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| author | Kelly Rauchenberger <fefferburbia@gmail.com> | 2018-02-16 16:04:32 -0500 |
|---|---|---|
| committer | Kelly Rauchenberger <fefferburbia@gmail.com> | 2018-02-16 16:04:32 -0500 |
| commit | ed08b673c50b076042d8f0c49501372168142764 (patch) | |
| tree | 18ecda99942ef11ce4023c3ad4437976f96b75da /src | |
| parent | 224645d1071c14b4829dbb3ae35870868fcff85a (diff) | |
| download | therapy-ed08b673c50b076042d8f0c49501372168142764.tar.gz therapy-ed08b673c50b076042d8f0c49501372168142764.tar.bz2 therapy-ed08b673c50b076042d8f0c49501372168142764.zip | |
Refactored renderer
Renderer is basically now more C++'y, as it makes more use of classes (a lot of GL types have been wrapped), and the renderer itself is now a class. The monitor mesh is also now indexed. Tweaked the NTSC artifacting after inadvertently fixing a bug with the way the image was loaded.
Diffstat (limited to 'src')
| -rw-r--r-- | src/algorithms.h | 12 | ||||
| -rw-r--r-- | src/animation.h | 2 | ||||
| -rw-r--r-- | src/components/controllable.h | 2 | ||||
| -rw-r--r-- | src/components/mappable.h | 2 | ||||
| -rw-r--r-- | src/entity_manager.h | 2 | ||||
| -rw-r--r-- | src/game.cpp | 19 | ||||
| -rw-r--r-- | src/game.h | 11 | ||||
| -rw-r--r-- | src/main.cpp | 17 | ||||
| -rw-r--r-- | src/renderer.cpp | 862 | ||||
| -rw-r--r-- | src/renderer.h | 37 | ||||
| -rw-r--r-- | src/renderer/gl.h | 7 | ||||
| -rw-r--r-- | src/renderer/mesh.cpp | 109 | ||||
| -rw-r--r-- | src/renderer/mesh.h | 62 | ||||
| -rw-r--r-- | src/renderer/renderer.cpp | 635 | ||||
| -rw-r--r-- | src/renderer/renderer.h | 114 | ||||
| -rw-r--r-- | src/renderer/shader.cpp | 84 | ||||
| -rw-r--r-- | src/renderer/shader.h | 58 | ||||
| -rw-r--r-- | src/renderer/texture.cpp | 124 | ||||
| -rw-r--r-- | src/renderer/texture.h | 52 | ||||
| -rw-r--r-- | src/renderer/wrappers.h | 273 | ||||
| -rw-r--r-- | src/systems/animating.cpp | 3 | ||||
| -rw-r--r-- | src/systems/animating.h | 2 | ||||
| -rw-r--r-- | src/systems/mapping.cpp | 12 | ||||
| -rw-r--r-- | src/util.cpp | 30 | ||||
| -rw-r--r-- | src/util.h | 41 |
25 files changed, 1624 insertions, 948 deletions
| diff --git a/src/algorithms.h b/src/algorithms.h deleted file mode 100644 index 80e3e27..0000000 --- a/src/algorithms.h +++ /dev/null | |||
| @@ -1,12 +0,0 @@ | |||
| 1 | #ifndef ALGORITHMS_H_1DDC517E | ||
| 2 | #define ALGORITHMS_H_1DDC517E | ||
| 3 | |||
| 4 | template< typename ContainerT, typename PredicateT > | ||
| 5 | void erase_if( ContainerT& items, const PredicateT& predicate ) { | ||
| 6 | for( auto it = items.begin(); it != items.end(); ) { | ||
| 7 | if( predicate(*it) ) it = items.erase(it); | ||
| 8 | else ++it; | ||
| 9 | } | ||
| 10 | }; | ||
| 11 | |||
| 12 | #endif /* end of include guard: ALGORITHMS_H_1DDC517E */ | ||
| diff --git a/src/animation.h b/src/animation.h index 50446d0..58df616 100644 --- a/src/animation.h +++ b/src/animation.h | |||
| @@ -1,7 +1,7 @@ | |||
| 1 | #ifndef ANIMATION_H_74EB0901 | 1 | #ifndef ANIMATION_H_74EB0901 |
| 2 | #define ANIMATION_H_74EB0901 | 2 | #define ANIMATION_H_74EB0901 |
| 3 | 3 | ||
| 4 | #include "renderer.h" | 4 | #include "renderer/texture.h" |
| 5 | #include <string> | 5 | #include <string> |
| 6 | #include <map> | 6 | #include <map> |
| 7 | #include <stdexcept> | 7 | #include <stdexcept> |
| diff --git a/src/components/controllable.h b/src/components/controllable.h index fa78c8b..1b12985 100644 --- a/src/components/controllable.h +++ b/src/components/controllable.h | |||
| @@ -2,7 +2,7 @@ | |||
| 2 | #define CONTROLLABLE_H_4E0B85B4 | 2 | #define CONTROLLABLE_H_4E0B85B4 |
| 3 | 3 | ||
| 4 | #include "component.h" | 4 | #include "component.h" |
| 5 | #include "renderer.h" | 5 | #include "renderer/gl.h" |
| 6 | 6 | ||
| 7 | class ControllableComponent : public Component { | 7 | class ControllableComponent : public Component { |
| 8 | public: | 8 | public: |
| diff --git a/src/components/mappable.h b/src/components/mappable.h index 7530919..2dbab77 100644 --- a/src/components/mappable.h +++ b/src/components/mappable.h | |||
| @@ -3,7 +3,7 @@ | |||
| 3 | 3 | ||
| 4 | #include <map> | 4 | #include <map> |
| 5 | #include "component.h" | 5 | #include "component.h" |
| 6 | #include "renderer.h" | 6 | #include "renderer/texture.h" |
| 7 | #include "map.h" | 7 | #include "map.h" |
| 8 | 8 | ||
| 9 | class MappableComponent : public Component { | 9 | class MappableComponent : public Component { |
| diff --git a/src/entity_manager.h b/src/entity_manager.h index 7fd82fc..65fa6ca 100644 --- a/src/entity_manager.h +++ b/src/entity_manager.h | |||
| @@ -7,7 +7,7 @@ | |||
| 7 | #include <set> | 7 | #include <set> |
| 8 | #include <stdexcept> | 8 | #include <stdexcept> |
| 9 | #include "component.h" | 9 | #include "component.h" |
| 10 | #include "algorithms.h" | 10 | #include "util.h" |
| 11 | 11 | ||
| 12 | class EntityManager { | 12 | class EntityManager { |
| 13 | private: | 13 | private: |
| diff --git a/src/game.cpp b/src/game.cpp index 1182689..228ff23 100644 --- a/src/game.cpp +++ b/src/game.cpp | |||
| @@ -10,12 +10,11 @@ | |||
| 10 | #include "systems/mapping.h" | 10 | #include "systems/mapping.h" |
| 11 | #include "systems/orienting.h" | 11 | #include "systems/orienting.h" |
| 12 | #include "animation.h" | 12 | #include "animation.h" |
| 13 | #include "renderer.h" | ||
| 14 | #include "consts.h" | 13 | #include "consts.h" |
| 15 | 14 | ||
| 16 | void key_callback(GLFWwindow* window, int key, int, int action, int) | 15 | void key_callback(GLFWwindow* window, int key, int, int action, int) |
| 17 | { | 16 | { |
| 18 | Game& game = *((Game*) glfwGetWindowUserPointer(window)); | 17 | Game& game = *static_cast<Game*>(glfwGetWindowUserPointer(window)); |
| 19 | 18 | ||
| 20 | if ((action == GLFW_PRESS) && (key == GLFW_KEY_ESCAPE)) | 19 | if ((action == GLFW_PRESS) && (key == GLFW_KEY_ESCAPE)) |
| 21 | { | 20 | { |
| @@ -27,10 +26,7 @@ void key_callback(GLFWwindow* window, int key, int, int action, int) | |||
| 27 | game.systemManager_.input(key, action); | 26 | game.systemManager_.input(key, action); |
| 28 | } | 27 | } |
| 29 | 28 | ||
| 30 | Game::Game( | 29 | Game::Game() : world_("res/maps.xml") |
| 31 | GLFWwindow* window) : | ||
| 32 | window_(window), | ||
| 33 | world_("res/maps.xml") | ||
| 34 | { | 30 | { |
| 35 | systemManager_.emplaceSystem<ControllingSystem>(*this); | 31 | systemManager_.emplaceSystem<ControllingSystem>(*this); |
| 36 | systemManager_.emplaceSystem<OrientingSystem>(*this); | 32 | systemManager_.emplaceSystem<OrientingSystem>(*this); |
| @@ -65,8 +61,8 @@ Game::Game( | |||
| 65 | systemManager_.getSystem<MappingSystem>().loadMap(world_.getStartingMapId()); | 61 | systemManager_.getSystem<MappingSystem>().loadMap(world_.getStartingMapId()); |
| 66 | 62 | ||
| 67 | glfwSwapInterval(1); | 63 | glfwSwapInterval(1); |
| 68 | glfwSetWindowUserPointer(window_, this); | 64 | glfwSetWindowUserPointer(renderer_.getWindow().getHandle(), this); |
| 69 | glfwSetKeyCallback(window_, key_callback); | 65 | glfwSetKeyCallback(renderer_.getWindow().getHandle(), key_callback); |
| 70 | } | 66 | } |
| 71 | 67 | ||
| 72 | void Game::execute() | 68 | void Game::execute() |
| @@ -76,7 +72,8 @@ void Game::execute() | |||
| 76 | double accumulator = 0.0; | 72 | double accumulator = 0.0; |
| 77 | Texture texture(GAME_WIDTH, GAME_HEIGHT); | 73 | Texture texture(GAME_WIDTH, GAME_HEIGHT); |
| 78 | 74 | ||
| 79 | while (!(shouldQuit_ || glfwWindowShouldClose(window_))) | 75 | while (!(shouldQuit_ || |
| 76 | glfwWindowShouldClose(renderer_.getWindow().getHandle()))) | ||
| 80 | { | 77 | { |
| 81 | double currentTime = glfwGetTime(); | 78 | double currentTime = glfwGetTime(); |
| 82 | double frameTime = currentTime - lastTime; | 79 | double frameTime = currentTime - lastTime; |
| @@ -93,8 +90,8 @@ void Game::execute() | |||
| 93 | } | 90 | } |
| 94 | 91 | ||
| 95 | // Render | 92 | // Render |
| 96 | texture.fill(texture.entirety(), 0, 0, 0); | 93 | renderer_.fill(texture, texture.entirety(), 0, 0, 0); |
| 97 | systemManager_.render(texture); | 94 | systemManager_.render(texture); |
| 98 | texture.renderScreen(); | 95 | renderer_.renderScreen(texture); |
| 99 | } | 96 | } |
| 100 | } | 97 | } |
| diff --git a/src/game.h b/src/game.h index 346d67e..43e08da 100644 --- a/src/game.h +++ b/src/game.h | |||
| @@ -1,18 +1,23 @@ | |||
| 1 | #ifndef GAME_H_1014DDC9 | 1 | #ifndef GAME_H_1014DDC9 |
| 2 | #define GAME_H_1014DDC9 | 2 | #define GAME_H_1014DDC9 |
| 3 | 3 | ||
| 4 | #include "renderer.h" | ||
| 5 | #include "entity_manager.h" | 4 | #include "entity_manager.h" |
| 6 | #include "system_manager.h" | 5 | #include "system_manager.h" |
| 7 | #include "world.h" | 6 | #include "world.h" |
| 7 | #include "renderer/renderer.h" | ||
| 8 | 8 | ||
| 9 | class Game { | 9 | class Game { |
| 10 | public: | 10 | public: |
| 11 | 11 | ||
| 12 | Game(GLFWwindow* window); | 12 | Game(); |
| 13 | 13 | ||
| 14 | void execute(); | 14 | void execute(); |
| 15 | 15 | ||
| 16 | inline Renderer& getRenderer() | ||
| 17 | { | ||
| 18 | return renderer_; | ||
| 19 | } | ||
| 20 | |||
| 16 | inline EntityManager& getEntityManager() | 21 | inline EntityManager& getEntityManager() |
| 17 | { | 22 | { |
| 18 | return entityManager_; | 23 | return entityManager_; |
| @@ -37,7 +42,7 @@ public: | |||
| 37 | 42 | ||
| 38 | private: | 43 | private: |
| 39 | 44 | ||
| 40 | GLFWwindow* const window_; | 45 | Renderer renderer_; |
| 41 | EntityManager entityManager_; | 46 | EntityManager entityManager_; |
| 42 | SystemManager systemManager_; | 47 | SystemManager systemManager_; |
| 43 | World world_; | 48 | World world_; |
| diff --git a/src/main.cpp b/src/main.cpp index d51da7d..ddbc15f 100644 --- a/src/main.cpp +++ b/src/main.cpp | |||
| @@ -1,27 +1,14 @@ | |||
| 1 | #include <ctime> | ||
| 2 | #include <list> | ||
| 3 | #include <cstdlib> | ||
| 4 | #include "renderer.h" | ||
| 5 | #include "muxer.h" | 1 | #include "muxer.h" |
| 6 | #include "game.h" | 2 | #include "game.h" |
| 7 | 3 | ||
| 8 | int main() | 4 | int main() |
| 9 | { | 5 | { |
| 10 | srand(time(NULL)); | ||
| 11 | |||
| 12 | GLFWwindow* window = initRenderer(); | ||
| 13 | glfwSwapInterval(1); | ||
| 14 | |||
| 15 | initMuxer(); | 6 | initMuxer(); |
| 16 | 7 | ||
| 17 | // Put this in a block so game goes out of scope before we destroy the renderer | 8 | Game game; |
| 18 | { | 9 | game.execute(); |
| 19 | Game game {window}; | ||
| 20 | game.execute(); | ||
| 21 | } | ||
| 22 | 10 | ||
| 23 | destroyMuxer(); | 11 | destroyMuxer(); |
| 24 | destroyRenderer(); | ||
| 25 | 12 | ||
| 26 | return 0; | 13 | return 0; |
| 27 | } | 14 | } |
| diff --git a/src/renderer.cpp b/src/renderer.cpp deleted file mode 100644 index f840180..0000000 --- a/src/renderer.cpp +++ /dev/null | |||
| @@ -1,862 +0,0 @@ | |||
| 1 | #include "renderer.h" | ||
| 2 | #include <string> | ||
| 3 | #include <fstream> | ||
| 4 | #include <vector> | ||
| 5 | #include <cstdio> | ||
| 6 | #include <cstring> | ||
| 7 | #include <cstdlib> | ||
| 8 | #include <glm/glm.hpp> | ||
| 9 | #include <glm/gtc/matrix_transform.hpp> | ||
| 10 | #include "consts.h" | ||
| 11 | |||
| 12 | // include stb_image | ||
| 13 | #define STB_IMAGE_IMPLEMENTATION | ||
| 14 | #define STBI_ONLY_PNG | ||
| 15 | #define STBI_ONLY_BMP | ||
| 16 | #include "stb_image.h" | ||
| 17 | |||
| 18 | static bool rendererInitialized = false; | ||
| 19 | |||
| 20 | static GLFWwindow* window; | ||
| 21 | |||
| 22 | static GLuint generic_framebuffer; // The framebuffer | ||
| 23 | static GLuint bloom_framebuffer; | ||
| 24 | static GLuint bloom_depthbuffer; | ||
| 25 | static int buffer_width = 1024; | ||
| 26 | static int buffer_height = 768; | ||
| 27 | |||
| 28 | static GLuint ntscShader; // The NTSC shader | ||
| 29 | static GLuint finalShader; // The passthrough shader | ||
| 30 | static GLuint blitShader; // The blitting shader | ||
| 31 | static GLuint fillShader; // The fill shader | ||
| 32 | static GLuint bloom1Shader; | ||
| 33 | static GLuint bloom2Shader; | ||
| 34 | |||
| 35 | // The buffers for the NTSC rendering process | ||
| 36 | static GLuint renderedTexBufs[2]; | ||
| 37 | static int curBuf; | ||
| 38 | static GLuint artifactsTex; | ||
| 39 | static GLuint scanlinesTex; | ||
| 40 | static GLuint preBloomTex; | ||
| 41 | static GLuint bloomPassTex1; | ||
| 42 | static GLuint bloomPassTex2; | ||
| 43 | |||
| 44 | // The VAO | ||
| 45 | static GLuint VertexArrayID; | ||
| 46 | |||
| 47 | // A plane that fills the renderbuffer | ||
| 48 | static GLuint quad_vertexbuffer; | ||
| 49 | |||
| 50 | // Buffers for the mesh | ||
| 51 | static GLuint mesh_vertexbuffer; | ||
| 52 | static GLuint mesh_uvbuffer; | ||
| 53 | static GLuint mesh_normalbuffer; | ||
| 54 | static int mesh_numvertices; | ||
| 55 | |||
| 56 | GLuint LoadShaders(const char* vertex_file_path, const char* fragment_file_path) | ||
| 57 | { | ||
| 58 | // Create the shaders | ||
| 59 | GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER); | ||
| 60 | GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER); | ||
| 61 | |||
| 62 | // Read the Vertex Shader code from the file | ||
| 63 | std::string VertexShaderCode; | ||
| 64 | std::ifstream VertexShaderStream(vertex_file_path, std::ios::in); | ||
