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18 Commits
02-model-l
...
main
Author | SHA1 | Date | |
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71f6d03635 | |||
e9a9b8a2cf | |||
ce561fc44d | |||
acefc1d254 | |||
f65410b7ad | |||
0e43f07d80 | |||
e8f4f4ae12 | |||
3aed2a9614 | |||
21b8cc56f3 | |||
e6d5aac3d4 | |||
e29b519977 | |||
13bedc164c | |||
68cc990650 | |||
9de54d016d | |||
8447717875 | |||
ebcfe3eca9 | |||
19e722459d | |||
0a4fb8e76f |
4
compile
4
compile
@ -1,9 +1,9 @@
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#!/bin/bash
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CC=clang
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CFLAGS="-O3 -c -Wall -Isrc/glad/include"
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CFLAGS="-g -c -Wall -Isrc/glad/include"
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CXX=clang++
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CXXFLAGS="-O3 -Wall -std=c++20 $(pkg-config --cflags sdl2) -Isrc/glad/include -Isrc/glm -Isrc/assimp/include -Isrc/assimp/build/include"
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CXXFLAGS="-g -Wall -std=c++20 $(pkg-config --cflags sdl2) -Isrc/glad/include -Isrc/glm -Isrc/assimp/include -Isrc/assimp/build/include"
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LIBS="$(pkg-config --libs sdl2) -ldl -lz -lminizip -Lsrc/assimp/build/lib/ -lassimp"
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GLAD_SRC="src/glad/src/glad.c"
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GLAD_OBJ="glad.o"
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|
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images/skybox/back.jpg
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images/skybox/back.jpg
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images/skybox/bottom.jpg
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images/skybox/bottom.jpg
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images/skybox/front.jpg
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images/skybox/front.jpg
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images/skybox/left.jpg
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images/skybox/left.jpg
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images/skybox/right.jpg
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images/skybox/right.jpg
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images/skybox/top.jpg
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images/skybox/top.jpg
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Load Diff
@ -35,33 +35,40 @@ struct SpotLight {
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float outer_cutoff;
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};
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in vec3 vert_normal;
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in vec3 frag_position;
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in vec2 uv_coords;
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out vec4 color;
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in VS_OUT {
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vec3 vert_normal;
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vec3 frag_position;
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vec2 uv_coords;
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} fs_in;
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uniform Material material;
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uniform DirLight directional_light;
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uniform PointLight point_lights[POINT_LIGHT_COUNT];
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uniform SpotLight spot_light;
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uniform vec3 camera_position;
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layout (std140) uniform Common {
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mat4 projection;
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mat4 view;
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vec3 camera_position;
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};
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vec3 calc_dir_light(DirLight light, vec3 normal, vec3 view_direction);
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vec3 calc_point_light(PointLight light, vec3 normal, vec3 frag_position, vec3 view_direction);
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vec3 calc_spot_light(SpotLight light, vec3 normal, vec3 frag_position, vec3 view_direction);
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out vec4 color;
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void main() {
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vec3 normal = normalize(vert_normal);
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vec3 view_direction = normalize(camera_position - frag_position);
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vec3 normal = normalize(fs_in.vert_normal);
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vec3 view_direction = normalize(fs_in.frag_position - camera_position);
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vec3 result = calc_dir_light(directional_light, normal, view_direction);
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for (int i = 0; i < POINT_LIGHT_COUNT; ++i) {
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result += calc_point_light(point_lights[i], normal, frag_position, view_direction);
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result += calc_point_light(point_lights[i], normal, fs_in.frag_position, view_direction);
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}
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result += calc_spot_light(spot_light, normal, frag_position, view_direction);
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result += calc_spot_light(spot_light, normal, fs_in.frag_position, view_direction);
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color = vec4(result, 1.0);
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};
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@ -70,11 +77,11 @@ vec3 calc_dir_light(DirLight light, vec3 normal, vec3 view_direction) {
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vec3 light_direction = normalize(-light.direction);
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vec3 reflect_direction = reflect(-light_direction, normal);
