You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
209 lines
7.3 KiB
209 lines
7.3 KiB
#include <windows.h>
|
|
#include "glew.h"
|
|
#include <stdio.h>
|
|
#include <math.h>
|
|
#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 = 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);
|
|
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();
|
|
|
|
//combine program
|
|
GPUProgram gpuProgram;
|
|
gpuProgram.AttachShader(GL_VERTEX_SHADER, "res/shader/forg.vs");
|
|
gpuProgram.AttachShader(GL_FRAGMENT_SHADER, "res/shader/forg.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_FogStart");
|
|
gpuProgram.DetectUniform("U_FogEnd");
|
|
gpuProgram.DetectUniform("U_FogColor");
|
|
gpuProgram.DetectUniform("U_FogDensity");
|
|
|
|
|
|
|
|
//init 3d model
|
|
ObjModel cube;
|
|
cube.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[] = { 0.1f,0.4f,0.7f,1.0f };
|
|
float diffuseMaterial[] = { 0.6f, 0.6f, 0.6f, 1.0f };
|
|
float lightPos[] = { 1.0f,1.0f,0.0f,0.0f };
|
|
float diffuseIntensity = 1.0f;
|
|
|
|
float spotLightDirection[] = { 0.0f, -1.0f, 0.0f, 628.0f };
|
|
float spotLightCutoff = 5.0f;
|
|
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 };
|
|
|
|
float fogStart = 2.0f;
|
|
float fogEnd = 23.0f;
|
|
float fogColor[] = { 0.6f, 0.6f, 0.6f, 1.0f };
|
|
float fogDensity = 0.11;
|
|
|
|
glm::mat4 cubeModelMatrix = glm::translate<float>(-2.2f, 0.0f, -4.0f) * glm::rotate(-30.0f, 1.0f, 1.0f, 1.0f);
|
|
glm::mat4 cubeNormalMatrix = glm::inverseTranspose(cubeModelMatrix);
|
|
|
|
glm::mat4 cubeModelMatrix2 = glm::translate<float>(-2.0f, 0.0f, -12.0f) * glm::rotate(-30.0f, 1.0f, 1.0f, 1.0f);
|
|
glm::mat4 cubeNormalMatrix2 = glm::inverseTranspose(cubeModelMatrix);
|
|
|
|
glm::mat4 cubeModelMatrix3 = glm::translate<float>(-0.4f, 0.0f, -20.0f) * glm::rotate(-30.0f, 1.0f, 1.0f, 1.0f);
|
|
glm::mat4 cubeNormalMatrix3 = glm::inverseTranspose(cubeModelMatrix);
|
|
|
|
|
|
//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));
|
|
glm::mat4 projectionMatrix = glm::perspective(50.0f, (float)viewportWidth / (float)viewportHeight, 0.1f, 1000.0f);
|
|
|
|
|
|
ShowWindow(hwnd, SW_SHOW);
|
|
UpdateWindow(hwnd);
|
|
|
|
glClearColor(0.6f, 0.6f, 0.6f, 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);
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
glUseProgram(gpuProgram.mProgram);
|
|
|
|
|
|
glUniformMatrix4fv(gpuProgram.GetLocation("V"), 1, GL_FALSE, identity);
|
|
glUniformMatrix4fv(gpuProgram.GetLocation("P"), 1, GL_FALSE, glm::value_ptr(projectionMatrix));
|
|
|
|
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_LightPos"), 1, lightPos);
|
|
glUniform4fv(gpuProgram.GetLocation("U_LightDirection"), 1, spotLightDirection);
|
|
glUniform1f(gpuProgram.GetLocation("U_Cutoff"), spotLightCutoff);
|
|
glUniform4fv(gpuProgram.GetLocation("U_SpecularLightColor"), 1, specularLightColor);
|
|
glUniform4fv(gpuProgram.GetLocation("U_SpecularMaterial"), 1, specularMaterial);
|
|
glUniform3fv(gpuProgram.GetLocation("U_EyePos"), 1, eyePos);
|
|
glUniform1f(gpuProgram.GetLocation("U_FogStart"), fogStart);
|
|
glUniform1f(gpuProgram.GetLocation("U_FogEnd"), fogEnd);
|
|
glUniform4fv(gpuProgram.GetLocation("U_FogColor"), 1, fogColor);
|
|
glUniform1f(gpuProgram.GetLocation("U_FogDensity"), fogDensity);
|
|
|
|
glUniformMatrix4fv(gpuProgram.GetLocation("M"), 1, GL_FALSE, glm::value_ptr(cubeModelMatrix));
|
|
glUniformMatrix4fv(gpuProgram.GetLocation("NM"), 1, GL_FALSE, glm::value_ptr(cubeNormalMatrix));
|
|
cube.Bind(gpuProgram.GetLocation("pos"), gpuProgram.GetLocation("texcoord"), gpuProgram.GetLocation("normal"));
|
|
cube.Draw();
|
|
|
|
glUniformMatrix4fv(gpuProgram.GetLocation("M"), 1, GL_FALSE, glm::value_ptr(cubeModelMatrix2));
|
|
glUniformMatrix4fv(gpuProgram.GetLocation("NM"), 1, GL_FALSE, glm::value_ptr(cubeNormalMatrix2));
|
|
cube.Bind(gpuProgram.GetLocation("pos"), gpuProgram.GetLocation("texcoord"), gpuProgram.GetLocation("normal"));
|
|
cube.Draw();
|
|
|
|
|
|
glUniformMatrix4fv(gpuProgram.GetLocation("M"), 1, GL_FALSE, glm::value_ptr(cubeModelMatrix3));
|
|
glUniformMatrix4fv(gpuProgram.GetLocation("NM"), 1, GL_FALSE, glm::value_ptr(cubeNormalMatrix3));
|
|
cube.Bind(gpuProgram.GetLocation("pos"), gpuProgram.GetLocation("texcoord"), gpuProgram.GetLocation("normal"));
|
|
cube.Draw();
|
|
glUseProgram(0);
|
|
glFlush();
|
|
SwapBuffers(dc);
|
|
}
|
|
return 0;
|
|
}
|