| 65 | if(VertexShaderStream.is_open()) | ||
| 66 | { | ||
| 67 | std::string Line = ""; | ||
| 68 | while(getline(VertexShaderStream, Line)) | ||
| 69 | VertexShaderCode += "\n" + Line; | ||
| 70 | VertexShaderStream.close(); | ||
| 71 | } | ||
| 72 | |||
| 73 | // Read the Fragment Shader code from the file | ||
| 74 | std::string FragmentShaderCode; | ||
| 75 | std::ifstream FragmentShaderStream(fragment_file_path, std::ios::in); | ||
| 76 | if(FragmentShaderStream.is_open()){ | ||
| 77 | std::string Line = ""; | ||
| 78 | while(getline(FragmentShaderStream, Line)) | ||
| 79 | FragmentShaderCode += "\n" + Line; | ||
| 80 | FragmentShaderStream.close(); | ||
| 81 | } | ||
| 82 | |||
| 83 | GLint Result = GL_FALSE; | ||
| 84 | int InfoLogLength; | ||
| 85 | |||
| 86 | // Compile Vertex Shader | ||
| 87 | printf("Compiling shader : %s\n", vertex_file_path); | ||
| 88 | char const * VertexSourcePointer = VertexShaderCode.c_str(); | ||
| 89 | glShaderSource(VertexShaderID, 1, &VertexSourcePointer , nullptr); | ||
| 90 | glCompileShader(VertexShaderID); | ||
| 91 | |||
| 92 | // Check Vertex Shader | ||
| 93 | glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result); | ||
| 94 | glGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength); | ||
| 95 | std::vector<char> VertexShaderErrorMessage(InfoLogLength); | ||
| 96 | glGetShaderInfoLog(VertexShaderID, InfoLogLength, nullptr, &VertexShaderErrorMessage[0]); | ||
| 97 | fprintf(stdout, "%s\n", &VertexShaderErrorMessage[0]); | ||
| 98 | |||
| 99 | // Compile Fragment Shader | ||
| 100 | printf("Compiling shader : %s\n", fragment_file_path); | ||
| 101 | char const * FragmentSourcePointer = FragmentShaderCode.c_str(); | ||
| 102 | glShaderSource(FragmentShaderID, 1, &FragmentSourcePointer , nullptr); | ||
| 103 | glCompileShader(FragmentShaderID); | ||
| 104 | |||
| 105 | // Check Fragment Shader | ||
| 106 | glGetShaderiv(FragmentShaderID, GL_COMPILE_STATUS, &Result); | ||
| 107 | glGetShaderiv(FragmentShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength); | ||
| 108 | std::vector<char> FragmentShaderErrorMessage(InfoLogLength); | ||
| 109 | glGetShaderInfoLog(FragmentShaderID, InfoLogLength, nullptr, &FragmentShaderErrorMessage[0]); | ||
| 110 | fprintf(stdout, "%s\n", &FragmentShaderErrorMessage[0]); | ||
| 111 | |||
| 112 | // Link the program | ||
| 113 | fprintf(stdout, "Linking program\n"); | ||
| 114 | GLuint ProgramID = glCreateProgram(); | ||
| 115 | glAttachShader(ProgramID, VertexShaderID); | ||
| 116 | glAttachShader(ProgramID, FragmentShaderID); | ||
| 117 | glLinkProgram(ProgramID); | ||
| 118 | |||
| 119 | // Check the program | ||
| 120 | glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result); | ||
| 121 | glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength); | ||
| 122 | std::vector<char> ProgramErrorMessage( glm::max(InfoLogLength, int(1)) ); | ||
| 123 | glGetProgramInfoLog(ProgramID, InfoLogLength, nullptr, &ProgramErrorMessage[0]); | ||
| 124 | fprintf(stdout, "%s\n", &ProgramErrorMessage[0]); | ||
| 125 | |||
| 126 | glDeleteShader(VertexShaderID); | ||
| 127 | glDeleteShader(FragmentShaderID); | ||
| 128 | |||
| 129 | return ProgramID; | ||
| 130 | } | ||
| 131 | |||
| 132 | void flipImageData(unsigned char* data, int width, int height, int comps) | ||
| 133 | { | ||
| 134 | unsigned char* data_copy = (unsigned char*) malloc(width*height*comps*sizeof(unsigned char)); | ||
| 135 | memcpy(data_copy, data, width*height*comps); | ||
| 136 | |||
| 137 | int row_size = width * comps; | ||
| 138 | |||
| 139 | for (int i=0;i<height;i++) | ||
| 140 | { | ||
| 141 | memcpy(data + (row_size*i), data_copy + (row_size*(height-i-1)), row_size); | ||
| 142 | } | ||
| 143 | |||
| 144 | free(data_copy); | ||
| 145 | } | ||
| 146 | |||
| 147 | void loadMesh(const char* filename, std::vector<glm::vec3>& out_vertices, std::vector<glm::vec2>& out_uvs, std::vector<glm::vec3>& out_normals) | ||
| 148 | { | ||
| 149 | out_vertices.clear(); | ||
| 150 | out_uvs.clear(); | ||
| 151 | out_normals.clear(); | ||
| 152 | |||
| 153 | FILE* file = fopen(filename, "r"); | ||
| 154 | if (file == nullptr) | ||
| 155 | { | ||
| 156 | fprintf(stderr, "Could not open mesh file %s\n", filename); | ||
| 157 | exit(1); | ||
| 158 | } | ||
| 159 | |||
| 160 | std::vector<glm::vec3> temp_vertices; | ||
| 161 | std::vector<glm::vec2> temp_uvs; | ||
| 162 | std::vector<glm::vec3> temp_normals; | ||
| 163 | |||
| 164 | for (;;) | ||
| 165 | { | ||
| 166 | char lineHeader[256]; | ||
| 167 | int res = fscanf(file, "%s", lineHeader); | ||
| 168 | if (res == EOF) | ||
| 169 | { | ||
| 170 | break; | ||
| 171 | } | ||
| 172 | |||
| 173 | if (!strncmp(lineHeader, "v", 2)) | ||
| 174 | { | ||
| 175 | glm::vec3 vertex; | ||
| 176 | fscanf(file, "%f %f %f\n", &vertex.x,&vertex.y,&vertex.z); | ||
| 177 | temp_vertices.push_back(vertex); | ||
| 178 | } else if (!strncmp(lineHeader, "vt", 3)) | ||
| 179 | { | ||
| 180 | glm::vec2 uv; | ||
| 181 | fscanf(file, "%f %f\n", &uv.x, &uv.y); | ||
| 182 | temp_uvs.push_back(uv); | ||
| 183 | } else if (!strncmp(lineHeader, "vn", 3)) | ||
| 184 | { | ||
| 185 | glm::vec3 normal; | ||
| 186 | fscanf(file, "%f %f %f\n", &normal.x, &normal.y, &normal.z); | ||
| 187 | temp_normals.push_back(normal); | ||
| 188 | } else if (!strncmp(lineHeader, "f", 2)) | ||
| 189 | { | ||
| 190 | int vertexIDs[3], uvIDs[3], normalIDs[3]; | ||
| 191 | fscanf(file, "%d/%d/%d %d/%d/%d %d/%d/%d\n", &vertexIDs[0], &uvIDs[0], &normalIDs[0], &vertexIDs[1], &uvIDs[1], &normalIDs[1], &vertexIDs[2], &uvIDs[2], &normalIDs[2]); | ||
| 192 | |||
| 193 | for (int i=0; i<3; i++) | ||
| 194 | { | ||
| 195 | out_vertices.push_back(temp_vertices[vertexIDs[i] - 1]); | ||
| 196 | out_uvs.push_back(temp_uvs[uvIDs[i] - 1]); | ||
| 197 | out_normals.push_back(temp_normals[normalIDs[i] - 1]); | ||
| 198 | } | ||
| 199 | } | ||
| 200 | } | ||
| 201 | } | ||
| 202 | |||
| 203 | void setFramebufferSize(GLFWwindow* w, int width, int height) | ||
| 204 | { | ||
| 205 | buffer_width = width; | ||
| 206 | buffer_height = height; | ||
| 207 | |||
| 208 | glDeleteFramebuffers(1, &bloom_framebuffer); | ||
| 209 | glDeleteRenderbuffers(1, &bloom_depthbuffer); | ||
| 210 | |||
| 211 | glGenFramebuffers(1, &bloom_framebuffer); | ||
| 212 | glBindFramebuffer(GL_FRAMEBUFFER, bloom_framebuffer); | ||
| 213 | GLenum DrawBuffers[1] = {GL_COLOR_ATTACHMENT1}; | ||
| 214 | glDrawBuffers(1, DrawBuffers); | ||
| 215 | |||
| 216 | glGenRenderbuffers(1, &bloom_depthbuffer); | ||
| 217 | glBindRenderbuffer(GL_RENDERBUFFER, bloom_depthbuffer); | ||
| 218 | glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, width, height); | ||
| 219 | glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, bloom_depthbuffer); | ||
| 220 | |||
| 221 | glDeleteTextures(1, &preBloomTex); | ||
| 222 | glDeleteTextures(1, &bloomPassTex1); | ||
| 223 | glDeleteTextures(1, &bloomPassTex2); | ||
| 224 | |||
| 225 | glGenTextures(1, &preBloomTex); | ||
| 226 | glBindTexture(GL_TEXTURE_2D, preBloomTex); | ||
| 227 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, 0); | ||
| 228 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | ||
| 229 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); | ||
| 230 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | ||
| 231 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | ||
| 232 | |||
| 233 | glGenTextures(1, &bloomPassTex1); | ||
| 234 | glBindTexture(GL_TEXTURE_2D, bloomPassTex1); | ||
| 235 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width/4, height/4, 0, GL_RGB, GL_UNSIGNED_BYTE, 0); | ||
| 236 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | ||
| 237 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); | ||
| 238 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | ||
| 239 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | ||
| 240 | |||
| 241 | glGenTextures(1, &bloomPassTex2); | ||
| 242 | glBindTexture(GL_TEXTURE_2D, bloomPassTex2); | ||
| 243 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width/4, height/4, 0, GL_RGB, GL_UNSIGNED_BYTE, 0); | ||
| 244 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | ||
| 245 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); | ||
| 246 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | ||
| 247 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | ||
| 248 | } | ||
| 249 | |||
| 250 | GLFWwindow* initRenderer() | ||
| 251 | { | ||
| 252 | if (rendererInitialized) | ||
| 253 | { | ||
| 254 | fprintf(stderr, "Renderer already initialized\n"); | ||
| 255 | exit(-1); | ||
| 256 | } | ||
| 257 | |||
| 258 | // Initialize GLFW | ||
| 259 | if (!glfwInit()) | ||
| 260 | { | ||
| 261 | fprintf(stderr, "Failed to initialize GLFW\n"); | ||
| 262 | exit(-1); | ||
| 263 | } | ||
| 264 | |||
| 265 | glfwWindowHint(GLFW_SAMPLES, 4); // 4x antialiasing | ||
| 266 | glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); // We want version 3.3 | ||
| 267 | glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); | ||
| 268 | glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Mac requires this | ||
| 269 | glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); | ||
| 270 | |||
| 271 | // Create a window | ||
| 272 | window = glfwCreateWindow(1024, 768, "Aromatherapy", nullptr, nullptr); | ||
| 273 | if (window == nullptr) | ||
| 274 | { | ||
| 275 | fprintf(stderr, "Failed to open GLFW window\n"); | ||
| 276 | glfwTerminate(); | ||
| 277 | exit(-1); | ||
| 278 | } | ||
| 279 | |||
| 280 | glfwMakeContextCurrent(window); | ||
| 281 | glewExperimental = true; // Needed in core profile | ||
| 282 | if (glewInit() != GLEW_OK) | ||
| 283 | { | ||
| 284 | fprintf(stderr, "Failed to initialize GLEW\n"); | ||
| 285 | exit(-1); | ||
| 286 | } | ||
| 287 | |||
| 288 | glfwSetFramebufferSizeCallback(window, &setFramebufferSize); | ||
| 289 | |||
| 290 | // Set up vertex array object | ||
| 291 | glGenVertexArrays(1, &VertexArrayID); | ||
| 292 | glBindVertexArray(VertexArrayID); | ||
| 293 | |||
| 294 | // Enable depth testing | ||
| 295 | glEnable(GL_DEPTH_TEST); | ||
| 296 | glDepthFunc(GL_LESS); | ||
| 297 | |||
| 298 | // Enable blending | ||
| 299 | glEnable(GL_BLEND); | ||
| 300 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); | ||
| 301 | |||
| 302 | // Set up the framebuffer | ||
| 303 | glGenFramebuffers(1, &generic_framebuffer); | ||
| 304 | glBindFramebuffer(GL_FRAMEBUFFER, generic_framebuffer); | ||
| 305 | GLenum DrawBuffers[1] = {GL_COLOR_ATTACHMENT0}; | ||
| 306 | glDrawBuffers(1, DrawBuffers); | ||
| 307 | |||
| 308 | glGenFramebuffers(1, &bloom_framebuffer); | ||
| 309 | glBindFramebuffer(GL_FRAMEBUFFER, bloom_framebuffer); | ||
| 310 | GLenum DrawBuffers2[1] = {GL_COLOR_ATTACHMENT1}; | ||
| 311 | glDrawBuffers(1, DrawBuffers2); | ||
| 312 | |||
| 313 | glfwGetFramebufferSize(window, &buffer_width, &buffer_height); | ||
| 314 | |||
| 315 | glGenRenderbuffers(1, &bloom_depthbuffer); | ||
| 316 | glBindRenderbuffer(GL_RENDERBUFFER, bloom_depthbuffer); | ||
| 317 | glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, buffer_width, buffer_height); | ||
| 318 | glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, bloom_depthbuffer); | ||
| 319 | |||
| 320 | // Set up the NTSC rendering buffers | ||
| 321 | glGenTextures(2, renderedTexBufs); | ||
| 322 | glBindTexture(GL_TEXTURE_2D, renderedTexBufs[0]); | ||
| 323 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, GAME_WIDTH, GAME_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, 0); | ||
| 324 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | ||
| 325 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | ||
| 326 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | ||
| 327 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | ||
| 328 | |||
| 329 | glBindTexture(GL_TEXTURE_2D, renderedTexBufs[1]); | ||
| 330 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, GAME_WIDTH, GAME_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, 0); | ||
| 331 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | ||
| 332 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | ||
| 333 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | ||
| 334 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | ||
| 335 | |||
| 336 | // Set up bloom rendering buffers | ||
| 337 | glGenTextures(1, &preBloomTex); | ||
| 338 | glBindTexture(GL_TEXTURE_2D, preBloomTex); | ||
| 339 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, buffer_width, buffer_height, 0, GL_RGB, GL_UNSIGNED_BYTE, 0); | ||
| 340 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | ||
| 341 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); | ||
| 342 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | ||
| 343 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | ||
| 344 | |||
| 345 | glGenTextures(1, &bloomPassTex1); | ||
| 346 | glBindTexture(GL_TEXTURE_2D, bloomPassTex1); | ||
| 347 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, buffer_width/4, buffer_height/4, 0, GL_RGB, GL_UNSIGNED_BYTE, 0); | ||
| 348 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | ||
| 349 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); | ||
| 350 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | ||
