mirror of
https://github.com/JoeyDeVries/LearnOpenGL.git
synced 2026-01-30 20:13:22 +08:00
Initial commit, all code samples with working CMake script for VS/Windows.
This commit is contained in:
11
src/4.advanced_opengl/5.framebuffers/framebuffers.frag
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11
src/4.advanced_opengl/5.framebuffers/framebuffers.frag
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@@ -0,0 +1,11 @@
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#version 330 core
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in vec2 TexCoords;
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out vec4 color;
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uniform sampler2D texture1;
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void main()
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{
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color = texture(texture1, TexCoords);
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}
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15
src/4.advanced_opengl/5.framebuffers/framebuffers.vs
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15
src/4.advanced_opengl/5.framebuffers/framebuffers.vs
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@@ -0,0 +1,15 @@
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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 vec2 texCoords;
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out vec2 TexCoords;
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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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void main()
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{
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gl_Position = projection * view * model * vec4(position, 1.0f);
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TexCoords = texCoords;
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}
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@@ -0,0 +1,40 @@
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#version 330 core
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in vec2 TexCoords;
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out vec4 color;
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uniform sampler2D screenTexture;
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const float offset = 1.0 / 300;
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void main()
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{
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vec2 offsets[9] = vec2[](
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vec2(-offset, offset), // top-left
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vec2(0.0f, offset), // top-center
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vec2(offset, offset), // top-right
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vec2(-offset, 0.0f), // center-left
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vec2(0.0f, 0.0f), // center-center
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vec2(offset, 0.0f), // center-right
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vec2(-offset, -offset), // bottom-left
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vec2(0.0f, -offset), // bottom-center
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vec2(offset, -offset) // bottom-right
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);
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float kernel[9] = float[](
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-1, -1, -1,
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-1, 9, -1,
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-1, -1, -1
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);
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vec3 sample[9];
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for(int i = 0; i < 9; i++)
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{
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sample[i] = vec3(texture(screenTexture, TexCoords.st + offsets[i]));
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}
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vec3 col;
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for(int i = 0; i < 9; i++)
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col += sample[i] * kernel[i];
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color = vec4(col, 1.0);
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}
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11
src/4.advanced_opengl/5.framebuffers/framebuffers_screen.vs
Normal file
11
src/4.advanced_opengl/5.framebuffers/framebuffers_screen.vs
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@@ -0,0 +1,11 @@
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#version 330 core
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layout (location = 0) in vec2 position;
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layout (location = 1) in vec2 texCoords;
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out vec2 TexCoords;
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void main()
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{
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gl_Position = vec4(position.x, position.y, 0.0f, 1.0f);
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TexCoords = texCoords;
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}
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@@ -0,0 +1,394 @@
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// Std. Includes
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#include <string>
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#include <algorithm>
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using namespace std;
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// GLEW
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#define GLEW_STATIC
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#include <GL/glew.h>
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// GLFW
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#include <GLFW/glfw3.h>
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// GL includes
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#include <learnopengl/shader.h>
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#include <learnopengl/camera.h>
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// GLM Mathemtics
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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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// Other Libs
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#include <SOIL.h>
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// Properties
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GLuint screenWidth = 800, screenHeight = 600;
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// Function prototypes
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void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
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void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
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void mouse_callback(GLFWwindow* window, double xpos, double ypos);
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void Do_Movement();
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GLuint loadTexture(GLchar* path, GLboolean alpha = false);
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GLuint generateAttachmentTexture(GLboolean depth, GLboolean stencil);
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// Camera
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Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
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bool keys[1024];
