diff options
| -rw-r--r-- | .gitignore | 2 | ||||
| -rw-r--r-- | CMakeLists.txt | 33 | ||||
| -rw-r--r-- | maps/bigmap.txt | 25 | ||||
| -rw-r--r-- | maps/testmap.txt | 16 | ||||
| -rw-r--r-- | res/artifacts.bmp | bin | 0 -> 192056 bytes | |||
| -rw-r--r-- | res/scanlines.bmp | bin | 0 -> 236 bytes | |||
| -rw-r--r-- | res/tiles.bmp | bin | 0 -> 196664 bytes | |||
| -rw-r--r-- | shaders/blit.fragment | 12 | ||||
| -rw-r--r-- | shaders/blit.vertex | 13 | ||||
| -rw-r--r-- | shaders/fill.fragment | 10 | ||||
| -rw-r--r-- | shaders/fill.vertex | 8 | ||||
| -rw-r--r-- | shaders/final.fragment | 56 | ||||
| -rw-r--r-- | shaders/final.vertex | 14 | ||||
| -rw-r--r-- | shaders/ntsc.fragment | 64 | ||||
| -rw-r--r-- | shaders/ntsc.vertex | 11 | ||||
| -rw-r--r-- | src/main.cpp | 149 | ||||
| -rw-r--r-- | src/map.cpp | 241 | ||||
| -rw-r--r-- | src/map.h | 42 | ||||
| -rw-r--r-- | src/mob.h | 10 | ||||
| -rw-r--r-- | src/renderer.cpp | 582 | ||||
| -rw-r--r-- | src/renderer.h | 42 |
21 files changed, 1330 insertions, 0 deletions
| diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..d76b74e --- /dev/null +++ b/.gitignore | |||
| @@ -0,0 +1,2 @@ | |||
| 1 | build | ||
| 2 | .DS_Store | ||
| diff --git a/CMakeLists.txt b/CMakeLists.txt new file mode 100644 index 0000000..c0e0339 --- /dev/null +++ b/CMakeLists.txt | |||
| @@ -0,0 +1,33 @@ | |||
| 1 | cmake_minimum_required(VERSION 2.6) | ||
| 2 | project(Aromatherapy) | ||
| 3 | |||
| 4 | # Use our modified FindSDL2* modules | ||
| 5 | set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${Aromatherapy_SOURCE_DIR}/cmake") | ||
| 6 | # Set an output directory for our binaries | ||
| 7 | set(BIN_DIR ${Aromatherapy_SOURCE_DIR}/bin) | ||
| 8 | |||
| 9 | # Bump up warning levels appropriately for clang, gcc & msvc | ||
| 10 | # Also set debug/optimization flags depending on the build type. IDE users choose this when | ||
| 11 | # selecting the build mode in their IDE | ||
| 12 | if (${CMAKE_CXX_COMPILER_ID} STREQUAL "GNU" OR ${CMAKE_CXX_COMPILER_ID} STREQUAL "Clang") | ||
| 13 | set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wall -Wextra -pedantic -std=c++11") | ||
| 14 | set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS} ${CMAKE_CXX_FLAGS_DEBUG} -g") | ||
| 15 | set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS} ${CMAKE_CXX_FLAGS_RELEASE} -O2") | ||
| 16 | elseif (${CMAKE_CXX_COMPILER_ID} STREQUAL "MSVC") | ||
| 17 | if (CMAKE_CXX_FLAGS MATCHES "/W[0-4]") | ||
| 18 | string(REGEX REPLACE "/W[0-4]" "/W4" CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS}") | ||
| 19 | else() | ||
| 20 | set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /W4") | ||
| 21 | endif() | ||
| 22 | endif() | ||
| 23 | |||
| 24 | # Look up SDL2 and add the include directory to our include path | ||
| 25 | find_package(OpenGL REQUIRED) | ||
| 26 | find_package(GLEW REQUIRED) | ||
| 27 | find_package(GLFW REQUIRED) | ||
| 28 | |||
| 29 | # include_directories(${SDL2_INCLUDE_DIR}) | ||
| 30 | set(CMAKE_BUILD_TYPE Debug) | ||
| 31 | add_executable(Aromatherapy src/main.cpp src/map.cpp src/renderer.cpp) | ||
| 32 | target_link_libraries(Aromatherapy ${OPENGL_LIBRARY} ${GLEW_LIBRARY} ${GLFW_LIBRARY}) | ||
| 33 | install(TARGETS Aromatherapy RUNTIME DESTINATION ${BIN_DIR}) | ||
| diff --git a/maps/bigmap.txt b/maps/bigmap.txt new file mode 100644 index 0000000..ac5e9e2 --- /dev/null +++ b/maps/bigmap.txt | |||
| @@ -0,0 +1,25 @@ | |||
| 1 | XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX | ||
| 2 | XXXXXXXXXXXXXXXXXXXXXXXXX XX | ||
| 3 | XXXXXXXXXXXXXXXXXXXXXX X | ||
| 4 | XXXXXXXXXXXXXXXXX X | ||
| 5 | XXXXXXXXXXXXXX X | ||
| 6 | XXXXXXXXXXXXXX XXXX | ||
| 7 | XXXXXXXXXXXX XXXXXX | ||
| 8 | XXXXXXX XXXXXXX | ||
| 9 | XXX XXXXXXXXXXXX | ||
| 10 | XXXXXX | ||
| 11 | |||
| 12 | PPPP | ||
| 13 | |||
| 14 | PPPPPP | ||
| 15 | PPPP | ||
| 16 | |||
| 17 | |||
| 18 | PPPP | ||
| 19 | |||
| 20 | |||
| 21 | XXXXXXXXXXXXXXXXXXXX | ||
| 22 | XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX | ||
| 23 | XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX | ||
| 24 | XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX | ||
| 25 | XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX \ No newline at end of file | ||
| diff --git a/maps/testmap.txt b/maps/testmap.txt new file mode 100644 index 0000000..7fc55ab --- /dev/null +++ b/maps/testmap.txt | |||
| @@ -0,0 +1,16 @@ | |||
| 1 | XXXXXXXXXXXXXXXX | ||
| 2 | XXXXXX XXXXXX | ||
| 3 | XX X | ||
| 4 | X X | ||
| 5 | X XXXX | ||
| 6 | PPPP | ||
| 7 | |||
| 8 | PPPP | ||
| 9 | |||
| 10 | PPPP | ||
| 11 | |||
| 12 | |||
| 13 | XXXXXXXX X | ||
| 14 | XXXP XX | ||
| 15 | XXXX XXX | ||
| 16 | XXXXXXXXXXXXXXXX | ||
| diff --git a/res/artifacts.bmp b/res/artifacts.bmp new file mode 100644 index 0000000..b350c42 --- /dev/null +++ b/res/artifacts.bmp | |||
| Binary files differ | |||
| diff --git a/res/scanlines.bmp b/res/scanlines.bmp new file mode 100644 index 0000000..5a9c404 --- /dev/null +++ b/res/scanlines.bmp | |||
| Binary files differ | |||
| diff --git a/res/tiles.bmp b/res/tiles.bmp new file mode 100644 index 0000000..a873b2a --- /dev/null +++ b/res/tiles.bmp | |||
| Binary files differ | |||
| diff --git a/shaders/blit.fragment b/shaders/blit.fragment new file mode 100644 index 0000000..07a0279 --- /dev/null +++ b/shaders/blit.fragment | |||
| @@ -0,0 +1,12 @@ | |||
| 1 | #version 330 core | ||
| 2 | |||
| 3 | in vec2 UV; | ||
| 4 | |||
| 5 | out vec3 color; | ||
| 6 | |||
| 7 | uniform sampler2D srctex; | ||
| 8 | |||
| 9 | void main() | ||
| 10 | { | ||
| 11 | color = texture(srctex, UV).xyz; | ||
| 12 | } | ||
| diff --git a/shaders/blit.vertex b/shaders/blit.vertex new file mode 100644 index 0000000..4a9aa6a --- /dev/null +++ b/shaders/blit.vertex | |||
| @@ -0,0 +1,13 @@ | |||
| 1 | #version 330 core | ||
| 2 | |||
| 3 | layout(location = 0) in vec2 vertexPosition; | ||
| 4 | layout(location = 1) in vec2 texcoordPosition; | ||
| 5 | |||
| 6 | out vec2 UV; | ||
| 7 | |||
| 8 | void main() | ||
| 9 | { | ||
| 10 | gl_Position = vec4(vertexPosition, 0.0f, 1.0f); | ||
| 11 | |||
| 12 | UV = texcoordPosition; | ||
| 13 | } | ||
| diff --git a/shaders/fill.fragment b/shaders/fill.fragment new file mode 100644 index 0000000..ab7d9c9 --- /dev/null +++ b/shaders/fill.fragment | |||
