); |
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lightSourceProgram.DetectUniform("V"); |
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lightSourceProgram.DetectUniform("P"); |
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//init gpu program
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GPUProgram gpuProgram; |
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gpuProgram.AttachShader(GL_VERTEX_SHADER, "res/shader/test.vs"); |
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gpuProgram.AttachShader(GL_FRAGMENT_SHADER, "res/shader/hdr.fs"); |
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gpuProgram.Link(); |
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gpuProgram.DetectAttribute("pos"); |
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gpuProgram.DetectAttribute("texcoord"); |
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gpuProgram.DetectAttribute("normal"); |
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gpuProgram.DetectUniform("M"); |
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gpuProgram.DetectUniform("V"); |
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gpuProgram.DetectUniform("P"); |
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gpuProgram.DetectUniform("NM"); |
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gpuProgram.DetectUniform("U_AmbientLightColor"); |
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gpuProgram.DetectUniform("U_AmbientMaterial"); |
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gpuProgram.DetectUniform("U_DiffuseLightColor"); |
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gpuProgram.DetectUniform("U_DiffuseMaterial"); |
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gpuProgram.DetectUniform("U_DiffuseIntensity"); |
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gpuProgram.DetectUniform("U_LightPos"); |
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gpuProgram.DetectUniform("U_LightDirection"); |
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gpuProgram.DetectUniform("U_Cutoff"); |
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gpuProgram.DetectUniform("U_SpecularLightColor"); |
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gpuProgram.DetectUniform("U_SpecularMaterial"); |
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gpuProgram.DetectUniform("U_EyePos"); |
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combineProgram.DetectUniform("U_BaseTexture"); |
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combineProgram.DetectUniform("U_BlendTexture"); |
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//init 3d model
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//init 3d model
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ObjModel obj,quad,sphere; |
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obj.Init("res/model/Cube.obj"); |
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ObjModel quad; |
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quad.Init("res/model/Quad.obj"); |
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quad.Init("res/model/Quad.obj"); |
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sphere.Init("res/model/Sphere.obj"); |
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float identity[] = { |
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float identity[] = { |
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1.0f,0,0,0, |
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1.0f,0,0,0, |
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@ -159,32 +114,11 @@ INT WINAPI WinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _ |
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0,0,0,1.0f |
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0,0,0,1.0f |
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}; |
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}; |
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float ambientLightColor[] = { 0.4f,0.4f,0.4f,1.0f }; |
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float ambientMaterial[] = { 0.2f,0.2f,0.2f,1.0f }; |
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float diffuseLightColor[] = { 1.0f,1.0f,1.0f,1.0f }; |
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float diffuseMaterial[] = { 0.8f, 0.8f, 0.8f, 1.0f }; |
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float lightPos[] = { 0.1f,3.0f, -2.2f,1.0f }; |
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float diffuseIntensity = 3.0f; |
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float spotLightDirection[] = { 0.0f, -1.0f, 0.0f, 128.0f };//把最后一位改成......
