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188 lines
5.6 KiB
188 lines
5.6 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 = 256;
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rect.bottom = 256;
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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 originalProgram;
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originalProgram.AttachShader(GL_VERTEX_SHADER, "res/shader/fullscreenquad.vs");
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originalProgram.AttachShader(GL_FRAGMENT_SHADER, "res/shader/fullscreenquad.fs");
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originalProgram.Link();
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originalProgram.DetectAttribute("pos");
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originalProgram.DetectAttribute("texcoord");
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originalProgram.DetectUniform("U_MainTexture");
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//¸ß˹ģºý
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GPUProgram gaussianProgram;
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gaussianProgram.AttachShader(GL_VERTEX_SHADER, "res/shader/fullscreenquad.vs");
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gaussianProgram.AttachShader(GL_FRAGMENT_SHADER, "res/shader/fullscreenquad_gaussian.fs");
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gaussianProgram.Link();
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gaussianProgram.DetectAttribute("pos");
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gaussianProgram.DetectAttribute("texcoord");
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gaussianProgram.DetectUniform("U_MainTexture");
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//combine program
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GPUProgram combineProgram;
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combineProgram.AttachShader(GL_VERTEX_SHADER, "res/shader/fullscreenquad.vs");
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combineProgram.AttachShader(GL_FRAGMENT_SHADER, "res/shader/normal_blend.fs");
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combineProgram.Link();
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combineProgram.DetectAttribute("pos");
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combineProgram.DetectAttribute("texcoord");
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combineProgram.DetectUniform("U_BaseTexture");
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combineProgram.DetectUniform("U_BlendTexture");
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//init 3d model
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ObjModel quad;
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quad.Init("res/model/Quad.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 quadModel = glm::translate<float>(0.0f, 0.0f, -2.0f) * glm::rotate(-90.0f, 1.0f, 0.0f, 0.0f) * glm::scale(8.0f, 8.0f, 8.0f);
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glm::mat4 quadNormalMatrix = glm::inverseTranspose(quadModel);
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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));
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glm::mat4 projectionMatrix = glm::perspective(50.0f, 800.0f / 600.0f, 0.1f, 1000.0f);
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//³õʼ»¯fsq
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FullScreenQuad fsq;
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fsq.Init();
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//³õʼ»¯FBO
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FBO fbo[2];
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fbo[0].AttachColorBuffer("color", GL_COLOR_ATTACHMENT0, GL_RGBA, viewportWidth, viewportHeight);
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fbo[0].AttachDepthBuffer("depth", viewportWidth, viewportHeight);
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fbo[1].AttachColorBuffer("color", GL_COLOR_ATTACHMENT0, GL_RGBA, viewportWidth, viewportHeight);
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fbo[1].AttachDepthBuffer("depth", viewportWidth, viewportHeight);
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GLuint head = CreateTextureFromFile("res/image/head.png");
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GLuint grass = CreateTextureFromFile("res/image/grass.png");
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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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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glActiveTexture(GL_TEXTURE0);
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glUseProgram(originalProgram.mProgram);
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glBindTexture(GL_TEXTURE_2D, head);
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glUniform1i(originalProgram.GetLocation("U_MainTexture"), 0);
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fsq.DrawToLeftTop(originalProgram.GetLocation("pos"), originalProgram.GetLocation("texcoord"));
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glUseProgram(originalProgram.mProgram);
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glBindTexture(GL_TEXTURE_2D, grass);
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glUniform1i(originalProgram.GetLocation("U_MainTexture"), 0);
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fsq.DrawToRightTop(originalProgram.GetLocation("pos"), originalProgram.GetLocation("texcoord"));
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glUseProgram(combineProgram.mProgram);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, head);
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glUniform1i(combineProgram.GetLocation("U_BaseTexture"), 0);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, grass);
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glUniform1i(combineProgram.GetLocation("U_BlendTexture"), 1);
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fsq.DrawToRightBottom(combineProgram.GetLocation("pos"), combineProgram.GetLocation("texcoord"));
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glDisable(GL_BLEND);
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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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