从零开始手敲次世代游戏引擎(十三)

上一篇我们在Linux系统上用OpenGL绘制了一个基本的空间矩形。本篇我们看看在Windows平台上如何使用OpenGL,并且看一下高版本(4.0)的OpenGL的使用方法。

注意无论是DX还是OpenGL,都需要硬件(GPU)的支持。不同版本的显卡能够支持的图形API版本也是不一样的。因此可能存在部分机器无法运行接下来的代码的情况。特别是在远程登录的情况下,或者在X forwarding情况下,不通过一些特别的技巧,一般是无法正确运行需要GPU加速的应用的。

另外纠正前面的文章的一个错误。vmware workstation player的免费版,是无法手动打开GPU加速的。

OpenGL API是由显卡的驱动程序实现的。所以我们的程序实际上并不会链接到这些API,而是在运行的时候去查找这些API的入口地址。这个用于查找API入口地址的API,一般就是gl.h和libGL(在windows当中为opengl32.lib)所提供的内容,但也是因系统不同而不同的。

由于OpenGL和DX是并行的关系,所以我们选择helloengine_win.c作为我们的起点,而不是helloengine_d*d.cpp。拷贝helloengine_win.c到helloengine_opengl.cpp,开始我们的编辑。

(本文大部分代码参考 rastertek.com/gl40tut03 编写。本文的目的是探查在Windows上使用OpenGL的方法。本文的代码并不会直接成为我们引擎的正式代码。)[*1]

