#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 erosion program GPUProgram erosionProgram; erosionProgram.AttachShader(GL_VERTEX_SHADER, "res/shader/fullscreenquad.vs"); erosionProgram.AttachShader(GL_FRAGMENT_SHADER, "res/shader/fullscreenquad_erosion.fs"); erosionProgram.Link(); erosionProgram.DetectAttribute("pos"); erosionProgram.DetectAttribute("texcoord"); erosionProgram.DetectUniform("U_MainTexture"); //init dilation program GPUProgram dilationProgram; dilationProgram.AttachShader(GL_VERTEX_SHADER, "res/shader/fullscreenquad.vs"); dilationProgram.AttachShader(GL_FRAGMENT_SHADER, "res/shader/fullscreenquad_dilation.fs"); dilationProgram.Link(); dilationProgram.DetectAttribute("pos"); dilationProgram.DetectAttribute("texcoord"); dilationProgram.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_EyePos"); //init 3d model ObjModel obj; obj.Init("res/model/Sphere.obj"); float identity[] = { 1.0f,0,0,0, 0,1.0f,0,0, 0,0,1.0f,0, 0,0,0,1.0f }; float eyePos[] = { 0.0f,0.0f,0.0f }; glm::mat4 model = glm::translate(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 projectionMatrix = glm::perspective(50.0f, 800.0f / 600.0f, 0.1f, 1000.0f); glm::mat4 normalMatrix = glm::inverseTranspose(model); //³õʼ»¯fsq FullScreenQuad fsq; fsq.Init(); //³õʼ»¯FBO FBO fbo; fbo.AttachColorBuffer("color", GL_COLOR_ATTACHMENT0, GL_RGBA, viewportWidth, viewportHeight); fbo.AttachDepthBuffer("depth", viewportWidth, viewportHeight); fbo.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); } glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); glUseProgram(gpuProgram.mProgram); fbo.Bind(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glUniformMatrix4fv(gpuProgram.GetLocation("P"), 1, GL_FALSE, glm::value_ptr(projectionMatrix)); glUniform3fv(gpuProgram.GetLocation("U_EyePos"), 1, eyePos); 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("NM"), 1, GL_FALSE, glm::value_ptr(normalMatrix)); obj.Bind(gpuProgram.GetLocation("pos"), gpuProgram.GetLocation("texcoord"), gpuProgram.GetLocation("normal")); obj.Draw(); fbo.Unbind(); glUseProgram(0); 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(erosionProgram.mProgram); fsq.DrawToRightTop(erosionProgram.GetLocation("pos"), erosionProgram.GetLocation("texcoord")); glUseProgram(dilationProgram.mProgram); fsq.DrawToLeftBottom(dilationProgram.GetLocation("pos"), dilationProgram.GetLocation("texcoord")); SwapBuffers(dc); } return 0; }