| 351 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | ||
| 352 | |||
| 353 | glGenTextures(1, &bloomPassTex2); | ||
| 354 | glBindTexture(GL_TEXTURE_2D, bloomPassTex2); | ||
| 355 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, buffer_width/4, buffer_height/4, 0, GL_RGB, GL_UNSIGNED_BYTE, 0); | ||
| 356 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | ||
| 357 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); | ||
| 358 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | ||
| 359 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | ||
| 360 | |||
| 361 | curBuf = 0; | ||
| 362 | |||
| 363 | // Load the mesh! | ||
| 364 | std::vector<glm::vec3> mesh_vertices; | ||
| 365 | std::vector<glm::vec2> mesh_uvs; | ||
| 366 | std::vector<glm::vec3> mesh_normals; | ||
| 367 | |||
| 368 | loadMesh("res/monitor-old.obj", mesh_vertices, mesh_uvs, mesh_normals); | ||
| 369 | |||
| 370 | mesh_numvertices = mesh_vertices.size(); | ||
| 371 | |||
| 372 | glGenBuffers(1, &mesh_vertexbuffer); | ||
| 373 | glBindBuffer(GL_ARRAY_BUFFER, mesh_vertexbuffer); | ||
| 374 | glBufferData(GL_ARRAY_BUFFER, mesh_vertices.size() * sizeof(glm::vec3), mesh_vertices.data(), GL_STATIC_DRAW); | ||
| 375 | |||
| 376 | glGenBuffers(1, &mesh_uvbuffer); | ||
| 377 | glBindBuffer(GL_ARRAY_BUFFER, mesh_uvbuffer); | ||
| 378 | glBufferData(GL_ARRAY_BUFFER, mesh_uvs.size() * sizeof(glm::vec2), mesh_uvs.data(), GL_STATIC_DRAW); | ||
| 379 | |||
| 380 | glGenBuffers(1, &mesh_normalbuffer); | ||
| 381 | glBindBuffer(GL_ARRAY_BUFFER, mesh_normalbuffer); | ||
| 382 | glBufferData(GL_ARRAY_BUFFER, mesh_normals.size() * sizeof(glm::vec3), mesh_normals.data(), GL_STATIC_DRAW); | ||
| 383 | |||
| 384 | // Load the vertices of a flat surface | ||
| 385 | GLfloat g_quad_vertex_buffer_data[] = { | ||
| 386 | -1.0f, -1.0f, 0.0f, | ||
| 387 | 1.0f, -1.0f, 0.0f, | ||
| 388 | -1.0f, 1.0f, 0.0f, | ||
| 389 | -1.0f, 1.0f, 0.0f, | ||
| 390 | 1.0f, -1.0f, 0.0f, | ||
| 391 | 1.0f, 1.0f, 0.0f, | ||
| 392 | }; | ||
| 393 | |||
| 394 | glGenBuffers(1, &quad_vertexbuffer); | ||
| 395 | glBindBuffer(GL_ARRAY_BUFFER, quad_vertexbuffer); | ||
| 396 | glBufferData(GL_ARRAY_BUFFER, sizeof(g_quad_vertex_buffer_data), g_quad_vertex_buffer_data, GL_STATIC_DRAW); | ||
| 397 | |||
| 398 | glGenTextures(1, &artifactsTex); | ||
| 399 | glBindTexture(GL_TEXTURE_2D, artifactsTex); | ||
| 400 | int atdw, atdh; | ||
| 401 | unsigned char* artifactsTex_data = stbi_load("res/artifacts.bmp", &atdw, &atdh, 0, 3); | ||
| 402 | flipImageData(artifactsTex_data, atdw, atdh, 3); | ||
| 403 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, atdw, atdh, 0, GL_RGB, GL_UNSIGNED_BYTE, artifactsTex_data); | ||
| 404 | stbi_image_free(artifactsTex_data); | ||
| 405 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | ||
| 406 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST); | ||
| 407 | glGenerateMipmap(GL_TEXTURE_2D); | ||
| 408 | |||
| 409 | glGenTextures(1, &scanlinesTex); | ||
| 410 | glBindTexture(GL_TEXTURE_2D, scanlinesTex); | ||
| 411 | int stdw, stdh; | ||
| 412 | unsigned char* scanlinesTex_data = stbi_load("res/scanlines_333.bmp", &stdw, &stdh, 0, 3); | ||
| 413 | flipImageData(scanlinesTex_data, stdw, stdh, 3); | ||
| 414 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, atdw, atdh, 0, GL_RGB, GL_UNSIGNED_BYTE, scanlinesTex_data); | ||
| 415 | stbi_image_free(scanlinesTex_data); | ||
| 416 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | ||
| 417 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST); | ||
| 418 | glGenerateMipmap(GL_TEXTURE_2D); | ||
| 419 | |||
| 420 | // Load the shaders | ||
| 421 | ntscShader = LoadShaders("shaders/ntsc.vertex", "shaders/ntsc.fragment"); | ||
| 422 | finalShader = LoadShaders("shaders/final.vertex", "shaders/final.fragment"); | ||
| 423 | blitShader = LoadShaders("shaders/blit.vertex", "shaders/blit.fragment"); | ||
| 424 | fillShader = LoadShaders("shaders/fill.vertex", "shaders/fill.fragment"); | ||
| 425 | bloom1Shader = LoadShaders("shaders/bloom1.vertex", "shaders/bloom1.fragment"); | ||
| 426 | bloom2Shader = LoadShaders("shaders/bloom2.vertex", "shaders/bloom2.fragment"); | ||
| 427 | |||
| 428 | rendererInitialized = true; | ||
| 429 | |||
| 430 | return window; | ||
| 431 | } | ||
| 432 | |||
| 433 | void destroyRenderer() | ||
| 434 | { | ||
| 435 | if (!rendererInitialized) | ||
| 436 | { | ||
| 437 | fprintf(stderr, "Renderer not initialized\n"); | ||
| 438 | exit(-1); | ||
| 439 | } | ||
| 440 | |||
| 441 | // Delete the plane buffer | ||
| 442 | glDeleteBuffers(1, &quad_vertexbuffer); | ||
| 443 | glDeleteBuffers(1, &mesh_vertexbuffer); | ||
| 444 | glDeleteBuffers(1, &mesh_uvbuffer); | ||
| 445 | glDeleteBuffers(1, &mesh_normalbuffer); | ||
| 446 | |||
| 447 | // Delete the shaders | ||
| 448 | glDeleteProgram(ntscShader); | ||
| 449 | glDeleteProgram(finalShader); | ||
| 450 | glDeleteProgram(blitShader); | ||
| 451 | glDeleteProgram(fillShader); | ||
| 452 | glDeleteProgram(bloom1Shader); | ||
| 453 | glDeleteProgram(bloom2Shader); | ||
| 454 | |||
| 455 | // Delete the NTSC rendering buffers | ||
| 456 | glDeleteTextures(2, renderedTexBufs); | ||
| 457 | glDeleteTextures(1, &artifactsTex); | ||
| 458 | glDeleteTextures(1, &scanlinesTex); | ||
| 459 | glDeleteTextures(1, &preBloomTex); | ||
| 460 | glDeleteTextures(1, &bloomPassTex1); | ||
| 461 | glDeleteTextures(1, &bloomPassTex2); | ||
| 462 | |||
| 463 | // Delete the framebuffer | ||
| 464 | glDeleteRenderbuffers(1, &bloom_depthbuffer); | ||
| 465 | glDeleteFramebuffers(1, &bloom_framebuffer); | ||
| 466 | glDeleteFramebuffers(1, &generic_framebuffer); | ||
| 467 | |||
| 468 | // Delete the VAO | ||
| 469 | glDeleteVertexArrays(1, &VertexArrayID); | ||
| 470 | |||
| 471 | // Kill the window | ||
| 472 | glfwTerminate(); | ||
| 473 | |||
| 474 | rendererInitialized = false; | ||
| 475 | } | ||
| 476 | |||
| 477 | Texture::Texture(int width, int height) | ||
| 478 | { | ||
| 479 | if (!rendererInitialized) | ||
| 480 | { | ||
| 481 | fprintf(stderr, "Renderer not initialized\n"); | ||
| 482 | exit(-1); | ||
| 483 | } | ||
| 484 | |||
| 485 | this->width = width; | ||
| 486 | this->height = height; | ||
| 487 | |||
| 488 | glGenTextures(1, &texID); | ||
| 489 | glBindTexture(GL_TEXTURE_2D, texID); | ||
| 490 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0); | ||
| 491 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | ||
| 492 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | ||
| 493 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | ||
| 494 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | ||
| 495 | } | ||
| 496 | |||
| 497 | Texture::Texture(const char* filename) | ||
| 498 | { | ||
| 499 | if (!rendererInitialized) | ||
| 500 | { | ||
| 501 | fprintf(stderr, "Renderer not initialized\n"); | ||
| 502 | exit(-1); | ||
| 503 | } | ||
| 504 | |||
| 505 | glGenTextures(1, &texID); | ||
| 506 | glBindTexture(GL_TEXTURE_2D, texID); | ||
| 507 | unsigned char* data = stbi_load(filename, &width, &height, 0, 4); | ||
| 508 | flipImageData(data, width, height, 4); | ||
| 509 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); | ||
| 510 | stbi_image_free(data); | ||
| 511 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | ||
| 512 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | ||
| 513 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | ||
| 514 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | ||
| 515 | } | ||
| 516 | |||
| 517 | Texture::Texture(const Texture& tex) | ||
| 518 | { | ||
| 519 | if (!rendererInitialized) | ||
| 520 | { | ||
| 521 | fprintf(stderr, "Renderer not initialized\n"); | ||
| 522 | exit(-1); | ||
| 523 | } | ||
| 524 | |||
| 525 | width = tex.width; | ||
| 526 | height = tex.height; | ||
| 527 | |||
| 528 | unsigned char* data = (unsigned char*) malloc(4 * width * height); | ||
| 529 | glBindTexture(GL_TEXTURE_2D, tex.texID); | ||
| 530 | glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); | ||
| 531 | |||
| 532 | glGenTextures(1, &texID); | ||
| 533 | glBindTexture(GL_TEXTURE_2D, texID); | ||
| 534 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); | ||
| 535 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | ||
| 536 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | ||
| 537 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | ||
| 538 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | ||
| 539 | |||
| 540 | free(data); | ||
| 541 | } | ||
| 542 | |||
| 543 | Texture::Texture(Texture&& tex) : Texture(0, 0) | ||
| 544 | { | ||
| 545 | swap(*this, tex); | ||
| 546 | } | ||
| 547 | |||
| 548 | Texture::~Texture() | ||
| 549 | { | ||
| 550 | if (!rendererInitialized) | ||
| 551 | { | ||
| 552 | fprintf(stderr, "Renderer not initialized\n"); | ||
| 553 | exit(-1); | ||
| 554 | } | ||
| 555 | |||
| 556 | glDeleteTextures(1, &texID); | ||
| 557 | } | ||
| 558 | |||
| 559 | Texture& Texture::operator= (Texture tex) | ||
| 560 | { | ||
| 561 | swap(*this, tex); | ||
| 562 | |||
| 563 | return *this; | ||
| 564 | } | ||
| 565 | |||
| 566 | void swap(Texture& tex1, Texture& tex2) | ||
| 567 | { | ||
| 568 | std::swap(tex1.width, tex2.width); | ||
| 569 | std::swap(tex1.height, tex2.height); | ||
| 570 | std::swap(tex1.texID, tex2.texID); | ||
| 571 | } | ||
| 572 | |||
| 573 | void Texture::fill(Rectangle dstrect, int r, int g, int b) | ||
| 574 | { | ||
| 575 | if (!rendererInitialized) | ||
| 576 | { | ||
| 577 | fprintf(stderr, "Renderer not initialized\n"); | ||
| 578 | exit(-1); | ||
| 579 | } | ||
| 580 | |||
| 581 | // Target the framebuffer | ||
| 582 | glBindFramebuffer(GL_FRAMEBUFFER, generic_framebuffer); | ||
| 583 | glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texID, 0); | ||
| 584 | |||
| 585 | // Set up the vertex attributes | ||
| 586 | GLfloat minx = (GLfloat) dstrect.x / width * 2.0 - 1.0; | ||
| 587 | GLfloat miny = -((GLfloat) dstrect.y / height * 2.0 - 1.0); | ||
| 588 | GLfloat maxx = (GLfloat) (dstrect.x + dstrect.w) / width * 2.0 - 1.0; | ||
| 589 | GLfloat maxy = -((GLfloat) (dstrect.y + dstrect.h) / height * 2.0 - 1.0); | ||
| 590 | |||
| 591 | GLfloat vertexbuffer_data[] = { | ||
| 592 | minx, miny, | ||
| 593 | maxx, miny, | ||
| 594 | maxx, maxy, | ||
| 595 | minx, miny, | ||
| 596 | minx, maxy, | ||
| 597 | maxx, maxy | ||
| 598 | }; | ||
| 599 | GLuint vertexbuffer; | ||
| 600 | glGenBuffers(1, &vertexbuffer); | ||
| 601 | glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); | ||
| 602 | glBufferData(GL_ARRAY_BUFFER, sizeof(vertexbuffer_data), vertexbuffer_data, GL_STATIC_DRAW); | ||
| 603 | glEnableVertexAttribArray(0); | ||
| 604 | glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, (void*)0); | ||
| 605 | |||
| 606 | glViewport(0, 0, width, height); | ||
| 607 | glClear(GL_DEPTH_BUFFER_BIT); | ||
| 608 | glUseProgram(fillShader); | ||
| 609 | glUniform3f(glGetUniformLocation(fillShader, "vecColor"), r / 255.0, g / 255.0, b / 255.0); | ||
| 610 | |||
| 611 | glDrawArrays(GL_TRIANGLES, 0, 6); | ||
| 612 | |||
| 613 | glDisableVertexAttribArray(0); | ||
| 614 | glDeleteBuffers(1, &vertexbuffer); | ||
| 615 | } | ||
| 616 | |||
| 617 | void Texture::blit(const Texture& srctex, Rectangle srcrect, Rectangle dstrect, double alpha) | ||
| 618 | { | ||
| 619 | if (!rendererInitialized) | ||
| 620 | { | ||
| 621 | fprintf(stderr, "Renderer not initialized\n"); | ||
| 622 | exit(-1); | ||
| 623 | } | ||
| 624 | |||
| 625 | alpha = glm::clamp(alpha, 0.0, 1.0); | ||
| 626 | |||
| 627 | // Target the framebuffer | ||
| 628 | glBindFramebuffer(GL_FRAMEBUFFER, generic_framebuffer); | ||
| 629 | glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texID, 0); | ||
| 630 | |||
| 631 | // Set up the vertex attributes | ||
| 632 | GLfloat minx = (GLfloat) dstrect.x / width * 2.0 - 1.0; | ||
| 633 | GLfloat miny = -((GLfloat) dstrect.y / height * 2.0 - 1.0); | ||
| 634 | GLfloat maxx = (GLfloat) (dstrect.x + dstrect.w) / width * 2.0 - 1.0; | ||
| 635 | GLfloat maxy = -((GLfloat) (dstrect.y + dstrect.h) / height * 2.0 - 1.0); | ||
| 636 | |||
| 637 | GLfloat vertexbuffer_data[] = { | ||
| 638 | minx, miny, | ||
| 639 | maxx, miny, | ||
| 640 | minx, maxy, | ||
| 641 | maxx, maxy | ||
| 642 | }; | ||
| 643 | GLuint vertexbuffer; | ||
| 644 | glGenBuffers(1, &vertexbuffer); | ||
| 645 | glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); | ||
| 646 | glBufferData(GL_ARRAY_BUFFER, sizeof(vertexbuffer_data), vertexbuffer_data, GL_STATIC_DRAW); | ||
| 647 | glEnableVertexAttribArray(0); | ||
| 648 | glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, (void*)0); | ||
| 649 | |||
| 650 | GLfloat minu = (GLfloat) srcrect.x / srctex.width; | ||
| 651 | GLfloat minv = 1 - ((GLfloat) srcrect.y / srctex.height); | ||
| 652 | GLfloat maxu = (GLfloat) (srcrect.x + srcrect.w) / srctex.width; | ||
| 653 | GLfloat maxv = 1 - ((GLfloat) (srcrect.y + srcrect.h) / srctex.height); | ||
| 654 | |||
| 655 | GLfloat texcoordbuffer_data[] = { | ||
| 656 | minu, minv, | ||
| 657 | maxu, minv, | ||
| 658 | minu, maxv, | ||
| 659 | maxu, maxv | ||
| 660 | }; | ||
| 661 | GLuint texcoordbuffer; | ||
| 662 | glGenBuffers(1, &texcoordbuffer); | ||
| 663 | glBindBuffer(GL_ARRAY_BUFFER, texcoordbuffer); | ||
