效果:
shader实现
顶点shader
attribute vec3 pos;//顶点坐标
attribute vec2 texcoord;//纹理坐标
attribute vec3 normal;//法线坐标
uniform mat4 M;//模型矩阵
uniform mat4 P;//投影矩阵
uniform mat4 V;//摄像机观察矩阵
void main()
{
gl_Position=P*V*M*vec4(pos,1.0);//模型中的顶点经过变换后的坐标
}
片段shader
uniform vec4 U_AmbientLightColor;//环境光颜色
uniform vec4 U_AmbientMaterial;////环境光材质
void main()
{
vec4 ambientColor=U_AmbientLightColor+U_AmbientMaterial;//将颜色和材质相乘,得到最终光照颜色
gl_FragColor=ambientColor;//每像素颜色
}
#include
#include "glew.h"
#include
#include
#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 = L"OpenGL";
wndClass.lpszMenuName = NULL;
wndClass.style = CS_VREDRAW | CS_HREDRAW;
ATOM atom = RegisterClassEx(&wndClass);
HWND hwnd = CreateWindowEx(NULL, L"OpenGL", L"RenderWindow", WS_OVERLAPPEDWINDOW, 100, 100, 800, 600, 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);
glewInit();
//加载并编译shader
GPUProgram gpuProgram;
gpuProgram.AttachShader(GL_VERTEX_SHADER, "Debug/res/shader/ambient.vs");
gpuProgram.AttachShader(GL_FRAGMENT_SHADER, "Debug/res/shader/ambient.fs");
gpuProgram.Link();
//获取shader中对应的变量名的引用id,并将变量名,引用id作为键值对 放入map
gpuProgram.DetectAttribute("pos");
gpuProgram.DetectAttribute("texcoord");
gpuProgram.DetectAttribute("normal");
gpuProgram.DetectUniform("M");
gpuProgram.DetectUniform("V");
gpuProgram.DetectUniform("P");
gpuProgram.DetectUniform("U_AmbientLightColor");
gpuProgram.DetectUniform("U_AmbientMaterial");
//初始化并加载解析3d模型
ObjModel model;
model.Init("Debug/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};//环境光颜色
float ambientMaterial[] = {0.4f,0.4f,0.4f,1.0f};//环境光材质
//model矩阵
glm::mat4 modelMatrix = glm::translate(0.0f,0.0f,-5.0f);
//投影矩阵
glm::mat4 projectionMatrix = glm::perspective(50.0f, 800.0f / 600.0f, 0.1f, 1000.0f);
glClearColor(41.0f/255.0f, 71.0f/255.0f, 121.0f / 255.0f, 1.0f);
ShowWindow(hwnd, SW_SHOW);
UpdateWindow(hwnd);
MSG msg;
while (true)
{
if (PeekMessage(&msg,NULL,NULL,NULL,PM_REMOVE))
{
if (msg.message==WM_QUIT)
{
break;
}
TranslateMessage(&msg);
DispatchMessage(&msg);
}
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
//设置要使用的 program
glUseProgram(gpuProgram.mProgram);
//给gpu中变量设置值
glUniformMatrix4fv(gpuProgram.GetLocation("M"), 1,GL_FALSE, glm::value_ptr(modelMatrix));
glUniformMatrix4fv(gpuProgram.GetLocation("V"), 1, GL_FALSE, identity);
glUniformMatrix4fv(gpuProgram.GetLocation("P"), 1, GL_FALSE, glm::value_ptr(projectionMatrix));
glUniform4fv(gpuProgram.GetLocation("U_AmbientLightColor"), 1,ambientLightColor);
glUniform4fv(gpuProgram.GetLocation("U_AmbientMaterial"), 1, ambientMaterial);
model.Bind(gpuProgram.GetLocation("pos"), gpuProgram.GetLocation("texcoord"), gpuProgram.GetLocation("normal"));
model.Draw();
glUseProgram(0);
glFinish();
SwapBuffers(dc);
}
return 0;
}