#include <windows.h>
 #include <windowsx.h>
 #include <tchar.h>
+#include <GL/gl.h>
+#include <fstream>
+
+#include "math.h"
+
+using namespace std;
+
+/////////////
+// DEFINES //
+/////////////
+#define WGL_DRAW_TO_WINDOW_ARB         0x2001
+#define WGL_ACCELERATION_ARB           0x2003
+#define WGL_SWAP_METHOD_ARB            0x2007
+#define WGL_SUPPORT_OPENGL_ARB         0x2010
+#define WGL_DOUBLE_BUFFER_ARB          0x2011
+#define WGL_PIXEL_TYPE_ARB             0x2013
+#define WGL_COLOR_BITS_ARB             0x2014
+#define WGL_DEPTH_BITS_ARB             0x2022
+#define WGL_STENCIL_BITS_ARB           0x2023
+#define WGL_FULL_ACCELERATION_ARB      0x2027
+#define WGL_SWAP_EXCHANGE_ARB          0x2028
+#define WGL_TYPE_RGBA_ARB              0x202B
+#define WGL_CONTEXT_MAJOR_VERSION_ARB  0x2091
+#define WGL_CONTEXT_MINOR_VERSION_ARB  0x2092
+#define GL_ARRAY_BUFFER                   0x8892
+#define GL_STATIC_DRAW                    0x88E4
+#define GL_FRAGMENT_SHADER                0x8B30
+#define GL_VERTEX_SHADER                  0x8B31
+#define GL_COMPILE_STATUS                 0x8B81
+#define GL_LINK_STATUS                    0x8B82
+#define GL_INFO_LOG_LENGTH                0x8B84
+#define GL_TEXTURE0                       0x84C0
+#define GL_BGRA                           0x80E1
+#define GL_ELEMENT_ARRAY_BUFFER           0x8893
+
+//////////////
+// TYPEDEFS //
+//////////////
+typedef BOOL (WINAPI   * PFNWGLCHOOSEPIXELFORMATARBPROC) (HDC hdc, const int *piAttribIList, const FLOAT *pfAttribFList, UINT nMaxFormats, int *piFormats, UINT *nNumFormats);
+typedef HGLRC (WINAPI  * PFNWGLCREATECONTEXTATTRIBSARBPROC) (HDC hDC, HGLRC hShareContext, const int *attribList);
+typedef BOOL (WINAPI   * PFNWGLSWAPINTERVALEXTPROC) (int interval);
+typedef void (APIENTRY * PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader);
+typedef void (APIENTRY * PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer);
+typedef void (APIENTRY * PFNGLBINDVERTEXARRAYPROC) (GLuint array);
+typedef void (APIENTRY * PFNGLBUFFERDATAPROC) (GLenum target, ptrdiff_t size, const GLvoid *data, GLenum usage);
+typedef void (APIENTRY * PFNGLCOMPILESHADERPROC) (GLuint shader);
+typedef GLuint(APIENTRY * PFNGLCREATEPROGRAMPROC) (void);
+typedef GLuint(APIENTRY * PFNGLCREATESHADERPROC) (GLenum type);
+typedef void (APIENTRY * PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers);
+typedef void (APIENTRY * PFNGLDELETEPROGRAMPROC) (GLuint program);
+typedef void (APIENTRY * PFNGLDELETESHADERPROC) (GLuint shader);
+typedef void (APIENTRY * PFNGLDELETEVERTEXARRAYSPROC) (GLsizei n, const GLuint *arrays);
+typedef void (APIENTRY * PFNGLDETACHSHADERPROC) (GLuint program, GLuint shader);
+typedef void (APIENTRY * PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index);
+typedef void (APIENTRY * PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers);
+typedef void (APIENTRY * PFNGLGENVERTEXARRAYSPROC) (GLsizei n, GLuint *arrays);
+typedef GLint(APIENTRY * PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const char *name);
+typedef void (APIENTRY * PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, char *infoLog);+typedef void (APIENTRY * PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params);
+typedef void (APIENTRY * PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, char *infoLog);
+typedef void (APIENTRY * PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params);
+typedef void (APIENTRY * PFNGLLINKPROGRAMPROC) (GLuint program);
+typedef void (APIENTRY * PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const char* *string, const GLint *length);
+typedef void (APIENTRY * PFNGLUSEPROGRAMPROC) (GLuint program);
+typedef void (APIENTRY * PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer);
+typedef void (APIENTRY * PFNGLBINDATTRIBLOCATIONPROC) (GLuint program, GLuint index, const char *name);
+typedef GLint(APIENTRY * PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const char *name);
+typedef void (APIENTRY * PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+typedef void (APIENTRY * PFNGLACTIVETEXTUREPROC) (GLenum texture);
+typedef void (APIENTRY * PFNGLUNIFORM1IPROC) (GLint location, GLint v0);
+typedef void (APIENTRY * PFNGLGENERATEMIPMAPPROC) (GLenum target);
+typedef void (APIENTRY * PFNGLDISABLEVERTEXATTRIBARRAYPROC) (GLuint index);
+typedef void (APIENTRY * PFNGLUNIFORM3FVPROC) (GLint location, GLsizei count, const GLfloat *value);
+typedef void (APIENTRY * PFNGLUNIFORM4FVPROC) (GLint location, GLsizei count, const GLfloat *value);
+
+PFNGLATTACHSHADERPROC glAttachShader;
+PFNGLBINDBUFFERPROC glBindBuffer;
+PFNGLBINDVERTEXARRAYPROC glBindVertexArray;
+PFNGLBUFFERDATAPROC glBufferData;
+PFNGLCOMPILESHADERPROC glCompileShader;
+PFNGLCREATEPROGRAMPROC glCreateProgram;
+PFNGLCREATESHADERPROC glCreateShader;
+PFNGLDELETEBUFFERSPROC glDeleteBuffers;
+PFNGLDELETEPROGRAMPROC glDeleteProgram;
+PFNGLDELETESHADERPROC glDeleteShader;
+PFNGLDELETEVERTEXARRAYSPROC glDeleteVertexArrays;
+PFNGLDETACHSHADERPROC glDetachShader;
+PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray;
+PFNGLGENBUFFERSPROC glGenBuffers;
+PFNGLGENVERTEXARRAYSPROC glGenVertexArrays;
+PFNGLGETATTRIBLOCATIONPROC glGetAttribLocation;
+PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog;
+PFNGLGETPROGRAMIVPROC glGetProgramiv;
+PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog;
+PFNGLGETSHADERIVPROC glGetShaderiv;
+PFNGLLINKPROGRAMPROC glLinkProgram;
+PFNGLSHADERSOURCEPROC glShaderSource;
+PFNGLUSEPROGRAMPROC glUseProgram;
+PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer;
+PFNGLBINDATTRIBLOCATIONPROC glBindAttribLocation;
+PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation;
+PFNGLUNIFORMMATRIX4FVPROC glUniformMatrix4fv;
+PFNGLACTIVETEXTUREPROC glActiveTexture;
+PFNGLUNIFORM1IPROC glUniform1i;
+PFNGLGENERATEMIPMAPPROC glGenerateMipmap;
+PFNGLDISABLEVERTEXATTRIBARRAYPROC glDisableVertexAttribArray;
+PFNGLUNIFORM3FVPROC glUniform3fv;
+PFNGLUNIFORM4FVPROC glUniform4fv;
+
+PFNWGLCHOOSEPIXELFORMATARBPROC wglChoosePixelFormatARB;
+PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB;
+PFNWGLSWAPINTERVALEXTPROC wglSwapIntervalEXT;
+
+typedef struct VertexType
+{
+       VectorType position;
+       VectorType color;
+} VertexType;
+
+HDC     g_deviceContext = 0;
+HGLRC   g_renderingContext = 0;
+char    g_videoCardDescription[128];
+
+const bool VSYNC_ENABLED = true;
+const float SCREEN_DEPTH = 1000.0f;
+const float SCREEN_NEAR = 0.1f;
+
+int     g_vertexCount, g_indexCount;
+unsigned int g_vertexArrayId, g_vertexBufferId, g_indexBufferId;
+
+unsigned int g_vertexShader;
+unsigned int g_fragmentShader;
+unsigned int g_shaderProgram;
+
+const char VS_SHADER_SOURCE_FILE[] = "color.vs";
+const char PS_SHADER_SOURCE_FILE[] = "color.ps";
+
+float g_positionX = 0, g_positionY = 0, g_positionZ = -10;
+float g_rotationX = 0, g_rotationY = 0, g_rotationZ = 0;
+float g_worldMatrix[16];
+float g_viewMatrix[16];
+float g_projectionMatrix[16];
+
+bool InitializeOpenGL(HWND hwnd, int screenWidth, int screenHeight, float screenDepth, float screenNear, bool vsync)
+{
+        int attributeListInt[19];
+        int pixelFormat[1];
+        unsigned int formatCount;
+        int result;
+        PIXELFORMATDESCRIPTOR pixelFormatDescriptor;
+        int attributeList[5];
+        float fieldOfView, screenAspect;
+        char *vendorString, *rendererString;
+
+
+        // Get the device context for this window.
+        g_deviceContext = GetDC(hwnd);
+        if(!g_deviceContext)
+        {
+                return false;
+        }
+
+        // Support for OpenGL rendering.
+        attributeListInt[0] = WGL_SUPPORT_OPENGL_ARB;
+        attributeListInt[1] = TRUE;
+
+        // Support for rendering to a window.
+        attributeListInt[2] = WGL_DRAW_TO_WINDOW_ARB;
+        attributeListInt[3] = TRUE;
+
+        // Support for hardware acceleration.
+        attributeListInt[4] = WGL_ACCELERATION_ARB;
+        attributeListInt[5] = WGL_FULL_ACCELERATION_ARB;
+
+        // Support for 24bit color.
+        attributeListInt[6] = WGL_COLOR_BITS_ARB;
+        attributeListInt[7] = 24;
+
+        // Support for 24 bit depth buffer.
+        attributeListInt[8] = WGL_DEPTH_BITS_ARB;
+        attributeListInt[9] = 24;
+
+        // Support for double buffer.
+        attributeListInt[10] = WGL_DOUBLE_BUFFER_ARB;
+        attributeListInt[11] = TRUE;
+
+        // Support for swapping front and back buffer.
+        attributeListInt[12] = WGL_SWAP_METHOD_ARB;
+        attributeListInt[13] = WGL_SWAP_EXCHANGE_ARB;
+
+        // Support for the RGBA pixel type.
+        attributeListInt[14] = WGL_PIXEL_TYPE_ARB;
+        attributeListInt[15] = WGL_TYPE_RGBA_ARB;
+
+        // Support for a 8 bit stencil buffer.
+        attributeListInt[16] = WGL_STENCIL_BITS_ARB;
+        attributeListInt[17] = 8;
+
+        // Null terminate the attribute list.
+        attributeListInt[18] = 0;
+
+
+        // Query for a pixel format that fits the attributes we want.
+        result = wglChoosePixelFormatARB(g_deviceContext, attributeListInt, NULL, 1, pixelFormat, &formatCount);
+        if(result != 1)
+        {
+                return false;
+        }
+
+        // If the video card/display can handle our desired pixel format then we set it as the current one.
+        result = SetPixelFormat(g_deviceContext, pixelFormat[0], &pixelFormatDescriptor);
+        if(result != 1)
+        {
+                return false;
+        }
+
+        // Set the 4.0 version of OpenGL in the attribute list.
+        attributeList[0] = WGL_CONTEXT_MAJOR_VERSION_ARB;
+        attributeList[1] = 4;
+        attributeList[2] = WGL_CONTEXT_MINOR_VERSION_ARB;
+        attributeList[3] = 0;
+
+        // Null terminate the attribute list.
+        attributeList[4] = 0;
+
+        // Create a OpenGL 4.0 rendering context.
+        g_renderingContext = wglCreateContextAttribsARB(g_deviceContext, 0, attributeList);
+        if(g_renderingContext == NULL)
+        {
+                return false;
+        }
+
+        // Set the rendering context to active.
+        result = wglMakeCurrent(g_deviceContext, g_renderingContext);
+        if(result != 1)
+        {
+                return false;
+        }
+
+        // Set the depth buffer to be entirely cleared to 1.0 values.
+        glClearDepth(1.0f);
+
+        // Enable depth testing.
+        glEnable(GL_DEPTH_TEST);
+
+        // Set the polygon winding to front facing for the left handed system.
+        glFrontFace(GL_CW);
+
+        // Enable back face culling.
+        glEnable(GL_CULL_FACE);
+        glCullFace(GL_BACK);
+
+               // Initialize the world/model matrix to the identity matrix.
+               BuildIdentityMatrix(g_worldMatrix);
+
+               // Set the field of view and screen aspect ratio.
+               fieldOfView = PI / 4.0f;
+               screenAspect = (float)screenWidth / (float)screenHeight;
+
+               // Build the perspective projection matrix.
+               BuildPerspectiveFovLHMatrix(g_projectionMatrix, fieldOfView, screenAspect, screenNear, screenDepth);
+
+        // Get the name of the video card.
+        vendorString = (char*)glGetString(GL_VENDOR);
+        rendererString = (char*)glGetString(GL_RENDERER);
+        // Store the video card name in a class member variable so it can be retrieved later.
+        strcpy_s(g_videoCardDescription, vendorString);
+        strcat_s(g_videoCardDescription, " - ");
+        strcat_s(g_videoCardDescription, rendererString);
+
+        // Turn on or off the vertical sync depending on the input bool value.
+        if(vsync)
+        {
+                result = wglSwapIntervalEXT(1);
+        }
+        else
+        {
+                result = wglSwapIntervalEXT(0);
+        }
+
+        // Check if vsync was set correctly.
