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

@ -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();