| 664 | glBufferData(GL_ARRAY_BUFFER, sizeof(texcoordbuffer_data), texcoordbuffer_data, GL_STATIC_DRAW); | ||
| 665 | glEnableVertexAttribArray(1); | ||
| 666 | glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, (void*)0); | ||
| 667 | |||
| 668 | // Set up the shader | ||
| 669 | glUseProgram(blitShader); | ||
| 670 | glClear(GL_DEPTH_BUFFER_BIT); | ||
| 671 | glViewport(0, 0, width, height); | ||
| 672 | |||
| 673 | glActiveTexture(GL_TEXTURE0); | ||
| 674 | glBindTexture(GL_TEXTURE_2D, srctex.texID); | ||
| 675 | glUniform1i(glGetUniformLocation(blitShader, "srctex"), 0); | ||
| 676 | glUniform1f(glGetUniformLocation(blitShader, "alpha"), alpha); | ||
| 677 | |||
| 678 | // Blit! | ||
| 679 | glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); | ||
| 680 | |||
| 681 | // Unload everything | ||
| 682 | glDisableVertexAttribArray(1); | ||
| 683 | glDisableVertexAttribArray(0); | ||
| 684 | glDeleteBuffers(1, &texcoordbuffer); | ||
| 685 | glDeleteBuffers(1, &vertexbuffer); | ||
| 686 | } | ||
| 687 | |||
| 688 | void bloomPass1(GLuint srcTex, GLuint dstTex, bool horizontal, glm::vec2 srcRes, glm::vec2 dstRes) | ||
| 689 | { | ||
| 690 | glBindFramebuffer(GL_FRAMEBUFFER, generic_framebuffer); | ||
| 691 | glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, dstTex, 0); | ||
| 692 | glViewport(0,0,dstRes.x,dstRes.y); | ||
| 693 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); | ||
| 694 | glUseProgram(bloom1Shader); | ||
| 695 | |||
| 696 | glActiveTexture(GL_TEXTURE0); | ||
| 697 | glBindTexture(GL_TEXTURE_2D, srcTex); | ||
| 698 | glUniform1i(glGetUniformLocation(bloom1Shader, "inTex"), 0); | ||
| 699 | |||
| 700 | glm::vec2 offset = glm::vec2(0.0); | ||
| 701 | if (horizontal) | ||
| 702 | { | ||
| 703 | offset.x = 1.2/srcRes.x; | ||
| 704 | } else { | ||
| 705 | offset.y = 1.2/srcRes.y; | ||
| 706 | } | ||
| 707 | |||
| 708 | glUniform2f(glGetUniformLocation(bloom1Shader, "offset"), offset.x, offset.y); | ||
| 709 | |||
| 710 | glEnableVertexAttribArray(0); | ||
| 711 | glBindBuffer(GL_ARRAY_BUFFER, quad_vertexbuffer); | ||
| 712 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0); | ||
| 713 | glDrawArrays(GL_TRIANGLES, 0, 6); | ||
| 714 | glDisableVertexAttribArray(0); | ||
| 715 | } | ||
| 716 | |||
| 717 | void Texture::renderScreen() const | ||
| 718 | { | ||
| 719 | if (!rendererInitialized) | ||
| 720 | { | ||
| 721 | fprintf(stderr, "Renderer not initialized\n"); | ||
| 722 | exit(-1); | ||
| 723 | } | ||
| 724 | |||
| 725 | // First we're going to composite our frame with the previous frame | ||
| 726 | // We start by setting up the framebuffer | ||
| 727 | glBindFramebuffer(GL_FRAMEBUFFER, generic_framebuffer); | ||
| 728 | glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, renderedTexBufs[curBuf], 0); | ||
| 729 | |||
| 730 | // Set up the shader | ||
| 731 | glViewport(0,0,GAME_WIDTH,GAME_HEIGHT); | ||
| 732 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); | ||
| 733 | glUseProgram(ntscShader); | ||
| 734 | |||
| 735 | // Use the current frame texture, nearest neighbor and clamped to edge | ||
| 736 | glActiveTexture(GL_TEXTURE0); | ||
| 737 | glBindTexture(GL_TEXTURE_2D, texID); | ||
| 738 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | ||
| 739 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | ||
| 740 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | ||
| 741 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | ||
| 742 | glUniform1i(glGetUniformLocation(ntscShader, "curFrameSampler"), 0); | ||
| 743 | |||
| 744 | // Use the previous frame composite texture, nearest neighbor and clamped to edge | ||
| 745 | glActiveTexture(GL_TEXTURE1); | ||
| 746 | glBindTexture(GL_TEXTURE_2D, renderedTexBufs[(curBuf + 1) % 2]); | ||
| 747 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | ||
| 748 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | ||
| 749 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | ||
| 750 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | ||
| 751 | glUniform1i(glGetUniformLocation(ntscShader, "prevFrameSampler"), 1); | ||
| 752 | |||
| 753 | // Load the NTSC artifact texture | ||
| 754 | glActiveTexture(GL_TEXTURE2); | ||
| 755 | glBindTexture(GL_TEXTURE_2D, artifactsTex); | ||
| 756 | glUniform1i(glGetUniformLocation(ntscShader, "NTSCArtifactSampler"), 2); | ||
| 757 | glUniform1f(glGetUniformLocation(ntscShader, "NTSCLerp"), curBuf * 1.0); | ||
| 758 | |||
| 759 | if ((rand() % 60) == 0) | ||
| 760 | { | ||
| 761 | // Change the 0.0 to a 1.0 or a 10.0 for a glitchy effect! | ||
| 762 | glUniform1f(glGetUniformLocation(ntscShader, "Tuning_NTSC"), 0.0); | ||
| 763 | } else { | ||
| 764 | glUniform1f(glGetUniformLocation(ntscShader, "Tuning_NTSC"), 0.0); | ||
| 765 | } | ||
| 766 | |||
| 767 | // Render our composition | ||
| 768 | glEnableVertexAttribArray(0); | ||
| 769 | glBindBuffer(GL_ARRAY_BUFFER, quad_vertexbuffer); | ||
| 770 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0); | ||
| 771 | glDrawArrays(GL_TRIANGLES, 0, 6); | ||
| 772 | glDisableVertexAttribArray(0); | ||
| 773 | |||
| 774 | // We're going to render the screen now | ||
| 775 | glBindFramebuffer(GL_FRAMEBUFFER, bloom_framebuffer); | ||
| 776 | glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, preBloomTex, 0); | ||
| 777 | glViewport(0,0,buffer_width,buffer_height); | ||
| 778 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); | ||
| 779 | glUseProgram(finalShader); | ||
| 780 | |||
| 781 | // Use the composited frame texture, linearly filtered and filling in black for the border | ||
| 782 | glActiveTexture(GL_TEXTURE0); | ||
| 783 | glBindTexture(GL_TEXTURE_2D, renderedTexBufs[curBuf]); | ||
| 784 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | ||
| 785 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); | ||
| 786 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); | ||
| 787 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); | ||
| 788 | float border_color[] = {0.0f, 0.0f, 0.0f, 1.0f}; | ||
| 789 | glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, border_color); | ||
| 790 | glGenerateMipmap(GL_TEXTURE_2D); | ||
| 791 | glUniform1i(glGetUniformLocation(finalShader, "rendertex"), 0); | ||
| 792 | |||
| 793 | // Use the scanlines texture | ||
| 794 | glActiveTexture(GL_TEXTURE1); | ||
| 795 | glBindTexture(GL_TEXTURE_2D, scanlinesTex); | ||
| 796 | glUniform1i(glGetUniformLocation(finalShader, "scanlinestex"), 1); | ||
| 797 | |||
| 798 | // Initialize the MVP matrices | ||
| 799 | glm::mat4 p_matrix = glm::perspective(glm::radians(25.0f), (float) buffer_width / (float) buffer_height, 0.1f, 100.0f); | ||
| 800 | glm::mat4 v_matrix = glm::lookAt(glm::vec3(3.75,0,0), glm::vec3(0,0,0), glm::vec3(0,1,0)); | ||
| 801 | glm::mat4 m_matrix = glm::mat4(1.0); | ||
| 802 | glm::mat4 mvp_matrix = p_matrix * v_matrix * m_matrix; | ||
| 803 | |||
| 804 | glUniformMatrix4fv(glGetUniformLocation(finalShader, "MVP"), 1, GL_FALSE, &mvp_matrix[0][0]); | ||
| 805 | glUniformMatrix4fv(glGetUniformLocation(finalShader, "worldMat"), 1, GL_FALSE, &m_matrix[0][0]); | ||
| 806 | glUniform2f(glGetUniformLocation(finalShader, "resolution"), buffer_width, buffer_height); | ||
| 807 | glUniform1f(glGetUniformLocation(finalShader, "iGlobalTime"), glfwGetTime()); | ||
| 808 | glUniform3f(glGetUniformLocation(finalShader, "frameColor"), 0.76f, 0.78f, 0.81f); | ||
| 809 | |||
| 810 | glEnableVertexAttribArray(0); | ||
| 811 | glBindBuffer(GL_ARRAY_BUFFER, mesh_vertexbuffer); | ||
| 812 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0); | ||
| 813 | |||
| 814 | glEnableVertexAttribArray(1); | ||
| 815 | glBindBuffer(GL_ARRAY_BUFFER, mesh_normalbuffer); | ||
| 816 | glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, (void*)0); | ||
| 817 | |||
| 818 | glEnableVertexAttribArray(2); | ||
| 819 | glBindBuffer(GL_ARRAY_BUFFER, mesh_uvbuffer); | ||
| 820 | glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, (void*)0); | ||
| 821 | |||
| 822 | glDrawArrays(GL_TRIANGLES, 0, mesh_numvertices); | ||
| 823 | glDisableVertexAttribArray(2); | ||
| 824 | glDisableVertexAttribArray(1); | ||
| 825 | glDisableVertexAttribArray(0); | ||
| 826 | |||
| 827 | // First pass of bloom! | ||
| 828 | glm::vec2 buffer_size = glm::vec2(buffer_width, buffer_height); | ||
| 829 | bloomPass1(preBloomTex, bloomPassTex1, true, buffer_size, buffer_size / 4.0f); | ||
| 830 | bloomPass1(bloomPassTex1, bloomPassTex2, false, buffer_size / 4.0f, buffer_size / 4.0f); | ||
| 831 | |||
| 832 | // Do the second pass of bloom and render to screen | ||
| 833 | glBindFramebuffer(GL_FRAMEBUFFER, 0); | ||
| 834 | glViewport(0, 0, buffer_width, buffer_height); | ||
| 835 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); | ||
| 836 | glUseProgram(bloom2Shader); | ||
| 837 | |||
| 838 | glActiveTexture(GL_TEXTURE0); | ||
| 839 | glBindTexture(GL_TEXTURE_2D, preBloomTex); | ||
| 840 | glUniform1i(glGetUniformLocation(bloom2Shader, "clearTex"), 0); | ||
| 841 | |||
| 842 | glActiveTexture(GL_TEXTURE1); | ||
| 843 | glBindTexture(GL_TEXTURE_2D, bloomPassTex2); | ||
| 844 | glUniform1i(glGetUniformLocation(bloom2Shader, "blurTex"), 1); | ||
| 845 | |||
| 846 | glUniform1f(glGetUniformLocation(bloom2Shader, "iGlobalTime"), glfwGetTime()); | ||
| 847 | |||
| 848 | glEnableVertexAttribArray(0); | ||
| 849 | glBindBuffer(GL_ARRAY_BUFFER, quad_vertexbuffer); | ||
| 850 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0); | ||
| 851 | glDrawArrays(GL_TRIANGLES, 0, 6); | ||
| 852 | glDisableVertexAttribArray(0); | ||
| 853 | |||
| 854 | glfwSwapBuffers(window); | ||
| 855 | |||
| 856 | curBuf = (curBuf + 1) % 2; | ||
| 857 | } | ||
| 858 | |||
| 859 | Rectangle Texture::entirety() const | ||
| 860 | { | ||
| 861 | return {0, 0, width, height}; | ||
| 862 | } | ||
| diff --git a/src/renderer.h b/src/renderer.h deleted file mode 100644 index 6dccf7a..0000000 --- a/src/renderer.h +++ /dev/null | |||
| @@ -1,37 +0,0 @@ | |||
| 1 | #include <GL/glew.h> | ||
| 2 | #include <GLFW/glfw3.h> | ||
| 3 | |||
| 4 | #ifndef RENDERER_H | ||
| 5 | #define RENDERER_H | ||
| 6 | |||
| 7 | struct Rectangle { | ||
| 8 | int x; | ||
| 9 | int y; | ||
| 10 | int w; | ||
| 11 | int h; | ||
| 12 | }; | ||
| 13 | |||
| 14 | class Texture { | ||
| 15 | public: | ||
| 16 | Texture(int width, int height); | ||
| 17 | Texture(const char* file); | ||
| 18 | Texture(const Texture& tex); | ||
| 19 | Texture(Texture&& tex); | ||
| 20 | ~Texture(); | ||
| 21 | Texture& operator= (Texture tex); | ||
| 22 | friend void swap(Texture& tex1, Texture& tex2); | ||
| 23 | void fill(Rectangle loc, int r, int g, int b); | ||
| 24 | void blit(const Texture& src, Rectangle srcrect, Rectangle dstrect, double alpha = 1.0); | ||
| 25 | void renderScreen() const; | ||
| 26 | Rectangle entirety() const; | ||
| 27 | |||
| 28 | private: | ||
| 29 | GLuint texID; | ||
| 30 | int width; | ||
| 31 | int height; | ||
| 32 | }; | ||
| 33 | |||
| 34 | GLFWwindow* initRenderer(); | ||
| 35 | void destroyRenderer(); | ||
| 36 | |||
| 37 | #endif | ||
| diff --git a/src/renderer/gl.h b/src/renderer/gl.h new file mode 100644 index 0000000..4e98c42 --- /dev/null +++ b/src/renderer/gl.h | |||
| @@ -0,0 +1,7 @@ | |||
| 1 | #ifndef GL_H_3EE4A268 | ||
| 2 | #define GL_H_3EE4A268 | ||
| 3 | |||
| 4 | #include <GL/glew.h> | ||
| 5 | #include <GLFW/glfw3.h> | ||
| 6 | |||
| 7 | #endif /* end of include guard: GL_H_3EE4A268 */ | ||
| diff --git a/src/renderer/mesh.cpp b/src/renderer/mesh.cpp new file mode 100644 index 0000000..b06b723 --- /dev/null +++ b/src/renderer/mesh.cpp | |||
| @@ -0,0 +1,109 @@ | |||
| 1 | #include "mesh.h" | ||
| 2 | #include <fstream> | ||
| 3 | #include <vector> | ||
| 4 | #include <map> | ||
| 5 | #include <glm/glm.hpp> | ||
| 6 | #include "util.h" | ||
| 7 | |||
| 8 | Mesh::Mesh(std::string filename) | ||
| 9 | { | ||
| 10 | std::ifstream meshfile(filename); | ||
| 11 | if (!meshfile.is_open()) | ||
| 12 | { | ||
| 13 | throw std::invalid_argument("Could not open mesh file"); | ||
| 14 | } | ||
| 15 | |||
| 16 | std::vector<glm::vec3> tempVertices; | ||
| 17 | std::vector<glm::vec2> tempUvs; | ||
| 18 | std::vector<glm::vec3> tempNormals; | ||
| 19 | |||
| 20 | std::vector<glm::vec3> outVertices; | ||
| 21 | std::vector<glm::vec2> outUvs; | ||
| 22 | std::vector<glm::vec3> outNormals; | ||
| 23 | std::map<element, unsigned short> elementIds; | ||
| 24 | std::vector<unsigned short> indices; | ||
| 25 | |||
| 26 | while (meshfile) | ||
| 27 | { | ||
| 28 | std::string linetype; | ||
| 29 | meshfile >> linetype; | ||
| 30 | |||
| 31 | if (linetype == "v") | ||
| 32 | { | ||
| 33 | glm::vec3 vertex; | ||
| 34 | meshfile >> vertex.x >> vertex.y >> vertex.z; | ||
| 35 | |||
| 36 | tempVertices.push_back(std::move(vertex)); | ||
| 37 | } else if (linetype == "vt") | ||
| 38 | { | ||
| 39 | glm::vec2 uv; | ||
| 40 | meshfile >> uv.x >> uv.y; | ||
| 41 | |||
| 42 | tempUvs.push_back(std::move(uv)); | ||
| 43 | } else if (linetype == "vn") | ||
| 44 | { | ||
| 45 | glm::vec3 normal; | ||
| 46 | meshfile >> normal.x >> normal.y >> normal.z; | ||
| 47 | |||
| 48 | tempNormals.push_back(std::move(normal)); | ||
| 49 | } else if (linetype == "f") | ||
| 50 | { | ||
| 51 | element elements[3]; | ||