+        if(result != 1)
+        {
+                return false;
+        }
+
+        return true;
+}
+
+bool LoadExtensionList()
+{
+        // Load the OpenGL extensions that this application will be using.
+        wglChoosePixelFormatARB = (PFNWGLCHOOSEPIXELFORMATARBPROC)wglGetProcAddress("wglChoosePixelFormatARB");
+        if(!wglChoosePixelFormatARB)
+        {
+                return false;
+        }
+
+        wglCreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC)wglGetProcAddress("wglCreateContextAttribsARB");
+        if(!wglCreateContextAttribsARB)
+        {
+                return false;
+        }
+
+        wglSwapIntervalEXT = (PFNWGLSWAPINTERVALEXTPROC)wglGetProcAddress("wglSwapIntervalEXT");
+        if(!wglSwapIntervalEXT)
+        {
+                return false;
+        }
+
+        glAttachShader = (PFNGLATTACHSHADERPROC)wglGetProcAddress("glAttachShader");
+        if(!glAttachShader)
+        {
+                return false;
+        }
+
+        glBindBuffer = (PFNGLBINDBUFFERPROC)wglGetProcAddress("glBindBuffer");
+        if(!glBindBuffer)
+        {
+                return false;
+        }
+
+        glBindVertexArray = (PFNGLBINDVERTEXARRAYPROC)wglGetProcAddress("glBindVertexArray");
+        if(!glBindVertexArray)
+        {
+                return false;
+        }
+
+        glBufferData = (PFNGLBUFFERDATAPROC)wglGetProcAddress("glBufferData");
+        if(!glBufferData)
+        {
+                return false;
+        }
+
+        glCompileShader = (PFNGLCOMPILESHADERPROC)wglGetProcAddress("glCompileShader");
+        if(!glCompileShader)
+        {
+                return false;
+        }
+
+        glCreateProgram = (PFNGLCREATEPROGRAMPROC)wglGetProcAddress("glCreateProgram");
+        if(!glCreateProgram)
+        {
+                return false;
+        }
+
+        glCreateShader = (PFNGLCREATESHADERPROC)wglGetProcAddress("glCreateShader");
+        if(!glCreateShader)
+        {
+                return false;
+        }
+
+        glDeleteBuffers = (PFNGLDELETEBUFFERSPROC)wglGetProcAddress("glDeleteBuffers");
+        if(!glDeleteBuffers)
+        {
+                return false;
+        }
+
+        glDeleteProgram = (PFNGLDELETEPROGRAMPROC)wglGetProcAddress("glDeleteProgram");
+        if(!glDeleteProgram)
+        {
+                return false;
+        }
+
+        glDeleteShader = (PFNGLDELETESHADERPROC)wglGetProcAddress("glDeleteShader");
+        if(!glDeleteShader)
+        {
+                return false;
+        }
+
+        glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSPROC)wglGetProcAddress("glDeleteVertexArrays");
+        if(!glDeleteVertexArrays)
+        {
+                return false;
+        }
+
+        glDetachShader = (PFNGLDETACHSHADERPROC)wglGetProcAddress("glDetachShader");
+        if(!glDetachShader)
+        {
+                return false;
+        }
+
+        glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)wglGetProcAddress("glEnableVertexAttribArray");
+        if(!glEnableVertexAttribArray)
+        {
+                return false;
+        }
+
+        glGenBuffers = (PFNGLGENBUFFERSPROC)wglGetProcAddress("glGenBuffers");
+        if(!glGenBuffers)
+        {
+                return false;
+        }
+
+        glGenVertexArrays = (PFNGLGENVERTEXARRAYSPROC)wglGetProcAddress("glGenVertexArrays");
+        if(!glGenVertexArrays)
+        {
+                return false;
+        }
+
+        glGetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC)wglGetProcAddress("glGetAttribLocation");
+        if(!glGetAttribLocation)
+        {
+                return false;
+        }
+
+        glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)wglGetProcAddress("glGetProgramInfoLog");
+        if(!glGetProgramInfoLog)
+        {
+                return false;
+        }
+
+        glGetProgramiv = (PFNGLGETPROGRAMIVPROC)wglGetProcAddress("glGetProgramiv");
+        if(!glGetProgramiv)
+        {
+                return false;
+        }
+
+        glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)wglGetProcAddress("glGetShaderInfoLog");
+        if(!glGetShaderInfoLog)
+        {
+                return false;
+        }
+
+        glGetShaderiv = (PFNGLGETSHADERIVPROC)wglGetProcAddress("glGetShaderiv");
+        if(!glGetShaderiv)
+        {
+                return false;
+        }
+
+        glLinkProgram = (PFNGLLINKPROGRAMPROC)wglGetProcAddress("glLinkProgram");
+        if(!glLinkProgram)
+        {
+                return false;
+        }
+
+        glShaderSource = (PFNGLSHADERSOURCEPROC)wglGetProcAddress("glShaderSource");
+        if(!glShaderSource)
+        {
+                return false;
+        }
+
+        glUseProgram = (PFNGLUSEPROGRAMPROC)wglGetProcAddress("glUseProgram");
+        if(!glUseProgram)
+        {
+                return false;
+        }
+
+        glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)wglGetProcAddress("glVertexAttribPointer");
+        if(!glVertexAttribPointer)
+        {
+                return false;
+        }
+
+        glBindAttribLocation = (PFNGLBINDATTRIBLOCATIONPROC)wglGetProcAddress("glBindAttribLocation");
+        if(!glBindAttribLocation)
+        {
+                return false;
+        }
+
+        glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)wglGetProcAddress("glGetUniformLocation");
+        if(!glGetUniformLocation)
+        {
+                return false;
+        }
+
+        glUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC)wglGetProcAddress("glUniformMatrix4fv");
+        if(!glUniformMatrix4fv)
+        {
+                return false;
+        }
+
+        glActiveTexture = (PFNGLACTIVETEXTUREPROC)wglGetProcAddress("glActiveTexture");
+        if(!glActiveTexture)
+        {
+                return false;
+        }
+
+        glUniform1i = (PFNGLUNIFORM1IPROC)wglGetProcAddress("glUniform1i");
+        if(!glUniform1i)
+        {
+                return false;
+        }
+
+        glGenerateMipmap = (PFNGLGENERATEMIPMAPPROC)wglGetProcAddress("glGenerateMipmap");
+        if(!glGenerateMipmap)
+        {
+                return false;
+        }
+
+        glDisableVertexAttribArray = (PFNGLDISABLEVERTEXATTRIBARRAYPROC)wglGetProcAddress("glDisableVertexAttribArray");
+        if(!glDisableVertexAttribArray)
+        {
+                return false;
+        }
+
+        glUniform3fv = (PFNGLUNIFORM3FVPROC)wglGetProcAddress("glUniform3fv");
+        if(!glUniform3fv)
+        {
+                return false;
+        }
+
+        glUniform4fv = (PFNGLUNIFORM4FVPROC)wglGetProcAddress("glUniform4fv");
+        if(!glUniform4fv)
+        {
+                return false;
+        }
+
+        return true;
+}
+
+void FinalizeOpenGL(HWND hwnd)
+{
+        // Release the rendering context.
+        if(g_renderingContext)
+        {
+                wglMakeCurrent(NULL, NULL);
+                wglDeleteContext(g_renderingContext);
+                g_renderingContext = 0;
+        }
+
+        // Release the device context.
+        if(g_deviceContext)
+        {
+                ReleaseDC(hwnd, g_deviceContext);
+                g_deviceContext = 0;
+        }
+}
+
+void GetVideoCardInfo(char* cardName)
+{
+        strcpy_s(cardName, 128, g_videoCardDescription);
+        return;
+}
+
+bool InitializeExtensions(HWND hwnd)
+{
+        HDC deviceContext;
+        PIXELFORMATDESCRIPTOR pixelFormat;
+        int error;
+        HGLRC renderContext;
+        bool result;
+
+
+        // Get the device context for this window.
+        deviceContext = GetDC(hwnd);
+        if(!deviceContext)
+        {
+                return false;
+        }
+
+        // Set a temporary default pixel format.
+        error = SetPixelFormat(deviceContext, 1, &pixelFormat);
+        if(error != 1)
+        {
+                return false;
+        }
+
+        // Create a temporary rendering context.
+        renderContext = wglCreateContext(deviceContext);
+        if(!renderContext)
+        {
+                return false;
+        }
+
+        // Set the temporary rendering context as the current rendering context for this window.
+        error = wglMakeCurrent(deviceContext, renderContext);
+        if(error != 1)
+        {
+                return false;
+        }
+
+        // Initialize the OpenGL extensions needed for this application.  Note that a temporary rendering context was needed to do so.
+        result = LoadExtensionList();
+        if(!result)
+        {
+                return false;
+        }
+
+        // Release the temporary rendering context now that the extensions have been loaded.
+        wglMakeCurrent(NULL, NULL);
+        wglDeleteContext(renderContext);
+        renderContext = NULL;
+
+        // Release the device context for this window.
+        ReleaseDC(hwnd, deviceContext);
+        deviceContext = 0;
+
+        return true;
+}
+
+void OutputShaderErrorMessage(HWND hwnd, unsigned int shaderId, const char* shaderFilename)
+{
+        int logSize, i;
+        char* infoLog;
+        ofstream fout;
+        wchar_t newString[128];
+        unsigned int error;
+        size_t convertedChars;
+
+
+        // Get the size of the string containing the information log for the failed shader compilation message.
+        glGetShaderiv(shaderId, GL_INFO_LOG_LENGTH, &logSize);
+
+        // Increment the size by one to handle also the null terminator.
+        logSize++;
+
+        // Create a char buffer to hold the info log.
+        infoLog = new char[logSize];
+        if(!infoLog)
+        {
+                return;
+        }
+
+        // Now retrieve the info log.
+        glGetShaderInfoLog(shaderId, logSize, NULL, infoLog);
+
+        // Open a file to write the error message to.
+        fout.open("shader-error.txt");
+
+        // Write out the error message.
+        for(i=0; i<logSize; i++)
+        {
+                fout << infoLog[i];
+        }
+
+        // Close the file.
+        fout.close();
+
+        // Convert the shader filename to a wide character string.
+        error = mbstowcs_s(&convertedChars, newString, 128, shaderFilename, 128);
+        if(error != 0)
+        {
+                return;
+        }
+
+        // Pop a message up on the screen to notify the user to check the text file for compile errors.
+        MessageBoxW(hwnd, L"Error compiling shader.  Check shader-error.txt for message.", newString, MB_OK);
+
+        return;
+}
+
+void OutputLinkerErrorMessage(HWND hwnd, unsigned int programId)
+{
+        int logSize, i;
+        char* infoLog;
+        ofstream fout;
+
+
+        // Get the size of the string containing the information log for the failed shader compilation message.
+        glGetProgramiv(programId, GL_INFO_LOG_LENGTH, &logSize);
+
+        // Increment the size by one to handle also the null terminator.
+        logSize++;
+
+        // Create a char buffer to hold the info log.
+        infoLog = new char[logSize];
+        if(!infoLog)
+        {
+                return;
+        }
+
+        // Now retrieve the info log.
+        glGetProgramInfoLog(programId, logSize, NULL, infoLog);
+
+        // Open a file to write the error message to.
+        fout.open("linker-error.txt");
+
+        // Write out the error message.
+        for(i=0; i<logSize; i++)
+        {
+                fout << infoLog[i];
+        }
+
+        // Close the file.
+        fout.close();
+
+        // Pop a message up on the screen to notify the user to check the text file for linker errors.
+        MessageBox(hwnd, _T("Error compiling linker.  Check linker-error.txt for message."), _T("Linker Error"), MB_OK);
+}
+
+char* LoadShaderSourceFile(const char* filename)
+{
+        ifstream fin;
+        int fileSize;
+        char input;