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float spotLightCutoff = 0.0f; |
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float specularLightColor[] = { 1.0f,1.0f,1.0f,1.0f }; |
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float specularMaterial[] = { 1.0f,1.0f,1.0f,1.0f }; |
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float eyePos[] = { 0.0f, 0.0f, 0.0f }; |
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glm::mat4 model = glm::translate<float>(0.0f, 0.0f, -2.0f) * glm::rotate(-60.0f, 1.0f, 1.0f, 1.0f); |
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glm::mat4 normalMatrix = glm::inverseTranspose(model); |
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glm::mat4 quadModel = glm::translate<float>(0.0f, 0.0f, -2.0f) * glm::rotate(-90.0f, 1.0f, 0.0f, 0.0f) * glm::scale(8.0f, 8.0f, 8.0f); |
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glm::mat4 quadModel = glm::translate<float>(0.0f, 0.0f, -2.0f) * glm::rotate(-90.0f, 1.0f, 0.0f, 0.0f) * glm::scale(8.0f, 8.0f, 8.0f); |
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glm::mat4 quadNormalMatrix = glm::inverseTranspose(quadModel); |
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glm::mat4 quadNormalMatrix = glm::inverseTranspose(quadModel); |
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glm::mat4 sphereModel = glm::translate<float>(0.1f, 3.0f, -2.2f) * glm::scale(0.2f, 0.2f, 0.2f); |
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glm::mat4 sphereNormalMatrix = glm::inverseTranspose(sphereModel); |
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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)); |
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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)); |
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glm::mat4 projectionMatrix = glm::perspective(50.0f, 800.0f / 600.0f, 0.1f, 1000.0f); |
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glm::mat4 projectionMatrix = glm::perspective(50.0f, 800.0f / 600.0f, 0.1f, 1000.0f); |
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@ -201,11 +135,8 @@ INT WINAPI WinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _ |
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fbo[1].AttachDepthBuffer("depth", viewportWidth, viewportHeight); |
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fbo[1].AttachDepthBuffer("depth", viewportWidth, viewportHeight); |
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FBO HDRfbo; |
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HDRfbo.AttachColorBuffer("color", GL_COLOR_ATTACHMENT0, GL_RGBA, viewportWidth, viewportHeight); |
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HDRfbo.AttachColorBuffer("hdrcolor", GL_COLOR_ATTACHMENT1, GL_RGBA16F, viewportWidth, viewportHeight); |
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HDRfbo.AttachDepthBuffer("depth", viewportWidth, viewportHeight); |
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HDRfbo.Finish(); |
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GLuint head = CreateTextureFromFile("res/image/head.png"); |
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GLuint grass = CreateTextureFromFile("res/image/grass.png"); |
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ShowWindow(hwnd, SW_SHOW); |
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ShowWindow(hwnd, SW_SHOW); |
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UpdateWindow(hwnd); |
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UpdateWindow(hwnd); |
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@ -225,110 +156,32 @@ INT WINAPI WinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _ |
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} |
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} |
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glEnable(GL_DEPTH_TEST); |
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glEnable(GL_DEPTH_TEST); |
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HDRfbo.Bind(); |
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glUseProgram(gpuProgram.mProgram); |
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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glUniform4fv(gpuProgram.GetLocation("U_AmbientLightColor"), 1, ambientLightColor); |
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glUniform4fv(gpuProgram.GetLocation("U_AmbientMaterial"), 1, ambientMaterial); |
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glUniform4fv(gpuProgram.GetLocation("U_DiffuseLightColor"), 1, diffuseLightColor); |
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glUniform4fv(gpuProgram.GetLocation("U_DiffuseMaterial"), 1, diffuseMaterial); |
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glUniform1f(gpuProgram.GetLocation("U_DiffuseIntensity"), diffuseIntensity); |
