mirror of
https://github.com/JoeyDeVries/LearnOpenGL.git
synced 2026-01-30 20:13:22 +08:00
Delete weighted_blended.cpp
This commit is contained in:
@@ -1,382 +0,0 @@
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <learnopengl/shader_m.h>
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#include <learnopengl/camera.h>
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#include <iostream>
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void framebuffer_size_callback(GLFWwindow* window, int width, int height);
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void mouse_callback(GLFWwindow* window, double xpos, double ypos);
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void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
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void process_input(GLFWwindow *window);
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glm::mat4 calculate_model_matrix(const glm::vec3& position, const glm::vec3& rotation = glm::vec3(0.0f), const glm::vec3& scale = glm::vec3(1.0f));
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// settings
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const unsigned int SCR_WIDTH = 800;
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const unsigned int SCR_HEIGHT = 600;
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// camera
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Camera camera(glm::vec3(0.0f, 0.0f, 5.0f));
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float lastX = (float)SCR_WIDTH / 2.0;
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float lastY = (float)SCR_HEIGHT / 2.0;
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bool firstMouse = true;
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// timing
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float deltaTime = 0.0f;
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float lastFrame = 0.0f;
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int main(int argc, char* argv[])
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{
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// glfw: initialize and configure
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// ------------------------------
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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#ifdef __APPLE__
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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#endif
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// glfw window creation
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// --------------------
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GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
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if (window == NULL)
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{
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std::cout << "Failed to create GLFW window" << std::endl;
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glfwTerminate();
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return -1;
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}
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glfwMakeContextCurrent(window);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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glfwSetCursorPosCallback(window, mouse_callback);
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glfwSetScrollCallback(window, scroll_callback);
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// tell GLFW to capture our mouse
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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// glad: load all OpenGL function pointers
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// ---------------------------------------
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
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{
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std::cout << "Failed to initialize GLAD" << std::endl;
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return -1;
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}
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// build and compile shaders
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// -------------------------
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Shader solidShader("solid.vs", "solid.fs");
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Shader transparentShader("transparent.vs", "transparent.fs");
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Shader compositeShader("composite.vs", "composite.fs");
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Shader screenShader("screen.vs", "screen.fs");
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// set up vertex data (and buffer(s)) and configure vertex attributes
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// ------------------------------------------------------------------
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float quadVertices[] = {
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// positions // uv
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-1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
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1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
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1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
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1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
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-1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
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-1.0f, -1.0f, 0.0f, 0.0f, 0.0f
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};
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// quad VAO
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unsigned int quadVAO, quadVBO;
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glGenVertexArrays(1, &quadVAO);
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glGenBuffers(1, &quadVBO);
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glBindVertexArray(quadVAO);
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glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), quadVertices, GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
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glBindVertexArray(0);
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// set up framebuffers and their texture attachments
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// ------------------------------------------------------------------
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unsigned int opaqueFBO, transparentFBO;
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glGenFramebuffers(1, &opaqueFBO);
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glGenFramebuffers(1, &transparentFBO);
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// set up attachments for opaque framebuffer
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unsigned int opaqueTexture;
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glGenTextures(1, &opaqueTexture);
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glBindTexture(GL_TEXTURE_2D, opaqueTexture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, SCR_WIDTH, SCR_HEIGHT, 0, GL_RGBA, GL_HALF_FLOAT, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glBindTexture(GL_TEXTURE_2D, 0);
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unsigned int depthTexture;
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glGenTextures(1, &depthTexture);
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glBindTexture(GL_TEXTURE_2D, depthTexture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, SCR_WIDTH, SCR_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, opaqueFBO);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, opaqueTexture, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0);