+        char* buffer;
+
+
+        // Open the shader source file.
+        fin.open(filename);
+
+        // If it could not open the file then exit.
+        if(fin.fail())
+        {
+                return 0;
+        }
+
+        // Initialize the size of the file.
+        fileSize = 0;
+
+        // Read the first element of the file.
+        fin.get(input);
+
+        // Count the number of elements in the text file.
+        while(!fin.eof())
+        {
+                fileSize++;
+                fin.get(input);
+        }
+
+        // Close the file for now.
+        fin.close();
+
+        // Initialize the buffer to read the shader source file into.
+        buffer = new char[fileSize+1];
+        if(!buffer)
+        {
+                return 0;
+        }
+
+        // Open the shader source file again.
+        fin.open(filename);
+
+        // Read the shader text file into the buffer as a block.
+        fin.read(buffer, fileSize);
+
+        // Close the file.
+        fin.close();
+
+        // Null terminate the buffer.
+        buffer[fileSize] = '';
+
+        return buffer;
+}
+
+bool InitializeShader(HWND hwnd, const char* vsFilename, const char* fsFilename)
+{
+        const char* vertexShaderBuffer;
+        const char* fragmentShaderBuffer;
+        int status;
+
+        // Load the vertex shader source file into a text buffer.
+        vertexShaderBuffer = LoadShaderSourceFile(vsFilename);
+        if(!vertexShaderBuffer)
+        {
+                return false;
+        }
+
+        // Load the fragment shader source file into a text buffer.
+        fragmentShaderBuffer = LoadShaderSourceFile(fsFilename);
+        if(!fragmentShaderBuffer)
+        {
+                return false;
+        }
+
+        // Create a vertex and fragment shader object.
+        g_vertexShader = glCreateShader(GL_VERTEX_SHADER);
+        g_fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
+
+        // Copy the shader source code strings into the vertex and fragment shader objects.
+        glShaderSource(g_vertexShader, 1, &vertexShaderBuffer, NULL);
+        glShaderSource(g_fragmentShader, 1, &fragmentShaderBuffer, NULL);
+
+        // Release the vertex and fragment shader buffers.
+        delete [] vertexShaderBuffer;
+        vertexShaderBuffer = 0;
+
+        delete [] fragmentShaderBuffer;
+        fragmentShaderBuffer = 0;
+
+        // Compile the shaders.
+        glCompileShader(g_vertexShader);
+        glCompileShader(g_fragmentShader);
+
+        // Check to see if the vertex shader compiled successfully.
+        glGetShaderiv(g_vertexShader, GL_COMPILE_STATUS, &status);
+        if(status != 1)
+        {
+                // If it did not compile then write the syntax error message out to a text file for review.
+                OutputShaderErrorMessage(hwnd, g_vertexShader, vsFilename);
+                return false;
+        }
+
+        // Check to see if the fragment shader compiled successfully.
+        glGetShaderiv(g_fragmentShader, GL_COMPILE_STATUS, &status);
+        if(status != 1)
+        {
+                // If it did not compile then write the syntax error message out to a text file for review.
+                OutputShaderErrorMessage(hwnd, g_fragmentShader, fsFilename);
+                return false;
+        }
+
+        // Create a shader program object.
+        g_shaderProgram = glCreateProgram();
+
+        // Attach the vertex and fragment shader to the program object.
+        glAttachShader(g_shaderProgram, g_vertexShader);
+        glAttachShader(g_shaderProgram, g_fragmentShader);
+
+        // Bind the shader input variables.
+        glBindAttribLocation(g_shaderProgram, 0, "inputPosition");
+        glBindAttribLocation(g_shaderProgram, 1, "inputColor");
+
+        // Link the shader program.
+        glLinkProgram(g_shaderProgram);
+
+        // Check the status of the link.
+        glGetProgramiv(g_shaderProgram, GL_LINK_STATUS, &status);
+        if(status != 1)
+        {
+                // If it did not link then write the syntax error message out to a text file for review.
+                OutputLinkerErrorMessage(hwnd, g_shaderProgram);
+                return false;
+        }
+
+        return true;
+}
+
+void ShutdownShader()
+{
+        // Detach the vertex and fragment shaders from the program.
+        glDetachShader(g_shaderProgram, g_vertexShader);
+        glDetachShader(g_shaderProgram, g_fragmentShader);
+
+        // Delete the vertex and fragment shaders.
+        glDeleteShader(g_vertexShader);
+        glDeleteShader(g_fragmentShader);
+
+        // Delete the shader program.
+        glDeleteProgram(g_shaderProgram);
+}
+
+bool SetShaderParameters(float* worldMatrix, float* viewMatrix, float* projectionMatrix)
+{
+        unsigned int location;
+
+        // Set the world matrix in the vertex shader.
+        location = glGetUniformLocation(g_shaderProgram, "worldMatrix");
+        if(location == -1)
+        {
+                return false;
+        }
+        glUniformMatrix4fv(location, 1, false, worldMatrix);
+
+        // Set the view matrix in the vertex shader.
+        location = glGetUniformLocation(g_shaderProgram, "viewMatrix");
+        if(location == -1)
+        {
+                return false;
+        }
+        glUniformMatrix4fv(location, 1, false, viewMatrix);
+
+        // Set the projection matrix in the vertex shader.
+        location = glGetUniformLocation(g_shaderProgram, "projectionMatrix");
+        if(location == -1)
+        {
+                return false;
+        }
+        glUniformMatrix4fv(location, 1, false, projectionMatrix);
+
+        return true;
+}
+
+bool InitializeBuffers()
+{
+        VertexType vertices[] = {
+                       {{  1.0f,  1.0f,  1.0f }, { 1.0f, 0.0f, 0.0f }},
+                       {{  1.0f,  1.0f, -1.0f }, { 0.0f, 1.0f, 0.0f }},
+                       {{ -1.0f,  1.0f, -1.0f }, { 0.0f, 0.0f, 1.0f }},
+                       {{ -1.0f,  1.0f,  1.0f }, { 1.0f, 1.0f, 0.0f }},
+                       {{  1.0f, -1.0f,  1.0f }, { 1.0f, 0.0f, 1.0f }},
+                       {{  1.0f, -1.0f, -1.0f }, { 0.0f, 1.0f, 1.0f }},
+                       {{ -1.0f, -1.0f, -1.0f }, { 0.5f, 1.0f, 0.5f }},
+                       {{ -1.0f, -1.0f,  1.0f }, { 1.0f, 0.5f, 1.0f }},
+               };
+        uint16_t indices[] = { 1, 2, 3, 3, 2, 6, 6, 7, 3, 3, 0, 1, 0, 3, 7, 7, 6, 4, 4, 6, 5, 0, 7, 4, 1, 0, 4, 1, 4, 5, 2, 1, 5, 2, 5, 6 };
+
+        // Set the number of vertices in the vertex array.
+        g_vertexCount = sizeof(vertices) / sizeof(VertexType);
+
+        // Set the number of indices in the index array.
+        g_indexCount = sizeof(indices) / sizeof(uint16_t);
+
+        // Allocate an OpenGL vertex array object.
+        glGenVertexArrays(1, &g_vertexArrayId);
+
+        // Bind the vertex array object to store all the buffers and vertex attributes we create here.
+        glBindVertexArray(g_vertexArrayId);
+
+        // Generate an ID for the vertex buffer.
+        glGenBuffers(1, &g_vertexBufferId);
+
+        // Bind the vertex buffer and load the vertex (position and color) data into the vertex buffer.
+        glBindBuffer(GL_ARRAY_BUFFER, g_vertexBufferId);
+        glBufferData(GL_ARRAY_BUFFER, g_vertexCount * sizeof(VertexType), vertices, GL_STATIC_DRAW);
+
+        // Enable the two vertex array attributes.
+        glEnableVertexAttribArray(0);  // Vertex position.
+        glEnableVertexAttribArray(1);  // Vertex color.
+
+        // Specify the location and format of the position portion of the vertex buffer.
+        glBindBuffer(GL_ARRAY_BUFFER, g_vertexBufferId);
+        glVertexAttribPointer(0, 3, GL_FLOAT, false, sizeof(VertexType), 0);
+
+        // Specify the location and format of the color portion of the vertex buffer.
+        glBindBuffer(GL_ARRAY_BUFFER, g_vertexBufferId);
+        glVertexAttribPointer(1, 3, GL_FLOAT, false, sizeof(VertexType), (char*)NULL + (3 * sizeof(float)));
+
+        // Generate an ID for the index buffer.
+        glGenBuffers(1, &g_indexBufferId);
+
+        // Bind the index buffer and load the index data into it.
+        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indexBufferId);
+        glBufferData(GL_ELEMENT_ARRAY_BUFFER, g_indexCount* sizeof(uint16_t), indices, GL_STATIC_DRAW);
+
+        return true;
+}
+
+void ShutdownBuffers()
+{
+        // Disable the two vertex array attributes.
+        glDisableVertexAttribArray(0);
+        glDisableVertexAttribArray(1);
+
+        // Release the vertex buffer.
+        glBindBuffer(GL_ARRAY_BUFFER, 0);
+        glDeleteBuffers(1, &g_vertexBufferId);
+
+        // Release the index buffer.
+        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+        glDeleteBuffers(1, &g_indexBufferId);
+
+        // Release the vertex array object.
+        glBindVertexArray(0);
+        glDeleteVertexArrays(1, &g_vertexArrayId);
+
+        return;
+}
+
+void RenderBuffers()
+{
+        // Bind the vertex array object that stored all the information about the vertex and index buffers.
+        glBindVertexArray(g_vertexArrayId);
+
+        // Render the vertex buffer using the index buffer.
+        glDrawElements(GL_TRIANGLES, g_indexCount, GL_UNSIGNED_SHORT, 0);
+
+        return;
+}
+
+void CalculateCameraPosition()
+{
+    VectorType up, position, lookAt;
+    float yaw, pitch, roll;
+    float rotationMatrix[9];
+
+
+    // Setup the vector that points upwards.
+    up.x = 0.0f;
+    up.y = 1.0f;
+    up.z = 0.0f;
+
+    // Setup the position of the camera in the world.
+    position.x = g_positionX;
+    position.y = g_positionY;
+    position.z = g_positionZ;
+
+    // Setup where the camera is looking by default.
+    lookAt.x = 0.0f;
+    lookAt.y = 0.0f;
+    lookAt.z = 1.0f;
+
+    // Set the yaw (Y axis), pitch (X axis), and roll (Z axis) rotations in radians.
+    pitch = g_rotationX * 0.0174532925f;
+    yaw   = g_rotationY * 0.0174532925f;
+    roll  = g_rotationZ * 0.0174532925f;
+
+    // Create the rotation matrix from the yaw, pitch, and roll values.
+    MatrixRotationYawPitchRoll(rotationMatrix, yaw, pitch, roll);
+
+    // Transform the lookAt and up vector by the rotation matrix so the view is correctly rotated at the origin.
+    TransformCoord(lookAt, rotationMatrix);
+    TransformCoord(up, rotationMatrix);
+
+    // Translate the rotated camera position to the location of the viewer.
+    lookAt.x = position.x + lookAt.x;
+    lookAt.y = position.y + lookAt.y;
+    lookAt.z = position.z + lookAt.z;
+
+    // Finally create the view matrix from the three updated vectors.
+    BuildViewMatrix(position, lookAt, up, g_viewMatrix);
+}
+
+void Draw()
+{
+       static float rotateAngle = 0.0f;
+
+    // Set the color to clear the screen to.
+    glClearColor(0.2f, 0.3f, 0.4f, 1.0f);
+    // Clear the screen and depth buffer.
+    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+       // Update world matrix to rotate the model
+       rotateAngle += PI / 120;
+       float rotationMatrixY[16];
+       float rotationMatrixZ[16];
+       MatrixRotationY(rotationMatrixY, rotateAngle);
+       MatrixRotationZ(rotationMatrixZ, rotateAngle);
+       MatrixMultiply(g_worldMatrix, rotationMatrixZ, rotationMatrixY);
+
+    // Generate the view matrix based on the camera's position.
+       CalculateCameraPosition();
+
+    // Set the color shader as the current shader program and set the matrices that it will use for rendering.
+       glUseProgram(g_shaderProgram);
+    SetShaderParameters(g_worldMatrix, g_viewMatrix, g_projectionMatrix);
+
+    // Render the model using the color shader.
+    RenderBuffers();
+
+    // Present the back buffer to the screen since rendering is complete.
+    SwapBuffers(g_deviceContext);
+}