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float diff = max(dot(normal, light_direction), 0.0);
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vec3 diff_tex = vec3(texture(material.diffuse1, uv_coords));
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vec3 diff_tex = vec3(texture(material.diffuse1, fs_in.uv_coords));
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float spec = pow(max(dot(reflect_direction, view_direction), 0.0), material.shininess);
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vec3 ambient = light.ambient * diff_tex;
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vec3 diffuse = light.diffuse * (diff * diff_tex);
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vec3 specular = light.specular * (spec * vec3(texture(material.specular1, uv_coords)));
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vec3 specular = light.specular * (spec * vec3(texture(material.specular1, fs_in.uv_coords)));
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return ambient + diffuse + specular;
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}
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@ -85,11 +92,11 @@ vec3 calc_point_light(PointLight light, vec3 normal, vec3 frag_position, vec3 vi
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float distance = length(light.position - frag_position);
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float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
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float diff = max(dot(normal, light_direction), 0.0);
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vec3 diff_tex = vec3(texture(material.diffuse1, uv_coords));
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vec3 diff_tex = vec3(texture(material.diffuse1, fs_in.uv_coords));
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float spec = pow(max(dot(reflect_direction, view_direction), 0.0), material.shininess);
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vec3 ambient = light.ambient * diff_tex * attenuation;
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vec3 diffuse = light.diffuse * (diff * diff_tex) * attenuation;
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vec3 specular = light.specular * (spec * vec3(texture(material.specular1, uv_coords))) * attenuation;
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vec3 specular = light.specular * (spec * vec3(texture(material.specular1, fs_in.uv_coords))) * attenuation;
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return ambient + diffuse + specular;
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}
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@ -102,10 +109,10 @@ vec3 calc_spot_light(SpotLight light, vec3 normal, vec3 frag_position, vec3 view
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float intensity = clamp((theta - light.outer_cutoff) / epsilon, 0.0, 1.0);
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float diff = max(dot(normal, light_direction), 0.0);
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float spec = pow(max(dot(reflect_direction, view_direction), 0.0), material.shininess);
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vec3 diff_tex = vec3(texture(material.diffuse1, uv_coords));
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vec3 diff_tex = vec3(texture(material.diffuse1, fs_in.uv_coords));
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vec3 ambient = light.ambient * diff_tex;
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vec3 diffuse = light.diffuse * (diff * diff_tex) * intensity;
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vec3 specular = light.specular * (spec * vec3(texture(material.specular1, uv_coords))) * intensity;
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vec3 specular = light.specular * (spec * vec3(texture(material.specular1, fs_in.uv_coords))) * intensity;
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return ambient + diffuse + specular;
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}
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18
shaders/light_vert.glsl
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18
shaders/light_vert.glsl
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@ -0,0 +1,18 @@
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#version 330 core
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#define POINT_LIGHT_COUNT 4
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layout(location=0) in vec3 position;
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layout(location=1) in vec3 normal;
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layout(location=2) in vec2 uv;
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layout(location=3) in mat4 model;
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layout (std140) uniform Common {
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mat4 projection;
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mat4 view;
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vec3 camera_position;
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};
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void main() {
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gl_Position = projection * view * model * vec4(position, 1.0);
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};
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7
shaders/normal_frag.glsl
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7
shaders/normal_frag.glsl
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@ -0,0 +1,7 @@
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#version 330 core
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out vec4 color;
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void main() {
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color = vec4(1.0, 1.0, 0.0, 1.0);
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}
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34
shaders/normal_geo.glsl
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34
shaders/normal_geo.glsl
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@ -0,0 +1,34 @@
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#version 330 core
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#define MAGNITUDE 0.1
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layout (triangles) in;
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layout (line_strip, max_vertices = 6) out;
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uniform float time;
