Now have separate FrameBuffer and Screen structs to manage the framebuffer/screen dance.
This commit is contained in:
parent
27e34a18c9
commit
6ef367c305
7 changed files with 125 additions and 75 deletions
|
|
@ -81,6 +81,8 @@ sources = [
|
||||||
'src/model.cpp',
|
'src/model.cpp',
|
||||||
'src/scene.cpp',
|
'src/scene.cpp',
|
||||||
'src/camera.cpp',
|
'src/camera.cpp',
|
||||||
|
'src/framebuffer.cpp',
|
||||||
|
'src/screen.cpp',
|
||||||
]
|
]
|
||||||
|
|
||||||
subdir('tests')
|
subdir('tests')
|
||||||
|
|
|
||||||
59
21-framebuffers/src/framebuffer.cpp
Normal file
59
21-framebuffers/src/framebuffer.cpp
Normal file
|
|
@ -0,0 +1,59 @@
|
||||||
|
#include "framebuffer.hpp"
|
||||||
|
#include <glad/glad.h>
|
||||||
|
#include <GLFW/glfw3.h>
|
||||||
|
|
||||||
|
void FrameBuffer::init() {
|
||||||
|
// target_fb config
|
||||||
|
glGenFramebuffers(1, &target_fb);
|
||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, target_fb);
|
||||||
|
|
||||||
|
// target_fb configuration
|
||||||
|
// -------------------------
|
||||||
|
glGenFramebuffers(1, &target_fb);
|
||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, target_fb);
|
||||||
|
|
||||||
|
// create a color attachment texture
|
||||||
|
glGenTextures(1, &texture_buffer);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, texture_buffer);
|
||||||
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, SCR_WIDTH, SCR_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, texture_buffer, 0);
|
||||||
|
|
||||||
|
// create a renderbuffer object for depth and stencil attachment (we won't be sampling these)
|
||||||
|
glGenRenderbuffers(1, &target_rbo);
|
||||||
|
glBindRenderbuffer(GL_RENDERBUFFER, target_rbo);
|
||||||
|
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, SCR_WIDTH, SCR_HEIGHT); // use a single renderbuffer object for both a depth AND stencil buffer.
|
||||||
|
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, target_rbo); // now actually attach it
|
||||||
|
// now that we actually created the target_fb and added all attachments we want to check if it is actually complete now
|
||||||
|
|
||||||
|
dbc::check(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE, "Frame buffer not complete.");
|
||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
void FrameBuffer::begin() {
|
||||||
|
// target_fb stuff here
|
||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, target_fb);
|
||||||
|
glEnable(GL_DEPTH_TEST);
|
||||||
|
|
||||||
|
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
|
}
|
||||||
|
|
||||||
|
void FrameBuffer::commit() {
|
||||||
|
// disable the frame buffer
|
||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
void FrameBuffer::draw(Screen& screen) {
|
||||||
|
glDisable(GL_DEPTH_TEST);
|
||||||
|
|
||||||
|
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
|
|
||||||
|
// render the screen quad
|
||||||
|
screen.shader.use();
|
||||||
|
glBindVertexArray(screen.target_VAO);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, texture_buffer);
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||||
|
}
|
||||||
15
21-framebuffers/src/framebuffer.hpp
Normal file
15
21-framebuffers/src/framebuffer.hpp
Normal file
|
|
@ -0,0 +1,15 @@
|
||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include "shader.hpp"
|
||||||
|
#include "screen.hpp"
|
||||||
|
|
||||||
|
struct FrameBuffer {
|
||||||
|
unsigned int target_fb = 0;
|
||||||
|
unsigned int target_rbo = 0;
|
||||||
|
unsigned int texture_buffer = 0;
|
||||||
|
|
||||||
|
void init();
|
||||||
|
void begin();
|
||||||
|
void commit();
|
||||||
|
void draw(Screen& screen);
|
||||||
|
};
|
||||||
|
|
@ -40,12 +40,7 @@ void Scene::render(GLFWwindow* window) {
|
||||||
// fov, aspect, near plane, far plane
|