 // the WindowProc function prototype
 LRESULT CALLBACK WindowProc(HWND hWnd,
@@ -25,32 +1049,75 @@ int WINAPI WinMain(HINSTANCE hInstance,

        // fill in the struct with the needed information
        wc.cbSize = sizeof(WNDCLASSEX);
-    wc.style = CS_HREDRAW | CS_VREDRAW;
+       wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;
+    wc.lpfnWndProc = DefWindowProc;
+    wc.hInstance = hInstance;
+    wc.hCursor = LoadCursor(NULL, IDC_ARROW);
+    wc.hbrBackground = (HBRUSH)COLOR_WINDOW;
+    wc.lpszClassName = _T("Temporary");
+
+    // register the window class
+    RegisterClassEx(&wc);
+
+    // create the temporary window for OpenGL extension setup.
+    hWnd = CreateWindowEx(WS_EX_APPWINDOW,
+                          _T("Temporary"),    // name of the window class
+                          _T("Temporary"),   // title of the window
+                          WS_OVERLAPPEDWINDOW,    // window style
+                          0,    // x-position of the window
+                          0,    // y-position of the window
+                          640,    // width of the window
+                          480,    // height of the window
+                          NULL,    // we have no parent window, NULL
+                          NULL,    // we aren't using menus, NULL
+                          hInstance,    // application handle
+                          NULL);    // used with multiple windows, NULL
+
+                                                                       // Don't show the window.
+       ShowWindow(hWnd, SW_HIDE);
+
+    InitializeExtensions(hWnd);
+
+       DestroyWindow(hWnd);
+       hWnd = NULL;
+
+       // clear out the window class for use
+       ZeroMemory(&wc, sizeof(WNDCLASSEX));
+
+       // fill in the struct with the needed information
+       wc.cbSize = sizeof(WNDCLASSEX);
+       wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;
        wc.lpfnWndProc = WindowProc;
        wc.hInstance = hInstance;
        wc.hCursor = LoadCursor(NULL, IDC_ARROW);
        wc.hbrBackground = (HBRUSH)COLOR_WINDOW;
-    wc.lpszClassName = _T("WindowClass1");
+       wc.lpszClassName = _T("Hello, Engine!");