| @@ -0,0 +1,10 @@ | |||
| 1 | #version 330 core | ||
| 2 | |||
| 3 | out vec3 color; | ||
| 4 | |||
| 5 | uniform vec3 vecColor; | ||
| 6 | |||
| 7 | void main() | ||
| 8 | { | ||
| 9 | color = vecColor; | ||
| 10 | } | ||
| diff --git a/shaders/fill.vertex b/shaders/fill.vertex new file mode 100644 index 0000000..44445fe --- /dev/null +++ b/shaders/fill.vertex | |||
| @@ -0,0 +1,8 @@ | |||
| 1 | #version 330 core | ||
| 2 | |||
| 3 | layout(location = 0) in vec3 vertexPosition; | ||
| 4 | |||
| 5 | void main() | ||
| 6 | { | ||
| 7 | gl_Position = vec4(vertexPosition, 1); | ||
| 8 | } | ||
| diff --git a/shaders/final.fragment b/shaders/final.fragment new file mode 100644 index 0000000..c900973 --- /dev/null +++ b/shaders/final.fragment | |||
| @@ -0,0 +1,56 @@ | |||
| 1 | #version 330 core | ||
| 2 | |||
| 3 | in vec2 UV; | ||
| 4 | in vec3 norm; | ||
| 5 | |||
| 6 | out vec3 color; | ||
| 7 | |||
| 8 | uniform sampler2D rendertex; | ||
| 9 | uniform sampler2D scanlinestex; | ||
| 10 | |||
| 11 | const vec2 UVScalar = vec2(1.0, 1.0); | ||
| 12 | const vec2 UVOffset = vec2(0.0, 0.0); | ||
| 13 | const vec2 CRTMask_Scale = vec2(85.0, 153.6); | ||
| 14 | const vec2 CRTMask_Offset = vec2(0.0, 0.0); | ||
| 15 | const float Tuning_Overscan = 1.0; | ||
| 16 | const float Tuning_Dimming = 0.5; | ||
| 17 | const float Tuning_Satur = 1.35; | ||
| 18 | const float Tuning_ReflScalar = 0.3; | ||
| 19 | const float Tuning_Barrel = 0.12; | ||
| 20 | const float Tuning_Scanline_Brightness = 0.25; | ||
| 21 | const float Tuning_Scanline_Opacity = 0.5; | ||
| 22 | const float Tuning_Diff_Brightness = 0.5; | ||
| 23 | const float Tuning_Spec_Brightness = 0.35; | ||
| 24 | const float Tuning_Spec_Power = 50.0; | ||
| 25 | const float Tuning_Fres_Brightness = 1.0; | ||
| 26 | const vec3 Tuning_LightPos = vec3(5.0, -10.0, 0.0); | ||
| 27 | |||
| 28 | vec4 sampleCRT(vec2 uv) | ||
| 29 | { | ||
| 30 | vec2 ScaledUV = uv; | ||
| 31 | ScaledUV *= UVScalar; | ||
| 32 | ScaledUV += UVOffset; | ||
| 33 | |||
| 34 | vec2 scanuv = ScaledUV * CRTMask_Scale; | ||
| 35 | vec3 scantex = texture(scanlinestex, scanuv).rgb; | ||
| 36 | scantex += Tuning_Scanline_Brightness; | ||
| 37 | scantex = mix(vec3(1,1,1), scantex, Tuning_Scanline_Opacity); | ||
| 38 | |||
| 39 | vec2 overscanuv = (ScaledUV * Tuning_Overscan) - ((Tuning_Overscan - 1.0f) * 0.5f); | ||
| 40 | overscanuv = overscanuv - vec2(0.5, 0.5); | ||
| 41 | float rsq = (overscanuv.x*overscanuv.x) + (overscanuv.y*overscanuv.y); | ||
| 42 | overscanuv = overscanuv + (overscanuv * (Tuning_Barrel * rsq)) + vec2(0.5,0.5); | ||
| 43 | |||
| 44 | vec3 comptex = texture(rendertex, overscanuv).rgb; | ||
| 45 | |||
| 46 | vec4 emissive = vec4(comptex * scantex, 1); | ||
| 47 | float desat = dot(vec4(0.299, 0.587, 0.114, 0.0), emissive); | ||
| 48 | emissive = mix(vec4(desat, desat, desat, 1), emissive, Tuning_Satur); | ||
| 49 | |||
| 50 | return emissive; | ||
| 51 | } | ||
| 52 | |||
| 53 | void main() | ||
| 54 | { | ||
| 55 | color = sampleCRT(UV).rgb; | ||
| 56 | } | ||
| diff --git a/shaders/final.vertex b/shaders/final.vertex new file mode 100644 index 0000000..825eb49 --- /dev/null +++ b/shaders/final.vertex | |||
| @@ -0,0 +1,14 @@ | |||
| 1 | #version 330 core | ||
| 2 | |||
| 3 | layout(location = 0) in vec3 vertexPosition_modelspace; | ||
| 4 | layout(location = 1) in vec3 vertexNormal; | ||
| 5 | |||
| 6 | out vec2 UV; | ||
| 7 | out vec3 norm; | ||
| 8 | |||
| 9 | void main() | ||
| 10 | { | ||
| 11 | gl_Position = vec4(vertexPosition_modelspace,1); | ||
| 12 | UV = (vertexPosition_modelspace.xy+vec2(1,1))/2.0; | ||
| 13 | norm = vertexNormal; | ||
| 14 | } | ||
| diff --git a/shaders/ntsc.fragment b/shaders/ntsc.fragment new file mode 100644 index 0000000..12d6873 --- /dev/null +++ b/shaders/ntsc.fragment | |||
| @@ -0,0 +1,64 @@ | |||
| 1 | #version 330 core | ||
| 2 | |||
| 3 | in vec2 UV; | ||
| 4 | |||
| 5 | out vec3 color; | ||
| 6 | |||
| 7 | uniform sampler2D curFrameSampler; | ||
| 8 | uniform sampler2D NTSCArtifactSampler; | ||
| 9 | uniform sampler2D prevFrameSampler; | ||
| 10 | |||
| 11 | const float Tuning_Sharp = 0.8; | ||
| 12 | const vec4 Tuning_Persistence = vec4(0.7,0.7,0.7,0.7); | ||
| 13 | const float Tuning_Bleed = 0.5; | ||
| 14 | const float Tuning_NTSC = 0.35; | ||
| 15 | uniform float NTSCLerp; | ||
| 16 | |||
| 17 | const vec2 RcpScrWidth = vec2(1.0f / 320.f, 0.0f); | ||
| 18 | const vec2 RcpScrHeight = vec2(0.0f, 1.0f / 200.0f); | ||
| 19 | |||
| 20 | float Brightness(vec4 InVal) | ||
| 21 | { | ||
| 22 | return dot(InVal, vec4(0.299, 0.587, 0.114, 0.0)); | ||
| 23 | } | ||
| 24 | |||
| 25 | const float SharpWeight[3] = float[3](1.0, -0.3162277, 0.1); | ||
| 26 | |||
| 27 | void main() | ||
| 28 | { | ||
| 29 | vec4 NTSCArtifact1 = texture(NTSCArtifactSampler, UV); | ||
| 30 | vec4 NTSCArtifact2 = texture(NTSCArtifactSampler, UV + RcpScrHeight); | ||
| 31 | vec4 NTSCArtifact = mix(NTSCArtifact1, NTSCArtifact2, NTSCLerp); | ||
| 32 | |||
| 33 | vec2 LeftUV = UV - RcpScrWidth; | ||
| 34 | vec2 RightUV = UV + RcpScrWidth; | ||
| 35 | |||
| 36 | vec4 Cur_Left = texture(curFrameSampler, LeftUV); | ||
| 37 | vec4 Cur_Local = texture(curFrameSampler, UV); | ||
| 38 | vec4 Cur_Right = texture(curFrameSampler, RightUV); | ||
| 39 | |||
| 40 | vec4 Prev_Left = texture(prevFrameSampler, LeftUV); | ||
| 41 | vec4 Prev_Local = texture(prevFrameSampler, UV); | ||
| 42 | vec4 Prev_Right = texture(prevFrameSampler, RightUV); | ||
| 43 | |||
| 44 | Cur_Local = clamp(Cur_Local + (((Cur_Left - Cur_Local) + (Cur_Right - Cur_Local)) * Tuning_NTSC), vec4(0,0,0,0), vec4(1,1,1,1)); | ||
| 45 | |||
| 46 | float curBrt = Brightness(Cur_Local); | ||
| 47 | float offset = 0; | ||
| 48 | |||
| 49 | for (int i=0; i<3; ++i) | ||
| 50 | { | ||
| 51 | vec2 StepSize = (RcpScrWidth * float(i+1)); | ||
| 52 | vec4 neighborleft = texture(curFrameSampler, UV - StepSize); | ||
| 53 | vec4 neighborright = texture(curFrameSampler, UV + StepSize); | ||
| 54 | |||
| 55 | float NBrtL = Brightness(neighborleft); | ||
| 56 | float NBrtR = Brightness(neighborright); | ||
| 57 | offset += ((curBrt - NBrtL) + (curBrt - NBrtR)) * SharpWeight[i]; | ||
| 58 | } | ||
| 59 | |||
