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176 lines
5.3 KiB
176 lines
5.3 KiB
#include <windows.h>
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#include "glew.h"
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#include <stdio.h>
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#include <math.h>
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#include "utils.h"
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#include "GPUProgram.h"
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#include "ObjModel.h"
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#include "FBO.h"
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#include "FullScreenQuad.h"
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#include "Glm/glm.hpp"
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#include "Glm/ext.hpp"
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#pragma comment(lib,"opengl32.lib")
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#pragma comment(lib,"glew32.lib")
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LRESULT CALLBACK GLWindowProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
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{
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switch (msg)
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{
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case WM_CLOSE:
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PostQuitMessage(0);
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break;
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}
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return DefWindowProc(hwnd,msg,wParam,lParam);
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}
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INT WINAPI WinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _In_ LPSTR lpCmdLine, _In_ int nShowCmd)
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{
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WNDCLASSEX wndClass;
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wndClass.cbClsExtra = 0;
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wndClass.cbSize = sizeof(WNDCLASSEX);
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wndClass.cbWndExtra = 0;
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wndClass.hbrBackground = NULL;
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wndClass.hCursor = LoadCursor(NULL,IDC_ARROW);
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wndClass.hIcon = NULL;
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wndClass.hIconSm = NULL;
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wndClass.hInstance = hInstance;
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wndClass.lpfnWndProc=GLWindowProc;
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wndClass.lpszClassName = "OpenGL";
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wndClass.lpszMenuName = NULL;
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wndClass.style = CS_VREDRAW | CS_HREDRAW;
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ATOM atom = RegisterClassEx(&wndClass);
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RECT rect;
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rect.left = 0;
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rect.top = 0;
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rect.right = 1280;
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rect.bottom = 720;
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AdjustWindowRect(&rect, WS_OVERLAPPEDWINDOW, FALSE);
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HWND hwnd = CreateWindowEx(NULL, "OpenGL", "RenderWindow", WS_OVERLAPPEDWINDOW, 100, 100, rect.right - rect.left, rect.bottom - rect.top, NULL, NULL, hInstance, NULL);
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HDC dc = GetDC(hwnd);
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PIXELFORMATDESCRIPTOR pfd;
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memset(&pfd, 0, sizeof(PIXELFORMATDESCRIPTOR));
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pfd.nVersion = 1;
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pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_TYPE_RGBA | PFD_DOUBLEBUFFER;
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pfd.iLayerType = PFD_MAIN_PLANE;
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pfd.iPixelType = PFD_TYPE_RGBA;
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pfd.cColorBits = 32;
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pfd.cDepthBits = 24;
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pfd.cStencilBits = 8;
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int pixelFormatID = ChoosePixelFormat(dc, &pfd);
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SetPixelFormat(dc,pixelFormatID,&pfd);
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HGLRC rc = wglCreateContext(dc);
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wglMakeCurrent(dc, rc);
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GetClientRect(hwnd, &rect);
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int viewportWidth = rect.right - rect.left, viewportHeight = rect.bottom - rect.top;
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glewInit();
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//gpu program
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GPUProgram gpuProgram;
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gpuProgram.AttachShader(GL_VERTEX_SHADER, "res/shader/skybox.vs");
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gpuProgram.AttachShader(GL_FRAGMENT_SHADER, "res/shader/skybox.fs");
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gpuProgram.Link();
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gpuProgram.DetectAttribute("pos");
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gpuProgram.DetectAttribute("texcoord");
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gpuProgram.DetectAttribute("normal");
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gpuProgram.DetectUniform("M");
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gpuProgram.DetectUniform("V");
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gpuProgram.DetectUniform("P");
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//reflect program
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GPUProgram reflectProgram;
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reflectProgram.AttachShader(GL_VERTEX_SHADER, "res/shader/skybox_reflect.vs");