        // register the window class
        RegisterClassEx(&wc);

        // create the window and use the result as the handle
-    hWnd = CreateWindowEx(0,
-                          _T("WindowClass1"),    // name of the window class
+       hWnd = CreateWindowEx(WS_EX_APPWINDOW,
+               _T("Hello, Engine!"),    // name of the window class
                _T("Hello, Engine!"),   // title of the window
                WS_OVERLAPPEDWINDOW,    // window style
                300,    // x-position of the window
                300,    // y-position of the window
-                          500,    // width of the window
-                          400,    // height of the window
+               960,    // width of the window
+               540,    // height of the window
                NULL,    // we have no parent window, NULL
                NULL,    // we aren't using menus, NULL
                hInstance,    // application handle
                NULL);    // used with multiple windows, NULL

+    InitializeOpenGL(hWnd, 960, 540, SCREEN_DEPTH, SCREEN_NEAR, true);
+
        // display the window on the screen
        ShowWindow(hWnd, nCmdShow);
+       SetForegroundWindow(hWnd);
+
+    InitializeShader(hWnd, VS_SHADER_SOURCE_FILE, PS_SHADER_SOURCE_FILE);
+    InitializeBuffers();

     // enter the main loop:

@@ -67,6 +1134,10 @@ int WINAPI WinMain(HINSTANCE hInstance,
         DispatchMessage(&msg);
     }

+    ShutdownBuffers();
+    ShutdownShader();
+    FinalizeOpenGL(hWnd);
+
     // return this part of the WM_QUIT message to Windows
     return msg.wParam;
 }
@@ -79,14 +1150,8 @@ LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lPara
     {
     case WM_PAINT:
         {
-               PAINTSTRUCT ps;
-               HDC hdc = BeginPaint(hWnd, &ps);
-               RECT rec = { 20, 20, 60, 80 };
-               HBRUSH brush = (HBRUSH) GetStockObject(BLACK_BRUSH);
-
-               FillRect(hdc, &rec, brush);
-
-               EndPaint(hWnd, &ps);
+          Draw();
+                 return 0;
         } break;
         // this message is read when the window is closed
     case WM_DESTROY:

另外新增一个数学头文件(math.h),用以实现一些基本的线性代数计算:

#include <math.h>

#ifndef PI
#define PI 3.14159265358979323846f
#endif

#ifndef TWO_PI
#define TWO_PI 3.14159265358979323846f * 2.0f
#endif

typedef struct VectorType
{
	union {
		struct { float x, y, z; };
		struct { float r, g, b; };
	};
} VectorType;

void MatrixRotationYawPitchRoll(float* matrix, float yaw, float pitch, float roll)
{
	float cYaw, cPitch, cRoll, sYaw, sPitch, sRoll;