| 60 | Cur_Local = clamp(Cur_Local + (offset * Tuning_Sharp * mix(vec4(1,1,1,1), NTSCArtifact, Tuning_NTSC)), vec4(0,0,0,0), vec4(1,1,1,1)); | ||
| 61 | Cur_Local = clamp(max(Cur_Local, Tuning_Persistence * (1.0 / (1.0 + (2.0 * Tuning_Bleed))) * (Prev_Local + ((Prev_Left + Prev_Right) * Tuning_Bleed))), vec4(0,0,0,0), vec4(1,1,1,1)); | ||
| 62 | |||
| 63 | color = Cur_Local.xyz; | ||
| 64 | } | ||
| diff --git a/shaders/ntsc.vertex b/shaders/ntsc.vertex new file mode 100644 index 0000000..81f8af3 --- /dev/null +++ b/shaders/ntsc.vertex | |||
| @@ -0,0 +1,11 @@ | |||
| 1 | #version 330 core | ||
| 2 | |||
| 3 | layout(location = 0) in vec3 vertexPosition_modelspace; | ||
| 4 | |||
| 5 | out vec2 UV; | ||
| 6 | |||
| 7 | void main() | ||
| 8 | { | ||
| 9 | gl_Position = vec4(vertexPosition_modelspace,1); | ||
| 10 | UV = (vertexPosition_modelspace.xy+vec2(1,1))/2.0; | ||
| 11 | } | ||
| diff --git a/src/main.cpp b/src/main.cpp new file mode 100644 index 0000000..a2743d1 --- /dev/null +++ b/src/main.cpp | |||
| @@ -0,0 +1,149 @@ | |||
| 1 | #include <ctime> | ||
| 2 | #include <list> | ||
| 3 | #include "map.h" | ||
| 4 | #include "renderer.h" | ||
| 5 | |||
| 6 | using namespace::std; | ||
| 7 | |||
| 8 | #if defined(__WIN32__) || defined(_WIN32) || defined(WIN32) || defined(__WINDOWS__) || defined(__TOS_WIN__) | ||
| 9 | |||
| 10 | #include <windows.h> | ||
| 11 | |||
| 12 | inline void delay( unsigned long ms ) | ||
| 13 | { | ||
| 14 | Sleep( ms ); | ||
| 15 | } | ||
| 16 | |||
| 17 | #else /* presume POSIX */ | ||
| 18 | |||
| 19 | #include <unistd.h> | ||
| 20 | |||
| 21 | inline void delay( unsigned long ms ) | ||
| 22 | { | ||
| 23 | usleep( ms * 1000 ); | ||
| 24 | } | ||
| 25 | |||
| 26 | #endif | ||
| 27 | |||
| 28 | const int FRAMES_PER_SECOND = 60; | ||
| 29 | bool holding_left = false; | ||
| 30 | bool holding_right = false; | ||
| 31 | bool quit = false; | ||
| 32 | mob_t* player; | ||
| 33 | |||
| 34 | // Initialize jump physics | ||
| 35 | double jump_height = TILE_HEIGHT*3; | ||
| 36 | double jump_length = 0.25 * FRAMES_PER_SECOND; | ||
| 37 | double jump_velocity = -2 * jump_height / jump_length; | ||
| 38 | double jump_gravity = -1 * jump_velocity / jump_length; | ||
| 39 | |||
| 40 | void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) | ||
| 41 | { | ||
| 42 | if (action == GLFW_PRESS) | ||
| 43 | { | ||
| 44 | switch (key) | ||
| 45 | { | ||
| 46 | case GLFW_KEY_LEFT: holding_left = true; break; | ||
| 47 | case GLFW_KEY_RIGHT: holding_right = true; break; | ||
| 48 | case GLFW_KEY_UP: player->y_vel = jump_velocity; break; | ||
| 49 | case GLFW_KEY_ESCAPE: quit = true; break; | ||
| 50 | } | ||
| 51 | } else if (action == GLFW_RELEASE) | ||
| 52 | { | ||
| 53 | switch (key) | ||
| 54 | { | ||
| 55 | case GLFW_KEY_LEFT: holding_left = false; break; | ||
| 56 | case GLFW_KEY_RIGHT: holding_right = false; break; | ||
| 57 | } | ||
| 58 | } | ||
| 59 | } | ||
| 60 | |||
| 61 | int main() | ||
| 62 | { | ||
| 63 | GLFWwindow* window = initRenderer(); | ||
| 64 | glfwSwapInterval(1); | ||
| 65 | glfwSetKeyCallback(window, key_callback); | ||
| 66 | |||
| 67 | Texture* buffer = createTexture(GAME_WIDTH, GAME_HEIGHT); | ||
| 68 | |||
| 69 | // Initialize player data | ||
| 70 | player = new mob_t(); | ||
| 71 | player->x = 100; | ||
| 72 | player->y = 100; | ||
| 73 | player->x_vel = 0; | ||
| 74 | player->y_vel = 0; | ||
| 75 | player->x_accel = 0; | ||
| 76 | player->y_accel = jump_gravity; | ||
| 77 | player->w = 10; | ||
| 78 | player->h = 14; | ||
| 79 | |||
| 80 | Map* map = new Map(); | ||
| 81 | |||
| 82 | Texture* tiles = loadTextureFromBMP("../res/tiles.bmp"); | ||
| 83 | |||
| 84 | double lastTime = glfwGetTime(); | ||
| 85 | int nbFrames = 0; | ||
| 86 | |||
| 87 | while (!quit) | ||
| 88 | { | ||
| 89 | double currentTime = glfwGetTime(); | ||
| 90 | nbFrames++; | ||
| 91 | if ( currentTime - lastTime >= 1.0 ){ // If last prinf() was more than 1 sec ago | ||
| 92 | // printf and reset timer | ||
| 93 | printf("%f ms/frame\n", 1000.0/double(nbFrames)); | ||
| 94 | nbFrames = 0; | ||
| 95 | lastTime += 1.0; | ||
| 96 | } | ||
| 97 | |||
| 98 | if (holding_left && player->x_vel >= 0) | ||
| 99 | { | ||
| 100 | player->x_vel = -2; | ||
| 101 | } else if (holding_right && player->x_vel <= 0) | ||
| 102 | { | ||
| 103 | player->x_vel = 2; | ||
| 104 | } else if (!holding_left && !holding_right) { | ||
| 105 | player->x_vel = 0; | ||
| 106 | } | ||
| 107 | |||
| 108 | player->x_vel += player->x_accel; | ||
| 109 | if (player->x_vel < -16) player->x_vel = -16; | ||
| 110 | if (player->x_vel > 16) player->x_vel = 16; | ||
| 111 | int playerx_next = player->x + player->x_vel; | ||
| 112 | |||
| 113 | player->y_vel += player->y_accel; | ||
| 114 | if (player->y_vel > 16) player->y_vel = 16; // Terminal velocity | ||
| 115 | if (player->y_vel < -16) player->y_vel = -16; | ||
| 116 | int playery_next = player->y + player->y_vel; | ||
| 117 | |||
| 118 | map->check_collisions(player, playerx_next, playery_next); | ||
| 119 | |||
| 120 | // Do rendering | ||
| 121 | map->render(buffer); | ||
| 122 | |||
| 123 | //Rectangle src_rect(96, 0, 8, 8); | ||
| 124 | Rectangle dst_rect(player->x, player->y, player->w, player->h); | ||
| 125 | |||
| 126 | //blitTexture(tiles, buffer, &src_rect, &dst_rect); | ||
| 127 | fillTexture(buffer, &dst_rect, 85, 85, 255); | ||
| 128 | //fillTexture(buffer, NULL, 85, 85, 0); | ||
| 129 | |||
| 130 | renderScreen(buffer); | ||
| 131 | |||
| 132 | //fuckThePolice(buffer); | ||
| 133 | |||
| 134 | glfwPollEvents(); | ||
| 135 | |||
| 136 | // Regulate frame rate | ||
| 137 | /*if ((clock() - frame_start) < CLOCKS_PER_SEC / FRAMES_PER_SECOND) | ||
| 138 | { | ||
| 139 | //delay(((CLOCKS_PER_SEC / FRAMES_PER_SECOND) - clock() + frame_start) * CLOCKS_PER_SEC / 1000); | ||
| 140 | }*/ | ||
| 141 | } | ||
| 142 | |||
| 143 | delete map; | ||
| 144 | delete player; | ||
| 145 | |||
| 146 | destroyRenderer(); | ||
| 147 | |||
| 148 | return 0; | ||
| 149 | } | ||
| diff --git a/src/map.cpp b/src/map.cpp new file mode 100644 index 0000000..10cd313 --- /dev/null +++ b/src/map.cpp | |||
| @@ -0,0 +1,241 @@ | |||
| 1 | #include "map.h" | ||
| 2 | |||
| 3 | struct platform_t { | ||
| 4 | int x; | ||
| 5 | int y; | ||
