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Copy pathPostProcess.cpp
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369 lines (336 loc) · 11.4 KB
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// 引入GLEW库 定义静态链接
#define GLEW_STATIC
#include <GLEW/glew.h>
// 引入GLFW库
#include <GLFW/glfw3.h>
// 引入SOIL库
#include <SOIL/SOIL.h>
// 引入GLM库
#include <GLM/glm.hpp>
#include <GLM/gtc/matrix_transform.hpp>
#include <GLM/gtc/type_ptr.hpp>
#include <iostream>
#include <vector>
#include <cstdlib>
// 包含着色器加载库
#include "shader.h"
// 包含相机控制辅助类
#include "camera.h"
// 包含纹理加载类
#include "texture.h"
// 键盘回调函数原型声明
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods);
// 鼠标移动回调函数原型声明
void mouse_move_callback(GLFWwindow* window, double xpos, double ypos);
// 鼠标滚轮回调函数原型声明
void mouse_scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
// 场景中移动
void do_movement();
// 定义程序常量
const int WINDOW_WIDTH = 800, WINDOW_HEIGHT = 600;
// 用于相机交互参数
GLfloat lastX = WINDOW_WIDTH / 2.0f, lastY = WINDOW_HEIGHT / 2.0f;
bool firstMouseMove = true;
bool keyPressedStatus[1024]; // 按键情况记录
GLfloat deltaTime = 0.0f; // 当前帧和上一帧的时间差
GLfloat lastFrame = 0.0f; // 上一帧时间
Camera camera(glm::vec3(0.0f, 0.0f, 6.0f));
int main(int argc, char** argv)
{
if (!glfwInit()) // 初始化glfw库
{
std::cout << "Error::GLFW could not initialize GLFW!" << std::endl;
return -1;
}
// 开启OpenGL 3.3 core profile
std::cout << "Start OpenGL core profile version 3.3" << std::endl;
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
// 创建窗口
GLFWwindow* window = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGHT,
"Demo of FBO(PostProcessing)", NULL, NULL);
if (!window)
{
std::cout << "Error::GLFW could not create winddow!" << std::endl;
glfwTerminate();
std::system("pause");
return -1;
}
// 创建的窗口的context指定为当前context
glfwMakeContextCurrent(window);
// 注册窗口键盘事件回调函数
glfwSetKeyCallback(window, key_callback);
// 注册鼠标事件回调函数
glfwSetCursorPosCallback(window, mouse_move_callback);
// 注册鼠标滚轮事件回调函数
glfwSetScrollCallback(window, mouse_scroll_callback);
// 鼠标捕获 停留在程序内
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
// 初始化GLEW 获取OpenGL函数
glewExperimental = GL_TRUE; // 让glew获取所有拓展函数
GLenum status = glewInit();
if (status != GLEW_OK)
{
std::cout << "Error::GLEW glew version:" << glewGetString(GLEW_VERSION)
<< " error string:" << glewGetErrorString(status) << std::endl;
glfwTerminate();
std::system("pause");
return -1;
}
// 设置视口参数
glViewport(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT);
//Section1 顶点属性数据
// 指定立方体顶点属性数据 顶点位置 颜色 纹理
GLfloat cubeVertices[] = {
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, // A
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, // B
0.5f, 0.5f, 0.5f,1.0f, 1.0f, // C
0.5f, 0.5f, 0.5f,1.0f, 1.0f, // C
-0.5f, 0.5f, 0.5f,0.0f, 1.0f, // D
-0.5f, -0.5f, 0.5f,0.0f, 0.0f, // A
-0.5f, -0.5f, -0.5f,0.0f, 0.0f, // E
-0.5f, 0.5f, -0.5f,0.0, 1.0f, // H
0.5f, 0.5f, -0.5f,1.0f, 1.0f, // G
0.5f, 0.5f, -0.5f,1.0f, 1.0f, // G
0.5f, -0.5f, -0.5f,1.0f, 0.0f, // F
-0.5f, -0.5f, -0.5f,0.0f, 0.0f, // E
-0.5f, 0.5f, 0.5f,0.0f, 1.0f, // D
-0.5f, 0.5f, -0.5f,1.0, 1.0f, // H
-0.5f, -0.5f, -0.5f,1.0f, 0.0f, // E
-0.5f, -0.5f, -0.5f,1.0f, 0.0f, // E
-0.5f, -0.5f, 0.5f,0.0f, 0.0f, // A
-0.5f, 0.5f, 0.5f,0.0f, 1.0f, // D
0.5f, -0.5f, -0.5f,1.0f, 0.0f, // F
0.5f, 0.5f, -0.5f,1.0f, 1.0f, // G
0.5f, 0.5f, 0.5f,0.0f, 1.0f, // C
0.5f, 0.5f, 0.5f,0.0f, 1.0f, // C
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, // B
0.5f, -0.5f, -0.5f,1.0f, 0.0f, // F
0.5f, 0.5f, -0.5f,1.0f, 1.0f, // G
-0.5f, 0.5f, -0.5f,0.0, 1.0f, // H
-0.5f, 0.5f, 0.5f,0.0f, 0.0f, // D