| 52 | |||
| 53 | meshfile | ||
| 54 | >> elements[0].vertexId >> chlit('/') | ||
| 55 | >> elements[0].uvId >> chlit('/') | ||
| 56 | >> elements[0].normalId | ||
| 57 | >> elements[1].vertexId >> chlit('/') | ||
| 58 | >> elements[1].uvId >> chlit('/') | ||
| 59 | >> elements[1].normalId | ||
| 60 | >> elements[2].vertexId >> chlit('/') | ||
| 61 | >> elements[2].uvId >> chlit('/') | ||
| 62 | >> elements[2].normalId; | ||
| 63 | |||
| 64 | for (size_t i = 0; i < 3; i++) | ||
| 65 | { | ||
| 66 | if (!elementIds.count(elements[i])) | ||
| 67 | { | ||
| 68 | elementIds[elements[i]] = outVertices.size(); | ||
| 69 | |||
| 70 | outVertices.push_back(tempVertices[elements[i].vertexId - 1]); | ||
| 71 | outUvs.push_back(tempUvs[elements[i].uvId - 1]); | ||
| 72 | outNormals.push_back(tempNormals[elements[i].normalId - 1]); | ||
| 73 | } | ||
| 74 | |||
| 75 | indices.push_back(elementIds[elements[i]]); | ||
| 76 | } | ||
| 77 | } | ||
| 78 | } | ||
| 79 | |||
| 80 | glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer_.getId()); | ||
| 81 | glBufferData( | ||
| 82 | GL_ARRAY_BUFFER, | ||
| 83 | outVertices.size() * sizeof(glm::vec3), | ||
| 84 | outVertices.data(), | ||
| 85 | GL_STATIC_DRAW); | ||
| 86 | |||
| 87 | glBindBuffer(GL_ARRAY_BUFFER, uvBuffer_.getId()); | ||
| 88 | glBufferData( | ||
| 89 | GL_ARRAY_BUFFER, | ||
| 90 | outUvs.size() * sizeof(glm::vec2), | ||
| 91 | outUvs.data(), | ||
| 92 | GL_STATIC_DRAW); | ||
| 93 | |||
| 94 | glBindBuffer(GL_ARRAY_BUFFER, normalBuffer_.getId()); | ||
| 95 | glBufferData( | ||
| 96 | GL_ARRAY_BUFFER, | ||
| 97 | outNormals.size() * sizeof(glm::vec3), | ||
| 98 | outNormals.data(), | ||
| 99 | GL_STATIC_DRAW); | ||
| 100 | |||
| 101 | glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer_.getId()); | ||
| 102 | glBufferData( | ||
| 103 | GL_ELEMENT_ARRAY_BUFFER, | ||
| 104 | indices.size() * sizeof(unsigned short), | ||
| 105 | indices.data(), | ||
| 106 | GL_STATIC_DRAW); | ||
| 107 | |||
| 108 | indexCount_ = indices.size(); | ||
| 109 | } | ||
| diff --git a/src/renderer/mesh.h b/src/renderer/mesh.h new file mode 100644 index 0000000..06bf65d --- /dev/null +++ b/src/renderer/mesh.h | |||
| @@ -0,0 +1,62 @@ | |||
| 1 | #ifndef MESH_H_76B72E12 | ||
| 2 | #define MESH_H_76B72E12 | ||
| 3 | |||
| 4 | #include <string> | ||
| 5 | #include "gl.h" | ||
| 6 | #include "wrappers.h" | ||
| 7 | |||
| 8 | class Mesh { | ||
| 9 | public: | ||
| 10 | |||
| 11 | Mesh(std::string filename); | ||
| 12 | |||
| 13 | Mesh(const Mesh& other) = delete; | ||
| 14 | Mesh& operator=(const Mesh& other) = delete; | ||
| 15 | |||
| 16 | inline GLuint getVertexBufferId() const | ||
| 17 | { | ||
| 18 | return vertexBuffer_.getId(); | ||
| 19 | } | ||
| 20 | |||
| 21 | inline GLuint getUvBufferId() const | ||
| 22 | { | ||
| 23 | return uvBuffer_.getId(); | ||
| 24 | } | ||
| 25 | |||
| 26 | inline GLuint getNormalBufferId() const | ||
| 27 | { | ||
| 28 | return normalBuffer_.getId(); | ||
| 29 | } | ||
| 30 | |||
| 31 | inline GLuint getIndexBufferId() const | ||
| 32 | { | ||
| 33 | return indexBuffer_.getId(); | ||
| 34 | } | ||
| 35 | |||
| 36 | inline size_t getIndexCount() const | ||
| 37 | { | ||
| 38 | return indexCount_; | ||
| 39 | } | ||
| 40 | |||
| 41 | private: | ||
| 42 | |||
| 43 | struct element { | ||
| 44 | size_t vertexId; | ||
| 45 | size_t uvId; | ||
| 46 | size_t normalId; | ||
| 47 | |||
| 48 | bool operator<(const element& other) const | ||
| 49 | { | ||
| 50 | return std::tie(vertexId, uvId, normalId) < | ||
| 51 | std::tie(other.vertexId, other.uvId, other.normalId); | ||
| 52 | } | ||
| 53 | }; | ||
| 54 | |||
| 55 | GLBuffer vertexBuffer_; | ||
| 56 | GLBuffer uvBuffer_; | ||
| 57 | GLBuffer normalBuffer_; | ||
| 58 | GLBuffer indexBuffer_; | ||
| 59 | size_t indexCount_; | ||
| 60 | }; | ||
| 61 | |||
| 62 | #endif /* end of include guard: MESH_H_76B72E12 */ | ||
| diff --git a/src/renderer/renderer.cpp b/src/renderer/renderer.cpp new file mode 100644 index 0000000..6eef2f3 --- /dev/null +++ b/src/renderer/renderer.cpp | |||
| @@ -0,0 +1,635 @@ | |||
| 1 | #include "renderer.h" | ||
| 2 | #include "consts.h" | ||
| 3 | #include "game.h" | ||
| 4 | #include <glm/gtc/matrix_transform.hpp> | ||
| 5 | #include "texture.h" | ||
| 6 | |||
| 7 | // include stb_image | ||
| 8 | #define STB_IMAGE_IMPLEMENTATION | ||
| 9 | #define STBI_ONLY_PNG | ||
| 10 | #define STBI_ONLY_BMP | ||
| 11 | #include "stb_image.h" | ||
| 12 | |||
| 13 | void setFramebufferSize(GLFWwindow* w, int width, int height) | ||
| 14 | { | ||
| 15 | Game& game = *static_cast<Game*>(glfwGetWindowUserPointer(w)); | ||
| 16 | Renderer& renderer = game.getRenderer(); | ||
| 17 | |||
| 18 | renderer.width_ = width; | ||
| 19 | renderer.height_ = height; | ||
| 20 | |||
| 21 | renderer.bloomFb_ = {}; | ||
| 22 | renderer.bloomDepth_ = {}; | ||
| 23 | renderer.preBloomTex_ = {}; | ||
| 24 | renderer.bloomPassTex1_ = {}; | ||
| 25 | renderer.bloomPassTex2_ = {}; | ||
| 26 | |||
| 27 | renderer.initializeFramebuffers(); | ||
| 28 | } | ||
| 29 | |||
| 30 | bool Renderer::singletonInitialized_ = false; | ||
| 31 | |||
| 32 | Renderer::Window::Window() | ||
| 33 | { | ||
| 34 | // Initialize GLFW | ||
| 35 | if (!glfwInit()) | ||
| 36 | { | ||
| 37 | throw std::runtime_error("Failed to initialize GLFW"); | ||
| 38 | } | ||
| 39 | |||
| 40 | glfwWindowHint(GLFW_SAMPLES, 4); // 4x antialiasing | ||
| 41 | glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); // We want version 3.3 | ||
| 42 | glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); | ||
| 43 | glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Mac requires this | ||
| 44 | glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); | ||
| 45 | |||
| 46 | // Create a window | ||
| 47 | window_ = glfwCreateWindow(1024, 768, "Aromatherapy", nullptr, nullptr); | ||
| 48 | if (window_ == nullptr) | ||
| 49 | { | ||
| 50 | throw std::runtime_error("Failed to open GLFW window"); | ||
| 51 | } | ||
| 52 | |||
| 53 | glfwMakeContextCurrent(window_); | ||
| 54 | |||
| 55 | glewExperimental = true; // Needed in core profile | ||
| 56 | if (glewInit() != GLEW_OK) | ||
| 57 | { | ||
| 58 | throw std::runtime_error("Failed to initialize GLEW"); | ||
| 59 | } | ||
| 60 | |||
| 61 | glfwSetFramebufferSizeCallback(window_, &setFramebufferSize); | ||
| 62 | } | ||
| 63 | |||
| 64 | Renderer::Window::~Window() | ||
| 65 | { | ||
| 66 | glfwTerminate(); | ||
| 67 | } | ||
| 68 | |||
| 69 | Renderer::Renderer() : | ||
| 70 | monitor_("res/monitor-old.obj"), | ||
| 71 | ntscShader_("ntsc"), | ||
| 72 | finalShader_("final"), | ||
| 73 | blitShader_("blit"), | ||
| 74 | fillShader_("fill"), | ||
| 75 | bloom1Shader_("bloom1"), | ||
| 76 | bloom2Shader_("bloom2") | ||
| 77 | { | ||
| 78 | if (singletonInitialized_) | ||
| 79 | { | ||
| 80 | throw std::logic_error("Singleton renderer already initialized"); | ||
| 81 | } | ||
| 82 | |||
| 83 | singletonInitialized_ = true; | ||
| 84 | |||
| 85 | // Set up vertex array object | ||
| 86 | glBindVertexArray(vao_.getId()); | ||
| 87 | |||
| 88 | // Enable depth testing | ||
| 89 | glEnable(GL_DEPTH_TEST); | ||
| 90 | glDepthFunc(GL_LESS); | ||
| 91 | |||
| 92 | // Enable blending | ||
| 93 | glEnable(GL_BLEND); | ||
| 94 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); | ||
| 95 | |||
| 96 | // Set up the rendering buffers and textures | ||
| 97 | glfwGetFramebufferSize(window_.getHandle(), &width_, &height_); | ||
| 98 | |||
| 99 | initializeFramebuffers(); | ||
| 100 | |||
| 101 | // Load the vertices of a flat surface | ||
| 102 | GLfloat g_quad_vertex_buffer_data[] = { | ||
| 103 | -1.0f, -1.0f, 0.0f, | ||
| 104 | 1.0f, -1.0f, 0.0f, | ||
| 105 | -1.0f, 1.0f, 0.0f, | ||
| 106 | -1.0f, 1.0f, 0.0f, | ||
| 107 | 1.0f, -1.0f, 0.0f, | ||
| 108 | 1.0f, 1.0f, 0.0f, | ||
| 109 | }; | ||
| 110 | |||
| 111 | glBindBuffer(GL_ARRAY_BUFFER, quadBuffer_.getId()); | ||
| 112 | glBufferData( | ||
| 113 | GL_ARRAY_BUFFER, | ||
| 114 | sizeof(GLfloat) * 18, | ||
| 115 | g_quad_vertex_buffer_data, | ||
| 116 | GL_STATIC_DRAW); | ||
| 117 | |||
| 118 | // Load NTSC artifacts | ||
| 119 | int atdw, atdh; | ||
| 120 | unsigned char* artifactsData = | ||
| 121 | stbi_load("res/artifacts.bmp", &atdw, &atdh, 0, 3); | ||
| 122 | |||
| 123 | flipImageData(artifactsData, atdw, atdh, 3); | ||
| 124 | |||
| 125 | glBindTexture(GL_TEXTURE_2D, artifactsTex_.getId()); | ||
| 126 | glTexImage2D( | ||
| 127 | GL_TEXTURE_2D, | ||
| 128 | 0, | ||
| 129 | GL_RGB, | ||
| 130 | atdw, | ||
| 131 | atdh, | ||
| 132 | 0, | ||
| 133 | GL_RGB, | ||
| 134 | GL_UNSIGNED_BYTE, | ||
| 135 | artifactsData); | ||
| 136 | |||
| 137 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | ||
| 138 | glTexParameteri( | ||
| 139 | GL_TEXTURE_2D, | ||
| 140 | GL_TEXTURE_MIN_FILTER, | ||
| 141 | GL_NEAREST_MIPMAP_NEAREST); | ||
| 142 | |||
| 143 | glGenerateMipmap(GL_TEXTURE_2D); | ||
| 144 | stbi_image_free(artifactsData); | ||
| 145 | |||
| 146 | // Load NTSC scanlines | ||
| 147 | unsigned char* scanlinesData = | ||
| 148 | stbi_load("res/scanlines_333.bmp", &atdw, &atdh, 0, 3); | ||
| 149 | |||
| 150 | flipImageData(scanlinesData, atdw, atdh, 3); | ||
| 151 | |||
| 152 | glBindTexture(GL_TEXTURE_2D, scanlinesTex_.getId()); | ||
| 153 | glTexImage2D( | ||
| 154 | GL_TEXTURE_2D, | ||
| 155 | 0, | ||
| 156 | GL_RGB, | ||
| 157 | atdw, | ||
| 158 | atdh, | ||
| 159 | 0, | ||
| 160 | GL_RGB, | ||
| 161 | GL_UNSIGNED_BYTE, | ||
| 162 | scanlinesData); | ||
| 163 | |||
| 164 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | ||
| 165 | glTexParameteri( | ||
| 166 | GL_TEXTURE_2D, | ||
| 167 | GL_TEXTURE_MIN_FILTER, | ||
| 168 | GL_NEAREST_MIPMAP_NEAREST); | ||
| 169 | |||
| 170 | glGenerateMipmap(GL_TEXTURE_2D); | ||
| 171 | stbi_image_free(scanlinesData); | ||
| 172 | } | ||
| 173 | |||
| 174 | void Renderer::initializeFramebuffers() | ||
| 175 | { | ||
| 176 | // Set up the framebuffer | ||
| 177 | glBindFramebuffer(GL_FRAMEBUFFER, genericFb_.getId()); | ||
| 178 | GLenum DrawBuffers[1] = {GL_COLOR_ATTACHMENT0}; | ||
| 179 | glDrawBuffers(1, DrawBuffers); | ||
| 180 | |||
| 181 | // Set up the bloom framebuffer and depthbuffer | ||
| 182 | glBindFramebuffer(GL_FRAMEBUFFER, bloomFb_.getId()); | ||
| 183 | GLenum DrawBuffers2[1] = {GL_COLOR_ATTACHMENT1}; | ||
| 184 | glDrawBuffers(1, DrawBuffers2); | ||
| 185 | |||
| 186 | glBindRenderbuffer(GL_RENDERBUFFER, bloomDepth_.getId()); | ||
| 187 | glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, width_, height_); | ||
| 188 | glFramebufferRenderbuffer( | ||
| 189 | GL_FRAMEBUFFER, | ||
| 190 | GL_DEPTH_ATTACHMENT, | ||
| 191 | GL_RENDERBUFFER, | ||
| 192 | bloomDepth_.getId()); | ||
| 193 | |||
| 194 | // Set up the NTSC rendering buffers | ||
| 195 | glBindTexture(GL_TEXTURE_2D, renderPages_[0].getId()); | ||
| 196 | glTexImage2D( | ||
| 197 | GL_TEXTURE_2D, | ||
| 198 | 0, | ||
| 199 | GL_RGB, | ||
| 200 | GAME_WIDTH, | ||
| 201 | GAME_HEIGHT, | ||
| 202 | 0, | ||
| 203 | GL_RGB, | ||
| 204 | GL_UNSIGNED_BYTE, | ||
| 205 | 0); | ||
| 206 | |||
| 207 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | ||
| 208 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | ||
| 209 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | ||
| 210 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | ||
| 211 | |||
| 212 | glBindTexture(GL_TEXTURE_2D, renderPages_[1].getId()); | ||
| 213 | glTexImage2D( | ||
| 214 | GL_TEXTURE_2D, | ||
| 215 | 0, | ||
| 216 | GL_RGB, | ||
| 217 | GAME_WIDTH, | ||
| 218 | GAME_HEIGHT, | ||
| 219 | 0, | ||
| 220 | GL_RGB, | ||
| 221 | GL_UNSIGNED_BYTE, | ||
| 222 | 0); | ||
| 223 | |||
| 224 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | ||
| 225 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | ||
| 226 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | ||
| 227 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | ||
| 228 | |||
| 229 | // Set up bloom rendering buffers | ||
| 230 | glBindTexture(GL_TEXTURE_2D, preBloomTex_.getId()); | ||
| 231 | glTexImage2D( | ||
| 232 | GL_TEXTURE_2D, | ||
| 233 | 0, | ||
| 234 | GL_RGB, | ||
| 235 | width_, | ||
| 236 | height_, | ||
| 237 | 0, | ||
| 238 | GL_RGB, | ||
| 239 | GL_UNSIGNED_BYTE, | ||
| 240 | 0); | ||
| 241 | |||
| 242 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | ||
| 243 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); | ||
| 244 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | ||
| 245 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | ||
| 246 | |||
| 247 | glBindTexture(GL_TEXTURE_2D, bloomPassTex1_.getId()); | ||
| 248 | glTexImage2D( | ||
| 249 | GL_TEXTURE_2D, | ||
| 250 | 0, | ||
| 251 | GL_RGB, | ||
| 252 | width_ / 4, | ||
| 253 | height_ / 4, | ||
| 254 | 0, | ||
| 255 | GL_RGB, | ||
| 256 | GL_UNSIGNED_BYTE, | ||
| 257 | 0); | ||
| 258 | |||
| 259 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | ||
| 260 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); | ||
| 261 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | ||
| 262 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | ||
| 263 | |||
| 264 | glBindTexture(GL_TEXTURE_2D, bloomPassTex2_.getId()); | ||
| 265 | glTexImage2D( | ||
| 266 | GL_TEXTURE_2D, | ||
| 267 | 0, | ||
| 268 | GL_RGB, | ||