| 6 | int w; | ||
| 7 | int h; | ||
| 8 | bool enter_from_left; | ||
| 9 | bool enter_from_right; | ||
| 10 | bool enter_from_top; | ||
| 11 | bool enter_from_bottom; | ||
| 12 | int r; | ||
| 13 | int g; | ||
| 14 | int b; | ||
| 15 | int a; | ||
| 16 | }; | ||
| 17 | |||
| 18 | Map::Map() | ||
| 19 | { | ||
| 20 | add_collision(-6, 0, GAME_WIDTH, left, 1); | ||
| 21 | add_collision(GAME_WIDTH+6, 0, GAME_WIDTH, right, 1); | ||
| 22 | |||
| 23 | FILE* f = fopen("../maps/bigmap.txt", "r"); | ||
| 24 | char* mapbuf = (char*) malloc(MAP_WIDTH*MAP_HEIGHT*sizeof(char)); | ||
| 25 | |||
| 26 | for (int i=0; i<MAP_HEIGHT; i++) | ||
| 27 | { | ||
| 28 | fread(mapbuf + i*MAP_WIDTH, sizeof(char), MAP_WIDTH, f); | ||
| 29 | fgetc(f); | ||
| 30 | } | ||
| 31 | |||
| 32 | fclose(f); | ||
| 33 | |||
| 34 | //Texture* tiles = loadTextureFromBMP("../res/tiles.bmp"); | ||
| 35 | bg = createTexture(GAME_WIDTH, GAME_HEIGHT); | ||
| 36 | fillTexture(bg, NULL, 0, 0, 0); | ||
| 37 | |||
| 38 | for (int i=0; i<MAP_WIDTH*MAP_HEIGHT; i++) | ||
| 39 | { | ||
| 40 | int x = i % MAP_WIDTH; | ||
| 41 | int y = i / MAP_WIDTH; | ||
| 42 | Rectangle dst(x*TILE_WIDTH, y*TILE_HEIGHT, TILE_WIDTH, TILE_HEIGHT); | ||
| 43 | //Rectangle src; | ||
| 44 | |||
| 45 | switch (mapbuf[i]) | ||
| 46 | { | ||
| 47 | case ' ': break; | ||
| 48 | case 'X': fillTexture(bg, &dst, 255, 85, 85); break; | ||
| 49 | case 'P': fillTexture(bg, &dst, 85, 255, 255); break; | ||
| 50 | } | ||
| 51 | |||
| 52 | //blitTexture(tiles, bg, &src, &dst); | ||
| 53 | |||
| 54 | if (mapbuf[i] == 'X') | ||
| 55 | { | ||
| 56 | if ((x != 0) && (mapbuf[i-1] != 'X')) | ||
| 57 | { | ||
| 58 | add_collision(x*TILE_WIDTH, y*TILE_HEIGHT, (y+1)*TILE_HEIGHT, right, 0); | ||
| 59 | } | ||
| 60 | |||
| 61 | if ((x != 15) && (mapbuf[i+1] != 'X')) | ||
| 62 | { | ||
| 63 | add_collision((x+1)*TILE_WIDTH, y*TILE_HEIGHT, (y+1)*TILE_HEIGHT, left, 0); | ||
| 64 | } | ||
| 65 | |||
| 66 | if ((y != 0) && (mapbuf[i-MAP_WIDTH] != 'X')) | ||
| 67 | { | ||
| 68 | add_collision(y*TILE_HEIGHT, x*TILE_WIDTH, (x+1)*TILE_WIDTH, down, 0); | ||
| 69 | } | ||
| 70 | |||
| 71 | if ((y != 15) && (mapbuf[i+MAP_WIDTH] != 'X')) | ||
| 72 | { | ||
| 73 | add_collision((y+1)*TILE_HEIGHT, x*TILE_WIDTH, (x+1)*TILE_WIDTH, up, 0); | ||
| 74 | } | ||
| 75 | } else if (mapbuf[i] == 'P') | ||
| 76 | { | ||
| 77 | add_collision(y*TILE_HEIGHT, x*TILE_WIDTH, (x+1)*TILE_WIDTH, down, 0); | ||
| 78 | } | ||
| 79 | } | ||
| 80 | |||
| 81 | //destroyTexture(tiles); | ||
| 82 | } | ||
| 83 | |||
| 84 | Map::~Map() | ||
| 85 | { | ||
| 86 | destroyTexture(bg); | ||
| 87 | } | ||
| 88 | |||
| 89 | void Map::add_collision(int axis, int lower, int upper, direction_t dir, int type) | ||
| 90 | { | ||
| 91 | //printf("added collision\n"); | ||
| 92 | list<collision_t>::iterator it; | ||
| 93 | |||
| 94 | switch (dir) | ||
| 95 | { | ||
| 96 | case up: | ||
| 97 | it = up_collisions.begin(); | ||
| 98 | for (; it!=up_collisions.end(); it++) | ||
| 99 | { | ||
| 100 | if (it->axis < axis) break; | ||
| 101 | } | ||
| 102 | |||
| 103 | up_collisions.insert(it, {axis, lower, upper, type}); | ||
| 104 | |||
| 105 | break; | ||
| 106 | case down: | ||
| 107 | it = down_collisions.begin(); | ||
| 108 | for (; it!=down_collisions.end(); it++) | ||
| 109 | { | ||
| 110 | if (it->axis > axis) break; | ||
| 111 | } | ||
| 112 | |||
| 113 | down_collisions.insert(it, {axis, lower, upper, type}); | ||
| 114 | |||
| 115 | break; | ||
| 116 | case left: | ||
| 117 | it = left_collisions.begin(); | ||
| 118 | for (; it!=left_collisions.end(); it++) | ||
| 119 | { | ||
| 120 | if (it->axis < axis) break; | ||
| 121 | } | ||
| 122 | |||
| 123 | left_collisions.insert(it, {axis, lower, upper, type}); | ||
| 124 | |||
| 125 | break; | ||
| 126 | case right: | ||
| 127 | it = right_collisions.begin(); | ||
| 128 | for (; it!=right_collisions.end(); it++) | ||
| 129 | { | ||
| 130 | if (it->axis > axis) break; | ||
| 131 | } | ||
| 132 | |||
| 133 | right_collisions.insert(it, {axis, lower, upper, type}); | ||
| 134 | |||
| 135 | break; | ||
| 136 | } | ||
| 137 | } | ||
| 138 | |||
| 139 | void Map::check_collisions(mob_t* mob, int x_next, int y_next) | ||
| 140 | { | ||
| 141 | if (x_next < mob->x) | ||
| 142 | { | ||
| 143 | for (list<collision_t>::iterator it=left_collisions.begin(); it!=left_collisions.end(); it++) | ||
| 144 | { | ||
| 145 | if (it->axis > mob->x) continue; | ||
| 146 | if (it->axis < x_next) break; | ||
| 147 | |||
| 148 | if ((mob->y+mob->h > it->lower) && (mob->y < it->upper)) | ||
| 149 | { | ||
| 150 | // We have a collision! | ||
| 151 | if (it->type == 0) | ||
| 152 | { | ||
| 153 | x_next = it->axis; | ||
| 154 | mob->x_vel = 0; | ||
| 155 | } else if (it->type == 1) | ||
| 156 | { | ||
| 157 | x_next = GAME_WIDTH-mob->w/2; | ||
| 158 | } | ||
| 159 | |||
| 160 | break; | ||
| 161 | } | ||
| 162 | } | ||
| 163 | } else if (x_next > mob->x) | ||
| 164 | { | ||
| 165 | for (list<collision_t>::iterator it=right_collisions.begin(); it!=right_collisions.end(); it++) | ||
| 166 | { | ||
| 167 | if (it->axis < mob->x+mob->w) continue; | ||
| 168 | if (it->axis > x_next+mob->w) break; | ||
| 169 | |||
| 170 | if ((mob->y+mob->h > it->lower) && (mob->y < it->upper)) | ||
| 171 | { | ||
| 172 | // We have a collision! | ||
| 173 | if (it->type == 0) | ||
| 174 | { | ||
| 175 | x_next = it->axis - mob->w; | ||
| 176 | mob->x_vel = 0; | ||
| 177 | } else if (it->type == 1) | ||
| 178 | { | ||
| 179 | x_next = -mob->w/2; | ||
| 180 | } | ||
| 181 | |||
| 182 | break; | ||
| 183 | } | ||
| 184 | } | ||
| 185 | } | ||
| 186 | |||
| 187 | mob->x = x_next; | ||
| 188 | |||
| 189 | if (y_next < mob->y) | ||
| 190 | { | ||
| 191 | for (list<collision_t>::iterator it=up_collisions.begin(); it!=up_collisions.end(); it++) | ||
| 192 | { | ||
| 193 | if (it->axis > mob->y) continue; | ||
| 194 | if (it->axis < y_next) break; | ||
| 195 | |||
| 196 | if ((mob->x+mob->w > it->lower) && (mob->x < it->upper)) | ||
| 197 | { | ||
| 198 | // We have a collision! | ||
| 199 | if (it->type == 0) | ||
| 200 | { | ||
| 201 | y_next = it->axis; | ||
| 202 | mob->y_vel = 0; | ||
| 203 | } else if (it->type == 1) | ||
| 204 | { | ||
| 205 | y_next = GAME_HEIGHT-mob->h/2-1; | ||
| 206 | } | ||