-0.5f, 0.5f, 0.5f,0.0f, 0.0f, // D
0.5f, 0.5f, 0.5f,1.0f, 0.0f, // C
0.5f, 0.5f, -0.5f,1.0f, 1.0f, // G
-0.5f, -0.5f, 0.5f,0.0f, 0.0f, // A
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,// E
0.5f, -0.5f, -0.5f,1.0f, 1.0f, // F
0.5f, -0.5f, -0.5f,1.0f, 1.0f, // F
0.5f, -0.5f, 0.5f,1.0f, 0.0f, // B
-0.5f, -0.5f, 0.5f,0.0f, 0.0f, // A
};
// 地板顶点属性数据 顶点位置 纹理坐标(设置的值大于1.0用于重复)
GLfloat planeVertices[] = {
5.0f, -0.5f, 5.0f, 2.0f, 0.0f, // A
5.0f, -0.5f, -5.0f, 2.0f, 2.0f, // D
-5.0f, -0.5f, -5.0f, 0.0f, 2.0f, // C
-5.0f, -0.5f, -5.0f, 0.0f, 2.0f, // C
-5.0f, -0.5f, 5.0f, 0.0f, 0.0f, // B
5.0f, -0.5f, 5.0f, 2.0f, 0.0f, // A
};
// 用于绘制FBO纹理的矩形顶点属性数据
GLfloat quadVertices[] = {
// 位置 纹理坐标
-1.0f, 1.0f, 0.0f, 1.0f,
-1.0f, -1.0f, 0.0f, 0.0f,
1.0f, -1.0f, 1.0f, 0.0f,
-1.0f, 1.0f, 0.0f, 1.0f,
1.0f, -1.0f, 1.0f, 0.0f,
1.0f, 1.0f, 1.0f, 1.0f
};
// Section2 准备缓存对象
GLuint cubeVAOId, cubeVBOId;
glGenVertexArrays(1, &cubeVAOId);
glGenBuffers(1, &cubeVBOId);
glBindVertexArray(cubeVAOId);
glBindBuffer(GL_ARRAY_BUFFER, cubeVBOId);
glBufferData(GL_ARRAY_BUFFER, sizeof(cubeVertices), cubeVertices, GL_STATIC_DRAW);
// 顶点位置数据
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE,
5 * sizeof(GL_FLOAT), (GLvoid*)0);
glEnableVertexAttribArray(0);
// 顶点纹理数据
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE,
5 * sizeof(GL_FLOAT), (GLvoid*)(3 * sizeof(GL_FLOAT)));
glEnableVertexAttribArray(1);
glBindVertexArray(0);
GLuint planeVAOId, planeVBOId;
glGenVertexArrays(1, &planeVAOId);
glGenBuffers(1, &planeVBOId);
glBindVertexArray(planeVAOId);
glBindBuffer(GL_ARRAY_BUFFER, planeVBOId);
glBufferData(GL_ARRAY_BUFFER, sizeof(planeVertices), planeVertices, GL_STATIC_DRAW);
// 顶点位置数据
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE,
5 * sizeof(GL_FLOAT), (GLvoid*)0);
glEnableVertexAttribArray(0);
// 顶点纹理数据
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE,
5 * sizeof(GL_FLOAT), (GLvoid*)(3 * sizeof(GL_FLOAT)));
glEnableVertexAttribArray(1);
glBindVertexArray(0);
GLuint quadVAOId, quadVBOId;
glGenVertexArrays(1, &quadVAOId);
glGenBuffers(1, &quadVBOId);
glBindVertexArray(quadVAOId);
glBindBuffer(GL_ARRAY_BUFFER, quadVBOId);
glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), quadVertices, GL_STATIC_DRAW);
// 顶点位置数据
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE,
4 * sizeof(GL_FLOAT), (GLvoid*)0);
glEnableVertexAttribArray(0);
// 顶点纹理数据
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE,
4 * sizeof(GL_FLOAT), (GLvoid*)(2 * sizeof(GL_FLOAT)));
glEnableVertexAttribArray(1);
glBindVertexArray(0);
// Section3 加载纹理
GLuint cubeTextId = TextureHelper::load2DTexture("../../resources/textures/container.jpg");
GLuint planeTextId = TextureHelper::load2DTexture("../../resources/textures/metal.png");
// Section4 准备着色器程序
Shader shader("scene.vertex", "scene.frag");
Shader quadShader("quad.vertex", "quad.frag");
// Section5 创建FBO
GLuint fboId;
glGenFramebuffers(1, &fboId);
glBindFramebuffer(GL_FRAMEBUFFER, fboId);
// 绑定color attachment
GLuint colorTextId = TextureHelper::makeAttachmentTexture(0, GL_RGB, WINDOW_WIDTH,
WINDOW_HEIGHT, GL_RGB, GL_UNSIGNED_BYTE); // 创建FBO中的纹理
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTextId, 0);
// 绑定 depth stencil attachment
GLuint rboId;
glGenRenderbuffers(1, &rboId);
glBindRenderbuffer(GL_RENDERBUFFER, rboId);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8,
WINDOW_WIDTH, WINDOW_HEIGHT); // 预分配内存
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rboId);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{
std::cout << "Error::FBO :" << " not complete." << std::endl;