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in VS_OUT {
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vec3 vert_normal;
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} gs_in[];
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layout (std140) uniform Common {
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mat4 projection;
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mat4 view;
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vec3 camera_position;
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};
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void generate_line(int index) {
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gl_Position = projection * gl_in[index].gl_Position;
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EmitVertex();
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gl_Position = projection * (gl_in[index].gl_Position + vec4(gs_in[index].vert_normal, 1.0) * MAGNITUDE);
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EmitVertex();
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EndPrimitive();
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}
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void main() {
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for (int i = 0; i < 3; ++i) {
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generate_line(i);
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}
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}
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25
shaders/normal_vert.glsl
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25
shaders/normal_vert.glsl
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@ -0,0 +1,25 @@
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#version 330 core
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layout(location=0) in vec3 position;
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layout(location=1) in vec3 normal;
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layout(location=2) in vec2 uv;
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uniform mat3 normal_mat;
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uniform mat4 model;
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layout (std140) uniform Common {
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mat4 projection;
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mat4 view;
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vec3 camera_position;
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};
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// interface block
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out VS_OUT {
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vec3 vert_normal;
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} vs_out;
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void main() {
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vs_out.vert_normal = normal_mat * normal;
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gl_Position = view * model * vec4(position, 1.0);
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};
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17
shaders/pp_frag.glsl
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17
shaders/pp_frag.glsl
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@ -0,0 +1,17 @@
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#version 330 core
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struct Material {
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sampler2D diffuse1;
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sampler2D specular1;
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float shininess;
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};
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in vec2 uv_coords;
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uniform Material material;
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out vec4 color;
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void main() {
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color = vec4(vec3(texture(material.diffuse1, uv_coords)), 1.0);
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}
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12
shaders/pp_vert.glsl
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12
shaders/pp_vert.glsl
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@ -0,0 +1,12 @@
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#version 330 core
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layout(location=0) in vec3 position;
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layout(location=1) in vec3 normal;
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layout(location=2) in vec2 uv;
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out vec2 uv_coords;
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void main() {
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gl_Position = vec4(position.x, position.y, 0.0, 1.0);
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uv_coords = uv;
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}
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24
shaders/reflective_frag.glsl
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24
shaders/reflective_frag.glsl
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@ -0,0 +1,24 @@
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#version 330 core
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in VS_OUT {
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vec3 vert_normal;
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vec3 frag_position;
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vec2 uv_coords;
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} fs_in;
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uniform samplerCube cubemap;
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layout (std140) uniform Common {
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mat4 projection;
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mat4 view;
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vec3 camera_position;
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};
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out vec4 color;
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void main() {
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vec3 view_direction = normalize(fs_in.frag_position - camera_position);