| 207 | |||
| 208 | break; | ||
| 209 | } | ||
| 210 | } | ||
| 211 | } else if (y_next > mob->y) | ||
| 212 | { | ||
| 213 | for (list<collision_t>::iterator it=down_collisions.begin(); it!=down_collisions.end(); it++) | ||
| 214 | { | ||
| 215 | if (it->axis < mob->y+mob->h) continue; | ||
| 216 | if (it->axis > y_next+mob->h) break; | ||
| 217 | |||
| 218 | if ((mob->x+mob->w > it->lower) && (mob->x < it->upper)) | ||
| 219 | { | ||
| 220 | // We have a collision! | ||
| 221 | if (it->type == 0) | ||
| 222 | { | ||
| 223 | y_next = it->axis - mob->h; | ||
| 224 | mob->y_vel = 0; | ||
| 225 | } else if (it->type == 1) | ||
| 226 | { | ||
| 227 | y_next = 1 - mob->h/2; | ||
| 228 | } | ||
| 229 | |||
| 230 | break; | ||
| 231 | } | ||
| 232 | } | ||
| 233 | } | ||
| 234 | |||
| 235 | mob->y = y_next; | ||
| 236 | } | ||
| 237 | |||
| 238 | void Map::render(Texture* buffer) | ||
| 239 | { | ||
| 240 | blitTexture(bg, buffer, NULL, NULL); | ||
| 241 | } | ||
| diff --git a/src/map.h b/src/map.h new file mode 100644 index 0000000..7986e0d --- /dev/null +++ b/src/map.h | |||
| @@ -0,0 +1,42 @@ | |||
| 1 | #include <list> | ||
| 2 | #include <vector> | ||
| 3 | #include "mob.h" | ||
| 4 | #include "renderer.h" | ||
| 5 | |||
| 6 | using namespace::std; | ||
| 7 | |||
| 8 | const int TILE_WIDTH = 8; | ||
| 9 | const int TILE_HEIGHT = 8; | ||
| 10 | const int GAME_WIDTH = 320; | ||
| 11 | const int GAME_HEIGHT = 200; | ||
| 12 | const int MAP_WIDTH = GAME_WIDTH/TILE_WIDTH; | ||
| 13 | const int MAP_HEIGHT = GAME_HEIGHT/TILE_HEIGHT; | ||
| 14 | |||
| 15 | enum direction_t { | ||
| 16 | up, left, down, right | ||
| 17 | }; | ||
| 18 | |||
| 19 | typedef struct { | ||
| 20 | int axis; | ||
| 21 | int lower; | ||
| 22 | int upper; | ||
| 23 | int type; | ||
| 24 | } collision_t; | ||
| 25 | |||
| 26 | class Map { | ||
| 27 | public: | ||
| 28 | Map(); | ||
| 29 | ~Map(); | ||
| 30 | void render(Texture* buffer); | ||
| 31 | void check_collisions(mob_t* mob, int x_next, int y_next); | ||
| 32 | |||
| 33 | private: | ||
| 34 | void add_collision(int axis, int lower, int upper, direction_t dir, int type); | ||
| 35 | |||
| 36 | list<collision_t> left_collisions; | ||
| 37 | list<collision_t> right_collisions; | ||
| 38 | list<collision_t> up_collisions; | ||
| 39 | list<collision_t> down_collisions; | ||
| 40 | |||
| 41 | Texture* bg; | ||
| 42 | }; \ No newline at end of file | ||
| diff --git a/src/mob.h b/src/mob.h new file mode 100644 index 0000000..7a4b707 --- /dev/null +++ b/src/mob.h | |||
| @@ -0,0 +1,10 @@ | |||
| 1 | typedef struct { | ||
| 2 | int x; | ||
| 3 | int y; | ||
| 4 | double x_vel; | ||
| 5 | double y_vel; | ||
| 6 | double x_accel; | ||
| 7 | double y_accel; | ||
| 8 | int w; | ||
| 9 | int h; | ||
| 10 | } mob_t; | ||
| diff --git a/src/renderer.cpp b/src/renderer.cpp new file mode 100644 index 0000000..e74c6a4 --- /dev/null +++ b/src/renderer.cpp | |||
| @@ -0,0 +1,582 @@ | |||
| 1 | #include "renderer.h" | ||
| 2 | #include <string> | ||
| 3 | #include <fstream> | ||
| 4 | #include <vector> | ||
| 5 | #include <cstdio> | ||
| 6 | #include "map.h" | ||
| 7 | |||
| 8 | static bool rendererInitialized = false; | ||
| 9 | |||
| 10 | static GLFWwindow* window; | ||
| 11 | |||
| 12 | static GLuint FramebufferName; // The framebuffer | ||
| 13 | static GLuint ntscShader; // The NTSC shader | ||
| 14 | static GLuint finalShader; // The passthrough shader | ||
| 15 | static GLuint blitShader; // The blitting shader | ||
| 16 | static GLuint fillShader; // The fill shader | ||
| 17 | |||
| 18 | // The buffers for the NTSC rendering process | ||
| 19 | static GLuint renderedTex1; | ||
| 20 | static GLuint renderedTex2; | ||
| 21 | static GLuint renderedTexBufs[2]; | ||
| 22 | static int curBuf; | ||
| 23 | static GLuint artifactsTex; | ||
| 24 | static GLuint scanlinesTex; | ||
| 25 | |||
| 26 | GLuint LoadShaders(const char* vertex_file_path, const char* fragment_file_path) | ||
| 27 | { | ||
| 28 | // Create the shaders | ||
| 29 | GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER); | ||
| 30 | GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER); | ||
| 31 | |||
| 32 | // Read the Vertex Shader code from the file | ||
| 33 | std::string VertexShaderCode; | ||
| 34 | std::ifstream VertexShaderStream(vertex_file_path, std::ios::in); | ||
| 35 | if(VertexShaderStream.is_open()) | ||
| 36 | { | ||
| 37 | std::string Line = ""; | ||
| 38 | while(getline(VertexShaderStream, Line)) | ||
| 39 | VertexShaderCode += "\n" + Line; | ||
| 40 | VertexShaderStream.close(); | ||
| 41 | } | ||
| 42 | |||
| 43 | // Read the Fragment Shader code from the file | ||
| 44 | std::string FragmentShaderCode; | ||
| 45 | std::ifstream FragmentShaderStream(fragment_file_path, std::ios::in); | ||
| 46 | if(FragmentShaderStream.is_open()){ | ||
| 47 | std::string Line = ""; | ||
| 48 | while(getline(FragmentShaderStream, Line)) | ||
| 49 | FragmentShaderCode += "\n" + Line; | ||
| 50 | FragmentShaderStream.close(); | ||
| 51 | } | ||
| 52 | |||
| 53 | GLint Result = GL_FALSE; | ||
| 54 | int InfoLogLength; | ||
| 55 | |||
| 56 | // Compile Vertex Shader | ||
| 57 | printf("Compiling shader : %s\n", vertex_file_path); | ||
| 58 | char const * VertexSourcePointer = VertexShaderCode.c_str(); | ||
| 59 | glShaderSource(VertexShaderID, 1, &VertexSourcePointer , NULL); | ||
| 60 | glCompileShader(VertexShaderID); | ||
| 61 | |||
| 62 | // Check Vertex Shader | ||
| 63 | glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result); | ||
| 64 | glGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength); | ||
| 65 | std::vector<char> VertexShaderErrorMessage(InfoLogLength); | ||
| 66 | glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]); | ||
| 67 | fprintf(stdout, "%s\n", &VertexShaderErrorMessage[0]); | ||
| 68 | |||
| 69 | // Compile Fragment Shader | ||
| 70 | printf("Compiling shader : %s\n", fragment_file_path); | ||
| 71 | char const * FragmentSourcePointer = FragmentShaderCode.c_str(); | ||
| 72 | glShaderSource(FragmentShaderID, 1, &FragmentSourcePointer , NULL); | ||
| 73 | glCompileShader(FragmentShaderID); | ||
| 74 | |||
| 75 | // Check Fragment Shader | ||
| 76 | glGetShaderiv(FragmentShaderID, GL_COMPILE_STATUS, &Result); | ||
