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287 lines
10 KiB
287 lines
10 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 = 800;
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rect.bottom = 600;
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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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//init fsqgpu program
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GPUProgram fsqProgram;
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fsqProgram.AttachShader(GL_VERTEX_SHADER, "res/shader/fullscreenquad.vs");
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fsqProgram.AttachShader(GL_FRAGMENT_SHADER, "res/shader/fullscreenquad.fs");
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fsqProgram.Link();
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fsqProgram.DetectAttribute("pos");
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fsqProgram.DetectAttribute("texcoord");
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fsqProgram.DetectUniform("U_MainTexture");
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//init gpu program
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GPUProgram gpuProgram;
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gpuProgram.AttachShader(GL_VERTEX_SHADER, "res/shader/test.vs");
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gpuProgram.AttachShader(GL_FRAGMENT_SHADER, "res/shader/test.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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gpuProgram.DetectUniform("NM");
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gpuProgram.DetectUniform("U_AmbientLightColor");
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gpuProgram.DetectUniform("U_AmbientMaterial");
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gpuProgram.DetectUniform("U_DiffuseLightColor");
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gpuProgram.DetectUniform("U_DiffuseMaterial");
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gpuProgram.DetectUniform("U_DiffuseIntensity");
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gpuProgram.DetectUniform("U_LightPos");
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gpuProgram.DetectUniform("U_LightDirection");
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gpuProgram.DetectUniform("U_Cutoff");
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gpuProgram.DetectUniform("U_SpecularLightColor");
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gpuProgram.DetectUniform("U_SpecularMaterial");
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gpuProgram.DetectUniform("U_EyePos");
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//init 3d model
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ObjModel cube;
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cube.Init("res/model/Cube.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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float ambientLightColor[] = {0.4f,0.4f,0.4f,1.0f};
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float ambientMaterial[] = { 0.2f,0.2f,0.2f,1.0f };
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float diffuseLightColor[] = { 1.0f,1.0f,1.0f,1.0f };
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float diffuseMaterial[] = { 0.8f, 0.8f, 0.8f, 1.0f };
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float lightPos[] = {0.0f,1.0f,0.0f,0.0f};
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float diffuseIntensity = 1.0f;
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float spotLightDirection[] = {0.0f, -1.0f, 0.0f, 128.0f};//把最后一位改成......
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float spotLightCutoff = 0.0f;
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float specularLightColor[] = { 1.0f,1.0f,1.0f,1.0f };
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float specularMaterial[] = { 1.0f,1.0f,1.0f,1.0f };
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float eyePos[] = { 0.0f,0.0f,0.0f };
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glm::mat4 model1 = glm::translate<float>(-2.0f, 0.0f, -6.0f) * glm::rotate(-30.0f , 1.0f, 1.0f, 1.0f);
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glm::mat4 model2 = glm::translate<float>(2.0f, 0.0f, -6.0f) * glm::rotate(-30.0f, 1.0f, 1.0f, 1.0f);
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glm::mat4 model3 = glm::translate<float>(6.0f, 0.0f, -6.0f) * glm::rotate(-30.0f, 1.0f, 1.0f, 1.0f);
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glm::mat4 viewMatrix1 = glm::lookAt(glm::vec3(-0.0f, 1.5f, -3.0f), glm::vec3(-2.0f, 0.0f, -6.0f), glm::vec3(0.0f, 1.0f, 0.0f));
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glm::mat4 viewMatrix2 = glm::lookAt(glm::vec3(3.0f, 1.5f, -3.0f), glm::vec3(2.0f, 0.0f, -6.0f), glm::vec3(0.0f, 1.0f, 0.0f));
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glm::mat4 viewMatrix3 = glm::lookAt(glm::vec3(7.0f, 1.5f, -3.0f), glm::vec3(6.0f, 0.0f, -6.0f), glm::vec3(0.0f, 1.0f, 0.0f));
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glm::mat4 projectionMatrix = glm::perspective(50.0f, 800.0f / 600.0f, 0.1f, 1000.0f);
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glm::mat4 normalMatrix1 = glm::inverseTranspose(model1);
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glm::mat4 normalMatrix2 = glm::inverseTranspose(model2);
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glm::mat4 normalMatrix3 = glm::inverseTranspose(model3);
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//初始化fsq
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FullScreenQuad fsq;
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fsq.Init();
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//初始化FBO
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FBO fboDirectionLight;
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fboDirectionLight.AttachColorBuffer("color", GL_COLOR_ATTACHMENT0, GL_RGBA, viewportWidth, viewportHeight);
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fboDirectionLight.AttachDepthBuffer("depth", viewportWidth, viewportHeight);
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fboDirectionLight.Finish();
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FBO fboPointerLight;
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fboPointerLight.AttachColorBuffer("color", GL_COLOR_ATTACHMENT0, GL_RGBA, viewportWidth, viewportHeight);
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fboPointerLight.AttachDepthBuffer("depth", viewportWidth, viewportHeight);
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fboPointerLight.Finish();
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FBO fboSpotLight;
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fboSpotLight.AttachColorBuffer("color", GL_COLOR_ATTACHMENT0, GL_RGBA, viewportWidth, viewportHeight);
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fboSpotLight.AttachDepthBuffer("depth", viewportWidth, viewportHeight);
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fboSpotLight.Finish();
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glClearColor(41.0f/255.0f, 71.0f/255.0f, 121.0f / 255.0f, 1.0f);
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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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glEnable(GL_DEPTH_TEST);
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glUseProgram(gpuProgram.mProgram);