	// Get the cosine and sin of the yaw, pitch, and roll.
	cYaw = cosf(yaw);
	cPitch = cosf(pitch);
	cRoll = cosf(roll);

	sYaw = sinf(yaw);
	sPitch = sinf(pitch);
	sRoll = sinf(roll);

	// Calculate the yaw, pitch, roll rotation matrix.
	matrix[0] = (cRoll * cYaw) + (sRoll * sPitch * sYaw);
	matrix[1] = (sRoll * cPitch);
	matrix[2] = (cRoll * -sYaw) + (sRoll * sPitch * cYaw);
	
	matrix[3] = (-sRoll * cYaw) + (cRoll * sPitch * sYaw);
	matrix[4] = (cRoll * cPitch);
	matrix[5] = (sRoll * sYaw) + (cRoll * sPitch * cYaw);
	
	matrix[6] = (cPitch * sYaw);
	matrix[7] = -sPitch;
	matrix[8] = (cPitch * cYaw);

	return;
}

void TransformCoord(VectorType& vector, float* matrix)
{
	float x, y, z;


	// Transform the vector by the 3x3 matrix.
	x = (vector.x * matrix[0]) + (vector.y * matrix[3]) + (vector.z * matrix[6]);
	y = (vector.x * matrix[1]) + (vector.y * matrix[4]) + (vector.z * matrix[7]);
	z = (vector.x * matrix[2]) + (vector.y * matrix[5]) + (vector.z * matrix[8]);

	// Store the result in the reference.
	vector.x = x;
	vector.y = y;
	vector.z = z;

	return;
}

void BuildViewMatrix(VectorType position, VectorType lookAt, VectorType up, float* result)
{
	VectorType zAxis, xAxis, yAxis;
	float length, result1, result2, result3;


	// zAxis = normal(lookAt - position)
	zAxis.x = lookAt.x - position.x;
	zAxis.y = lookAt.y - position.y;
	zAxis.z = lookAt.z - position.z;
	length = sqrt((zAxis.x * zAxis.x) + (zAxis.y * zAxis.y) + (zAxis.z * zAxis.z));
	zAxis.x = zAxis.x / length;
	zAxis.y = zAxis.y / length;
	zAxis.z = zAxis.z / length;

	// xAxis = normal(cross(up, zAxis))
	xAxis.x = (up.y * zAxis.z) - (up.z * zAxis.y);
	xAxis.y = (up.z * zAxis.x) - (up.x * zAxis.z);
	xAxis.z = (up.x * zAxis.y) - (up.y * zAxis.x);
	length = sqrt((xAxis.x * xAxis.x) + (xAxis.y * xAxis.y) + (xAxis.z * xAxis.z));
	xAxis.x = xAxis.x / length;
	xAxis.y = xAxis.y / length;
	xAxis.z = xAxis.z / length;

	// yAxis = cross(zAxis, xAxis)
	yAxis.x = (zAxis.y * xAxis.z) - (zAxis.z * xAxis.y);
	yAxis.y = (zAxis.z * xAxis.x) - (zAxis.x * xAxis.z);
	yAxis.z = (zAxis.x * xAxis.y) - (zAxis.y * xAxis.x);

	// -dot(xAxis, position)
	result1 = ((xAxis.x * position.x) + (xAxis.y * position.y) + (xAxis.z * position.z)) * -1.0f;

	// -dot(yaxis, eye)
	result2 = ((yAxis.x * position.x) + (yAxis.y * position.y) + (yAxis.z * position.z)) * -1.0f;

	// -dot(zaxis, eye)
	result3 = ((zAxis.x * position.x) + (zAxis.y * position.y) + (zAxis.z * position.z)) * -1.0f;

	// Set the computed values in the view matrix.
	result[0]  = xAxis.x;
	result[1]  = yAxis.x;
	result[2]  = zAxis.x;
	result[3]  = 0.0f;

	result[4]  = xAxis.y;
	result[5]  = yAxis.y;
	result[6]  = zAxis.y;
	result[7]  = 0.0f;

	result[8]  = xAxis.z;
	result[9]  = yAxis.z;
	result[10] = zAxis.z;
	result[11] = 0.0f;

	result[12] = result1;
	result[13] = result2;
	result[14] = result3;
	result[15] = 1.0f;
}

void BuildIdentityMatrix(float* matrix)
{
	matrix[0] = 1.0f;
	matrix[1] = 0.0f;
	matrix[2] = 0.0f;
	matrix[3] = 0.0f;

	matrix[4] = 0.0f;
	matrix[5] = 1.0f;
	matrix[6] = 0.0f;
	matrix[7] = 0.0f;

	matrix[8] = 0.0f;
	matrix[9] = 0.0f;
	matrix[10] = 1.0f;
	matrix[11] = 0.0f;

	matrix[12] = 0.0f;
	matrix[13] = 0.0f;
	matrix[14] = 0.0f;
	matrix[15] = 1.0f;

	return;
}


void BuildPerspectiveFovLHMatrix(float* matrix, float fieldOfView, float screenAspect, float screenNear, float screenDepth)
{
	matrix[0] = 1.0f / (screenAspect * tan(fieldOfView * 0.5f));
	matrix[1] = 0.0f;
	matrix[2] = 0.0f;
	matrix[3] = 0.0f;

	matrix[4] = 0.0f;
	matrix[5] = 1.0f / tan(fieldOfView * 0.5f);
	matrix[6] = 0.0f;
	matrix[7] = 0.0f;

	matrix[8] = 0.0f;
	matrix[9] = 0.0f;
	matrix[10] = screenDepth / (screenDepth - screenNear);
	matrix[11] = 1.0f;

	matrix[12] = 0.0f;
	matrix[13] = 0.0f;
	matrix[14] = (-screenNear * screenDepth) / (screenDepth - screenNear);
	matrix[15] = 0.0f;

	return;
}


void MatrixRotationY(float* matrix, float angle)
{
	matrix[0] = cosf(angle);
	matrix[1] = 0.0f;
	matrix[2] = -sinf(angle);
	matrix[3] = 0.0f;

	matrix[4] = 0.0f;
	matrix[5] = 1.0f;
	matrix[6] = 0.0f;
	matrix[7] = 0.0f;

	matrix[8] = sinf(angle);
	matrix[9] = 0.0f;
	matrix[10] = cosf(angle);
	matrix[11] = 0.0f;

	matrix[12] = 0.0f;
	matrix[13] = 0.0f;
	matrix[14] = 0.0f;
	matrix[15] = 1.0f;

	return;
}


void MatrixTranslation(float* matrix, float x, float y, float z)
{
	matrix[0] = 1.0f;
	matrix[1] = 0.0f;
	matrix[2] = 0.0f;
	matrix[3] = 0.0f;

	matrix[4] = 0.0f;
	matrix[5] = 1.0f;
	matrix[6] = 0.0f;
	matrix[7] = 0.0f;

	matrix[8] = 0.0f;
	matrix[9] = 0.0f;
	matrix[10] = 1.0f;
	matrix[11] = 0.0f;

	matrix[12] = x;
	matrix[13] = y;
	matrix[14] = z;
	matrix[15] = 1.0f;

	return;
}


void MatrixRotationZ(float* matrix, float angle)
{
	matrix[0] = cosf(angle);
	matrix[1] = -sinf(angle);
	matrix[2] = 0.0f;
	matrix[3] = 0.0f;