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
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std::cout << "ERROR::FRAMEBUFFER:: Opaque framebuffer is not complete!" << std::endl;
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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// set up attachments for transparent framebuffer
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unsigned int accumTexture;
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glGenTextures(1, &accumTexture);
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glBindTexture(GL_TEXTURE_2D, accumTexture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, SCR_WIDTH, SCR_HEIGHT, 0, GL_RGBA, GL_HALF_FLOAT, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glBindTexture(GL_TEXTURE_2D, 0);
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unsigned int revealTexture;
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glGenTextures(1, &revealTexture);
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glBindTexture(GL_TEXTURE_2D, revealTexture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, SCR_WIDTH, SCR_HEIGHT, 0, GL_RED, GL_FLOAT, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, transparentFBO);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, accumTexture, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, revealTexture, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0); // opaque framebuffer's depth texture
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const GLenum transparentDrawBuffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 };
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glDrawBuffers(2, transparentDrawBuffers);
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
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std::cout << "ERROR::FRAMEBUFFER:: Transparent framebuffer is not complete!" << std::endl;
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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// set up transformation matrices
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// ------------------------------------------------------------------
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glm::mat4 redModelMat = calculate_model_matrix(glm::vec3(0.0f, 0.0f, 1.0f));
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glm::mat4 greenModelMat = calculate_model_matrix(glm::vec3(0.0f, 0.0f, 0.0f));
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glm::mat4 blueModelMat = calculate_model_matrix(glm::vec3(0.0f, 0.0f, 2.0f));
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// set up intermediate variables
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// ------------------------------------------------------------------
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glm::vec4 zeroFillerVec(0.0f);
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glm::vec4 oneFillerVec(1.0f);
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// render loop
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// -----------
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while (!glfwWindowShouldClose(window))
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{
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// per-frame time logic
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// --------------------
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float currentFrame = glfwGetTime();
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deltaTime = currentFrame - lastFrame;
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lastFrame = currentFrame;
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// camera matrices
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glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
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glm::mat4 view = camera.GetViewMatrix();
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glm::mat4 vp = projection * view;
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// input
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// -----
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process_input(window);
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// render
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// ------
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// draw solid objects (solid pass)
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// ------
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// configure render states
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LESS);
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glDepthMask(GL_TRUE);
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glDisable(GL_BLEND);
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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// bind opaque framebuffer to render solid objects
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glBindFramebuffer(GL_FRAMEBUFFER, opaqueFBO);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// use solid shader
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solidShader.use();
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// draw red quad
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solidShader.setMat4("mvp", vp * redModelMat);
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solidShader.setVec3("color", glm::vec3(1.0f, 0.0f, 0.0f));
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glBindVertexArray(quadVAO);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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// draw transparent objects (transparent pass)
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// -----
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// configure render states
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glDepthMask(GL_FALSE);
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glEnable(GL_BLEND);
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glBlendFunci(0, GL_ONE, GL_ONE);
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glBlendFunci(1, GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
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glBlendEquation(GL_FUNC_ADD);
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// bind transparent framebuffer to render transparent objects
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glBindFramebuffer(GL_FRAMEBUFFER, transparentFBO);
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glClearBufferfv(GL_COLOR, 0, &zeroFillerVec[0]);
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glClearBufferfv(GL_COLOR, 1, &oneFillerVec[0]);
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// use transparent shader
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transparentShader.use();
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// draw green quad
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transparentShader.setMat4("mvp", vp * greenModelMat);
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transparentShader.setVec4("color", glm::vec4(0.0f, 1.0f, 0.0f, 0.5f));
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glBindVertexArray(quadVAO);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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// draw blue quad
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transparentShader.setMat4("mvp", vp * blueModelMat);
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transparentShader.setVec4("color", glm::vec4(0.0f, 0.0f, 1.0f, 0.5f));
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glBindVertexArray(quadVAO);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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// draw composite image (composite pass)