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vec3 reflect_direction = reflect(view_direction, normalize(fs_in.vert_normal));
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color = vec4(texture(cubemap, reflect_direction).rgb, 1.0);
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}
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27
shaders/refractive_frag.glsl
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27
shaders/refractive_frag.glsl
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@ -0,0 +1,27 @@
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#version 330 core
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#define AIR_IOR 1.0
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#define GLASS_IOR 1.52
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in VS_OUT {
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vec3 vert_normal;
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vec3 frag_position;
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vec2 uv_coords;
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} fs_in;
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uniform samplerCube cubemap;
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layout (std140) uniform Common {
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mat4 projection;
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mat4 view;
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vec3 camera_position;
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};
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out vec4 color;
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void main() {
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vec3 view_direction = normalize(fs_in.frag_position - camera_position);
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vec3 refract_direction = refract(view_direction, normalize(fs_in.vert_normal), AIR_IOR / GLASS_IOR);
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color = vec4(texture(cubemap, refract_direction).rgb, 1.0);
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}
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11
shaders/sb_frag.glsl
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11
shaders/sb_frag.glsl
Normal file
@ -0,0 +1,11 @@
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#version 330 core
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in vec3 uv_coords;
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uniform samplerCube cubemap;
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out vec4 color;
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void main() {
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color = texture(cubemap, uv_coords);
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}
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21
shaders/sb_vert.glsl
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21
shaders/sb_vert.glsl
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@ -0,0 +1,21 @@
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#version 330 core
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layout(location=0) in vec3 position;
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layout(location=1) in vec3 normal;
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layout(location=2) in vec2 uv;
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uniform mat4 sb_view;
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layout (std140) uniform Common {
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mat4 projection;
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mat4 view;
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vec3 camera_position;
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};
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out vec3 uv_coords;
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void main() {
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vec4 pos = projection * sb_view * vec4(position, 1.0);
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gl_Position = pos.xyww;
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uv_coords = position;
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}
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@ -4,18 +4,26 @@ layout(location=0) in vec3 position;
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layout(location=1) in vec3 normal;
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layout(location=2) in vec2 uv;
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out vec3 vert_normal;
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out vec3 frag_position;
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out vec2 uv_coords;
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uniform mat3 normal_mat;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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layout (std140) uniform Common {
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mat4 projection;
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mat4 view;
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vec3 camera_position;
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};
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// interface block
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out VS_OUT {
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vec3 vert_normal;
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vec3 frag_position;
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vec2 uv_coords;
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} vs_out;
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void main() {
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vert_normal = normal_mat * normal;
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frag_position = vec3(model * vec4(position, 1.0));
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uv_coords = uv;
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vs_out.frag_position = vec3(model * vec4(position, 1.0));
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vs_out.vert_normal = normal_mat * normal;
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vs_out.uv_coords = uv;
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gl_Position = projection * view * model * vec4(position, 1.0);
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};
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@ -1 +1 @@
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Subproject commit c35200e38ea8f058812b83de2ef32c6093b0ece2
