#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 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 3d model ObjModel obj, quad, sphere; obj.Init("res/model/Cube.obj"); quad.Init("res/model/Quad.obj"); sphere.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 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, 128.0f };//把最后一位改成...... float spotLightCutoff = 0.0f; 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(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(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(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 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); //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(); ShowWindow(hwnd, SW_SHOW); UpdateWindow(hwnd); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glEnable(GL_DEPTH_TEST); depthfbo.Bind(); glUseProgram(depthProgram.mProgram); 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(); glUniformMatrix4fv(depthProgram.GetLocation("M"), 1, GL_FALSE, glm::value_ptr(quadModel)); quad.Bind(depthProgram.GetLocation("pos"), depthProgram.GetLocation("texcoord"), depthProgram.GetLocation("normal")); quad.Draw(); 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.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")); quad.Draw(); 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(); /* 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(); 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(); 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(); 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 */ 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); glActiveTexture(GL_TEXTURE0); glUseProgram(originalProgram.mProgram); glBindTexture(GL_TEXTURE_2D, HDRfbo.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); 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")); glFlush(); SwapBuffers(dc); } return 0; }