// fov, aspect, near plane, far plane
|
||||||
projection = glm::perspective(glm::radians(camera.fov), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
|
projection = glm::perspective(glm::radians(camera.fov), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
|
||||||
|
|
||||||
// framebuffer stuff here
|
framebuffer.begin();
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
|
|
||||||
glEnable(GL_DEPTH_TEST);
|
|
||||||
|
|
||||||
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
|
|
||||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
||||||
|
|
||||||
// render the scene
|
// render the scene
|
||||||
shader.use();
|
shader.use();
|
||||||
|
|
@ -56,18 +51,9 @@ void Scene::render(GLFWwindow* window) {
|
||||||
draw_thing(shader, thing);
|
draw_thing(shader, thing);
|
||||||
}
|
}
|
||||||
|
|
||||||
// disable the frame buffer
|
framebuffer.commit();
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
||||||
glDisable(GL_DEPTH_TEST);
|
|
||||||
|
|
||||||
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
|
framebuffer.draw(screen);
|
||||||
glClear(GL_COLOR_BUFFER_BIT);
|
|
||||||
|
|
||||||
// render the screen quad
|
|
||||||
screen_shader.use();
|
|
||||||
glBindVertexArray(quadVAO);
|
|
||||||
glBindTexture(GL_TEXTURE_2D, textureColorBuffer);
|
|
||||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void Scene::cleanup() {
|
void Scene::cleanup() {
|
||||||
|
|
|
||||||
|
|
@ -11,6 +11,7 @@
|
||||||
#include "model.hpp"
|
#include "model.hpp"
|
||||||
#include "camera.hpp"
|
#include "camera.hpp"
|
||||||
#include "components.hpp"
|
#include "components.hpp"
|
||||||
|
#include "framebuffer.hpp"
|
||||||
#include <vector>
|
#include <vector>
|
||||||
#include <unordered_map>
|
#include <unordered_map>
|
||||||
|
|
||||||
|
|
@ -26,7 +27,8 @@ struct Thing {
|
||||||
|
|
||||||
struct Scene {
|
struct Scene {
|
||||||
Shader shader;
|
Shader shader;
|
||||||
Shader screen_shader;
|
Screen screen;
|
||||||
|
FrameBuffer framebuffer;
|
||||||
|
|
||||||
std::unordered_map<std::string, components::Material> materials;
|
std::unordered_map<std::string, components::Material> materials;
|
||||||
Camera camera;
|
Camera camera;
|
||||||
|
|
@ -36,27 +38,10 @@ struct Scene {
|
||||||
|
|
||||||
float deltaTime = 0.0f;
|
float deltaTime = 0.0f;
|
||||||
float lastFrame = 0.0f;
|
float lastFrame = 0.0f;
|
||||||
unsigned int framebuffer = 0;
|
|
||||||
unsigned int textureColorBuffer = 0;
|
|
||||||
unsigned int quadVAO = 0;
|
|
||||||
unsigned int quadVBO = 0;
|
|
||||||
unsigned int rbo = 0;
|
|
||||||
|
|
||||||
float quadVertices[24] = {
|
|
||||||
// vertex attributes for a quad that fills the entire screen in Normalized Device Coordinates.
|
|
||||||
// positions // texCoords
|
|
||||||
-1.0f, 1.0f, 0.0f, 1.0f,
|
|
||||||
-1.0f, -1.0f, 0.0f, 0.0f,
|
|
||||||
1.0f, -1.0f, 1.0f, 0.0f,
|
|
||||||
|
|
||||||
-1.0f, 1.0f, 0.0f, 1.0f,
|
|
||||||
1.0f, -1.0f, 1.0f, 0.0f,
|
|
||||||
1.0f, 1.0f, 1.0f, 1.0f
|
|
||||||
};
|
|
||||||
|
|
||||||
Scene(components::Scene& config):
|
Scene(components::Scene& config):
|
||||||
shader{config.shader.vertex_path, config.shader.frag_path},
|
shader{config.shader.vertex_path, config.shader.frag_path},
|
||||||
screen_shader{config.screen_shader.vertex_path, config.shader.frag_path},
|
screen{.shader={config.screen_shader.vertex_path, config.shader.frag_path}},
|
||||||
materials{config.materials},
|
materials{config.materials},
|
||||||
camera{
|
camera{
|
||||||
.position=config.camera.position,
|
.position=config.camera.position,
|
||||||
|
|
@ -81,49 +66,12 @@ struct Scene {
|
||||||
thing.scale);
|
thing.scale);
|
||||||
}
|
}
|
||||||
|
|
||||||
glGenVertexArrays(1, &quadVAO);
|
|
||||||
glGenBuffers(1, &quadVBO);
|
|
||||||