	matrix[4] = sinf(angle);
	matrix[5] = cosf(angle);
	matrix[6] = 0.0f;
	matrix[7] = 0.0f;

	matrix[8] = 0.0f;
	matrix[9] = 0.0f;
	matrix[10] = 1.0f;
	matrix[11] = 0.0f;

	matrix[12] = 0.0f;
	matrix[13] = 0.0f;
	matrix[14] = 0.0f;
	matrix[15] = 1.0f;

	return;
}


void MatrixMultiply(float* result, float* matrix1, float* matrix2)
{
	result[0] = (matrix1[0] * matrix2[0]) + (matrix1[1] * matrix2[4]) + (matrix1[2] * matrix2[8]) + (matrix1[3] * matrix2[12]);
	result[1] = (matrix1[0] * matrix2[1]) + (matrix1[1] * matrix2[5]) + (matrix1[2] * matrix2[9]) + (matrix1[3] * matrix2[13]);
	result[2] = (matrix1[0] * matrix2[2]) + (matrix1[1] * matrix2[6]) + (matrix1[2] * matrix2[10]) + (matrix1[3] * matrix2[14]);
	result[3] = (matrix1[0] * matrix2[3]) + (matrix1[1] * matrix2[7]) + (matrix1[2] * matrix2[11]) + (matrix1[3] * matrix2[15]);

	result[4] = (matrix1[4] * matrix2[0]) + (matrix1[5] * matrix2[4]) + (matrix1[6] * matrix2[8]) + (matrix1[7] * matrix2[12]);
	result[5] = (matrix1[4] * matrix2[1]) + (matrix1[5] * matrix2[5]) + (matrix1[6] * matrix2[9]) + (matrix1[7] * matrix2[13]);
	result[6] = (matrix1[4] * matrix2[2]) + (matrix1[5] * matrix2[6]) + (matrix1[6] * matrix2[10]) + (matrix1[7] * matrix2[14]);
	result[7] = (matrix1[4] * matrix2[3]) + (matrix1[5] * matrix2[7]) + (matrix1[6] * matrix2[11]) + (matrix1[7] * matrix2[15]);

	result[8] = (matrix1[8] * matrix2[0]) + (matrix1[9] * matrix2[4]) + (matrix1[10] * matrix2[8]) + (matrix1[11] * matrix2[12]);
	result[9] = (matrix1[8] * matrix2[1]) + (matrix1[9] * matrix2[5]) + (matrix1[10] * matrix2[9]) + (matrix1[11] * matrix2[13]);
	result[10] = (matrix1[8] * matrix2[2]) + (matrix1[9] * matrix2[6]) + (matrix1[10] * matrix2[10]) + (matrix1[11] * matrix2[14]);
	result[11] = (matrix1[8] * matrix2[3]) + (matrix1[9] * matrix2[7]) + (matrix1[10] * matrix2[11]) + (matrix1[11] * matrix2[15]);

	result[12] = (matrix1[12] * matrix2[0]) + (matrix1[13] * matrix2[4]) + (matrix1[14] * matrix2[8]) + (matrix1[15] * matrix2[12]);
	result[13] = (matrix1[12] * matrix2[1]) + (matrix1[13] * matrix2[5]) + (matrix1[14] * matrix2[9]) + (matrix1[15] * matrix2[13]);
	result[14] = (matrix1[12] * matrix2[2]) + (matrix1[13] * matrix2[6]) + (matrix1[14] * matrix2[10]) + (matrix1[15] * matrix2[14]);
	result[15] = (matrix1[12] * matrix2[3]) + (matrix1[13] * matrix2[7]) + (matrix1[14] * matrix2[11]) + (matrix1[15] * matrix2[15]);

	return;
}

编译方法(使用Visual Studio编译工具包):

D:wenliSourceReposGameEngineFromScratchPlatformWindows>cl /EHsc /Z7 opengl32.lib user32.lib gdi32.lib helloengine_opengl.cpp

编译方法(使用Clang-cl):

D:wenliSourceReposGameEngineFromScratchPlatformWindows>clang-cl /EHsc -o helloengine_opengl helloengine_opengl.cpp user32.lib gdi32.lib opengl32.lib

编译方法(使用Clang):

D:wenliSourceReposGameEngineFromScratchPlatformWindows>clang -o helloengine_opengl helloengine_opengl.cpp -luser32 -lgdi32 -lopengl32
helloengine_opengl-99755a.o : warning LNK4217: 本地定义的符号 ___std_terminate 在函数 "int `public: virtual __thiscall std::basic_filebuf<char,struct std::char_traits<char> >::~basic_filebuf<char,struct std::char_traits<char> >(void)'::`1'::dtor$8" (?dtor$8@?0???1?$basic_filebuf@DU?$char_traits@D@std@@@std@@UAE@XZ@4HA) 中导入
helloengine_opengl-99755a.o : warning LNK4217: 本地定义的符号 __CxxThrowException@8 在函数 "class std::codecvt<char,char,struct _Mbstatet> const & __cdecl std::use_facet<class std::codecvt<char,char,struct _Mbstatet> >(class std::locale const &)" (??$use_facet@V?$codecvt@DDU_Mbstatet@@@std@@@std@@YAABV?$codecvt@DDU_Mbstatet@@@0@ABVlocale@0@@Z) 中导入

会出两个warning,这是因为我们目前这个代码是Windows平台专用的,在C++的异常模式方面,有一些Clang的小小兼容问题(用Clang-cl /EHsc可以解决这个问题),但是可以无视。

Shader程序(需要放在和源代码一个目录):

color.vs

////////////////////////////////////////////////////////////////////////////////
// Filename: color.vs
////////////////////////////////////////////////////////////////////////////////

#version 400

/////////////////////
// INPUT VARIABLES //
/////////////////////
in vec3 inputPosition;
in vec3 inputColor;

//////////////////////
// OUTPUT VARIABLES //
//////////////////////
out vec3 color;

///////////////////////
// UNIFORM VARIABLES //
///////////////////////
uniform mat4 worldMatrix;
uniform mat4 viewMatrix;
uniform mat4 projectionMatrix;

////////////////////////////////////////////////////////////////////////////////
// Vertex Shader
////////////////////////////////////////////////////////////////////////////////
void main(void)
{
	// Calculate the position of the vertex against the world, view, and projection matrices.
	gl_Position = worldMatrix * vec4(inputPosition, 1.0f);
	gl_Position = viewMatrix * gl_Position;
	gl_Position = projectionMatrix * gl_Position;

	// Store the input color for the pixel shader to use.
	color = inputColor;
}

color.ps

////////////////////////////////////////////////////////////////////////////////
// Filename: color.ps
////////////////////////////////////////////////////////////////////////////////
#version 400


/////////////////////
// INPUT VARIABLES //
/////////////////////
in vec3 color;


//////////////////////
// OUTPUT VARIABLES //
//////////////////////
out vec4 outputColor;


////////////////////////////////////////////////////////////////////////////////
// Pixel Shader
////////////////////////////////////////////////////////////////////////////////
void main(void)
{
	outputColor = vec4(color, 1.0f);
}

最后的运行效果如下图:

截图工具的关系,动画的颜色比较少,出现明显的色阶:

篇幅关系,代码的说明在后面的文章进行。

发表评论

Fill in your details below or click an icon to log in:

WordPress.com 徽标

您正在使用您的 WordPress.com 账号评论。 注销 /  更改 )

Facebook photo

您正在使用您的 Facebook 账号评论。 注销 /  更改 )

Connecting to %s

%d 博主赞过: