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.
 
 
 

387 lines
15 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 = 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[] = { 0.0f,1.0f, 0.0f,0.0f };
float diffuseIntensity = 1.0f;
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<float>(0.0f, 0.0f, -2.0f) * glm::rotate(-60.0f, 1.0f, 1.0f, 1.0f);
glm::mat4 normalMatrix = glm::inverseTranspose(model);
glm::mat4 quadModel = glm::translate<float>(0.0f, -1.5f, -2.0f) * 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<float>(0.1f, 3.0f, -2.2f) * glm::scale(0.3f, 0.3f, 0.3f);
glm::mat4 sphereNormalMatrix = glm::inverseTranspose(sphereModel);
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, 800.0f / 600.0f, 0.1f, 1000.0f);
glm::mat4 lightMatrix = glm::lookAt(glm::vec3(0.0f, 10.0f, 0.0f), glm::vec3(0.0f, 0.0f, -2.0f), glm::vec3(0.0f, 0.0f, -1.0f));
glm::mat4 lightprojectionMatrix = 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(0.1f, 0.1f, 0.1f, 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;
}