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reflectProgram.AttachShader(GL_FRAGMENT_SHADER, "res/shader/skybox_reflect.fs");
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reflectProgram.Link();
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reflectProgram.DetectAttribute("pos");
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reflectProgram.DetectAttribute("texcoord");
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reflectProgram.DetectAttribute("normal");
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reflectProgram.DetectUniform("M");
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reflectProgram.DetectUniform("V");
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reflectProgram.DetectUniform("P");
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reflectProgram.DetectUniform("NM");
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reflectProgram.DetectUniform("U_MainTexture");
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//init 3d model
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ObjModel cube,sphere;
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cube.Init("res/model/Cube.obj");
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sphere.Init("res/model/Sphere.obj");
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float identity[] = {
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1.0f,0,0,0,
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0,1.0f,0,0,
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0,0,1.0f,0,
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0,0,0,1.0f
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};
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glm::mat4 cubeModelMatrix;
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glm::mat4 projectionMatrix = glm::perspective(50.0f, (float)viewportWidth / (float)viewportHeight, 0.1f, 1000.0f);
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glm::mat4 sphereModelMatrix = glm::translate(0.0f, 0.0f, -4.0f);
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glm::mat4 sphereNormalMatrix = glm::inverseTranspose(sphereModelMatrix);
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GLuint mainTexture = SOIL_load_OGL_cubemap(
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"res/image/right.bmp",
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"res/image/left.bmp",
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"res/image/top.bmp",
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"res/image/bottom.bmp",
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"res/image/back.bmp",
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"res/image/front.bmp",
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0, 0, SOIL_FLAG_POWER_OF_TWO
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);
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ShowWindow(hwnd, SW_SHOW);
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UpdateWindow(hwnd);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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MSG msg;
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while (true)
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{
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if (PeekMessage(&msg,NULL,NULL,NULL,PM_REMOVE))
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{
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if (msg.message==WM_QUIT)
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{
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break;
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}
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TranslateMessage(&msg);
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DispatchMessage(&msg);
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}
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glDisable(GL_DEPTH_TEST);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glUseProgram(gpuProgram.mProgram);
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glUniformMatrix4fv(gpuProgram.GetLocation("V"), 1, GL_FALSE, identity);
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glUniformMatrix4fv(gpuProgram.GetLocation("P"), 1, GL_FALSE, glm::value_ptr(projectionMatrix));
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glUniformMatrix4fv(gpuProgram.GetLocation("M"), 1, GL_FALSE, glm::value_ptr(cubeModelMatrix));
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glBindTexture(GL_TEXTURE_CUBE_MAP, mainTexture);
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glUniform1i(gpuProgram.GetLocation("U_MainTexture"), 0);
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cube.Bind(gpuProgram.GetLocation("pos"), gpuProgram.GetLocation("texcoord"), gpuProgram.GetLocation("normal"));
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cube.Draw();
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glUseProgram(0);
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glEnable(GL_DEPTH_TEST);
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glUseProgram(reflectProgram.mProgram);
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glUniformMatrix4fv(reflectProgram.GetLocation("V"), 1, GL_FALSE, identity);
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glUniformMatrix4fv(reflectProgram.GetLocation("P"), 1, GL_FALSE, glm::value_ptr(projectionMatrix));
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glUniformMatrix4fv(reflectProgram.GetLocation("M"), 1, GL_FALSE, glm::value_ptr(sphereModelMatrix));
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glUniformMatrix4fv(reflectProgram.GetLocation("NM"), 1, GL_FALSE, glm::value_ptr(sphereNormalMatrix));
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glBindTexture(GL_TEXTURE_CUBE_MAP, mainTexture);
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glUniform1i(reflectProgram.GetLocation("U_MainTexture"), 0);
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sphere.Bind(reflectProgram.GetLocation("pos"), reflectProgram.GetLocation("texcoord"), reflectProgram.GetLocation("normal"));
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sphere.Draw();
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glUseProgram(0);
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glFlush();
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SwapBuffers(dc);
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}
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return 0;
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}
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