| 269 | width_ / 4, | ||
| 270 | height_ / 4, | ||
| 271 | 0, | ||
| 272 | GL_RGB, | ||
| 273 | GL_UNSIGNED_BYTE, | ||
| 274 | 0); | ||
| 275 | |||
| 276 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | ||
| 277 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); | ||
| 278 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | ||
| 279 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | ||
| 280 | } | ||
| 281 | |||
| 282 | Renderer::~Renderer() | ||
| 283 | { | ||
| 284 | singletonInitialized_ = false; | ||
| 285 | } | ||
| 286 | |||
| 287 | void Renderer::fill(Texture& tex, Rectangle dstrect, int r, int g, int b) | ||
| 288 | { | ||
| 289 | // Target the framebuffer | ||
| 290 | glBindFramebuffer(GL_FRAMEBUFFER, genericFb_.getId()); | ||
| 291 | glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex.getId(), 0); | ||
| 292 | |||
| 293 | // Set up the vertex attributes | ||
| 294 | int width = tex.getWidth(); | ||
| 295 | int height = tex.getHeight(); | ||
| 296 | |||
| 297 | GLfloat minx = (GLfloat) dstrect.x / width * 2.0 - 1.0; | ||
| 298 | GLfloat miny = -((GLfloat) dstrect.y / height * 2.0 - 1.0); | ||
| 299 | GLfloat maxx = (GLfloat) (dstrect.x + dstrect.w) / width * 2.0 - 1.0; | ||
| 300 | GLfloat maxy = -((GLfloat) (dstrect.y + dstrect.h) / height * 2.0 - 1.0); | ||
| 301 | |||
| 302 | GLfloat vertexData[] = { | ||
| 303 | minx, miny, | ||
| 304 | maxx, miny, | ||
| 305 | maxx, maxy, | ||
| 306 | minx, miny, | ||
| 307 | minx, maxy, | ||
| 308 | maxx, maxy | ||
| 309 | }; | ||
| 310 | |||
| 311 | GLBuffer vertexBuffer; | ||
| 312 | glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer.getId()); | ||
| 313 | glBufferData( | ||
| 314 | GL_ARRAY_BUFFER, | ||
| 315 | sizeof(GLfloat) * 12, | ||
| 316 | vertexData, GL_STATIC_DRAW); | ||
| 317 | |||
| 318 | glEnableVertexAttribArray(0); | ||
| 319 | glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, nullptr); | ||
| 320 | |||
| 321 | glViewport(0, 0, tex.getWidth(), tex.getHeight()); | ||
| 322 | glClear(GL_DEPTH_BUFFER_BIT); | ||
| 323 | |||
| 324 | fillShader_.use(); | ||
| 325 | glUniform3f( | ||
| 326 | fillShader_.getUniformLocation("vecColor"), | ||
| 327 | r / 255.0, | ||
| 328 | g / 255.0, | ||
| 329 | b / 255.0); | ||
| 330 | |||
| 331 | glDrawArrays(GL_TRIANGLES, 0, 6); | ||
| 332 | |||
| 333 | glDisableVertexAttribArray(0); | ||
| 334 | } | ||
| 335 | |||
| 336 | void Renderer::blit( | ||
| 337 | const Texture& src, | ||
| 338 | Texture& dst, | ||
| 339 | Rectangle srcrect, | ||
| 340 | Rectangle dstrect, | ||
| 341 | double alpha) | ||
| 342 | { | ||
| 343 | alpha = glm::clamp(alpha, 0.0, 1.0); | ||
| 344 | |||
| 345 | // Target the framebuffer | ||
| 346 | glBindFramebuffer(GL_FRAMEBUFFER, genericFb_.getId()); | ||
| 347 | glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, dst.getId(), 0); | ||
| 348 | |||
| 349 | // Set up the vertex attributes | ||
| 350 | int width = dst.getWidth(); | ||
| 351 | int height = dst.getHeight(); | ||
| 352 | |||
| 353 | GLfloat minx = (GLfloat) dstrect.x / width * 2.0 - 1.0; | ||
| 354 | GLfloat miny = -((GLfloat) dstrect.y / height * 2.0 - 1.0); | ||
| 355 | GLfloat maxx = (GLfloat) (dstrect.x + dstrect.w) / width * 2.0 - 1.0; | ||
| 356 | GLfloat maxy = -((GLfloat) (dstrect.y + dstrect.h) / height * 2.0 - 1.0); | ||
| 357 | |||
| 358 | GLfloat vertexData[] = { | ||
| 359 | minx, miny, | ||
| 360 | maxx, miny, | ||
| 361 | minx, maxy, | ||
| 362 | maxx, maxy | ||
| 363 | }; | ||
| 364 | |||
| 365 | GLBuffer vertexBuffer; | ||
| 366 | glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer.getId()); | ||
| 367 | glBufferData( | ||
| 368 | GL_ARRAY_BUFFER, | ||
| 369 | sizeof(GLfloat) * 8, | ||
| 370 | vertexData, | ||
| 371 | GL_STATIC_DRAW); | ||
| 372 | |||
| 373 | glEnableVertexAttribArray(0); | ||
| 374 | glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, nullptr); | ||
| 375 | |||
| 376 | GLfloat minu = (GLfloat) srcrect.x / src.getWidth(); | ||
| 377 | GLfloat minv = 1 - ((GLfloat) srcrect.y / src.getHeight()); | ||
| 378 | GLfloat maxu = (GLfloat) (srcrect.x + srcrect.w) / src.getWidth(); | ||
| 379 | GLfloat maxv = 1 - ((GLfloat) (srcrect.y + srcrect.h) / src.getHeight()); | ||
| 380 | |||
| 381 | GLfloat uvData[] = { | ||
| 382 | minu, minv, | ||
| 383 | maxu, minv, | ||
| 384 | minu, maxv, | ||
| 385 | maxu, maxv | ||
| 386 | }; | ||
| 387 | |||
| 388 | GLBuffer uvBuffer; | ||
| 389 | glBindBuffer(GL_ARRAY_BUFFER, uvBuffer.getId()); | ||
| 390 | glBufferData( | ||
| 391 | GL_ARRAY_BUFFER, | ||
| 392 | sizeof(GLfloat) * 8, | ||
| 393 | uvData, | ||
| 394 | GL_STATIC_DRAW); | ||
| 395 | |||
| 396 | glEnableVertexAttribArray(1); | ||
| 397 | glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, nullptr); | ||
| 398 | |||
| 399 | // Set up the shader | ||
| 400 | blitShader_.use(); | ||
| 401 | glClear(GL_DEPTH_BUFFER_BIT); | ||
| 402 | glViewport(0, 0, dst.getWidth(), dst.getHeight()); | ||
| 403 | |||
| 404 | glActiveTexture(GL_TEXTURE0); | ||
| 405 | glBindTexture(GL_TEXTURE_2D, src.getId()); | ||
| 406 | glUniform1i(blitShader_.getUniformLocation("srctex"), 0); | ||
| 407 | glUniform1f(blitShader_.getUniformLocation("alpha"), alpha); | ||
| 408 | |||
| 409 | // Blit! | ||
| 410 | glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); | ||
| 411 | |||
| 412 | // Unload everything | ||
| 413 | glDisableVertexAttribArray(1); | ||
| 414 | glDisableVertexAttribArray(0); | ||
| 415 | } | ||
| 416 | |||
| 417 | void Renderer::bloomPass1( | ||
| 418 | const GLTexture& src, | ||
| 419 | GLTexture& dst, | ||
| 420 | bool horizontal, | ||
| 421 | glm::vec2 srcRes, | ||
| 422 | glm::vec2 dstRes) | ||
| 423 | { | ||
| 424 | glBindFramebuffer(GL_FRAMEBUFFER, genericFb_.getId()); | ||
| 425 | glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, dst.getId(), 0); | ||
| 426 | glViewport(0,0,dstRes.x,dstRes.y); | ||
| 427 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); | ||
| 428 | bloom1Shader_.use(); | ||
| 429 | |||
| 430 | glActiveTexture(GL_TEXTURE0); | ||
| 431 | glBindTexture(GL_TEXTURE_2D, src.getId()); | ||
| 432 | glUniform1i(bloom1Shader_.getUniformLocation("inTex"), 0); | ||
| 433 | |||
| 434 | glm::vec2 offset = glm::vec2(0.0); | ||
| 435 | if (horizontal) | ||
| 436 | { | ||
| 437 | offset.x = 1.2/srcRes.x; | ||
| 438 | } else { | ||
| 439 | offset.y = 1.2/srcRes.y; | ||
| 440 | } | ||
| 441 | |||
| 442 | glUniform2f(bloom1Shader_.getUniformLocation("offset"), offset.x, offset.y); | ||
| 443 | |||
| 444 | glEnableVertexAttribArray(0); | ||
| 445 | glBindBuffer(GL_ARRAY_BUFFER, quadBuffer_.getId()); | ||
| 446 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, nullptr); | ||
| 447 | glDrawArrays(GL_TRIANGLES, 0, 6); | ||
| 448 | glDisableVertexAttribArray(0); | ||
| 449 | } | ||
| 450 | |||
| 451 | void Renderer::renderScreen(const Texture& tex) | ||
| 452 | { | ||
| 453 | // First we're going to composite our frame with the previous frame | ||
| 454 | // We start by setting up the framebuffer | ||
| 455 | glBindFramebuffer(GL_FRAMEBUFFER, genericFb_.getId()); | ||
| 456 | glFramebufferTexture( | ||
| 457 | GL_FRAMEBUFFER, | ||
| 458 | GL_COLOR_ATTACHMENT0, | ||
| 459 | renderPages_[curBuf_].getId(), | ||
| 460 | 0); | ||
| 461 | |||
| 462 | // Set up the shader | ||
| 463 | glViewport(0,0,GAME_WIDTH,GAME_HEIGHT); | ||
| 464 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); | ||
| 465 | ntscShader_.use(); | ||
| 466 | |||
| 467 | // Use the current frame texture, nearest neighbor and clamped to edge | ||
| 468 | glActiveTexture(GL_TEXTURE0); | ||
| 469 | glBindTexture(GL_TEXTURE_2D, tex.getId()); | ||
| 470 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | ||
| 471 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | ||
| 472 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | ||
| 473 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | ||
| 474 | glUniform1i(ntscShader_.getUniformLocation("curFrameSampler"), 0); | ||
| 475 | |||
| 476 | // Use the previous frame composite texture, nearest neighbor and clamped to | ||
| 477 | // edge | ||
| 478 | glActiveTexture(GL_TEXTURE1); | ||
| 479 | glBindTexture(GL_TEXTURE_2D, renderPages_[(curBuf_ + 1) % 2].getId()); | ||
| 480 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | ||
| 481 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | ||
| 482 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | ||
| 483 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | ||
| 484 | glUniform1i(ntscShader_.getUniformLocation("prevFrameSampler"), 1); | ||
| 485 | |||
| 486 | // Load the NTSC artifact texture | ||
| 487 | glActiveTexture(GL_TEXTURE2); | ||
| 488 | glBindTexture(GL_TEXTURE_2D, artifactsTex_.getId()); | ||
| 489 | glUniform1i(ntscShader_.getUniformLocation("NTSCArtifactSampler"), 2); | ||
| 490 | glUniform1f(ntscShader_.getUniformLocation("NTSCLerp"), curBuf_ * 1.0); | ||
| 491 | |||
| 492 | // Change the 0.0 to a 1.0 or a 10.0 for a glitchy effect! | ||
| 493 | glUniform1f(ntscShader_.getUniformLocation("Tuning_NTSC"), 0.0); | ||
| 494 | |||
| 495 | // Render our composition | ||
| 496 | glEnableVertexAttribArray(0); | ||
| 497 | glBindBuffer(GL_ARRAY_BUFFER, quadBuffer_.getId()); | ||
| 498 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, nullptr); | ||
| 499 | glDrawArrays(GL_TRIANGLES, 0, 6); | ||
| 500 | glDisableVertexAttribArray(0); | ||
| 501 | |||
| 502 | // We're going to render the screen now | ||
| 503 | glBindFramebuffer(GL_FRAMEBUFFER, bloomFb_.getId()); | ||
| 504 | glFramebufferTexture( | ||
| 505 | GL_FRAMEBUFFER, | ||
| 506 | GL_COLOR_ATTACHMENT1, | ||
| 507 | preBloomTex_.getId(), | ||
| 508 | 0); | ||
| 509 | |||
| 510 | glViewport(0,0,width_,height_); | ||
| 511 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); | ||
| 512 | finalShader_.use(); | ||
| 513 | |||
| 514 | // Use the composited frame texture, linearly filtered and filling in black | ||
| 515 | // for the border | ||
| 516 | glActiveTexture(GL_TEXTURE0); | ||
| 517 | glBindTexture(GL_TEXTURE_2D, renderPages_[curBuf_].getId()); | ||
| 518 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | ||
| 519 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); | ||
| 520 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); | ||
| 521 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); | ||
| 522 | |||
| 523 | float borderColor[] = {0.0f, 0.0f, 0.0f, 1.0f}; | ||
| 524 | glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor); | ||
| 525 | |||
| 526 | glGenerateMipmap(GL_TEXTURE_2D); | ||
| 527 | glUniform1i(finalShader_.getUniformLocation("rendertex"), 0); | ||
| 528 | |||
| 529 | // Use the scanlines texture | ||
| 530 | glActiveTexture(GL_TEXTURE1); | ||
| 531 | glBindTexture(GL_TEXTURE_2D, scanlinesTex_.getId()); | ||
| 532 | glUniform1i(finalShader_.getUniformLocation("scanlinestex"), 1); | ||
| 533 | |||
| 534 | // Initialize the MVP matrices | ||
| 535 | glm::mat4 p_matrix = glm::perspective( | ||
| 536 | glm::radians(25.0f), | ||
| 537 | static_cast<float>(width_) / static_cast<float>(height_), | ||
| 538 | 0.1f, | ||
| 539 | 100.0f); | ||
| 540 | |||
| 541 | glm::mat4 v_matrix = glm::lookAt( | ||
| 542 | glm::vec3(3.75,0,0), // Camera | ||
| 543 | glm::vec3(0,0,0), // Center | ||
| 544 | glm::vec3(0,1,0)); // Up | ||
| 545 | |||
| 546 | glm::mat4 m_matrix = glm::mat4(1.0); | ||
| 547 | glm::mat4 mvp_matrix = p_matrix * v_matrix * m_matrix; | ||
| 548 | |||
| 549 | glUniformMatrix4fv( | ||
| 550 | finalShader_.getUniformLocation("MVP"), | ||
| 551 | 1, | ||
| 552 | GL_FALSE, | ||
| 553 | &mvp_matrix[0][0]); | ||
| 554 | |||
| 555 | glUniformMatrix4fv( | ||
| 556 | finalShader_.getUniformLocation("worldMat"), | ||
| 557 | 1, | ||
| 558 | GL_FALSE, | ||
| 559 | &m_matrix[0][0]); | ||
| 560 | |||
| 561 | glUniform2f(finalShader_.getUniformLocation("resolution"), width_, height_); | ||
| 562 | glUniform1f(finalShader_.getUniformLocation("iGlobalTime"), glfwGetTime()); | ||
| 563 | |||
| 564 | glUniform3f( | ||
| 565 | finalShader_.getUniformLocation("frameColor"), | ||
| 566 | 0.76f, | ||
| 567 | 0.78f, | ||
| 568 | 0.81f); | ||
| 569 | |||
| 570 | glEnableVertexAttribArray(0); | ||
| 571 | glBindBuffer(GL_ARRAY_BUFFER, monitor_.getVertexBufferId()); | ||
| 572 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, nullptr); | ||
| 573 | |||
| 574 | glEnableVertexAttribArray(1); | ||
| 575 | glBindBuffer(GL_ARRAY_BUFFER, monitor_.getNormalBufferId()); | ||
| 576 | glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, nullptr); | ||
| 577 | |||
| 578 | glEnableVertexAttribArray(2); | ||
| 579 | glBindBuffer(GL_ARRAY_BUFFER, monitor_.getUvBufferId()); | ||
| 580 | glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, nullptr); | ||
| 581 | |||
| 582 | glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, monitor_.getIndexBufferId()); | ||
| 583 | glDrawElements( | ||
| 584 | GL_TRIANGLES, | ||
| 585 | monitor_.getIndexCount(), | ||
| 586 | GL_UNSIGNED_SHORT, | ||
| 587 | nullptr); | ||
| 588 | |||
| 589 | glDisableVertexAttribArray(2); | ||
| 590 | glDisableVertexAttribArray(1); | ||
| 591 | glDisableVertexAttribArray(0); | ||
| 592 | |||
| 593 | // First pass of bloom! | ||
| 594 | glm::vec2 bufferSize = glm::vec2(width_, height_); | ||
