Now have anti-aliasing with framebuffers and can do post processing on it. Look at shaders/30-screen-bw.frag.glsl to see.
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9ce217e0e2
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8 changed files with 67 additions and 161 deletions
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@ -11,8 +11,8 @@
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"geometry_path": ""
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},
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"screen_shader": {
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"vertex_path": "shaders/21-screen.vert.glsl",
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"frag_path": "shaders/21-screen.frag.glsl",
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"vertex_path": "shaders/30-screen.vert.glsl",
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"frag_path": "shaders/30-screen.frag.glsl",
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"geometry_path": ""
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},
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"skybox_shader": {
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13
30-anti-aliasing/shaders/30-screen-bw.frag.glsl
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13
30-anti-aliasing/shaders/30-screen-bw.frag.glsl
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@ -0,0 +1,13 @@
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#version 330 core
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out vec4 FragColor;
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in vec2 TexCoords;
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uniform sampler2D screenTexture;
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void main()
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{
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vec3 col = texture(screenTexture, TexCoords).rgb;
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float grayscale = 0.2126 * col.r + 0.7152 * col.g + 0.0722 * col.b;
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FragColor = vec4(vec3(grayscale), 1.0);
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}
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11
30-anti-aliasing/shaders/30-screen.frag.glsl
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30-anti-aliasing/shaders/30-screen.frag.glsl
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@ -0,0 +1,11 @@
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#version 330 core
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out vec4 FragColor;
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in vec2 TexCoords;
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uniform sampler2D screenTexture;
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void main()
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{
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FragColor = texture(screenTexture, TexCoords);
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}
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11
30-anti-aliasing/shaders/30-screen.vert.glsl
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11
30-anti-aliasing/shaders/30-screen.vert.glsl
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@ -0,0 +1,11 @@
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#version 330 core
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layout (location = 0) in vec2 aPos;
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layout (location = 1) in vec2 aTexCoords;
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out vec2 TexCoords;
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void main()
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{
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gl_Position = vec4(aPos.x, aPos.y, 0.0, 1.0);
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TexCoords = aTexCoords;
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}
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@ -3,15 +3,33 @@
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#include <GLFW/glfw3.h>
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void FrameBuffer::init() {
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// target_fb config
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glGenFramebuffers(1, &target_fb);
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glBindFramebuffer(GL_FRAMEBUFFER, target_fb);
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// target_fb configuration
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// -------------------------
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glGenFramebuffers(1, &target_fb);
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glBindFramebuffer(GL_FRAMEBUFFER, target_fb);
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// create the multisamples color attachment texture
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glGenTextures(1, &texture_multi);
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glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, texture_multi);
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glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_RGB, SCR_WIDTH, SCR_HEIGHT, GL_TRUE);
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glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, texture_multi, 0);
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// create a renderbuffer object for depth and stencil attachment (we won't be sampling these)
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glGenRenderbuffers(1, &target_rbo);
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glBindRenderbuffer(GL_RENDERBUFFER, target_rbo);
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glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, GL_DEPTH24_STENCIL8, SCR_WIDTH, SCR_HEIGHT); // use a single renderbuffer object for both a depth AND stencil buffer.
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, target_rbo); // now actually attach it
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// now that we actually created the target_fb and added all attachments we want to check if it is actually complete now
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dbc::check(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE, "Frame buffer not complete.");
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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// intermediate fbo here
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glGenFramebuffers(1, &intermediate_fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, intermediate_fbo);
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// create a color attachment texture
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glGenTextures(1, &texture_buffer);
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glBindTexture(GL_TEXTURE_2D, texture_buffer);
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@ -20,13 +38,6 @@ void FrameBuffer::init() {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture_buffer, 0);
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// create a renderbuffer object for depth and stencil attachment (we won't be sampling these)
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glGenRenderbuffers(1, &target_rbo);
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glBindRenderbuffer(GL_RENDERBUFFER, target_rbo);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, SCR_WIDTH, SCR_HEIGHT); // use a single renderbuffer object for both a depth AND stencil buffer.