glfwTerminate();
std::system("pause");
return -1;
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); // 使用线框模式绘制
// 开始游戏主循环
while (!glfwWindowShouldClose(window))
{
GLfloat currentFrame = (GLfloat)glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
glfwPollEvents(); // 处理例如鼠标 键盘等事件
do_movement(); // 根据用户操作情况 更新相机属性
shader.use();
glm::mat4 projection = glm::perspective(camera.mouse_zoom,
(GLfloat)(WINDOW_WIDTH) / WINDOW_HEIGHT, 1.0f, 10.0f); // 投影矩阵
glm::mat4 view = camera.getViewMatrix(); // 视变换矩阵
glUniformMatrix4fv(glGetUniformLocation(shader.programId, "projection"),
1, GL_FALSE, glm::value_ptr(projection));
glUniformMatrix4fv(glGetUniformLocation(shader.programId, "view"),
1, GL_FALSE, glm::value_ptr(view));
glm::mat4 model;
// 启用用户自定义的FBO
glBindFramebuffer(GL_FRAMEBUFFER, fboId);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glEnable(GL_CULL_FACE);
// 清除颜色缓冲区 重置为指定颜色
glClearColor(0.18f, 0.04f, 0.14f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBindVertexArray(cubeVAOId);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, cubeTextId);
// 绘制第一个立方体
model = glm::mat4();
model = glm::translate(model, glm::vec3(-1.0f, 0.0f, -1.0f));
glUniformMatrix4fv(glGetUniformLocation(shader.programId, "model"),
1, GL_FALSE, glm::value_ptr(model));
glDrawArrays(GL_TRIANGLES, 0, 36);
// 绘制第二个立方体
model = glm::mat4();
model = glm::translate(model, glm::vec3(2.0f, 0.0f, 0.0f));
glUniformMatrix4fv(glGetUniformLocation(shader.programId, "model"),
1, GL_FALSE, glm::value_ptr(model));
glDrawArrays(GL_TRIANGLES, 0, 36);
// 绘制平面
glBindVertexArray(planeVAOId);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, planeTextId);
model = glm::mat4();
glUniformMatrix4fv(glGetUniformLocation(shader.programId, "model"),
1, GL_FALSE, glm::value_ptr(model));
glDrawArrays(GL_TRIANGLES, 0, 6);
// 恢复默认FBO 在矩形上绘制FBO的纹理
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDisable(GL_DEPTH_TEST);
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
quadShader.use();
glBindVertexArray(quadVAOId);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, colorTextId); // 像使用普通纹理一样需要绑定
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
glUseProgram(0);
glfwSwapBuffers(window); // 交换缓存
}
// 释放资源
glDeleteVertexArrays(1, &cubeVAOId);
glDeleteVertexArrays(1, &planeVAOId);
glDeleteVertexArrays(1, &quadVAOId);
glDeleteBuffers(1, &cubeVBOId);
glDeleteBuffers(1, &planeVBOId);
glDeleteBuffers(1, &quadVBOId);
glDeleteFramebuffers(1, &fboId);
glfwTerminate();
return 0;
}
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
if (key >= 0 && key < 1024)
{
if (action == GLFW_PRESS)
keyPressedStatus[key] = true;
else if (action == GLFW_RELEASE)
keyPressedStatus[key] = false;
}
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
{
glfwSetWindowShouldClose(window, GL_TRUE); // 关闭窗口
}
}
void mouse_move_callback(GLFWwindow* window, double xpos, double ypos)
{
if (firstMouseMove) // 首次鼠标移动
{
lastX = xpos;
lastY = ypos;
firstMouseMove = false;
}
GLfloat xoffset = xpos - lastX;
GLfloat yoffset = lastY - ypos;
lastX = xpos;
lastY = ypos;
camera.handleMouseMove(xoffset, yoffset);
}
// 由相机辅助类处理鼠标滚轮控制
void mouse_scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
camera.handleMouseScroll(yoffset);
}
// 由相机辅助类处理键盘控制
void do_movement()
{
if (keyPressedStatus[GLFW_KEY_W])
camera.handleKeyPress(FORWARD, deltaTime);
if (keyPressedStatus[GLFW_KEY_S])
camera.handleKeyPress(BACKWARD, deltaTime);
if (keyPressedStatus[GLFW_KEY_A])
camera.handleKeyPress(LEFT, deltaTime);
if (keyPressedStatus[GLFW_KEY_D])
camera.handleKeyPress(RIGHT, deltaTime);
}