| 77 | glGetShaderiv(FragmentShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength); | ||
| 78 | std::vector<char> FragmentShaderErrorMessage(InfoLogLength); | ||
| 79 | glGetShaderInfoLog(FragmentShaderID, InfoLogLength, NULL, &FragmentShaderErrorMessage[0]); | ||
| 80 | fprintf(stdout, "%s\n", &FragmentShaderErrorMessage[0]); | ||
| 81 | |||
| 82 | // Link the program | ||
| 83 | fprintf(stdout, "Linking program\n"); | ||
| 84 | GLuint ProgramID = glCreateProgram(); | ||
| 85 | glAttachShader(ProgramID, VertexShaderID); | ||
| 86 | glAttachShader(ProgramID, FragmentShaderID); | ||
| 87 | glLinkProgram(ProgramID); | ||
| 88 | |||
| 89 | // Check the program | ||
| 90 | glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result); | ||
| 91 | glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength); | ||
| 92 | std::vector<char> ProgramErrorMessage( glm::max(InfoLogLength, int(1)) ); | ||
| 93 | glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, &ProgramErrorMessage[0]); | ||
| 94 | fprintf(stdout, "%s\n", &ProgramErrorMessage[0]); | ||
| 95 | |||
| 96 | glDeleteShader(VertexShaderID); | ||
| 97 | glDeleteShader(FragmentShaderID); | ||
| 98 | |||
| 99 | return ProgramID; | ||
| 100 | } | ||
| 101 | |||
| 102 | GLuint loadBMP_custom(const char * imagepath){ | ||
| 103 | |||
| 104 | printf("Reading image %s\n", imagepath); | ||
| 105 | |||
| 106 | // Data read from the header of the BMP file | ||
| 107 | unsigned char header[54]; | ||
| 108 | unsigned int dataPos; | ||
| 109 | unsigned int imageSize; | ||
| 110 | unsigned int width, height; | ||
| 111 | // Actual RGB data | ||
| 112 | unsigned char * data; | ||
| 113 | |||
| 114 | // Open the file | ||
| 115 | FILE * file = fopen(imagepath,"rb"); | ||
| 116 | if (!file) {printf("%s could not be opened. Are you in the right directory ? Don't forget to read the FAQ !\n", imagepath); getchar(); return 0;} | ||
| 117 | |||
| 118 | // Read the header, i.e. the 54 first bytes | ||
| 119 | |||
| 120 | // If less than 54 bytes are read, problem | ||
| 121 | if ( fread(header, 1, 54, file)!=54 ){ | ||
| 122 | printf("Not a correct BMP file\n"); | ||
| 123 | return 0; | ||
| 124 | } | ||
| 125 | // A BMP files always begins with "BM" | ||
| 126 | if ( header[0]!='B' || header[1]!='M' ){ | ||
| 127 | printf("Not a correct BMP file\n"); | ||
| 128 | return 0; | ||
| 129 | } | ||
| 130 | // Make sure this is a 24bpp file | ||
| 131 | if ( *(int*)&(header[0x1E])!=0 ) {printf("Not a correct BMP file\n"); return 0;} | ||
| 132 | if ( *(int*)&(header[0x1C])!=24 ) {printf("Not a correct BMP file\n"); return 0;} | ||
| 133 | |||
| 134 | // Read the information about the image | ||
| 135 | dataPos = *(int*)&(header[0x0A]); | ||
| 136 | imageSize = *(int*)&(header[0x22]); | ||
| 137 | width = *(int*)&(header[0x12]); | ||
| 138 | height = *(int*)&(header[0x16]); | ||
| 139 | |||
| 140 | // Some BMP files are misformatted, guess missing information | ||
| 141 | if (imageSize==0) imageSize=width*height*3; // 3 : one byte for each Red, Green and Blue component | ||
| 142 | if (dataPos==0) dataPos=54; // The BMP header is done that way | ||
| 143 | |||
| 144 | // Create a buffer | ||
| 145 | data = new unsigned char [imageSize]; | ||
| 146 | |||
| 147 | // Read the actual data from the file into the buffer | ||
| 148 | fread(data,1,imageSize,file); | ||
| 149 | |||
| 150 | // Everything is in memory now, the file wan be closed | ||
| 151 | fclose (file); | ||
| 152 | |||
| 153 | // Create one OpenGL texture | ||
| 154 | GLuint textureID; | ||
| 155 | glGenTextures(1, &textureID); | ||
| 156 | |||
| 157 | // "Bind" the newly created texture : all future texture functions will modify this texture | ||
| 158 | glBindTexture(GL_TEXTURE_2D, textureID); | ||
| 159 | |||
| 160 | // Give the image to OpenGL | ||
| 161 | glTexImage2D(GL_TEXTURE_2D, 0,GL_RGB, width, height, 0, GL_BGR, GL_UNSIGNED_BYTE, data); | ||
| 162 | |||
| 163 | // OpenGL has now copied the data. Free our own version | ||
| 164 | delete [] data; | ||
| 165 | |||
| 166 | // Poor filtering, or ... | ||
| 167 | //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | ||
| 168 | //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | ||
| 169 | |||
| 170 | // ... nice trilinear filtering. | ||
| 171 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); | ||
| 172 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); | ||
| 173 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | ||
| 174 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); | ||
| 175 | glGenerateMipmap(GL_TEXTURE_2D); | ||
| 176 | |||
| 177 | // Return the ID of the texture we just created | ||
| 178 | return textureID; | ||
| 179 | } | ||
| 180 | |||
| 181 | GLFWwindow* initRenderer() | ||
| 182 | { | ||
| 183 | if (rendererInitialized) | ||
| 184 | { | ||
| 185 | fprintf(stderr, "Renderer already initialized\n"); | ||
| 186 | exit(-1); | ||
| 187 | } | ||
| 188 | |||
| 189 | // Initialize GLFW | ||
| 190 | if (!glfwInit()) | ||
| 191 | { | ||
| 192 | fprintf(stderr, "Failed to initialize GLFW\n"); | ||
| 193 | exit(-1); | ||
| 194 | } | ||
| 195 | |||
| 196 | glfwWindowHint(GLFW_SAMPLES, 4); // 4x antialiasing | ||
| 197 | glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); // We want version 3.3 | ||
| 198 | glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); | ||
| 199 | glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Mac requires this | ||
| 200 | glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); | ||
| 201 | |||
| 202 | // Create a window | ||
| 203 | window = glfwCreateWindow(1024, 768, "Aromatherapy", NULL, NULL); | ||
| 204 | if (window == NULL) | ||
| 205 | { | ||
| 206 | fprintf(stderr, "Failed to open GLFW window\n"); | ||
| 207 | glfwTerminate(); | ||
| 208 | exit(-1); | ||
| 209 | } | ||
| 210 | |||
| 211 | glfwMakeContextCurrent(window); | ||
| 212 | glewExperimental = true; // Needed in core profile | ||
| 213 | if (glewInit() != GLEW_OK) | ||
| 214 | { | ||
| 215 | fprintf(stderr, "Failed to initialize GLEW\n"); | ||
| 216 | exit(-1); | ||
| 217 | } | ||
| 218 | |||
| 219 | // Set up vertex array object | ||
| 220 | GLuint VertexArrayID; | ||
| 221 | glGenVertexArrays(1, &VertexArrayID); | ||
| 222 | glBindVertexArray(VertexArrayID); | ||