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Subproject commit 258cdfd2bc29a920bbe749962abbcd58caa76422
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440
src/main.cc
440
src/main.cc
@ -48,17 +48,27 @@
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#define max(a, b) (a > b ? a : b)
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#define clamp(v, a, b) (min(max(v, a), b))
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#define WIREFRAME 0
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#define NORMALS 0
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#define MSAA 1
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#define POINT_LIGHTS 1
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#if MSAA
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#define MSAA_SAMPLE_COUNT 4
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#endif
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enum exit_codes : int {
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EXIT_CODE_SUCCESS,
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EXIT_CODE_SDL_INIT_FAILED,
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EXIT_CODE_WINDOW_CREATION_FAILED,
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EXIT_CODE_OPENGL_CONTEXT_FAILED,
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EXIT_CODE_GLAD_LOADER_FAILED,
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EXIT_CODE_INCOMPLETE_FRAME_BUFFER,
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};
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class Shader {
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public:
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Shader(const std::string &vert_file, const std::string &frag_file);
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Shader(const std::string &vert_file, const std::string &frag_file, const std::string &geo_file = "");
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~Shader();
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void activate();
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void set_int(const char *name, int value);
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@ -67,9 +77,10 @@ class Shader {
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void set_vec4(const char *name, glm::vec4 vector);
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void set_mat3(const char *name, glm::mat3 matrix);
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void set_mat4(const char *name, glm::mat4 matrix);
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void set_uniform_block_binding_point(const char *block_name, GLuint binding_point);
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GLuint program;
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private:
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void link_program(GLuint vert, GLuint frag);
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void link_program(GLuint vert, GLuint frag, GLuint geo);
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GLuint load_and_compile_shader(const std::string &filepath, GLenum shader_type);
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std::string load_shader_from_file(const std::string &filepath);
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static const char *get_shader_type_string(GLenum shader_type);
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@ -110,10 +121,14 @@ class Mesh {
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std::vector<Texture2D> textures;
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Mesh(std::vector<Vertex> vertices, std::vector<GLuint> indices, std::vector<Texture2D> textures);
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void activate();
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void deactivate();
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void draw(Shader &Shader);
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void draw_instanced(Shader &Shader, unsigned int count = 1);
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private:
|
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GLuint vao, vbo, ebo;
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void setup_mesh();
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void set_mesh_textures_for_drawing(Shader &shader);
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};
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||||
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class Model {
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@ -135,6 +150,22 @@ class Model {
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||||
std::vector<Texture2D> load_material_textures(aiMaterial *mat, aiTextureType type);
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};
|
||||
|
||||
struct FrameBuffer {
|
||||
GLuint fbo;
|
||||
GLuint color;
|
||||
GLuint depth_stencil;
|
||||
GLuint width;
|
||||
GLuint height;
|
||||
};
|
||||
|
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FrameBuffer create_normal_frame_buffer(unsigned int width, unsigned int height);
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#if MSAA
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||||
FrameBuffer create_multisample_frame_buffer(unsigned int width, unsigned int height);
|
||||
void blit_multisample_frame_buffer(const FrameBuffer &multisample_buffer, const FrameBuffer &normal_buffer);
|
||||
#endif
|
||||
void delete_frame_buffer(FrameBuffer &buffer);
|
||||
GLuint load_cubemap(std::vector<std::string> textures);
|
||||
|
||||
int main() {
|
||||
if (SDL_Init(SDL_INIT_EVERYTHING) != 0) {
|
||||
return EXIT_CODE_SDL_INIT_FAILED;
|
||||
@ -146,6 +177,11 @@ int main() {
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
|
||||
|
||||
#if MSAA
|
||||
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
|
||||
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, MSAA_SAMPLE_COUNT);
|
||||
#endif
|
||||
|
||||
SDL_Window *window = SDL_CreateWindow("Window", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
|
||||
WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
|
||||
if (!window) {
|
||||
@ -161,12 +197,21 @@ int main() {
|
||||
return EXIT_CODE_GLAD_LOADER_FAILED;
|
||||
}
|
||||
|
||||
#if MSAA
|
||||
glEnable(GL_MULTISAMPLE);
|
||||
#endif
|
||||
|
||||
SDL_SetRelativeMouseMode(SDL_TRUE);
|
||||
SDL_WarpMouseInWindow(window, WINDOW_HALF_WIDTH, WINDOW_HALF_HEIGHT);
|
||||
|