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glUniform4fv(gpuProgram.GetLocation("U_LightDirection"), 1, spotLightDirection); |
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glUniform4fv(gpuProgram.GetLocation("U_SpecularLightColor"), 1, specularLightColor); |
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glUniform4fv(gpuProgram.GetLocation("U_SpecularMaterial"), 1, specularMaterial); |
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glUniform4fv(gpuProgram.GetLocation("U_LightPos"), 1, lightPos); |
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glUniform3fv(gpuProgram.GetLocation("U_EyePos"), 1, eyePos); |
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glUniform1f(gpuProgram.GetLocation("U_Cutoff"), spotLightCutoff); |
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glUniformMatrix4fv(gpuProgram.GetLocation("M"), 1, GL_FALSE, glm::value_ptr(model)); |
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glUniformMatrix4fv(gpuProgram.GetLocation("V"), 1, GL_FALSE, glm::value_ptr(viewMatrix)); |
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glUniformMatrix4fv(gpuProgram.GetLocation("P"), 1, GL_FALSE, glm::value_ptr(projectionMatrix)); |
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glUniformMatrix4fv(gpuProgram.GetLocation("NM"), 1, GL_FALSE, glm::value_ptr(normalMatrix)); |
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obj.Bind(gpuProgram.GetLocation("pos"), gpuProgram.GetLocation("texcoord"), gpuProgram.GetLocation("normal")); |
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obj.Draw(); |
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glUniformMatrix4fv(gpuProgram.GetLocation("M"), 1, GL_FALSE, glm::value_ptr(quadModel)); |
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glUniformMatrix4fv(gpuProgram.GetLocation("NM"), 1, GL_FALSE, glm::value_ptr(quadNormalMatrix)); |
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quad.Bind(gpuProgram.GetLocation("pos"), gpuProgram.GetLocation("texcoord"), gpuProgram.GetLocation("normal")); |
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quad.Draw(); |
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glUseProgram(lightSourceProgram.mProgram); |
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glUniformMatrix4fv(lightSourceProgram.GetLocation("M"), 1, GL_FALSE, glm::value_ptr(sphereModel)); |
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glUniformMatrix4fv(lightSourceProgram.GetLocation("V"), 1, GL_FALSE, glm::value_ptr(viewMatrix)); |
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glUniformMatrix4fv(lightSourceProgram.GetLocation("P"), 1, GL_FALSE, glm::value_ptr(projectionMatrix)); |
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sphere.Bind(lightSourceProgram.GetLocation("pos"), lightSourceProgram.GetLocation("texcoord"), lightSourceProgram.GetLocation("normal")); |
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sphere.Draw(); |
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glUseProgram(0); |
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HDRfbo.Unbind(); |
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/* blur start */ |
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fbo[0].Bind(); |
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glUseProgram(gaussianProgram.mProgram); |
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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glActiveTexture(GL_TEXTURE0); |
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glBindTexture(GL_TEXTURE_2D, HDRfbo.GetBuffer("hdrcolor")); |
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glUniform1i(gaussianProgram.GetLocation("U_MainTexture"), 0); |
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fsq.Draw(gaussianProgram.GetLocation("pos"), gaussianProgram.GetLocation("texcoord")); |
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fbo[0].Unbind(); |
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fbo[1].Bind(); |
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glUseProgram(gaussianProgram.mProgram); |
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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glActiveTexture(GL_TEXTURE0); |
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glBindTexture(GL_TEXTURE_2D, fbo[0].GetBuffer("color")); |
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glUniform1i(gaussianProgram.GetLocation("U_MainTexture"), 0); |
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fsq.Draw(gaussianProgram.GetLocation("pos"), gaussianProgram.GetLocation("texcoord")); |
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fbo[1].Unbind(); |
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fbo[0].Bind(); |
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glUseProgram(gaussianProgram.mProgram); |
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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glActiveTexture(GL_TEXTURE0); |