| 223 | |||
| 224 | // Set up the framebuffer | ||
| 225 | glGenFramebuffers(1, &FramebufferName); | ||
| 226 | glBindFramebuffer(GL_FRAMEBUFFER, FramebufferName); | ||
| 227 | GLenum DrawBuffers[1] = {GL_COLOR_ATTACHMENT0}; | ||
| 228 | glDrawBuffers(1, DrawBuffers); | ||
| 229 | |||
| 230 | // Set up the NTSC rendering buffers | ||
| 231 | glGenTextures(1, &renderedTex1); | ||
| 232 | glBindTexture(GL_TEXTURE_2D, renderedTex1); | ||
| 233 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, GAME_WIDTH, GAME_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, 0); | ||
| 234 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | ||
| 235 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | ||
| 236 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | ||
| 237 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | ||
| 238 | renderedTexBufs[0] = renderedTex1; | ||
| 239 | |||
| 240 | glGenTextures(1, &renderedTex2); | ||
| 241 | glBindTexture(GL_TEXTURE_2D, renderedTex2); | ||
| 242 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, GAME_WIDTH, GAME_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, 0); | ||
| 243 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | ||
| 244 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | ||
| 245 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | ||
| 246 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | ||
| 247 | renderedTexBufs[1] = renderedTex2; | ||
| 248 | |||
| 249 | curBuf = 0; | ||
| 250 | |||
| 251 | artifactsTex = loadBMP_custom("../res/artifacts.bmp"); | ||
| 252 | scanlinesTex = loadBMP_custom("../res/scanlines.bmp"); | ||
| 253 | |||
| 254 | // Load the shaders | ||
| 255 | ntscShader = LoadShaders("../shaders/ntsc.vertex", "../shaders/ntsc.fragment"); | ||
| 256 | finalShader = LoadShaders("../shaders/final.vertex", "../shaders/final.fragment"); | ||
| 257 | blitShader = LoadShaders("../shaders/blit.vertex", "../shaders/blit.fragment"); | ||
| 258 | fillShader = LoadShaders("../shaders/fill.vertex", "../shaders/fill.fragment"); | ||
| 259 | |||
| 260 | rendererInitialized = true; | ||
| 261 | |||
| 262 | return window; | ||
| 263 | } | ||
| 264 | |||
| 265 | void destroyRenderer() | ||
| 266 | { | ||
| 267 | if (!rendererInitialized) | ||
| 268 | { | ||
| 269 | fprintf(stderr, "Renderer not initialized\n"); | ||
| 270 | exit(-1); | ||
| 271 | } | ||
| 272 | |||
| 273 | // Delete the shaders | ||
| 274 | glDeleteProgram(ntscShader); | ||
| 275 | glDeleteProgram(finalShader); | ||
| 276 | glDeleteProgram(blitShader); | ||
| 277 | glDeleteProgram(fillShader); | ||
| 278 | |||
| 279 | // Delete the NTSC rendering buffers | ||
| 280 | glDeleteTextures(1, &renderedTex1); | ||
| 281 | glDeleteTextures(1, &renderedTex2); | ||
| 282 | glDeleteTextures(1, &artifactsTex); | ||
| 283 | glDeleteTextures(1, &scanlinesTex); | ||
| 284 | |||
| 285 | // Delete the framebuffer | ||
| 286 | glDeleteFramebuffers(1, &FramebufferName); | ||
| 287 | |||
| 288 | // Kill the window | ||
| 289 | glfwTerminate(); | ||
| 290 | |||
| 291 | rendererInitialized = false; | ||
| 292 | } | ||
| 293 | |||
| 294 | Texture* createTexture(int width, int height) | ||
| 295 | { | ||
| 296 | if (!rendererInitialized) | ||
| 297 | { | ||
| 298 | fprintf(stderr, "Renderer not initialized\n"); | ||
| 299 | exit(-1); | ||
| 300 | } | ||
| 301 | |||
| 302 | Texture* tex = new Texture(); | ||
| 303 | tex->width = width; | ||
| 304 | tex->height = height; | ||
| 305 | |||
| 306 | glGenTextures(1, &(tex->texID)); | ||
| 307 | glBindTexture(GL_TEXTURE_2D, tex->texID); | ||
| 308 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, 0); | ||
| 309 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | ||
| 310 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | ||
| 311 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | ||
| 312 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | ||
| 313 | |||
| 314 | return tex; | ||
| 315 | } | ||
| 316 | |||
| 317 | void destroyTexture(Texture* tex) | ||
| 318 | { | ||
| 319 | if (!rendererInitialized) | ||
| 320 | { | ||
| 321 | fprintf(stderr, "Renderer not initialized\n"); | ||
| 322 | exit(-1); | ||
| 323 | } | ||
| 324 | |||
| 325 | glDeleteTextures(1, &(tex->texID)); | ||
| 326 | |||
| 327 | delete tex; | ||
| 328 | } | ||
| 329 | |||
| 330 | Texture* loadTextureFromBMP(char* filename) | ||
| 331 | { | ||
| 332 | if (!rendererInitialized) | ||
| 333 | { | ||
| 334 | fprintf(stderr, "Renderer not initialized\n"); | ||
| 335 | exit(-1); | ||
| 336 | } | ||
| 337 | |||
| 338 | Texture* tex = new Texture(); | ||
| 339 | tex->texID = loadBMP_custom(filename); | ||
| 340 | |||
| 341 | glBindTexture(GL_TEXTURE_2D, tex->texID); | ||
| 342 | glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &(tex->width)); | ||
| 343 | glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &(tex->height)); | ||
| 344 | |||
| 345 | return tex; | ||
| 346 | } | ||
| 347 | |||
| 348 | void fillTexture(Texture* tex, Rectangle* dstrect, int r, int g, int b) | ||
| 349 | { | ||
| 350 | if (!rendererInitialized) | ||
| 351 | { | ||
| 352 | fprintf(stderr, "Renderer not initialized\n"); | ||
| 353 | exit(-1); | ||
| 354 | } | ||
| 355 | |||
| 356 | // Target the framebuffer | ||
| 357 | glBindFramebuffer(GL_FRAMEBUFFER, FramebufferName); | ||
| 358 | glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex->texID, 0); | ||
| 359 | |||
| 360 | // Set up the vertex attributes | ||
| 361 | GLfloat minx = (dstrect == NULL) ? 0.0f : dstrect->x; | ||
| 362 | GLfloat miny = (dstrect == NULL) ? 0.0f : dstrect->y; | ||
| 363 | GLfloat maxx = (dstrect == NULL) ? tex->width : dstrect->x + dstrect->w; | ||
| 364 | GLfloat maxy = (dstrect == NULL) ? tex->height : dstrect->y + dstrect->h; | ||
| 365 | |||
| 366 | minx = minx / tex->width * 2.0 - 1.0; | ||
| 367 | miny = -(miny / tex->height * 2.0 - 1.0); | ||
| 368 | maxx = maxx / tex->width * 2.0 - 1.0; | ||
| 369 | maxy = -(maxy / tex->height * 2.0 - 1.0); | ||
| 370 | |||
| 371 | GLfloat vertexbuffer_data[] = { | ||
| 372 | minx, miny, | ||
| 373 | maxx, miny, | ||
| 374 | maxx, maxy, | ||
| 375 | minx, miny, | ||
| 376 | minx, maxy, | ||
| 377 | maxx, maxy | ||
| 378 | }; | ||
| 379 | GLuint vertexbuffer; | ||