||||
glViewport(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT);
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
#if MSAA
|
||||
FrameBuffer multisample_buffer = create_multisample_frame_buffer(WINDOW_WIDTH, WINDOW_HEIGHT);
|
||||
FrameBuffer offscreen_buffer = create_normal_frame_buffer(WINDOW_WIDTH, WINDOW_HEIGHT);
|
||||
#else
|
||||
FrameBuffer offscreen_buffer = create_normal_frame_buffer(WINDOW_WIDTH, WINDOW_HEIGHT);
|
||||
#endif
|
||||
|
||||
std::vector<Vertex> vertices = {
|
||||
// positions // normals // texture coords
|
||||
@ -211,21 +256,74 @@ int main() {
|
||||
13, 15, 16
|
||||
};
|
||||
|
||||
Model backpack = {"models/suzanne/suzanne.obj"};
|
||||
Model suzanne = {"models/suzanne/suzanne.obj"};
|
||||
Mesh light = {vertices, indices, {}};
|
||||
|
||||
std::vector<Vertex> skybox_vertices = {
|
||||
Vertex{glm::vec3(-1.0f, 1.0f, -1.0f), glm::vec3(1.0f, 1.0f, 1.0f), glm::vec2(1.0f, 1.0f)},
|
||||
Vertex{glm::vec3(-1.0f, -1.0f, -1.0f), glm::vec3(1.0f, 1.0f, 1.0f), glm::vec2(1.0f, 1.0f)},
|
||||
Vertex{glm::vec3( 1.0f, -1.0f, -1.0f), glm::vec3(1.0f, 1.0f, 1.0f), glm::vec2(1.0f, 1.0f)},
|
||||
Vertex{glm::vec3( 1.0f, 1.0f, -1.0f), glm::vec3(1.0f, 1.0f, 1.0f), glm::vec2(1.0f, 1.0f)},
|
||||
Vertex{glm::vec3(-1.0f, -1.0f, 1.0f), glm::vec3(1.0f, 1.0f, 1.0f), glm::vec2(1.0f, 1.0f)},
|
||||
Vertex{glm::vec3(-1.0f, 1.0f, 1.0f), glm::vec3(1.0f, 1.0f, 1.0f), glm::vec2(1.0f, 1.0f)},
|
||||
Vertex{glm::vec3( 1.0f, -1.0f, 1.0f), glm::vec3(1.0f, 1.0f, 1.0f), glm::vec2(1.0f, 1.0f)},
|
||||
Vertex{glm::vec3( 1.0f, 1.0f, 1.0f), glm::vec3(1.0f, 1.0f, 1.0f), glm::vec2(1.0f, 1.0f)},
|
||||
};
|
||||
|
||||
std::vector<GLuint> skybox_indices = {
|
||||
0, 1, 2,
|
||||
2, 3, 0,
|
||||
4, 1, 0,
|
||||
0, 5, 4,
|
||||
2, 6, 7,
|
||||
7, 3, 2,
|
||||
4, 5, 7,
|
||||
7, 6, 4,
|
||||
0, 3, 7,
|
||||
7, 5, 0,
|
||||
1, 4, 2,
|
||||
2, 4, 6,
|
||||
};
|
||||
|
||||
Mesh skybox = {skybox_vertices, skybox_indices, {}};
|
||||
|
||||
std::vector<Vertex> screen_vertices = {
|
||||
Vertex{glm::vec3(-1.0f, -1.0f, 0.0f), glm::vec3(1.0f, 1.0f, 1.0f), glm::vec2(0.0f, 0.0f)},
|
||||
Vertex{glm::vec3( 1.0f, -1.0f, 0.0f), glm::vec3(1.0f, 1.0f, 1.0f), glm::vec2(1.0f, 0.0f)},
|
||||
Vertex{glm::vec3(-1.0f, 1.0f, 0.0f), glm::vec3(1.0f, 1.0f, 1.0f), glm::vec2(0.0f, 1.0f)},
|
||||
Vertex{glm::vec3( 1.0f, 1.0f, 0.0f), glm::vec3(1.0f, 1.0f, 1.0f), glm::vec2(1.0f, 1.0f)},
|
||||
};
|
||||
|
||||
std::vector<GLuint> screen_indices = {
|
||||
0, 1, 2,
|
||||
2, 1, 3,
|
||||
};
|
||||
|
||||
Mesh screen = {screen_vertices, screen_indices, {}};
|
||||
|
||||
Shader main_shader {"shaders/vert.glsl", "shaders/frag.glsl"};
|
||||
Shader light_shader {"shaders/vert.glsl", "shaders/light_frag.glsl"};
|
||||
Shader skybox_shader {"shaders/sb_vert.glsl", "shaders/sb_frag.glsl"};
|
||||
Shader reflective_shader {"shaders/vert.glsl", "shaders/reflective_frag.glsl"};
|
||||
Shader refractive_shader {"shaders/vert.glsl", "shaders/refractive_frag.glsl"};
|
||||
Shader post_processing {"shaders/pp_vert.glsl", "shaders/pp_frag.glsl"};
|
||||
#if NORMALS
|
||||
Shader normal_vis_shader {"shaders/normal_vert.glsl", "shaders/normal_frag.glsl", "shaders/normal_geo.glsl"};
|
||||
#endif
|
||||
|
||||
#if POINT_LIGHTS
|
||||
Shader light_shader {"shaders/light_vert.glsl", "shaders/light_frag.glsl"};
|
||||
std::vector<glm::mat4> light_shader_model_mats;
|
||||
#endif
|
||||
|
||||
const float camera_speed = 25.0f;
|
||||
glm::vec3 camera_position = glm::vec3(-2.0f, 0.0f, 6.0f);
|
||||
glm::vec3 camera_position = glm::vec3(-2.5f, 0.0f, 8.0f);
|
||||
glm::vec3 camera_forward = glm::vec3(0.0f);
|
||||
glm::vec3 world_up = glm::vec3(0.0f, 1.0f, 0.0f);
|
||||
glm::vec3 light_ambient = glm::vec3(0.2f, 0.2f, 0.2f);
|
||||
glm::vec3 light_diffuse = glm::vec3(0.75f, 0.75f, 0.75f);
|
||||
glm::vec3 light_specular = glm::vec3(1.0f, 1.0f, 1.0f);
|
||||
|
||||
float yaw = -70.0f;
|
||||
float yaw = -75.0f;
|
||||
float pitch = 0.0f;
|
||||
|
||||
glm::mat4 model = glm::mat4(1.0f);
|
||||
@ -233,11 +331,6 @@ int main() {
|
||||
glm::mat4 projection = glm::perspective(glm::radians(45.0f), (float)WINDOW_WIDTH / (float)WINDOW_HEIGHT, 0.1f, 100.0f);
|
||||
glm::mat3 normal_mat = glm::mat3(1.0f);
|
||||
|
||||
main_shader.set_mat4 ("projection", projection);
|
||||
main_shader.set_float("material.shininess", 32.0f);
|
||||
|
||||
light_shader.set_mat4("projection", projection);
|
||||
|
||||
std::vector<glm::vec3> point_light_positions = {
|
||||
glm::vec3( 0.7f, 0.2f, 2.0f),
|
||||
glm::vec3( 2.3f, -3.3f, -4.0f),
|
||||
@ -245,6 +338,9 @@ int main() {
|
||||
glm::vec3( 1.0f, 0.0f, -18.0f)
|
||||
};
|
||||
|
||||
// Setup material
|
||||
main_shader.set_float("material.shininess", 32.0f);
|
||||
|
||||
// Setup lights
|
||||
main_shader.set_vec3("directional_light.direction", glm::vec3(-0.2f, -1.0f, -0.3f));
|
||||
main_shader.set_vec3("directional_light.ambient", light_ambient);
|
||||
@ -290,8 +386,76 @@ int main() {
|
||||
memset(constant, 0, sizeof(constant));
|
||||
memset(linear, 0, sizeof(linear));
|
||||
memset(quadratic, 0, sizeof(quadratic));
|
||||
|
||||
#if POINT_LIGHTS
|
||||
glm::mat4 light_shader_model_mat = glm::translate(glm::mat4(1.0f), point_light_positions[i]);
|
||||
light_shader_model_mat = glm::scale(light_shader_model_mat, glm::vec3(0.2f));
|
||||
light_shader_model_mats.push_back(light_shader_model_mat);
|
||||
#endif
|
||||
}
|
||||
|
||||
#if POINT_LIGHTS
|
||||
std::size_t vec4_size = sizeof(glm::vec4);
|
||||
|
||||
light.activate();
|
||||
|
||||
GLuint instanceVBO;
|
||||
glGenBuffers(1, &instanceVBO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, instanceVBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(glm::mat4) * light_shader_model_mats.size(), glm::value_ptr(light_shader_model_mats[0]), GL_STATIC_DRAW);
|
||||
|
||||
// Set up attribute pointers for each column of the matrix
|
||||
for (unsigned int i = 3; i < 7; ++i) {
|
||||
glVertexAttribPointer(i, 4, GL_FLOAT, GL_FALSE, 4 * vec4_size, (void *)((i - 3) * vec4_size));
|
||||
glEnableVertexAttribArray(i);
|
||||
glVertexAttribDivisor(i, 1);
|
||||
}
|
||||
|
||||
light.deactivate();
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
#endif
|
||||
|
||||
// Load cube map
|
||||
std::vector<std::string> cube_map_textures = {
|
||||
"images/skybox/right.jpg",
|
||||
"images/skybox/left.jpg",
|
||||
"images/skybox/top.jpg",
|
||||
"images/skybox/bottom.jpg",
|
||||
"images/skybox/front.jpg",
|
||||
"images/skybox/back.jpg",
|
||||
};
|
||||
|
||||
GLuint cubemap = load_cubemap(cube_map_textures);