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GLfloat lastX = 400, lastY = 300;
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bool firstMouse = true;
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GLfloat deltaTime = 0.0f;
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GLfloat lastFrame = 0.0f;
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// The MAIN function, from here we start our application and run our Game loop
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int main()
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{
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// Init GLFW
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
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GLFWwindow* window = glfwCreateWindow(screenWidth, screenHeight, "LearnOpenGL", nullptr, nullptr); // Windowed
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glfwMakeContextCurrent(window);
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// Set the required callback functions
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glfwSetKeyCallback(window, key_callback);
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glfwSetCursorPosCallback(window, mouse_callback);
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glfwSetScrollCallback(window, scroll_callback);
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// Options
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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// Initialize GLEW to setup the OpenGL Function pointers
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glewExperimental = GL_TRUE;
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glewInit();
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// Define the viewport dimensions
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glViewport(0, 0, screenWidth, screenHeight);
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// Setup some OpenGL options
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glDepthFunc(GL_LESS);
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// Setup and compile our shaders
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Shader shader("framebuffers.vs", "framebuffers.frag");
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Shader screenShader("framebuffers_screen.vs", "framebuffers_screen.frag");
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#pragma region "object_initialization"
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// Set the object data (buffers, vertex attributes)
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GLfloat cubeVertices[] = {
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// Positions // Texture Coords
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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||||
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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||||
0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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||||
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f
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};
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GLfloat floorVertices[] = {
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// Positions // Texture Coords (note we set these higher than 1 that together with GL_REPEAT as texture wrapping mode will cause the floor texture to repeat)
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5.0f, -0.5f, 5.0f, 2.0f, 0.0f,
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-5.0f, -0.5f, 5.0f, 0.0f, 0.0f,
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-5.0f, -0.5f, -5.0f, 0.0f, 2.0f,
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5.0f, -0.5f, 5.0f, 2.0f, 0.0f,
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-5.0f, -0.5f, -5.0f, 0.0f, 2.0f,
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5.0f, -0.5f, -5.0f, 2.0f, 2.0f
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};
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GLfloat quadVertices[] = { // Vertex attributes for a quad that fills the entire screen in Normalized Device Coordinates.
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// Positions // TexCoords
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-1.0f, 1.0f, 0.0f, 1.0f,
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-1.0f, -1.0f, 0.0f, 0.0f,
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1.0f, -1.0f, 1.0f, 0.0f,
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-1.0f, 1.0f, 0.0f, 1.0f,
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1.0f, -1.0f, 1.0f, 0.0f,
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1.0f, 1.0f, 1.0f, 1.0f
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};
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// Setup cube VAO
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GLuint cubeVAO, cubeVBO;
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glGenVertexArrays(1, &cubeVAO);
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glGenBuffers(1, &cubeVBO);
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glBindVertexArray(cubeVAO);
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glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(cubeVertices), &cubeVertices, GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)0);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
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glBindVertexArray(0);
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// Setup plane VAO
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GLuint floorVAO, floorVBO;
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glGenVertexArrays(1, &floorVAO);
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glGenBuffers(1, &floorVBO);
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glBindVertexArray(floorVAO);
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glBindBuffer(GL_ARRAY_BUFFER, floorVBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(floorVertices), &floorVertices, GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)0);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
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glBindVertexArray(0);
|
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// Setup screen VAO
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GLuint 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, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (GLvoid*)0);
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glEnableVertexAttribArray(1);
|
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (GLvoid*)(2 * sizeof(GLfloat)));
|
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glBindVertexArray(0);
|
||||
|
||||
// Load textures
|
||||
GLuint cubeTexture = loadTexture("../../../resources/textures/container.jpg");
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GLuint floorTexture = loadTexture("../../../resources/textures/metal.png");
|
||||
#pragma endregion
|
||||
|
||||
// Framebuffers
|
||||
GLuint framebuffer;
|
||||
glGenFramebuffers(1, &framebuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
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||||
// Create a color attachment texture
|
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GLuint textureColorbuffer = generateAttachmentTexture(false, false);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureColorbuffer, 0);
|
||||
// Create a renderbuffer object for depth and stencil attachment (we won't be sampling these)
|
||||
GLuint rbo;
|
||||
glGenRenderbuffers(1, &rbo);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, rbo);
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, screenWidth, screenHeight); // Use a single renderbuffer object for both a depth AND stencil buffer.