glBindVertexArray(quadVAO);
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
|
|
||||||
glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW);
|
|
||||||
glEnableVertexAttribArray(0);
|
|
||||||
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void *)0);
|
|
||||||
glEnableVertexAttribArray(1);
|
|
||||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float)));
|
|
||||||
|
|
||||||
shader.use();
|
shader.use();
|
||||||
shader.setInt("texture1", 0);
|
shader.setInt("texture1", 0);
|
||||||
shader.apply_lighting(light);
|
shader.apply_lighting(light);
|
||||||
|
|
||||||
screen_shader.use();
|
framebuffer.init();
|
||||||
screen_shader.setInt("screenTexture", 0);
|
screen.init();
|
||||||
|
|
||||||
// framebuffer config
|
|
||||||
glGenFramebuffers(1, &framebuffer);
|
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
|
|
||||||
|
|
||||||
// framebuffer configuration
|
|
||||||
// -------------------------
|
|
||||||
glGenFramebuffers(1, &framebuffer);
|
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
|
|
||||||
|
|
||||||
// create a color attachment texture
|
|
||||||
glGenTextures(1, &textureColorBuffer);
|
|
||||||
glBindTexture(GL_TEXTURE_2D, textureColorBuffer);
|
|
||||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, SCR_WIDTH, SCR_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, textureColorBuffer, 0);
|
|
||||||
|
|
||||||
// create a renderbuffer object for depth and stencil attachment (we won't be sampling these)
|
|
||||||
glGenRenderbuffers(1, &rbo);
|
|
||||||
glBindRenderbuffer(GL_RENDERBUFFER, rbo);
|
|
||||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, SCR_WIDTH, SCR_HEIGHT); // use a single renderbuffer object for both a depth AND stencil buffer.
|
|
||||||
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
|
|
||||||
|
|
||||||
dbc::check(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE, "Frame buffer not complete.");
|
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void update();
|
void update();
|
||||||
|
|
|
||||||
18
21-framebuffers/src/screen.cpp
Normal file
18
21-framebuffers/src/screen.cpp
Normal file
|
|
@ -0,0 +1,18 @@
|
||||||
|
#include "screen.hpp"
|
||||||
|
#include <glad/glad.h>
|
||||||
|
#include <GLFW/glfw3.h>
|
||||||
|
|
||||||
|
void Screen::init() {
|
||||||
|
shader.use();
|
||||||
|
shader.setInt("screenTexture", 0);
|
||||||
|
|
||||||
|
glGenVertexArrays(1, &target_VAO);
|
||||||
|
glGenBuffers(1, &target_VBO);
|
||||||
|
glBindVertexArray(target_VAO);
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, target_VBO);
|
||||||
|
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), &vertices, GL_STATIC_DRAW);
|
||||||
|
glEnableVertexAttribArray(0);
|
||||||
|
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void *)0);
|
||||||
|
glEnableVertexAttribArray(1);
|
||||||
|
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float)));
|
||||||
|
}
|
||||||
22
21-framebuffers/src/screen.hpp
Normal file
22
21-framebuffers/src/screen.hpp
Normal file
|
|
@ -0,0 +1,22 @@
|
||||||
|
#pragma once
|
||||||
|
#include "shader.hpp"
|
||||||
|
|
||||||
|
struct Screen {
|
||||||
|
Shader shader;
|
||||||
|
unsigned int target_VAO = 0;
|
||||||
|
unsigned int target_VBO = 0;
|
||||||
|
|
||||||
|
float vertices[24] = {
|
||||||
|
// vertex attributes for a quad that fills the entire screen in Normalized Device Coordinates.
|
||||||
|
// positions // texCoords
|
||||||
|
-1.0f, 1.0f, 0.0f, 1.0f,
|
||||||
|
-1.0f, -1.0f, 0.0f, 0.0f,
|
||||||
|
1.0f, -1.0f, 1.0f, 0.0f,
|
||||||
|
|
||||||
|
-1.0f, 1.0f, 0.0f, 1.0f,
|
||||||
|
1.0f, -1.0f, 1.0f, 0.0f,
|
||||||
|
1.0f, 1.0f, 1.0f, 1.0f
|
||||||
|
};
|
||||||
|
|
||||||
|
void init();
|
||||||
|
};
|
||||||
Loading…
Add table
Add a link
Reference in a new issue