|
||||
|
||||
// Generate and bind uniform buffer
|
||||
GLuint ubo;
|
||||
GLuint ubo_binding_point = 0;
|
||||
glGenBuffers(1, &ubo);
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, ubo);
|
||||
glBufferData(GL_UNIFORM_BUFFER, 144, NULL, GL_STATIC_DRAW);
|
||||
// Bind the uniform buffer object to a binding point
|
||||
// Can also be done using glBindBufferRange instead of glBindBufferBase
|
||||
glBindBufferBase(GL_UNIFORM_BUFFER, ubo_binding_point, ubo);
|
||||
|
||||
// Set the shaders binding points
|
||||
main_shader.set_uniform_block_binding_point ("Common", ubo_binding_point);
|
||||
skybox_shader.set_uniform_block_binding_point ("Common", ubo_binding_point);
|
||||
reflective_shader.set_uniform_block_binding_point("Common", ubo_binding_point);
|
||||
refractive_shader.set_uniform_block_binding_point("Common", ubo_binding_point);
|
||||
|
||||
#if NORMALS
|
||||
normal_vis_shader.set_uniform_block_binding_point("Common", ubo_binding_point);
|
||||
#endif
|
||||
|
||||
#if POINT_LIGHTS
|
||||
light_shader.set_uniform_block_binding_point ("Common", ubo_binding_point);
|
||||
#endif
|
||||
|
||||
// Add projection matrix to uniform buffer
|
||||
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(glm::mat4), glm::value_ptr(projection));
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
||||
|
||||
const float sensitivity = 0.1f;
|
||||
int last_mouse_x = WINDOW_HALF_WIDTH;
|
||||
int last_mouse_y = WINDOW_HALF_HEIGHT;
|
||||
@ -355,6 +519,14 @@ int main() {
|
||||
SDL_GL_GetDrawableSize(wnd, &w, &h);
|
||||
glViewport(0, 0, w, h);
|
||||
SDL_WarpMouseInWindow(wnd, (int)(w * 0.5f), (int)(h * 0.5f));
|
||||
|
||||
// Recreate offscreen frame buffer
|
||||
delete_frame_buffer(offscreen_buffer);
|
||||
offscreen_buffer = create_normal_frame_buffer(w, h);
|
||||
#if MSAA
|
||||
delete_frame_buffer(multisample_buffer);
|
||||
multisample_buffer = create_multisample_frame_buffer(w, h);
|
||||
#endif
|
||||
}
|
||||
break;
|
||||
}
|
||||
@ -366,33 +538,96 @@ int main() {
|
||||
camera_forward = glm::normalize(camera_forward);
|
||||
|
||||
view = glm::lookAt(camera_position, camera_position + camera_forward, world_up);
|
||||
main_shader.set_vec3("camera_position", camera_position);
|
||||
|
||||
// Add view matrix and camera_position to uniform buffer
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, ubo);
|
||||
glBufferSubData(GL_UNIFORM_BUFFER, sizeof(glm::mat4), sizeof(glm::mat4), glm::value_ptr(view));
|
||||
glBufferSubData(GL_UNIFORM_BUFFER, 2 * sizeof(glm::mat4), sizeof(glm::vec3), glm::value_ptr(camera_position));
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
||||
|
||||
main_shader.set_vec3("spot_light.position", camera_position);
|
||||
main_shader.set_vec3("spot_light.direction", camera_forward);
|
||||
main_shader.set_float("spot_light.cutoff", glm::cos(glm::radians(12.5)));
|
||||
main_shader.set_float("spot_light.outer_cutoff", glm::cos(glm::radians(17.5)));
|
||||
main_shader.set_mat4("view", view);
|
||||
light_shader.set_mat4("view", view);
|
||||
skybox_shader.set_mat4("sb_view", glm::mat4(glm::mat3(view)));
|
||||
|
||||
// Main render pass
|
||||
#if MSAA
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, multisample_buffer.fbo);
|
||||
#else
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, offscreen_buffer.fbo);
|
||||
#endif
|
||||
|
||||
glClearColor(0.04f, 0.08f, 0.08f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDepthFunc(GL_LEQUAL);
|
||||
glEnable(GL_CULL_FACE);
|
||||
|
||||
model = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, 0.0f));
|
||||
normal_mat = glm::transpose(glm::inverse(model));
|
||||
main_shader.activate();
|
||||
main_shader.set_mat4("model", model);
|
||||
main_shader.set_mat3("normal_mat", normal_mat);
|
||||
backpack.draw(main_shader);
|
||||
suzanne.draw(main_shader);
|
||||
|
||||
// Draw light source
|
||||
for (int i = 0; i < point_light_positions.size(); ++i) {
|
||||
model = glm::translate(glm::mat4(1.0f), point_light_positions[i]);
|
||||
model = glm::scale(model, glm::vec3(0.2f));
|
||||
light_shader.activate();
|
||||
light_shader.set_mat4("model", model);
|
||||
#if NORMALS
|
||||
normal_mat = glm::transpose(glm::inverse(view * model));
|
||||
normal_vis_shader.activate();
|
||||
normal_vis_shader.set_mat4("model", model);
|
||||
normal_vis_shader.set_mat3("normal_mat", normal_mat);
|
||||
suzanne.draw(normal_vis_shader);
|
||||
#endif
|
||||
|
||||
model = glm::translate(glm::mat4(1.0f), glm::vec3(3.0f, 0.0f, 0.0f));
|
||||
normal_mat = glm::transpose(glm::inverse(model));
|
||||
reflective_shader.set_mat4("model", model);
|
||||
reflective_shader.set_mat3("normal_mat", normal_mat);
|
||||
suzanne.draw(reflective_shader);
|
||||
|
||||
glDisable(GL_CULL_FACE);
|
||||
model = glm::translate(glm::mat4(1.0f), glm::vec3(-3.0f, 0.0f, 0.0f));
|
||||
normal_mat = glm::transpose(glm::inverse(model));
|
||||
refractive_shader.set_mat4("model", model);
|
||||
refractive_shader.set_mat3("normal_mat", normal_mat);
|
||||
suzanne.draw(refractive_shader);
|
||||
|
||||
#if POINT_LIGHTS
|
||||
// Draw point lights
|
||||
light_shader.set_vec3("light_diffuse", light_diffuse);
|
||||
light.draw(light_shader);
|
||||
}
|
||||
light.draw_instanced(light_shader, point_light_positions.size());
|
||||
#endif
|
||||
|
||||
// Draw skybox
|
||||
skybox_shader.activate();
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap);
|
||||
skybox_shader.set_int("cubemap", 0);
|
||||
skybox.draw(skybox_shader);
|
||||
|
||||
#if WIREFRAME
|
||||
// wireframe mode
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
||||
#endif
|
||||
|
||||
#if MSAA
|
||||
blit_multisample_frame_buffer(multisample_buffer, offscreen_buffer);
|
||||
#endif
|
||||
|
||||
// Post processing pass
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
|
||||
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDisable(GL_CULL_FACE);
|
||||
|
||||
post_processing.activate();
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, offscreen_buffer.color);
|
||||
post_processing.set_int("image_texture", 0);
|
||||
screen.draw(post_processing);
|
||||
|
||||
SDL_GL_SwapWindow(window);
|
||||
}
|
||||
@ -405,12 +640,19 @@ int main() {
|
||||
}
|
||||
|
||||
|
||||
Shader::Shader(const std::string &vert_file, const std::string &frag_file) {
|
||||
Shader::Shader(const std::string &vert_file, const std::string &frag_file, const std::string &geo_file) {
|
||||
GLuint vert = load_and_compile_shader(vert_file, GL_VERTEX_SHADER);
|
||||