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, 0);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo); // Now actually attach it
|
||||
// Now that we actually created the framebuffer and added all attachments we want to check if it is actually complete now
|
||||
if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
|
||||
cout << "ERROR::FRAMEBUFFER:: Framebuffer is not complete!" << endl;
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
|
||||
|
||||
// Draw as wireframe
|
||||
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
||||
|
||||
// Game loop
|
||||
while(!glfwWindowShouldClose(window))
|
||||
{
|
||||
// Set frame time
|
||||
GLfloat currentFrame = glfwGetTime();
|
||||
deltaTime = currentFrame - lastFrame;
|
||||
lastFrame = currentFrame;
|
||||
|
||||
// Check and call events
|
||||
glfwPollEvents();
|
||||
Do_Movement();
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////
|
||||
// Bind to framebuffer and draw to color texture
|
||||
// as we normally would.
|
||||
// //////////////////////////////////////////////////
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
|
||||
// Clear all attached buffers
|
||||
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // We're not using stencil buffer so why bother with clearing?
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
// Set uniforms
|
||||
shader.Use();
|
||||
glm::mat4 model;
|
||||
glm::mat4 view = camera.GetViewMatrix();
|
||||
glm::mat4 projection = glm::perspective(camera.Zoom, (float)screenWidth/(float)screenHeight, 0.1f, 100.0f);
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "view"), 1, GL_FALSE, glm::value_ptr(view));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
|
||||
|
||||
// Floor
|
||||
glBindVertexArray(floorVAO);
|
||||
glBindTexture(GL_TEXTURE_2D, floorTexture);
|
||||
model = glm::mat4();
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
glBindVertexArray(0);
|
||||
// Cubes
|
||||
glBindVertexArray(cubeVAO);
|
||||
glBindTexture(GL_TEXTURE_2D, cubeTexture);
|
||||
model = glm::translate(model, glm::vec3(-1.0f, 0.0f, -1.0f));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
model = glm::mat4();
|
||||
model = glm::translate(model, glm::vec3(2.0f, 0.0f, 0.0f));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
glBindVertexArray(0);
|
||||
|
||||
/////////////////////////////////////////////////////
|
||||
// Bind to default framebuffer again and draw the
|
||||
// quad plane with attched screen texture.
|
||||
// //////////////////////////////////////////////////
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
// Clear all relevant buffers
|
||||
glClearColor(1.0f, 1.0f, 1.0f, 1.0f); // Set clear color to white (not really necessery actually, since we won't be able to see behind the quad anyways)
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
glDisable(GL_DEPTH_TEST); // We don't care about depth information when rendering a single quad
|
||||
|
||||
// Draw Screen
|
||||
screenShader.Use();
|
||||
glBindVertexArray(quadVAO);
|
||||
glBindTexture(GL_TEXTURE_2D, textureColorbuffer); // Use the color attachment texture as the texture of the quad plane
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
glBindVertexArray(0);
|
||||
|
||||
|
||||
// Swap the buffers
|
||||
glfwSwapBuffers(window);
|
||||
}
|
||||
|
||||
// Clean up
|
||||
glDeleteFramebuffers(1, &framebuffer);
|
||||
|
||||
glfwTerminate();
|
||||
return 0;
|
||||
}
|
||||
|
||||
// This function loads a texture from file. Note: texture loading functions like these are usually
|
||||
// managed by a 'Resource Manager' that manages all resources (like textures, models, audio).
|
||||
// For learning purposes we'll just define it as a utility function.