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// -----
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// set render states
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glDepthFunc(GL_ALWAYS);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// bind opaque framebuffer
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glBindFramebuffer(GL_FRAMEBUFFER, opaqueFBO);
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// use composite shader
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compositeShader.use();
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// draw screen quad
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, accumTexture);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, revealTexture);
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glBindVertexArray(quadVAO);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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// draw to backbuffer (final pass)
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// -----
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// set render states
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glDisable(GL_DEPTH_TEST);
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glDepthMask(GL_TRUE); // enable depth writes so glClear won't ignore clearing the depth buffer
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glDisable(GL_BLEND);
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// bind backbuffer
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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// use screen shader
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screenShader.use();
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// draw final screen quad
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, opaqueTexture);
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glBindVertexArray(quadVAO);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
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// -------------------------------------------------------------------------------
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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// optional: de-allocate all resources once they've outlived their purpose:
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// ------------------------------------------------------------------------
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glDeleteVertexArrays(1, &quadVAO);
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glDeleteBuffers(1, &quadVBO);
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glDeleteTextures(1, &opaqueTexture);
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glDeleteTextures(1, &depthTexture);
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glDeleteTextures(1, &accumTexture);
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glDeleteTextures(1, &revealTexture);
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glDeleteFramebuffers(1, &opaqueFBO);
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glDeleteFramebuffers(1, &transparentFBO);
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glfwTerminate();
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return EXIT_SUCCESS;
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}
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// glfw: whenever the window size changed (by OS or user resize) this callback function executes
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// ---------------------------------------------------------------------------------------------
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void framebuffer_size_callback(GLFWwindow* window, int width, int height)
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{
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// make sure the viewport matches the new window dimensions; note that width and
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// height will be significantly larger than specified on retina displays.
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glViewport(0, 0, width, height);
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}
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// glfw: whenever the mouse moves, this callback is called
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// -------------------------------------------------------
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void mouse_callback(GLFWwindow* window, double xpos, double ypos)
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{
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if (firstMouse)
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{
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lastX = xpos;
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lastY = ypos;
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firstMouse = false;
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}
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float xoffset = xpos - lastX;
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float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top
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lastX = xpos;
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lastY = ypos;
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camera.ProcessMouseMovement(xoffset, yoffset);
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}
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// glfw: whenever the mouse scroll wheel scrolls, this callback is called
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// ----------------------------------------------------------------------
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void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
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||||||
{
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camera.ProcessMouseScroll(yoffset);
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||||||
}
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||||||
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||||||
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
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||||||
// ---------------------------------------------------------------------------------------------------------
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||||||
void process_input(GLFWwindow *window)
|
|
||||||
{
|
|
||||||
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
|
||||||
glfwSetWindowShouldClose(window, true);
|
|
||||||
|
|
||||||
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
|
|
||||||
camera.ProcessKeyboard(FORWARD, deltaTime);
|
|
||||||
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
|
|
||||||
camera.ProcessKeyboard(BACKWARD, deltaTime);
|
|
||||||
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
|
|
||||||
camera.ProcessKeyboard(LEFT, deltaTime);
|
|
||||||
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
|
|
||||||
camera.ProcessKeyboard(RIGHT, deltaTime);
|
|
||||||
}
|
|
||||||
|
|
||||||
// generate a model matrix
|
|
||||||
// ---------------------------------------------------------------------------------------------------------
|
|
||||||
glm::mat4 calculate_model_matrix(const glm::vec3& position, const glm::vec3& rotation, const glm::vec3& scale)
|
|
||||||
{
|
|
||||||
glm::mat4 trans = glm::mat4(1.0f);
|
|
||||||
|
|
||||||
trans = glm::translate(trans, position);
|
|
||||||
trans = glm::rotate(trans, glm::radians(rotation.x), glm::vec3(1.0, 0.0, 0.0));
|
|
||||||
trans = glm::rotate(trans, glm::radians(rotation.y), glm::vec3(0.0, 1.0, 0.0));
|
|
||||||
trans = glm::rotate(trans, glm::radians(rotation.z), glm::vec3(0.0, 0.0, 1.0));
|
|
||||||
trans = glm::scale(trans, scale);
|
|
||||||
|
|
||||||
return trans;
|
|
||||||
}
|
|
||||||
Reference in New Issue
Block a user