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glUniformMatrix4fv(gpuProgram.GetLocation("P"), 1, GL_FALSE, glm::value_ptr(projectionMatrix));
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glUniform4fv(gpuProgram.GetLocation("U_AmbientLightColor"), 1,ambientLightColor);
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glUniform4fv(gpuProgram.GetLocation("U_AmbientMaterial"), 1, ambientMaterial);
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glUniform4fv(gpuProgram.GetLocation("U_DiffuseLightColor"), 1, diffuseLightColor);
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glUniform4fv(gpuProgram.GetLocation("U_DiffuseMaterial"), 1, diffuseMaterial);
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glUniform4fv(gpuProgram.GetLocation("U_LightDirection"), 1, spotLightDirection);
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glUniform4fv(gpuProgram.GetLocation("U_SpecularLightColor"), 1, specularLightColor);
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glUniform4fv(gpuProgram.GetLocation("U_SpecularMaterial"), 1, specularMaterial);
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glUniform3fv(gpuProgram.GetLocation("U_EyePos"), 1, eyePos);
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//left
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fboDirectionLight.Bind();
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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lightPos[0] = 0.0f;
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lightPos[1] = 1.5f;
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lightPos[2] = 0.0f;
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lightPos[3] = 0.0f;
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diffuseIntensity = 1.0f;
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spotLightCutoff = 0.0f;
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glUniform4fv(gpuProgram.GetLocation("U_LightPos"), 1, lightPos);
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glUniform1f(gpuProgram.GetLocation("U_DiffuseIntensity"), diffuseIntensity);
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glUniform1f(gpuProgram.GetLocation("U_Cutoff"), spotLightCutoff);
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glUniformMatrix4fv(gpuProgram.GetLocation("M"), 1, GL_FALSE, glm::value_ptr(model1));
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glUniformMatrix4fv(gpuProgram.GetLocation("V"), 1, GL_FALSE, glm::value_ptr(viewMatrix1));
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glUniformMatrix4fv(gpuProgram.GetLocation("NM"), 1, GL_FALSE, glm::value_ptr(normalMatrix1));
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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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fboDirectionLight.Unbind();
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//middle
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fboPointerLight.Bind();
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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lightPos[0] = 0.0f;
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lightPos[1] = 3.0f;
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lightPos[2] = -6.0f;
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lightPos[3] = 1.0f;
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diffuseIntensity = 3.0f;
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spotLightCutoff = 0.0f;
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glUniform4fv(gpuProgram.GetLocation("U_LightPos"), 1, lightPos);
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glUniform1f(gpuProgram.GetLocation("U_DiffuseIntensity"), diffuseIntensity);
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glUniform1f(gpuProgram.GetLocation("U_Cutoff"), spotLightCutoff);
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glUniformMatrix4fv(gpuProgram.GetLocation("M"), 1, GL_FALSE, glm::value_ptr(model2));
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glUniformMatrix4fv(gpuProgram.GetLocation("V"), 1, GL_FALSE, glm::value_ptr(viewMatrix2));
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glUniformMatrix4fv(gpuProgram.GetLocation("NM"), 1, GL_FALSE, glm::value_ptr(normalMatrix2));
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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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fboDirectionLight.Unbind();
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//right
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fboSpotLight.Bind();
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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lightPos[0] = 6.0f;
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lightPos[1] = 3.0f;
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lightPos[2] = -6.0f;
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lightPos[3] = 1.0f;
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diffuseIntensity = 4.0f;
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spotLightCutoff = 15.0f;
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glUniform4fv(gpuProgram.GetLocation("U_LightPos"), 1, lightPos);
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glUniform1f(gpuProgram.GetLocation("U_DiffuseIntensity"), diffuseIntensity);
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glUniform1f(gpuProgram.GetLocation("U_Cutoff"), spotLightCutoff);
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glUniformMatrix4fv(gpuProgram.GetLocation("M"), 1, GL_FALSE, glm::value_ptr(model3));
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glUniformMatrix4fv(gpuProgram.GetLocation("V"), 1, GL_FALSE, glm::value_ptr(viewMatrix3));
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glUniformMatrix4fv(gpuProgram.GetLocation("NM"), 1, GL_FALSE, glm::value_ptr(normalMatrix3));
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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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fboSpotLight.Unbind();
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glUseProgram(0);
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glFlush();
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glUseProgram(fsqProgram.mProgram);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, fboDirectionLight.GetBuffer("color"));
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glUniform1i(fsqProgram.GetLocation("U_MainTexture"), 0);
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fsq.DrawToLeftTop(fsqProgram.GetLocation("pos"), fsqProgram.GetLocation("texcoord"));
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glBindTexture(GL_TEXTURE_2D, fboSpotLight.GetBuffer("color"));
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glUniform1i(fsqProgram.GetLocation("U_MainTexture"), 0);
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fsq.DrawToLeftBottom(fsqProgram.GetLocation("pos"), fsqProgram.GetLocation("texcoord"));
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glBindTexture(GL_TEXTURE_2D, fboPointerLight.GetBuffer("color"));
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glUniform1i(fsqProgram.GetLocation("U_MainTexture"), 0);
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fsq.DrawToRightTop(fsqProgram.GetLocation("pos"), fsqProgram.GetLocation("texcoord"));
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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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