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glBindTexture(GL_TEXTURE_2D, fbo[1].GetBuffer("color")); |
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glUniform1i(gaussianProgram.GetLocation("U_MainTexture"), 0); |
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fsq.Draw(gaussianProgram.GetLocation("pos"), gaussianProgram.GetLocation("texcoord")); |
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fbo[0].Unbind(); |
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fbo[1].Bind(); |
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glUseProgram(gaussianProgram.mProgram); |
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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glActiveTexture(GL_TEXTURE0); |
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glBindTexture(GL_TEXTURE_2D, fbo[0].GetBuffer("color")); |
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glUniform1i(gaussianProgram.GetLocation("U_MainTexture"), 0); |
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fsq.Draw(gaussianProgram.GetLocation("pos"), gaussianProgram.GetLocation("texcoord")); |
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fbo[1].Unbind(); |
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/* blur end */ |
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glFlush(); |
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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glEnable(GL_BLEND); |
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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glActiveTexture(GL_TEXTURE0); |
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glActiveTexture(GL_TEXTURE0); |
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glUseProgram(originalProgram.mProgram); |
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glUseProgram(originalProgram.mProgram); |
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glBindTexture(GL_TEXTURE_2D, HDRfbo.GetBuffer("color")); |
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glBindTexture(GL_TEXTURE_2D, head); |
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glUniform1i(originalProgram.GetLocation("U_MainTexture"), 0); |
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glUniform1i(originalProgram.GetLocation("U_MainTexture"), 0); |
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fsq.DrawToLeftTop(originalProgram.GetLocation("pos"), originalProgram.GetLocation("texcoord")); |
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fsq.DrawToLeftTop(originalProgram.GetLocation("pos"), originalProgram.GetLocation("texcoord")); |
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glUseProgram(hdrProgram.mProgram); |
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glBindTexture(GL_TEXTURE_2D, HDRfbo.GetBuffer("hdrcolor")); |
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glUniform1i(hdrProgram.GetLocation("U_MainTexture"), 0); |
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fsq.DrawToRightTop(hdrProgram.GetLocation("pos"), hdrProgram.GetLocation("texcoord")); |
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glUseProgram(gaussianProgram.mProgram); |
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glBindTexture(GL_TEXTURE_2D, fbo[1].GetBuffer("color")); |
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glUniform1i(gaussianProgram.GetLocation("U_MainTexture"), 0); |
|
|
|
|
|
fsq.DrawToLeftBottom(gaussianProgram.GetLocation("pos"), gaussianProgram.GetLocation("texcoord")); |
|
|
|
|
|
|
|
|
glUseProgram(originalProgram.mProgram); |
|
|
|
|
|
glBindTexture(GL_TEXTURE_2D, grass); |
|
|
|
|
|
glUniform1i(originalProgram.GetLocation("U_MainTexture"), 0); |
|
|
|
|
|
fsq.DrawToRightTop(originalProgram.GetLocation("pos"), originalProgram.GetLocation("texcoord")); |
|
|
|
|
|
|
|
|
glUseProgram(combineProgram.mProgram); |
|
|
glUseProgram(combineProgram.mProgram); |
|
|
glActiveTexture(GL_TEXTURE0); |
|
|
glActiveTexture(GL_TEXTURE0); |
|
|
glBindTexture(GL_TEXTURE_2D, HDRfbo.GetBuffer("color")); |
|
|
|
|
|
glUniform1i(combineProgram.GetLocation("U_MainTexture"), 0); |
|
|
|
|
|
|
|
|
glBindTexture(GL_TEXTURE_2D, head); |
|
|
|
|
|
glUniform1i(combineProgram.GetLocation("U_BaseTexture"), 0); |
|
|
glActiveTexture(GL_TEXTURE1); |
|
|
glActiveTexture(GL_TEXTURE1); |
|
|
glBindTexture(GL_TEXTURE_2D, fbo[1].GetBuffer("color")); |
|
|
|
|
|
glUniform1i(combineProgram.GetLocation("U_HDRTexture"), 1); |
|
|
|
|
|
|
|
|
glBindTexture(GL_TEXTURE_2D, grass); |
|
|
|
|
|
glUniform1i(combineProgram.GetLocation("U_BlendTexture"), 1); |
|
|
fsq.DrawToRightBottom(combineProgram.GetLocation("pos"), combineProgram.GetLocation("texcoord")); |
|
|
fsq.DrawToRightBottom(combineProgram.GetLocation("pos"), combineProgram.GetLocation("texcoord")); |
|
|
|
|
|
|
|
|
|
|
|
glDisable(GL_BLEND); |
|
|
|
|
|
glFlush(); |
|
|
SwapBuffers(dc); |
|
|
SwapBuffers(dc); |
|
|
} |
|
|
} |
|
|
return 0; |
|
|
return 0; |