|
||||
GLuint loadTexture(GLchar* path, GLboolean alpha)
|
||||
{
|
||||
//Generate texture ID and load texture data
|
||||
GLuint textureID;
|
||||
glGenTextures(1, &textureID);
|
||||
int width,height;
|
||||
unsigned char* image = SOIL_load_image(path, &width, &height, 0, alpha ? SOIL_LOAD_RGBA : SOIL_LOAD_RGB);
|
||||
// Assign texture to ID
|
||||
glBindTexture(GL_TEXTURE_2D, textureID);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, alpha ? GL_RGBA : GL_RGB, width, height, 0, alpha ? GL_RGBA : GL_RGB, GL_UNSIGNED_BYTE, image);
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
|
||||
// Parameters
|
||||
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, alpha ? GL_CLAMP_TO_EDGE : GL_REPEAT ); // Use GL_MIRRORED_REPEAT to prevent white borders. Due to interpolation it takes value from next repeat
|
||||
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, alpha ? GL_CLAMP_TO_EDGE : GL_REPEAT );
|
||||
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
|
||||
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
SOIL_free_image_data(image);
|
||||
return textureID;
|
||||
}
|
||||
|
||||
// Generates a texture that is suited for attachments to a framebuffer
|
||||
GLuint generateAttachmentTexture(GLboolean depth, GLboolean stencil)
|
||||
{
|
||||
// What enum to use?
|
||||
GLenum attachment_type;
|
||||
if(!depth && !stencil)
|
||||
attachment_type = GL_RGB;
|
||||
else if(depth && !stencil)
|
||||
attachment_type = GL_DEPTH_COMPONENT;
|
||||
else if(!depth && stencil)
|
||||
attachment_type = GL_STENCIL_INDEX;
|
||||
|
||||
//Generate texture ID and load texture data
|
||||
GLuint textureID;
|
||||
glGenTextures(1, &textureID);
|
||||
glBindTexture(GL_TEXTURE_2D, textureID);
|
||||
if(!depth && !stencil)
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, attachment_type, screenWidth, screenHeight, 0, attachment_type, GL_UNSIGNED_BYTE, NULL);
|
||||
else // Using both a stencil and depth test, needs special format arguments
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, screenWidth, screenHeight, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
return textureID;
|
||||
}
|
||||
|
||||
#pragma region "User input"
|
||||
|
||||
// Moves/alters the camera positions based on user input
|
||||
void Do_Movement()
|
||||
{
|
||||
// Camera controls
|
||||
if(keys[GLFW_KEY_W])
|
||||
camera.ProcessKeyboard(FORWARD, deltaTime);
|
||||
if(keys[GLFW_KEY_S])
|
||||
camera.ProcessKeyboard(BACKWARD, deltaTime);
|
||||
if(keys[GLFW_KEY_A])
|
||||
camera.ProcessKeyboard(LEFT, deltaTime);
|
||||
if(keys[GLFW_KEY_D])
|
||||
camera.ProcessKeyboard(RIGHT, deltaTime);
|
||||
}
|
||||
|
||||
// Is called whenever a key is pressed/released via GLFW
|
||||
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
|
||||
{
|
||||
if(key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
|
||||
glfwSetWindowShouldClose(window, GL_TRUE);
|
||||
|
||||
if(action == GLFW_PRESS)
|
||||
keys[key] = true;
|
||||
else if(action == GLFW_RELEASE)
|
||||
keys[key] = false;
|
||||
}
|
||||
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
||||
{
|
||||
if(firstMouse)
|
||||
{
|
||||
lastX = xpos;
|
||||
lastY = ypos;
|
||||
firstMouse = false;
|
||||
}
|
||||
|
||||
GLfloat xoffset = xpos - lastX;
|
||||
GLfloat yoffset = lastY - ypos;
|
||||
|
||||
lastX = xpos;
|
||||
lastY = ypos;
|
||||
|
||||
camera.ProcessMouseMovement(xoffset, yoffset);
|
||||
}
|
||||
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
|
||||
{
|
||||
camera.ProcessMouseScroll(yoffset);
|
||||
}
|
||||
|
||||
#pragma endregion
|
||||
Reference in New Issue
Block a user