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, target_rbo); // now actually attach it
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// now that we actually created the target_fb and added all attachments we want to check if it is actually complete now
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dbc::check(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE, "Frame buffer not complete.");
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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@ -42,18 +53,20 @@ void FrameBuffer::begin() {
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void FrameBuffer::commit() {
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// disable the frame buffer
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glBindFramebuffer(GL_READ_FRAMEBUFFER, target_fb);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, intermediate_fbo);
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glBlitFramebuffer(0, 0, SCR_WIDTH, SCR_HEIGHT, 0, 0, SCR_WIDTH, SCR_HEIGHT, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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void FrameBuffer::draw(Screen& screen) {
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glDisable(GL_DEPTH_TEST);
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glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glDisable(GL_DEPTH_TEST);
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// render the screen quad
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screen.shader.use();
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glBindVertexArray(screen.target_VAO);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texture_buffer);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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}
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@ -5,8 +5,10 @@
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struct FrameBuffer {
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unsigned int target_fb = 0;
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unsigned int intermediate_fbo = 0;
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unsigned int target_rbo = 0;
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unsigned int texture_buffer = 0;
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unsigned int texture_multi = 0;
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void init();
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void begin();
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@ -102,6 +102,7 @@ Scene setup() {
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_BLEND);
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glEnable(GL_CULL_FACE);
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glEnable(GL_MULTISAMPLE);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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@ -1,145 +0,0 @@
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include "shader.hpp"
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#include <iostream>
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void framebuffer_size_callback(GLFWwindow* window, int width, int height);
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int main()
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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, 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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#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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// 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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// configure global opengl state
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// -----------------------------
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glEnable(GL_DEPTH_TEST);
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// build and compile shaders
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// -------------------------
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Shader shader({
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.vertex_path="10.1.instancing.vs",
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.frag_path="10.1.instancing.fs",
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.geometry_path=""});
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// generate a list of 100 quad locations/translation-vectors
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// ---------------------------------------------------------
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glm::vec2 translations[100];
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int index = 0;
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float offset = 0.1f;
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for (int y = -10; y < 10; y += 2)
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{
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for (int x = -10; x < 10; x += 2)
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{
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glm::vec2 translation;
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translation.x = (float)x / 10.0f + offset;
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translation.y = (float)y / 10.0f + offset;
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translations[index++] = translation;
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}
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}
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// store instance data in an array buffer
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// --------------------------------------
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unsigned int instanceVBO;
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glGenBuffers(1, &instanceVBO);
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glBindBuffer(GL_ARRAY_BUFFER, instanceVBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec2) * 100, &translations[0], GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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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 // colors
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-0.05f, 0.05f, 1.0f, 0.0f, 0.0f,
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0.05f, -0.05f, 0.0f, 1.0f, 0.0f,
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-0.05f, -0.05f, 0.0f, 0.0f, 1.0f,
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-0.05f, 0.05f, 1.0f, 0.0f, 0.0f,
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0.05f, -0.05f, 0.0f, 1.0f, 0.0f,
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0.05f, 0.05f, 0.0f, 1.0f, 1.0f
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};
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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, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(2 * sizeof(float)));
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// also set instance data
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glEnableVertexAttribArray(2);
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glBindBuffer(GL_ARRAY_BUFFER, instanceVBO); // this attribute comes from a different vertex buffer
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glVertexAttribDivisor(2, 1); // tell OpenGL this is an instanced vertex attribute.
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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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// render
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// ------
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glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// draw 100 instanced quads
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shader.use();
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glBindVertexArray(quadVAO);
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glDrawArraysInstanced(GL_TRIANGLES, 0, 6, 100); // 100 triangles of 6 vertices each
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glBindVertexArray(0);
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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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glfwTerminate();
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return 0;
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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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