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#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 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");
//init dilation program
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");
//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");
//init 3d model
ObjModel obj;
obj.Init("res/model/Cube.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[] = { 0.1f,3.0f, -2.2f,1.0f };
float diffuseIntensity = 4.0f;
float spotLightDirection[] = { 0.0f, -1.0f, 0.0f, 128.0f };//把最后一位改成......
float spotLightCutoff = 15.0f;
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, -2.5f) * glm::rotate(-60.0f, 1.0f, 1.0f, 1.0f);
glm::mat4 viewMatrix = glm::lookAt(glm::vec3(0.0f, 0.0f, 0.0f), 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 normalMatrix = glm::inverseTranspose(model);
//初始化fsq
FullScreenQuad fsq;
fsq.Init();
//初始化FBO
FBO fbo;
fbo.AttachColorBuffer("color", GL_COLOR_ATTACHMENT0, GL_RGBA, viewportWidth, viewportHeight);
fbo.AttachDepthBuffer("depth", viewportWidth, viewportHeight);
fbo.Finish();
FBO HDRfbo;
HDRfbo.AttachColorBuffer("color", GL_COLOR_ATTACHMENT0, GL_RGBA16F, viewportWidth, viewportHeight);
HDRfbo.AttachDepthBuffer("depth", viewportWidth, viewportHeight);
HDRfbo.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);
}
glEnable(GL_DEPTH_TEST);
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));
obj.Bind(gpuProgram.GetLocation("pos"), gpuProgram.GetLocation("texcoord"), gpuProgram.GetLocation("normal"));
obj.Draw();
glUseProgram(0);
HDRfbo.Unbind();
glFlush();
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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(hdrProgram.mProgram);
glBindTexture(GL_TEXTURE_2D, HDRfbo.GetBuffer("color"));
glUniform1i(hdrProgram.GetLocation("U_MainTexture"), 0);
fsq.DrawToRightTop(hdrProgram.GetLocation("pos"), hdrProgram.GetLocation("texcoord"));
glUseProgram(gaussianProgram.mProgram);
glBindTexture(GL_TEXTURE_2D, HDRfbo.GetBuffer("color"));
glUniform1i(gaussianProgram.GetLocation("U_MainTexture"), 0);
fsq.DrawToRightBottom(gaussianProgram.GetLocation("pos"), gaussianProgram.GetLocation("texcoord"));
SwapBuffers(dc);
}
return 0;
}