#include #include "glew.h" #include #include #include "utils.h" #include "GPUProgram.h" #include "ObjModel.h" #include "FBO.h" #include "FullScreenQuad.h" #include "Glm/glm.hpp" #include "Glm/ext.hpp" #pragma comment(lib,"opengl32.lib") #pragma comment(lib,"glew32.lib") LRESULT CALLBACK GLWindowProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) { switch (msg) { case WM_CLOSE: PostQuitMessage(0); break; } return DefWindowProc(hwnd,msg,wParam,lParam); } INT WINAPI WinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _In_ LPSTR lpCmdLine, _In_ int nShowCmd) { WNDCLASSEX wndClass; wndClass.cbClsExtra = 0; wndClass.cbSize = sizeof(WNDCLASSEX); wndClass.cbWndExtra = 0; wndClass.hbrBackground = NULL; wndClass.hCursor = LoadCursor(NULL,IDC_ARROW); wndClass.hIcon = NULL; wndClass.hIconSm = NULL; wndClass.hInstance = hInstance; wndClass.lpfnWndProc=GLWindowProc; wndClass.lpszClassName = "OpenGL"; wndClass.lpszMenuName = NULL; wndClass.style = CS_VREDRAW | CS_HREDRAW; ATOM atom = RegisterClassEx(&wndClass); RECT rect; rect.left = 0; rect.top = 0; rect.right = 800; rect.bottom = 600; 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); HDC dc = GetDC(hwnd); PIXELFORMATDESCRIPTOR pfd; memset(&pfd, 0, sizeof(PIXELFORMATDESCRIPTOR)); pfd.nVersion = 1; pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_TYPE_RGBA | PFD_DOUBLEBUFFER; pfd.iLayerType = PFD_MAIN_PLANE; pfd.iPixelType = PFD_TYPE_RGBA; pfd.cColorBits = 32; pfd.cDepthBits = 24; pfd.cStencilBits = 8; int pixelFormatID = ChoosePixelFormat(dc, &pfd); SetPixelFormat(dc,pixelFormatID,&pfd); HGLRC rc = wglCreateContext(dc); wglMakeCurrent(dc, rc); GetClientRect(hwnd, &rect); int viewportWidth = rect.right - rect.left, viewportHeight = rect.bottom - rect.top; glewInit(); //init fsqgpu program GPUProgram originalProgram; originalProgram.AttachShader(GL_VERTEX_SHADER, "res/shader/fullscreenquad.vs"); originalProgram.AttachShader(GL_FRAGMENT_SHADER, "res/shader/fullscreenquad.fs"); originalProgram.Link(); originalProgram.DetectAttribute("pos"); originalProgram.DetectAttribute("texcoord"); originalProgram.DetectUniform("U_MainTexture"); //init vertical program GPUProgram verticalProgram; verticalProgram.AttachShader(GL_VERTEX_SHADER, "res/shader/fullscreenquad.vs"); verticalProgram.AttachShader(GL_FRAGMENT_SHADER, "res/shader/fullscreenquad_gaussian_vertical.fs"); verticalProgram.Link(); verticalProgram.DetectAttribute("pos"); verticalProgram.DetectAttribute("texcoord"); verticalProgram.DetectUniform("U_MainTexture"); //init horizontal program GPUProgram horizontalProgram; horizontalProgram.AttachShader(GL_VERTEX_SHADER, "res/shader/fullscreenquad.vs"); horizontalProgram.AttachShader(GL_FRAGMENT_SHADER, "res/shader/fullscreenquad_gaussian_horizontal.fs"); horizontalProgram.Link(); horizontalProgram.DetectAttribute("pos"); horizontalProgram.DetectAttribute("texcoord"); horizontalProgram.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"); gpuProgram.AttachShader(GL_FRAGMENT_SHADER, "res/shader/test.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"); //init 3d model ObjModel obj; obj.Init("res/model/Cube.obj"); float identity[] = { 1.0f,0,0,0, 0,1.0f,0,0, 0,0,1.0f,0, 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 };//把最后一位改成...... 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(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); //初始化fsq FullScreenQuad fsq; fsq.Init(); //初始化FBO FBO fbo; fbo.AttachColorBuffer("color", GL_COLOR_ATTACHMENT0, GL_RGBA, viewportWidth, viewportHeight); fbo.AttachDepthBuffer("depth", viewportWidth, viewportHeight); fbo.Finish(); FBO fbo2; fbo2.AttachColorBuffer("color", GL_COLOR_ATTACHMENT0, GL_RGBA, viewportWidth, viewportHeight); fbo2.AttachDepthBuffer("depth", viewportWidth, viewportHeight); fbo2.Finish(); ShowWindow(hwnd, SW_SHOW); UpdateWindow(hwnd); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); MSG msg; while (true) { if (PeekMessage(&msg,NULL,NULL,NULL,PM_REMOVE)) { if (msg.message==WM_QUIT) { break; } TranslateMessage(&msg); DispatchMessage(&msg); } glEnable(GL_DEPTH_TEST); fbo.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)); obj.Bind(gpuProgram.GetLocation("pos"), gpuProgram.GetLocation("texcoord"), gpuProgram.GetLocation("normal")); obj.Draw(); glUseProgram(0); fbo.Unbind(); //blur * 2 fbo2.Bind(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glUseProgram(gaussianProgram.mProgram); glBindTexture(GL_TEXTURE_2D, fbo.GetBuffer("color")); glUniform1i(gaussianProgram.GetLocation("U_MainTexture"), 0); fsq.Draw(gaussianProgram.GetLocation("pos"), gaussianProgram.GetLocation("texcoord")); fbo2.Unbind(); glFlush(); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, fbo.GetBuffer("color")); glUniform1i(originalProgram.GetLocation("U_MainTexture"), 0); glUseProgram(originalProgram.mProgram); fsq.DrawToLeftTop(originalProgram.GetLocation("pos"), originalProgram.GetLocation("texcoord")); glUseProgram(verticalProgram.mProgram); fsq.DrawToRightTop(verticalProgram.GetLocation("pos"), verticalProgram.GetLocation("texcoord")); glUseProgram(horizontalProgram.mProgram); fsq.DrawToLeftBottom(horizontalProgram.GetLocation("pos"), horizontalProgram.GetLocation("texcoord")); glUseProgram(gaussianProgram.mProgram); glBindTexture(GL_TEXTURE_2D, fbo2.GetBuffer("color")); glUniform1i(originalProgram.GetLocation("U_MainTexture"), 0); fsq.DrawToRightBottom(gaussianProgram.GetLocation("pos"), gaussianProgram.GetLocation("texcoord")); SwapBuffers(dc); } return 0; }