GLuint frag = load_and_compile_shader(frag_file, GL_FRAGMENT_SHADER);
|
||||
link_program(vert, frag);
|
||||
GLuint geo = 0;
|
||||
if (geo_file.size() > 0) {
|
||||
geo = load_and_compile_shader(geo_file, GL_GEOMETRY_SHADER);
|
||||
}
|
||||
link_program(vert, frag, geo);
|
||||
glDeleteShader(vert);
|
||||
glDeleteShader(frag);
|
||||
if (geo > 0) {
|
||||
glDeleteShader(geo);
|
||||
}
|
||||
}
|
||||
|
||||
Shader::~Shader() {
|
||||
@ -455,10 +697,18 @@ void Shader::set_mat4(const char *name, glm::mat4 matrix) {
|
||||
glUniformMatrix4fv(glGetUniformLocation(program, name), 1, GL_FALSE, glm::value_ptr(matrix));
|
||||
}
|
||||
|
||||
void Shader::link_program(GLuint vert, GLuint frag) {
|
||||
void Shader::set_uniform_block_binding_point(const char *block_name, GLuint binding_point) {
|
||||
GLuint block_index = glGetUniformBlockIndex(program, block_name);
|
||||
glUniformBlockBinding(program, block_index, binding_point);
|
||||
}
|
||||
|
||||
void Shader::link_program(GLuint vert, GLuint frag, GLuint geo) {
|
||||
program = glCreateProgram();
|
||||
glAttachShader(program, vert);
|
||||
glAttachShader(program, frag);
|
||||
if (geo > 0) {
|
||||
glAttachShader(program, geo);
|
||||
}
|
||||
|
||||
glLinkProgram(program);
|
||||
GLint program_linked;
|
||||
@ -615,7 +865,7 @@ void Mesh::setup_mesh() {
|
||||
glEnableVertexAttribArray(2);
|
||||
}
|
||||
|
||||
void Mesh::draw(Shader &shader) {
|
||||
void Mesh::set_mesh_textures_for_drawing(Shader &shader) {
|
||||
unsigned int diffuse = 1;
|
||||
unsigned int specular = 1;
|
||||
unsigned int index;
|
||||
@ -626,13 +876,33 @@ void Mesh::draw(Shader &shader) {
|
||||
shader.set_int(texture.name(index).c_str(), texture.texture_unit - GL_TEXTURE0);
|
||||
texture.activate();
|
||||
}
|
||||
}
|
||||
|
||||
void Mesh::activate() {
|
||||
glBindVertexArray(vao);
|
||||
}
|
||||
|
||||
void Mesh::deactivate() {
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
void Mesh::draw(Shader &shader) {
|
||||
set_mesh_textures_for_drawing(shader);
|
||||
activate();
|
||||
glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, (void *)0);
|
||||
deactivate();
|
||||
}
|
||||
|
||||
void Mesh::draw_instanced(Shader &shader, unsigned int count) {
|
||||
set_mesh_textures_for_drawing(shader);
|
||||
glBindVertexArray(vao);
|
||||
glDrawElementsInstanced(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, (void *)0, count);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
void Model::draw(Shader &shader) {
|
||||
shader.activate();
|
||||
|
||||
for (int i = 0; i < meshes.size(); ++i) {
|
||||
meshes[i].draw(shader);
|
||||
}
|
||||
@ -725,3 +995,117 @@ std::vector<Texture2D> Model::load_material_textures(aiMaterial *material, aiTex
|
||||
|
||||
return textures;
|
||||
}
|
||||
|
||||
FrameBuffer create_normal_frame_buffer(unsigned int width, unsigned int height) {
|
||||
FrameBuffer buffer = {};
|
||||
|
||||
glGenFramebuffers(1, &buffer.fbo);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, buffer.fbo);
|
||||
|
||||
// Create color texture
|
||||
glGenTextures(1, &buffer.color);
|
||||
glBindTexture(GL_TEXTURE_2D, buffer.color);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, buffer.color, 0);
|
||||
|
||||
// Create depth and stencil buffers
|
||||
glGenRenderbuffers(1, &buffer.depth_stencil);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, buffer.depth_stencil);
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
|
||||
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, buffer.depth_stencil);
|
||||
|
||||
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
||||
printf("Incomplete frame buffer\n");
|
||||
exit(EXIT_CODE_INCOMPLETE_FRAME_BUFFER);
|
||||
}
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, 0);
|
||||
|
||||
buffer.width = width;
|
||||
buffer.height = height;
|
||||
|
||||
return buffer;
|
||||
}
|
||||
|
||||
#if MSAA
|
||||
FrameBuffer create_multisample_frame_buffer(unsigned int width, unsigned int height) {
|
||||
FrameBuffer buffer = {};
|
||||
|
||||
glGenFramebuffers(1, &buffer.fbo);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, buffer.fbo);
|
||||
|
||||
// Create color texture
|
||||
glGenTextures(1, &buffer.color);
|
||||
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, buffer.color);
|
||||
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, MSAA_SAMPLE_COUNT, GL_RGB, width, height, GL_TRUE);
|
||||
glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, buffer.color, 0);
|
||||
|
||||
// Create depth and stencil buffers
|
||||
glGenRenderbuffers(1, &buffer.depth_stencil);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, buffer.depth_stencil);
|
||||
glRenderbufferStorageMultisample(GL_RENDERBUFFER, MSAA_SAMPLE_COUNT, GL_DEPTH24_STENCIL8, width, height);
|
||||
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, buffer.depth_stencil);
|
||||
|
||||
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
||||
printf("Incomplete frame buffer\n");
|
||||
exit(EXIT_CODE_INCOMPLETE_FRAME_BUFFER);
|
||||
}
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, 0);
|
||||
|
||||
buffer.width = width;
|
||||
buffer.height = height;
|
||||
|
||||
return buffer;
|
||||
}
|
||||
|
||||
void blit_multisample_frame_buffer(const FrameBuffer &multisample_buffer, const FrameBuffer &normal_buffer) {
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, multisample_buffer.fbo);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, normal_buffer.fbo);
|
||||
glBlitFramebuffer(
|
||||
0, 0, multisample_buffer.width, multisample_buffer.height,
|
||||
0, 0, normal_buffer.width, normal_buffer.height,
|
||||
GL_COLOR_BUFFER_BIT, GL_NEAREST
|
||||
);
|
||||
}
|
||||
#endif
|
||||
|
||||
void delete_frame_buffer(FrameBuffer &buffer) {
|
||||
glDeleteFramebuffers(1, &buffer.fbo);
|
||||
glDeleteTextures(1, &buffer.color);
|
||||
glDeleteRenderbuffers(1, &buffer.depth_stencil);
|
||||
}
|
||||
|
||||
GLuint load_cubemap(std::vector<std::string> textures) {
|
||||
GLuint cubemap;
|
||||
glGenTextures(1, &cubemap);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap);
|
||||
|
||||
int width, height, channels;
|
||||
uint8_t *tex;
|
||||
for (unsigned int i = 0; i < textures.size(); ++i) {
|
||||
tex = stbi_load(textures[i].c_str(), &width, &height, &channels, 0);
|
||||
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, tex);
|
||||
stbi_image_free(tex);
|
||||
}
|
||||
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
|
||||
|
||||
return cubemap;
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user