| 595 | |||
| 596 | bloomPass1( | ||
| 597 | preBloomTex_, | ||
| 598 | bloomPassTex1_, | ||
| 599 | true, | ||
| 600 | bufferSize, | ||
| 601 | bufferSize / 4.0f); | ||
| 602 | |||
| 603 | bloomPass1( | ||
| 604 | bloomPassTex1_, | ||
| 605 | bloomPassTex2_, | ||
| 606 | false, | ||
| 607 | bufferSize / 4.0f, | ||
| 608 | bufferSize / 4.0f); | ||
| 609 | |||
| 610 | // Do the second pass of bloom and render to screen | ||
| 611 | glBindFramebuffer(GL_FRAMEBUFFER, 0); | ||
| 612 | glViewport(0, 0, width_, height_); | ||
| 613 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); | ||
| 614 | bloom2Shader_.use(); | ||
| 615 | |||
| 616 | glActiveTexture(GL_TEXTURE0); | ||
| 617 | glBindTexture(GL_TEXTURE_2D, preBloomTex_.getId()); | ||
| 618 | glUniform1i(bloom2Shader_.getUniformLocation("clearTex"), 0); | ||
| 619 | |||
| 620 | glActiveTexture(GL_TEXTURE1); | ||
| 621 | glBindTexture(GL_TEXTURE_2D, bloomPassTex2_.getId()); | ||
| 622 | glUniform1i(bloom2Shader_.getUniformLocation("blurTex"), 1); | ||
| 623 | |||
| 624 | glUniform1f(bloom2Shader_.getUniformLocation("iGlobalTime"), glfwGetTime()); | ||
| 625 | |||
| 626 | glEnableVertexAttribArray(0); | ||
| 627 | glBindBuffer(GL_ARRAY_BUFFER, quadBuffer_.getId()); | ||
| 628 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, nullptr); | ||
| 629 | glDrawArrays(GL_TRIANGLES, 0, 6); | ||
| 630 | glDisableVertexAttribArray(0); | ||
| 631 | |||
| 632 | glfwSwapBuffers(window_.getHandle()); | ||
| 633 | |||
| 634 | curBuf_ = (curBuf_ + 1) % 2; | ||
| 635 | } | ||
| diff --git a/src/renderer/renderer.h b/src/renderer/renderer.h new file mode 100644 index 0000000..0b10af5 --- /dev/null +++ b/src/renderer/renderer.h | |||
| @@ -0,0 +1,114 @@ | |||
| 1 | #ifndef RENDERER_H | ||
| 2 | #define RENDERER_H | ||
| 3 | |||
| 4 | #include "gl.h" | ||
| 5 | #include "wrappers.h" | ||
| 6 | #include "mesh.h" | ||
| 7 | #include "shader.h" | ||
| 8 | #include <glm/glm.hpp> | ||
| 9 | |||
| 10 | class Texture; | ||
| 11 | struct Rectangle; | ||
| 12 | |||
| 13 | class Renderer { | ||
| 14 | public: | ||
| 15 | |||
| 16 | class Window { | ||
| 17 | public: | ||
| 18 | |||
| 19 | Window(); | ||
| 20 | |||
| 21 | Window(const Window& other) = delete; | ||
| 22 | Window& operator=(const Window& other) = delete; | ||
| 23 | |||
| 24 | ~Window(); | ||
| 25 | |||
| 26 | inline GLFWwindow* getHandle() | ||
| 27 | { | ||
| 28 | return window_; | ||
| 29 | } | ||
| 30 | |||
| 31 | private: | ||
| 32 | |||
| 33 | GLFWwindow* window_; | ||
| 34 | }; | ||
| 35 | |||
| 36 | static inline bool isSingletonInitialized() | ||
| 37 | { | ||
| 38 | return singletonInitialized_; | ||
| 39 | } | ||
| 40 | |||
| 41 | Renderer(); | ||
| 42 | |||
| 43 | Renderer(const Renderer& other) = delete; | ||
| 44 | Renderer& operator=(const Renderer& other) = delete; | ||
| 45 | |||
| 46 | ~Renderer(); | ||
| 47 | |||
| 48 | inline Window& getWindow() | ||
| 49 | { | ||
| 50 | return window_; | ||
| 51 | } | ||
| 52 | |||
| 53 | void fill( | ||
| 54 | Texture& tex, | ||
| 55 | Rectangle loc, | ||
| 56 | int r, | ||
| 57 | int g, | ||
| 58 | int b); | ||
| 59 | |||
| 60 | void blit( | ||
| 61 | const Texture& src, | ||
| 62 | Texture& dst, | ||
| 63 | Rectangle srcrect, | ||
| 64 | Rectangle dstrect, | ||
| 65 | double alpha = 1.0); | ||
| 66 | |||
| 67 | void renderScreen(const Texture& tex); | ||
| 68 | |||
| 69 | private: | ||
| 70 | |||
| 71 | friend void setFramebufferSize(GLFWwindow* w, int width, int height); | ||
| 72 | |||
| 73 | void initializeFramebuffers(); | ||
| 74 | |||
| 75 | void bloomPass1( | ||
| 76 | const GLTexture& src, | ||
| 77 | GLTexture& dst, | ||
| 78 | bool horizontal, | ||
| 79 | glm::vec2 srcRes, | ||
| 80 | glm::vec2 dstRes); | ||
| 81 | |||
| 82 | static bool singletonInitialized_; | ||
| 83 | |||
| 84 | Window window_; | ||
| 85 | GLVertexArray vao_; | ||
| 86 | |||
| 87 | GLFramebuffer genericFb_; | ||
| 88 | GLFramebuffer bloomFb_; | ||
| 89 | GLRenderbuffer bloomDepth_; | ||
| 90 | |||
| 91 | GLTexture renderPages_[2]; | ||
| 92 | GLTexture preBloomTex_; | ||
| 93 | GLTexture bloomPassTex1_; | ||
| 94 | GLTexture bloomPassTex2_; | ||
| 95 | |||
| 96 | Mesh monitor_; | ||
| 97 | GLBuffer quadBuffer_; | ||
| 98 | |||
| 99 | GLTexture artifactsTex_; | ||
| 100 | GLTexture scanlinesTex_; | ||
| 101 | |||
| 102 | Shader ntscShader_; | ||
| 103 | Shader finalShader_; | ||
| 104 | Shader blitShader_; | ||
| 105 | Shader fillShader_; | ||
| 106 | Shader bloom1Shader_; | ||
| 107 | Shader bloom2Shader_; | ||
| 108 | |||
| 109 | size_t curBuf_ = 0; | ||
| 110 | int width_; | ||
| 111 | int height_; | ||
| 112 | }; | ||
| 113 | |||
| 114 | #endif | ||
| diff --git a/src/renderer/shader.cpp b/src/renderer/shader.cpp new file mode 100644 index 0000000..735fc22 --- /dev/null +++ b/src/renderer/shader.cpp | |||
| @@ -0,0 +1,84 @@ | |||
| 1 | #include "shader.h" | ||
| 2 | #include <fstream> | ||
| 3 | #include <vector> | ||
| 4 | #include "util.h" | ||
| 5 | |||
| 6 | Shader::Shader(std::string name) | ||
| 7 | { | ||
| 8 | GLShader vertexShader(GL_VERTEX_SHADER); | ||
| 9 | GLShader fragmentShader(GL_FRAGMENT_SHADER); | ||
| 10 | |||
| 11 | std::ifstream vertexFile("shaders/" + name + ".vertex"); | ||
| 12 | std::ifstream fragmentFile("shaders/" + name + ".fragment"); | ||
| 13 | |||
| 14 | std::string vertexCode(slurp(vertexFile)); | ||
| 15 | std::string fragmentCode(slurp(fragmentFile)); | ||
| 16 | |||
| 17 | const char* vertexCodePtr = vertexCode.c_str(); | ||
| 18 | const char* fragmentCodePtr = fragmentCode.c_str(); | ||
| 19 | |||
| 20 | glShaderSource(vertexShader.getId(), 1, &vertexCodePtr, nullptr); | ||
| 21 | glShaderSource(fragmentShader.getId(), 1, &fragmentCodePtr, nullptr); | ||
| 22 | |||
| 23 | glCompileShader(vertexShader.getId()); | ||
| 24 | glCompileShader(fragmentShader.getId()); | ||
| 25 | |||
| 26 | #ifdef DEBUG | ||
| 27 | GLint result = GL_FALSE; | ||
| 28 | int infoLogLength; | ||
| 29 | |||
| 30 | glGetShaderiv(vertexShader.getId(), GL_COMPILE_STATUS, &result); | ||
| 31 | |||
| 32 | if (result == GL_FALSE) | ||
| 33 | { | ||
| 34 | glGetShaderiv(vertexShader.getId(), GL_INFO_LOG_LENGTH, &infoLogLength); | ||
| 35 | |||
| 36 | std::vector<char> errMsg(infoLogLength); | ||
| 37 | glGetShaderInfoLog( | ||
| 38 | vertexShader.getId(), | ||
| 39 | infoLogLength, | ||
| 40 | nullptr, | ||
| 41 | errMsg.data()); | ||
| 42 | |||
| 43 | throw std::gl_error("Could not compile shader", errMsg.data()); | ||
| 44 | } | ||
| 45 | |||
| 46 | glGetShaderiv(fragmentShader.getId(), GL_COMPILE_STATUS, &result); | ||
| 47 | |||
| 48 | if (result == GL_FALSE) | ||
| 49 | { | ||
| 50 | glGetShaderiv(fragmentShader.getId(), GL_INFO_LOG_LENGTH, &infoLogLength); | ||
| 51 | |||
| 52 | std::vector<char> errMsg(infoLogLength); | ||
| 53 | glGetShaderInfoLog( | ||
| 54 | fragmentShader.getId(), | ||
| 55 | infoLogLength, | ||
| 56 | nullptr, | ||
| 57 | errMsg.data()); | ||
| 58 | |||
| 59 | throw std::gl_error("Could not compile shader", errMsg.data()); | ||
| 60 | } | ||
| 61 | #endif | ||
| 62 | |||
| 63 | glAttachShader(program_.getId(), vertexShader.getId()); | ||
| 64 | glAttachShader(program_.getId(), fragmentShader.getId()); | ||
| 65 | glLinkProgram(program_.getId()); | ||
| 66 | |||
| 67 | #ifdef DEBUG | ||
| 68 | glGetProgramiv(program_.getId(), GL_LINK_STATUS, &result); | ||
| 69 | |||
| 70 | if (result == GL_FALSE) | ||
| 71 | { | ||
| 72 | glGetProgramiv(program_.getId(), GL_INFO_LOG_LENGTH, &infoLogLength); | ||
| 73 | |||
| 74 | std::vector<char> errMsg(infoLogLength); | ||
| 75 | glGetProgramInfoLog( | ||
| 76 | program_.getId(), | ||
| 77 | infoLogLength, | ||
| 78 | nullptr, | ||
| 79 | errMsg.data()); | ||
| 80 | |||
| 81 | throw std::gl_error("Could not link shader program", errMsg.data()); | ||
| 82 | } | ||
| 83 | #endif | ||
| 84 | } | ||
| diff --git a/src/renderer/shader.h b/src/renderer/shader.h new file mode 100644 index 0000000..d2c673c --- /dev/null +++ b/src/renderer/shader.h | |||
| @@ -0,0 +1,58 @@ | |||
| 1 | #ifndef SHADER_H_25115B63 | ||
| 2 | #define SHADER_H_25115B63 | ||
| 3 | |||
| 4 | #include <string> | ||
| 5 | #include <stdexcept> | ||
| 6 | #include "gl.h" | ||
| 7 | #include "wrappers.h" | ||
| 8 | |||
| 9 | class gl_error : public std::logic_error { | ||
| 10 | public: | ||
| 11 | |||
| 12 | gl_error( | ||
| 13 | const char* msg, | ||
| 14 | std::string info) : | ||
| 15 | std::logic_error(msg), | ||
| 16 | info_(std::move(info)) | ||
| 17 | { | ||
| 18 | } | ||
| 19 | |||
| 20 | gl_error( | ||
| 21 | std::string& msg, | ||
| 22 | std::string info) : | ||
| 23 | std::logic_error(msg), | ||
| 24 | info_(std::move(info)) | ||
| 25 | { | ||
| 26 | } | ||
| 27 | |||
| 28 | inline const std::string& getInfo() const | ||
| 29 | { | ||
| 30 | return info_; | ||
| 31 | } | ||
| 32 | |||
| 33 | private: | ||
| 34 | |||
| 35 | std::string info_; | ||
| 36 | }; | ||
| 37 | |||
| 38 | class Shader { | ||
| 39 | public: | ||
| 40 | |||
| 41 | Shader(std::string name); | ||
| 42 | |||
| 43 | inline void use() | ||
| 44 | { | ||
| 45 | glUseProgram(program_.getId()); | ||
| 46 | } | ||
| 47 | |||
| 48 | inline GLint getUniformLocation(const GLchar* name) | ||
| 49 | { | ||
| 50 | return glGetUniformLocation(program_.getId(), name); | ||
| 51 | } | ||
| 52 | |||
| 53 | private: | ||
| 54 | |||
| 55 | GLProgram program_; | ||
| 56 | }; | ||
| 57 | |||
| 58 | #endif /* end of include guard: SHADER_H_25115B63 */ | ||
| diff --git a/src/renderer/texture.cpp b/src/renderer/texture.cpp new file mode 100644 index 0000000..2728665 --- /dev/null +++ b/src/renderer/texture.cpp | |||
| @@ -0,0 +1,124 @@ | |||
| 1 | #include "texture.h" | ||
| 2 | #include <stdexcept> | ||
| 3 | #include "renderer.h" | ||
| 4 | #include "util.h" | ||
| 5 | |||
| 6 | // include stb_image | ||
| 7 | #define STBI_ONLY_PNG | ||
| 8 | #define STBI_ONLY_BMP | ||
| 9 | #include "stb_image.h" | ||
| 10 | |||
| 11 | Texture::Texture( | ||
| 12 | int width, | ||
| 13 | int height) : | ||
| 14 | width_(width), | ||
| 15 | height_(height) | ||
| 16 | { | ||
| 17 | if (!Renderer::isSingletonInitialized()) | ||
| 18 | { | ||
| 19 | throw std::logic_error("Renderer needs to be initialized"); | ||
| 20 | } | ||
| 21 | |||
| 22 | glBindTexture(GL_TEXTURE_2D, texture_.getId()); | ||
| 23 | glTexImage2D( | ||
| 24 | GL_TEXTURE_2D, | ||
| 25 | 0, | ||
| 26 | GL_RGBA, | ||
| 27 | width_, | ||
| 28 | height_, | ||
| 29 | 0, | ||
| 30 | GL_RGBA, | ||
| 31 | GL_UNSIGNED_BYTE, | ||
| 32 | 0); | ||
| 33 | |||
| 34 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | ||
| 35 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | ||
| 36 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | ||
| 37 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | ||
| 38 | } | ||
| 39 | |||
| 40 | Texture::Texture(const char* filename) | ||
| 41 | { | ||
| 42 | if (!Renderer::isSingletonInitialized()) | ||
| 43 | { | ||
| 44 | throw std::logic_error("Renderer needs to be initialized"); | ||
| 45 | } | ||
| 46 | |||
| 47 | glBindTexture(GL_TEXTURE_2D, texture_.getId()); | ||
| 48 | unsigned char* data = stbi_load(filename, &width_, &height_, 0, 4); | ||
| 49 | flipImageData(data, width_, height_, 4); | ||
| 50 | glTexImage2D( | ||
| 51 | GL_TEXTURE_2D, | ||
| 52 | 0, | ||
| 53 | GL_RGBA, | ||
| 54 | width_, | ||
| 55 | height_, | ||
| 56 | 0, | ||
| 57 | GL_RGBA, | ||
| 58 | GL_UNSIGNED_BYTE, | ||
| 59 | data); | ||
| 60 | |||
| 61 | stbi_image_free(data); | ||
| 62 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | ||
| 63 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | ||
| 64 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | ||
| 65 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | ||
| 66 | } | ||
| 67 | |||
| 68 | Texture::Texture( | ||
| 69 | const Texture& tex) : | ||
| 70 | width_(tex.width_), | ||
| 71 | height_(tex.height_) | ||
| 72 | { | ||
| 73 | if (!Renderer::isSingletonInitialized()) | ||
| 74 | { | ||
| 75 | throw std::logic_error("Renderer needs to be initialized"); | ||
| 76 | } | ||
| 77 | |||
| 78 | unsigned char* data = new unsigned char[4 * width_ * height_]; | ||
| 79 | glBindTexture(GL_TEXTURE_2D, tex.getId()); | ||
| 80 | glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); | ||
| 81 | |||
| 82 | glBindTexture(GL_TEXTURE_2D, texture_.getId()); | ||
| 83 | glTexImage2D( | ||
| 84 | GL_TEXTURE_2D, | ||
| 85 | 0, | ||
| 86 | GL_RGBA, | ||
| 87 | width_, | ||
| 88 | height_, | ||
| 89 | 0, | ||
| 90 | GL_RGBA, | ||
| 91 | GL_UNSIGNED_BYTE, | ||
| 92 | data); | ||
| 93 | |||
| 94 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | ||
| 95 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | ||
| 96 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | ||
| 97 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | ||
| 98 | |||
| 99 | delete[] data; | ||
| 100 | } | ||
| 101 | |||
| 102 | Texture::Texture(Texture&& tex) : Texture(0, 0) | ||
| 103 | { | ||
| 104 | swap(*this, tex); | ||
| 105 | } | ||
| 106 | |||
| 107 | Texture& Texture::operator= (Texture tex) | ||
| 108 | { | ||
| 109 | swap(*this, tex); | ||
| 110 | |||
| 111 | return *this; | ||
| 112 | } | ||
| 113 | |||
| 114 | void swap(Texture& tex1, Texture& tex2) | ||
| 115 | { | ||
