glfw/examples/ShadowMaps/source/GLApplication.cpp
2017-09-22 11:01:51 +08:00

243 lines
6.0 KiB
C++

#include <windows.h>
#include "GLApplication.h"
#include "Model/SphereModel.h"
#include "Model/CubeModel.h"
#include "Model/PlaneModel.h"
/**
* Initialize our GL application
*/
bool GLApplication::initialize(HWND hwnd, int width, int height)
{
GLuint pixelFormat;
m_windowHeight = height;
m_windowWidth = width;
m_hWnd = hwnd;
m_lightRotation = 0.0f;
static PIXELFORMATDESCRIPTOR pfd=
{
sizeof(PIXELFORMATDESCRIPTOR),
1,
PFD_DRAW_TO_WINDOW |
PFD_SUPPORT_OPENGL |
PFD_DOUBLEBUFFER,
PFD_TYPE_RGBA,
16,
0, 0, 0, 0, 0, 0,
0,
0,
0,
0, 0, 0, 0,
16,
0,
0,
PFD_MAIN_PLANE,
0,
0, 0, 0
};
if (!(m_hdc=GetDC(m_hWnd)))
return FALSE;
if (!(pixelFormat=ChoosePixelFormat(m_hdc,&pfd)))
return FALSE;
if(!SetPixelFormat(m_hdc,pixelFormat,&pfd))
return FALSE;
if (!(m_hrc=wglCreateContext(m_hdc)))
return FALSE;
if(!wglMakeCurrent(m_hdc,m_hrc))
return FALSE;
ShowWindow(m_hWnd,SW_SHOW);
SetForegroundWindow(m_hWnd);
SetFocus(m_hWnd);
setSize(width, height);
glDisable(GL_LIGHTING);
glEnable(GL_TEXTURE_2D);
glShadeModel(GL_SMOOTH);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glEnable(GL_CULL_FACE);
GLenum err = glewInit();
if (GLEW_OK != err)
return false;
loadAssets();
return true;
}
/**
* Set window's size
*/
void GLApplication::setSize(int w, int h)
{
m_windowWidth = w;
m_windowHeight = h;
glViewport(0,0,m_windowWidth,m_windowHeight);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(40.0f,(GLfloat)m_windowWidth/(GLfloat)m_windowHeight,1.0f,30.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
/**
* Update
*/
void GLApplication::update()
{
float time = (GetTickCount() - m_lastTick) * 0.01f;
m_lastTick = GetTickCount();
m_models[3]->addRotation( time, time*2, 0 );
m_models[4]->addRotation( 0.2f + time, 0.1f + time*2, 0 );
m_lightRotation += time;
if(m_lightRotation > 360)
m_lightRotation -= 360;
}
/**
* Render the scene
*/
void GLApplication::render()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(0.2f, 0.3f, 0.8f, 1.0f);
// We move the near plane just a bit to make the depth texture a bit more visible.
// It also increases the precision.
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
gluPerspective(20.0f, 1, 40.0f, 70.0f);
// Set the light position
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glRotatef(55, 1, 0, 0);
glRotatef(-45, 0, 1, 0);
glTranslatef(-25.0f, -50.0f, -25.0f);
glRotatef(m_lightRotation, 0, 1, 0);
glFrontFace(GL_CW);
// Render the shadow map
m_deferredRendering->startRenderToShadowMap();
for(int i=0; i<c_modelsCount; ++i)
m_models[i]->render();
m_deferredRendering->stopRenderToShadowMap();
// We then save out the matrices and send them to the deferred rendering, so when it comes to do the deferred pass
// it can project the pixel it's rendering to the light and see if it's in shadows
float worldToLightViewMatrix[16];
float lightViewToProjectionMatrix[16];
glGetFloatv(GL_MODELVIEW_MATRIX, worldToLightViewMatrix);
glGetFloatv(GL_PROJECTION_MATRIX, lightViewToProjectionMatrix);
// Re-set the projection to the default one we have pushed on the stack
glMatrixMode(GL_PROJECTION);
glPopMatrix();
// Set the camera position
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glRotatef(20, 1, 0, 0);
glTranslatef(0.0f,-6.5f,-11.0f);
glFrontFace(GL_CCW);
float worldToCameraViewMatrix[16];
glGetFloatv(GL_MODELVIEW_MATRIX, worldToCameraViewMatrix);
// Render our geometry into the FBO
m_deferredRendering->startRenderToFBO();
for(int i=0; i<c_modelsCount; ++i)
m_models[i]->render();
m_deferredRendering->stopRenderToFBO();
// Render to the screen
if(m_state == 0)
{
// Render to screen using the deferred rendering shader
m_deferredRendering->setLightMatrices(worldToLightViewMatrix, lightViewToProjectionMatrix, worldToCameraViewMatrix);
m_deferredRendering->render();
}
else if(m_state == 1)
{
m_deferredRendering->showTexture( 0, (float)m_windowWidth, (float)m_windowHeight, 512, 384, 0);
m_deferredRendering->showTexture( 1, (float)m_windowWidth, (float)m_windowHeight, 512, 384, 512);
m_deferredRendering->showTexture( 2, (float)m_windowWidth, (float)m_windowHeight, 512, 384, 0, 384);
m_deferredRendering->showShadowMap( (float)m_windowWidth, (float)m_windowHeight, 384, 384, 512, 384);
}
SwapBuffers(m_hdc);
}
/**
* Release all the GL resources we have allocated
*/
void GLApplication::release()
{
releaseAssets();
wglMakeCurrent(m_hdc, 0);
wglDeleteContext(m_hrc);
ReleaseDC(m_hWnd, m_hdc);
}
/**
* Load all the required assets
*/
void GLApplication::loadAssets()
{
m_state = 0;
m_deferredRendering = new DeferredRendering(m_windowWidth, m_windowHeight);
m_models[0] = new PlaneModel("data/deferredShading.vert", "data/deferredShading.frag", 5);
m_models[0]->loadTexture("data/plane.raw");
m_models[0]->setPosition(0,0,0);
m_models[1] = new CubeModel("data/deferredShading.vert", "data/deferredShading.frag", 1);
m_models[1]->loadTexture("data/box.raw");
m_models[1]->setPosition(-1.0f,3.0f,-1);
m_models[2] = new CubeModel("data/deferredShading.vert", "data/deferredShading.frag", 1);
m_models[2]->loadTexture("data/box.raw");
m_models[2]->setPosition(-1.0f,1.0f,-1);
m_models[2]->setRotation(0, 20.0f, 0.0f);
m_models[3] = new SphereModel("data/deferredShading.vert", "data/deferredShading.frag", 1, 64);
m_models[3]->loadTexture("data/earth.raw");
m_models[3]->setPosition(1.5f, 2.0f, 0.5f);
m_models[4] = new SphereModel("data/deferredShading.vert", "data/deferredShading.frag", 1, 64);
m_models[4]->loadTexture("data/earth.raw");
m_models[4]->setPosition(1.5f, 5.0f, 0.5f);
}
/**
* Release all the assets
*/
void GLApplication::releaseAssets()
{
delete m_deferredRendering;
for(int i=0; i<c_modelsCount; ++i)
delete m_models[i];
}