First edit for framebuffers but it's slapped together and doesn't work yet.

This commit is contained in:
Zed A. Shaw 2026-08-31 11:45:26 -04:00
parent c32e7bd00d
commit ea80851450
8 changed files with 113 additions and 11 deletions

View file

@ -8,6 +8,10 @@
"vertex_path": "shaders/19-vert.glsl",
"frag_path": "shaders/19-lightsource.frag.glsl"
},
"screen_shader": {
"vertex_path": "shaders/21-screen.vert.glsl",
"frag_path": "shaders/21-screen.frag.glsl"
},
"materials": {
"default": {
"ambient": [0.5, 0.5, 0.5],
@ -57,11 +61,11 @@
"rotation": {"angle": 90.0, "axes": [1.0,0.0,0.0]},
"scale": 1.0,
"material": "default"},
{"model": "window", "position": [1.75, 0.25, 0.25],
{"model": "window", "position": [1.5, 0.25, 0.0],
"rotation": {"angle": 90.0, "axes": [1.0,0.0,0.0]},
"scale": 1.0,
"material": "shiny"},
{"model": "window", "position": [1.5, 0.25, 0.0],
{"model": "window", "position": [1.75, 0.25, 0.25],
"rotation": {"angle": 90.0, "axes": [1.0,0.0,0.0]},
"scale": 1.0,
"material": "shiny"}

View file

@ -0,0 +1,11 @@
#version 330 core
out vec4 FragColor;
in vec2 TexCoords;
uniform sampler2D screenTexture;
void main()
{
FragColor = texture(screenTexture, TexCoords);
}

View file

@ -0,0 +1,11 @@
#version 330 core
layout (location = 0) in vec2 aPos;
layout (location = 1) in vec2 aTexCoords;
out vec2 TexCoords;
void main()
{
gl_Position = vec4(aPos.x, aPos.y, 0.0, 1.0);
TexCoords = aTexCoords;
}

View file

@ -102,7 +102,7 @@ namespace components {
struct Scene {
components::Shader shader;
components::Shader light_shader;
components::Shader screen_shader;
std::unordered_map<std::string, Material> materials;
std::unordered_map<std::string, Model> models;
std::vector<Thing> things;
@ -110,5 +110,5 @@ namespace components {
Lighting light;
};
ENROLL_COMPONENT(Scene, shader, light_shader, materials, models, things, camera, light);
ENROLL_COMPONENT(Scene, shader, screen_shader, materials, models, things, camera, light);
}

View file

@ -10,6 +10,10 @@ void init_glfw() {
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif
}
void framebuffer_size_callback(GLFWwindow *, int width, int height) {

View file

@ -34,15 +34,19 @@ void Scene::draw_thing(Shader& with_shader, Thing& thing)
}
void Scene::render(GLFWwindow* window) {
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glm::mat4 view = camera.look_at();
glm::mat4 projection = glm::mat4(1.0f);
// fov, aspect, near plane, far plane
projection = glm::perspective(glm::radians(camera.fov), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
// framebuffer stuff here
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
shader.use();
shader.setMat4("view", view);
shader.setMat4("projection", projection);
@ -50,6 +54,19 @@ void Scene::render(GLFWwindow* window) {
for(auto& thing : things) {
draw_thing(shader, thing);
}
// disable the frame buffer
glBindFramebuffer(GL_FRAMEBUFFER, 0);
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(quadVAO);
glBindTexture(GL_TEXTURE_2D, textureColorBuffer);
glDrawArrays(GL_TRIANGLES, 0, 6);
}
void Scene::cleanup() {

View file

@ -26,7 +26,7 @@ struct Thing {
struct Scene {
Shader shader;
Shader light_shader;
Shader screen_shader;
std::unordered_map<std::string, components::Material> materials;
Camera camera;
@ -36,10 +36,27 @@ struct Scene {
float deltaTime = 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):
shader{config.shader.vertex_path, config.shader.frag_path},
light_shader{config.light_shader.vertex_path, config.shader.frag_path},
screen_shader{config.screen_shader.vertex_path, config.shader.frag_path},
materials{config.materials},
camera{
.position=config.camera.position,
@ -64,8 +81,46 @@ struct Scene {
thing.scale);
}
// screen quadVAO
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)));
// framebuffer config
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 renderbuffer object for depth and stencil attachment
glGenRenderbuffers(1, &rbo);
glBindRenderbuffer(GL_RENDERBUFFER, rbo);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, SCR_WIDTH, SCR_HEIGHT);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
dbc::check(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE, "Frame buffer not complete.");
glBindFramebuffer(GL_FRAMEBUFFER, 0);
shader.use();
shader.apply_lighting(light);
screen_shader.use();
screen_shader.setInt("screenTexture", 0);
}
void update();

View file

@ -72,7 +72,7 @@
"material": "default"
},
"shader_test": {
"vertex_path": "shaders/16-vert.glsl",
"frag_path": "shaders/16-frag.glsl"
"vertex_path": "shaders/19-vert.glsl",
"frag_path": "shaders/19-frag.glsl"
}
}