| 116 | std::swap(tex1.width_, tex2.width_); | ||
| 117 | std::swap(tex1.height_, tex2.height_); | ||
| 118 | std::swap(tex1.texture_, tex2.texture_); | ||
| 119 | } | ||
| 120 | |||
| 121 | Rectangle Texture::entirety() const | ||
| 122 | { | ||
| 123 | return {0, 0, width_, height_}; | ||
| 124 | } | ||
| diff --git a/src/renderer/texture.h b/src/renderer/texture.h new file mode 100644 index 0000000..3aa8773 --- /dev/null +++ b/src/renderer/texture.h | |||
| @@ -0,0 +1,52 @@ | |||
| 1 | #ifndef TEXTURE_H_84EC6DF6 | ||
| 2 | #define TEXTURE_H_84EC6DF6 | ||
| 3 | |||
| 4 | #include "wrappers.h" | ||
| 5 | |||
| 6 | struct Rectangle { | ||
| 7 | int x; | ||
| 8 | int y; | ||
| 9 | int w; | ||
| 10 | int h; | ||
| 11 | }; | ||
| 12 | |||
| 13 | class Texture { | ||
| 14 | public: | ||
| 15 | |||
| 16 | Texture(int width, int height); | ||
| 17 | |||
| 18 | Texture(const char* file); | ||
| 19 | |||
| 20 | Texture(const Texture& tex); | ||
| 21 | |||
| 22 | Texture(Texture&& tex); | ||
| 23 | |||
| 24 | Texture& operator= (Texture tex); | ||
| 25 | |||
| 26 | friend void swap(Texture& tex1, Texture& tex2); | ||
| 27 | |||
| 28 | Rectangle entirety() const; | ||
| 29 | |||
| 30 | inline GLuint getId() const | ||
| 31 | { | ||
| 32 | return texture_.getId(); | ||
| 33 | } | ||
| 34 | |||
| 35 | inline int getWidth() const | ||
| 36 | { | ||
| 37 | return width_; | ||
| 38 | } | ||
| 39 | |||
| 40 | inline int getHeight() const | ||
| 41 | { | ||
| 42 | return height_; | ||
| 43 | } | ||
| 44 | |||
| 45 | private: | ||
| 46 | |||
| 47 | GLTexture texture_; | ||
| 48 | int width_; | ||
| 49 | int height_; | ||
| 50 | }; | ||
| 51 | |||
| 52 | #endif /* end of include guard: TEXTURE_H_84EC6DF6 */ | ||
| diff --git a/src/renderer/wrappers.h b/src/renderer/wrappers.h new file mode 100644 index 0000000..c6edc11 --- /dev/null +++ b/src/renderer/wrappers.h | |||
| @@ -0,0 +1,273 @@ | |||
| 1 | #ifndef WRAPPERS_H_1EE0965B | ||
| 2 | #define WRAPPERS_H_1EE0965B | ||
| 3 | |||
| 4 | #include "gl.h" | ||
| 5 | #include <utility> | ||
| 6 | |||
| 7 | class GLVertexArray { | ||
| 8 | public: | ||
| 9 | |||
| 10 | GLVertexArray() | ||
| 11 | { | ||
| 12 | glGenVertexArrays(1, &id_); | ||
| 13 | } | ||
| 14 | |||
| 15 | GLVertexArray(const GLVertexArray& other) = delete; | ||
| 16 | GLVertexArray& operator=(const GLVertexArray& other) = delete; | ||
| 17 | |||
| 18 | GLVertexArray(GLVertexArray&& other) : GLVertexArray() | ||
| 19 | { | ||
| 20 | std::swap(id_, other.id_); | ||
| 21 | } | ||
| 22 | |||
| 23 | GLVertexArray& operator=(GLVertexArray&& other) | ||
| 24 | { | ||
| 25 | std::swap(id_, other.id_); | ||
| 26 | |||
| 27 | return *this; | ||
| 28 | } | ||
| 29 | |||
| 30 | ~GLVertexArray() | ||
| 31 | { | ||
| 32 | glDeleteVertexArrays(1, &id_); | ||
| 33 | } | ||
| 34 | |||
| 35 | inline GLuint getId() const | ||
| 36 | { | ||
| 37 | return id_; | ||
| 38 | } | ||
| 39 | |||
| 40 | private: | ||
| 41 | |||
| 42 | GLuint id_; | ||
| 43 | }; | ||
| 44 | |||
| 45 | class GLFramebuffer { | ||
| 46 | public: | ||
| 47 | |||
| 48 | GLFramebuffer() | ||
| 49 | { | ||
| 50 | glGenFramebuffers(1, &id_); | ||
| 51 | } | ||
| 52 | |||
| 53 | GLFramebuffer(const GLFramebuffer& other) = delete; | ||
| 54 | GLFramebuffer& operator=(const GLFramebuffer& other) = delete; | ||
| 55 | |||
| 56 | GLFramebuffer(GLFramebuffer&& other) : GLFramebuffer() | ||
| 57 | { | ||
| 58 | std::swap(id_, other.id_); | ||
| 59 | } | ||
| 60 | |||
| 61 | GLFramebuffer& operator=(GLFramebuffer&& other) | ||
| 62 | { | ||
| 63 | std::swap(id_, other.id_); | ||
| 64 | |||
| 65 | return *this; | ||
| 66 | } | ||
| 67 | |||
| 68 | ~GLFramebuffer() | ||
| 69 | { | ||
| 70 | glDeleteFramebuffers(1, &id_); | ||
| 71 | } | ||
| 72 | |||
| 73 | inline GLuint getId() const | ||
| 74 | { | ||
| 75 | return id_; | ||
| 76 | } | ||
| 77 | |||
| 78 | private: | ||
| 79 | |||
| 80 | GLuint id_; | ||
| 81 | }; | ||
| 82 | |||
| 83 | class GLRenderbuffer { | ||
| 84 | public: | ||
| 85 | |||
| 86 | GLRenderbuffer() | ||
| 87 | { | ||
| 88 | glGenRenderbuffers(1, &id_); | ||
| 89 | } | ||
| 90 | |||
| 91 | GLRenderbuffer(const GLRenderbuffer& other) = delete; | ||
| 92 | GLRenderbuffer& operator=(const GLRenderbuffer& other) = delete; | ||
| 93 | |||
| 94 | GLRenderbuffer(GLRenderbuffer&& other) : GLRenderbuffer() | ||
| 95 | { | ||
| 96 | std::swap(id_, other.id_); | ||
| 97 | } | ||
| 98 | |||
| 99 | GLRenderbuffer& operator=(GLRenderbuffer&& other) | ||
| 100 | { | ||
| 101 | std::swap(id_, other.id_); | ||
| 102 | |||
| 103 | return *this; | ||
| 104 | } | ||
| 105 | |||
| 106 | ~GLRenderbuffer() | ||
| 107 | { | ||
| 108 | glDeleteRenderbuffers(1, &id_); | ||
| 109 | } | ||
| 110 | |||
| 111 | inline GLuint getId() const | ||
| 112 | { | ||
| 113 | return id_; | ||
| 114 | } | ||
| 115 | |||
| 116 | private: | ||
| 117 | |||
| 118 | GLuint id_; | ||
| 119 | }; | ||
| 120 | |||
| 121 | class GLBuffer { | ||
| 122 | public: | ||
| 123 | |||
| 124 | GLBuffer() | ||
| 125 | { | ||
| 126 | glGenBuffers(1, &id_); | ||
| 127 | } | ||
| 128 | |||
| 129 | GLBuffer(const GLBuffer& other) = delete; | ||
| 130 | GLBuffer& operator=(const GLBuffer& other) = delete; | ||
| 131 | |||
| 132 | GLBuffer(GLBuffer&& other) : GLBuffer() | ||
| 133 | { | ||
| 134 | std::swap(id_, other.id_); | ||
| 135 | } | ||
| 136 | |||
| 137 | GLBuffer& operator=(GLBuffer&& other) | ||
| 138 | { | ||
| 139 | std::swap(id_, other.id_); | ||
| 140 | |||
| 141 | return *this; | ||
| 142 | } | ||
| 143 | |||
| 144 | ~GLBuffer() | ||
| 145 | { | ||
| 146 | glDeleteBuffers(1, &id_); | ||
| 147 | } | ||
| 148 | |||
| 149 | inline GLuint getId() const | ||
| 150 | { | ||
| 151 | return id_; | ||
| 152 | } | ||
| 153 | |||
| 154 | private: | ||
| 155 | |||
| 156 | GLuint id_; | ||
| 157 | }; | ||
| 158 | |||
| 159 | class GLTexture { | ||
| 160 | public: | ||
| 161 | |||
| 162 | GLTexture() | ||
| 163 | { | ||
| 164 | glGenTextures(1, &id_); | ||
| 165 | } | ||
| 166 | |||
| 167 | GLTexture(const GLTexture& other) = delete; | ||
| 168 | GLTexture& operator=(const GLTexture& other) = delete; | ||
| 169 | |||
| 170 | GLTexture(GLTexture&& other) : GLTexture() | ||
| 171 | { | ||
| 172 | std::swap(id_, other.id_); | ||
| 173 | } | ||
| 174 | |||
| 175 | GLTexture& operator=(GLTexture&& other) | ||
| 176 | { | ||
| 177 | std::swap(id_, other.id_); | ||
| 178 | |||
| 179 | return *this; | ||
| 180 | } | ||
| 181 | |||
| 182 | ~GLTexture() | ||
| 183 | { | ||
| 184 | glDeleteTextures(1, &id_); | ||
| 185 | } | ||
| 186 | |||
| 187 | inline GLuint getId() const | ||
| 188 | { | ||
| 189 | return id_; | ||
| 190 | } | ||
| 191 | |||
| 192 | private: | ||
| 193 | |||
| 194 | GLuint id_; | ||
| 195 | }; | ||
| 196 | |||
| 197 | class GLShader { | ||
| 198 | public: | ||
| 199 | |||
| 200 | GLShader(GLenum type) | ||
| 201 | { | ||
| 202 | id_ = glCreateShader(type); | ||
| 203 | } | ||
| 204 | |||
| 205 | GLShader(const GLShader& other) = delete; | ||
| 206 | GLShader& operator=(const GLShader& other) = delete; | ||
| 207 | |||
| 208 | GLShader(GLShader&& other) : GLShader(GL_VERTEX_SHADER) | ||
| 209 | { | ||
| 210 | std::swap(id_, other.id_); | ||
| 211 | } | ||
| 212 | |||
| 213 | GLShader& operator=(GLShader&& other) | ||
| 214 | { | ||
| 215 | std::swap(id_, other.id_); | ||
| 216 | |||
| 217 | return *this; | ||
| 218 | } | ||
| 219 | |||
| 220 | ~GLShader() | ||
| 221 | { | ||
| 222 | glDeleteShader(id_); | ||
| 223 | } | ||
| 224 | |||
| 225 | inline GLuint getId() const | ||
| 226 | { | ||
| 227 | return id_; | ||
| 228 | } | ||
| 229 | |||
| 230 | private: | ||
| 231 | |||
| 232 | GLuint id_; | ||
| 233 | }; | ||
| 234 | |||
| 235 | class GLProgram { | ||
| 236 | public: | ||
| 237 | |||
| 238 | GLProgram() | ||
| 239 | { | ||
| 240 | id_ = glCreateProgram(); | ||
| 241 | } | ||
| 242 | |||
| 243 | GLProgram(const GLProgram& other) = delete; | ||
| 244 | GLProgram& operator=(const GLProgram& other) = delete; | ||
| 245 | |||
| 246 | GLProgram(GLProgram&& other) : GLProgram() | ||
| 247 | { | ||
| 248 | std::swap(id_, other.id_); | ||
| 249 | } | ||
| 250 | |||
| 251 | GLProgram& operator=(GLProgram&& other) | ||
| 252 | { | ||
| 253 | std::swap(id_, other.id_); | ||
| 254 | |||
| 255 | return *this; | ||
| 256 | } | ||
| 257 | |||
| 258 | ~GLProgram() | ||
| 259 | { | ||
| 260 | glDeleteProgram(id_); | ||
| 261 | } | ||
| 262 | |||
| 263 | inline GLuint getId() const | ||
| 264 | { | ||
| 265 | return id_; | ||
| 266 | } | ||
| 267 | |||
| 268 | private: | ||
| 269 | |||
| 270 | GLuint id_; | ||
| 271 | }; | ||
| 272 | |||
| 273 | #endif /* end of include guard: WRAPPERS_H_1EE0965B */ | ||
| diff --git a/src/systems/animating.cpp b/src/systems/animating.cpp index 91fe925..22224c9 100644 --- a/src/systems/animating.cpp +++ b/src/systems/animating.cpp | |||
| @@ -51,8 +51,9 @@ void AnimatingSystem::render(Texture& texture) | |||
| 51 | transform.getH()}; | 51 | transform.getH()}; |
| 52 | 52 | ||
| 53 | const AnimationSet& aset = sprite.getAnimationSet(); | 53 | const AnimationSet& aset = sprite.getAnimationSet(); |
| 54 | texture.blit( | 54 | game_.getRenderer().blit( |
| 55 | aset.getTexture(), | 55 | aset.getTexture(), |
| 56 | texture, | ||
| 56 | aset.getFrameRect(sprite.getFrame()), | 57 | aset.getFrameRect(sprite.getFrame()), |
| 57 | dstrect); | 58 | dstrect); |
| 58 | } | 59 | } |
| diff --git a/src/systems/animating.h b/src/systems/animating.h index d6a89a5..548bff1 100644 --- a/src/systems/animating.h +++ b/src/systems/animating.h | |||
| @@ -3,7 +3,7 @@ | |||
| 3 | 3 | ||
| 4 | #include "system.h" | 4 | #include "system.h" |
| 5 | #include <string> | 5 | #include <string> |
| 6 | #include "renderer.h" | 6 | #include "renderer/texture.h" |
| 7 | 7 | ||
| 8 | class AnimatingSystem : public System { | 8 | class AnimatingSystem : public System { |
| 9 | public: | 9 | public: |
| diff --git a/src/systems/mapping.cpp b/src/systems/mapping.cpp index 5b63ded..120a27a 100644 --- a/src/systems/mapping.cpp +++ b/src/systems/mapping.cpp | |||
| @@ -48,7 +48,11 @@ void MappingSystem::render(Texture& texture) | |||
| 48 | TILE_WIDTH, | 48 | TILE_WIDTH, |
| 49 | TILE_HEIGHT}; | 49 | TILE_HEIGHT}; |
| 50 | 50 | ||
| 51 | texture.blit(mappable.getTileset(), std::move(src), std::move(dst)); | 51 | game_.getRenderer().blit( |
| 52 | mappable.getTileset(), | ||
| 53 | texture, | ||
| 54 | std::move(src), | ||
| 55 | std::move(dst)); | ||
| 52 | } | 56 | } |
| 53 | } | 57 | } |
| 54 | 58 | ||
| @@ -67,7 +71,11 @@ void MappingSystem::render(Texture& texture) | |||
| 67 | TILE_WIDTH, | 71 | TILE_WIDTH, |
| 68 | TILE_HEIGHT}; | 72 | TILE_HEIGHT}; |
| 69 | 73 | ||
| 70 | texture.blit(mappable.getFont(), std::move(src), std::move(dst)); | 74 | game_.getRenderer().blit( |
| 75 | mappable.getFont(), | ||
| 76 | texture, | ||
| 77 | std::move(src), | ||
| 78 | std::move(dst)); | ||
| 71 | } | 79 | } |
| 72 | } | 80 | } |
| 73 | } | 81 | } |
| diff --git a/src/util.cpp b/src/util.cpp new file mode 100644 index 0000000..f0c39fd --- /dev/null +++ b/src/util.cpp | |||
| @@ -0,0 +1,30 @@ | |||
| 1 | #include "util.h" | ||
| 2 | |||
| 3 | std::string slurp(std::ifstream& in) | ||
| 4 | { | ||
| 5 | std::stringstream sstr; | ||
| 6 | sstr << in.rdbuf(); | ||
| 7 | return sstr.str(); | ||
| 8 | } | ||
| 9 | |||
| 10 | void flipImageData( | ||
| 11 | unsigned char* data, | ||
| 12 | int width, | ||
| 13 | int height, | ||
| 14 | int comps) | ||
| 15 | { | ||
| 16 | unsigned char* dataCopy = new unsigned char[width * height * comps]; | ||
| 17 | memcpy(dataCopy, data, width * height * comps); | ||
| 18 | |||
| 19 | int rowSize = width * comps; | ||
| 20 | |||
| 21 | for (int i = 0; i < height; i++) | ||
| 22 | { | ||
| 23 | memcpy( | ||
| 24 | data + (rowSize * i), | ||
| 25 | dataCopy + (rowSize * (height - i - 1)), | ||
| 26 | rowSize); | ||
| 27 | } | ||
| 28 | |||
| 29 | delete[] dataCopy; | ||
| 30 | } | ||
| diff --git a/src/util.h b/src/util.h new file mode 100644 index 0000000..72cb0d3 --- /dev/null +++ b/src/util.h | |||
| @@ -0,0 +1,41 @@ | |||
| 1 | #ifndef ALGORITHMS_H_1DDC517E | ||
| 2 | #define ALGORITHMS_H_1DDC517E | ||
| 3 | |||
| 4 | #include <fstream> | ||
| 5 | #include <sstream> | ||
| 6 | #include <cstring> | ||
| 7 | |||
| 8 | template< typename ContainerT, typename PredicateT > | ||
| 9 | void erase_if( ContainerT& items, const PredicateT& predicate ) { | ||
| 10 | for( auto it = items.begin(); it != items.end(); ) { | ||
| 11 | if( predicate(*it) ) it = items.erase(it); | ||
| 12 | else ++it; | ||
| 13 | } | ||
| 14 | }; | ||
| 15 | |||
| 16 | struct chlit | ||
| 17 | { | ||
| 18 | chlit(char c) : c_(c) { } | ||
| 19 | char c_; | ||
| 20 | }; | ||
| 21 | |||
| 22 | inline std::istream& operator>>(std::istream& is, chlit x) | ||
| 23 | { | ||
| 24 | char c; | ||
| 25 | if (is >> c && c != x.c_) | ||
| 26 | { | ||
| 27 | is.setstate(std::iostream::failbit); | ||
| 28 | } | ||
| 29 | |||
| 30 | return is; | ||
| 31 | } | ||
| 32 | |||
| 33 | std::string slurp(std::ifstream& in); | ||
| 34 | |||
| 35 | void flipImageData( | ||
| 36 | unsigned char* data, | ||
| 37 | int width, | ||
| 38 | int height, | ||
| 39 | int comps); | ||
| 40 | |||
| 41 | #endif /* end of include guard: ALGORITHMS_H_1DDC517E */ | ||