| 380 | glGenBuffers(1, &vertexbuffer); | ||
| 381 | glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); | ||
| 382 | glBufferData(GL_ARRAY_BUFFER, sizeof(vertexbuffer_data), vertexbuffer_data, GL_STATIC_DRAW); | ||
| 383 | glEnableVertexAttribArray(0); | ||
| 384 | glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, (void*)0); | ||
| 385 | |||
| 386 | glViewport(0, 0, tex->width, tex->height); | ||
| 387 | glUseProgram(fillShader); | ||
| 388 | glUniform3f(glGetUniformLocation(fillShader, "vecColor"), r / 255.0, g / 255.0, b / 255.0); | ||
| 389 | |||
| 390 | glDrawArrays(GL_TRIANGLES, 0, 6); | ||
| 391 | |||
| 392 | glDisableVertexAttribArray(0); | ||
| 393 | glDeleteBuffers(1, &vertexbuffer); | ||
| 394 | } | ||
| 395 | |||
| 396 | void blitTexture(Texture* srctex, Texture* dsttex, Rectangle* srcrect, Rectangle* dstrect) | ||
| 397 | { | ||
| 398 | if (!rendererInitialized) | ||
| 399 | { | ||
| 400 | fprintf(stderr, "Renderer not initialized\n"); | ||
| 401 | exit(-1); | ||
| 402 | } | ||
| 403 | |||
| 404 | // Target the framebuffer | ||
| 405 | glBindFramebuffer(GL_FRAMEBUFFER, FramebufferName); | ||
| 406 | glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, dsttex->texID, 0); | ||
| 407 | |||
| 408 | // Set up the vertex attributes | ||
| 409 | GLfloat minx = (dstrect == NULL) ? 0.0f : dstrect->x; | ||
| 410 | GLfloat miny = (dstrect == NULL) ? 0.0f : dstrect->y; | ||
| 411 | GLfloat maxx = (dstrect == NULL) ? dsttex->width : dstrect->x + dstrect->w; | ||
| 412 | GLfloat maxy = (dstrect == NULL) ? dsttex->height : dstrect->y + dstrect->h; | ||
| 413 | |||
| 414 | minx = minx / dsttex->width * 2.0 - 1.0; | ||
| 415 | miny = -(miny / dsttex->height * 2.0 - 1.0); | ||
| 416 | maxx = maxx / dsttex->width * 2.0 - 1.0; | ||
| 417 | maxy = -(maxy / dsttex->height * 2.0 - 1.0); | ||
| 418 | |||
| 419 | GLfloat vertexbuffer_data[] = { | ||
| 420 | minx, miny, | ||
| 421 | maxx, miny, | ||
| 422 | minx, maxy, | ||
| 423 | maxx, maxy | ||
| 424 | }; | ||
| 425 | GLuint vertexbuffer; | ||
| 426 | glGenBuffers(1, &vertexbuffer); | ||
| 427 | glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); | ||
| 428 | glBufferData(GL_ARRAY_BUFFER, sizeof(vertexbuffer_data), vertexbuffer_data, GL_STATIC_DRAW); | ||
| 429 | glEnableVertexAttribArray(0); | ||
| 430 | glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, (void*)0); | ||
| 431 | |||
| 432 | GLfloat minu = (srcrect == NULL) ? 0.0f : srcrect->x; | ||
| 433 | GLfloat minv = (srcrect == NULL) ? 0.0f : srcrect->y; | ||
| 434 | GLfloat maxu = (srcrect == NULL) ? srctex->width : srcrect->x + srcrect->w; | ||
| 435 | GLfloat maxv = (srcrect == NULL) ? srctex->height : srcrect->y + srcrect->h; | ||
| 436 | |||
| 437 | minu = minu / srctex->width; | ||
| 438 | minv = 1 - (minv / srctex->height); | ||
| 439 | maxu = maxu / srctex->width; | ||
| 440 | maxv = 1 - (maxv / srctex->height); | ||
| 441 | |||
| 442 | GLfloat texcoordbuffer_data[] = { | ||
| 443 | minu, minv, | ||
| 444 | maxu, minv, | ||
| 445 | minu, maxv, | ||
| 446 | maxu, maxv | ||
| 447 | }; | ||
| 448 | GLuint texcoordbuffer; | ||
| 449 | glGenBuffers(1, &texcoordbuffer); | ||
| 450 | glBindBuffer(GL_ARRAY_BUFFER, texcoordbuffer); | ||
| 451 | glBufferData(GL_ARRAY_BUFFER, sizeof(texcoordbuffer_data), texcoordbuffer_data, GL_STATIC_DRAW); | ||
| 452 | glEnableVertexAttribArray(1); | ||
| 453 | glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, (void*)0); | ||
| 454 | |||
| 455 | // Set up the shader | ||
| 456 | glUseProgram(blitShader); | ||
| 457 | glViewport(0, 0, dsttex->width, dsttex->height); | ||
| 458 | |||
| 459 | glActiveTexture(GL_TEXTURE0); | ||
| 460 | glBindTexture(GL_TEXTURE_2D, srctex->texID); | ||
| 461 | glUniform1i(glGetUniformLocation(blitShader, "srctex"), 0); | ||
| 462 | |||
| 463 | // Blit! | ||
| 464 | glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); | ||
| 465 | |||
| 466 | // Unload everything | ||
| 467 | glDisableVertexAttribArray(1); | ||
| 468 | glDisableVertexAttribArray(0); | ||
| 469 | glDeleteBuffers(1, &texcoordbuffer); | ||
| 470 | glDeleteBuffers(1, &vertexbuffer); | ||
| 471 | } | ||
| 472 | |||
| 473 | void renderScreen(Texture* tex) | ||
| 474 | { | ||
| 475 | if (!rendererInitialized) | ||
| 476 | { | ||
| 477 | fprintf(stderr, "Renderer not initialized\n"); | ||
| 478 | exit(-1); | ||
| 479 | } | ||
| 480 | |||
| 481 | // Set up framebuffer | ||
| 482 | glBindFramebuffer(GL_FRAMEBUFFER, FramebufferName); | ||
| 483 | glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, renderedTexBufs[curBuf], 0); | ||
| 484 | |||
| 485 | // Set up renderer | ||
| 486 | glViewport(0,0,GAME_WIDTH,GAME_HEIGHT); | ||
| 487 | glClear(GL_COLOR_BUFFER_BIT); | ||
| 488 | glUseProgram(ntscShader); | ||
| 489 | |||
| 490 | glActiveTexture(GL_TEXTURE0); | ||
| 491 | glBindTexture(GL_TEXTURE_2D, tex->texID); | ||
| 492 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | ||
| 493 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | ||
| 494 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | ||
| 495 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | ||
| 496 | glUniform1i(glGetUniformLocation(ntscShader, "curFrameSampler"), 0); | ||
| 497 | |||
| 498 | glActiveTexture(GL_TEXTURE1); | ||
| 499 | glBindTexture(GL_TEXTURE_2D, renderedTexBufs[(curBuf + 1) % 2]); | ||
| 500 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | ||
| 501 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | ||
| 502 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | ||
| 503 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | ||
| 504 | glUniform1i(glGetUniformLocation(ntscShader, "prevFrameSampler"), 1); | ||
| 505 | |||
| 506 | glActiveTexture(GL_TEXTURE2); | ||
| 507 | glBindTexture(GL_TEXTURE_2D, artifactsTex); | ||
| 508 | glUniform1i(glGetUniformLocation(ntscShader, "NTSCArtifactSampler"), 2); | ||
| 509 | |||
| 510 | glUniform1f(glGetUniformLocation(ntscShader, "NTSCLerp"), curBuf * 1.0); | ||
| 511 | |||
| 512 | GLfloat g_quad_vertex_buffer_data[] = { | ||
| 513 | -1.0f, -1.0f, 0.0f, | ||
| 514 | 1.0f, -1.0f, 0.0f, | ||
| 515 | -1.0f, 1.0f, 0.0f, | ||
| 516 | -1.0f, 1.0f, 0.0f, | ||
| 517 | 1.0f, -1.0f, 0.0f, | ||
| 518 | 1.0f, 1.0f, 0.0f, | ||
| 519 | }; | ||
| 520 | |||
| 521 | GLuint quad_vertexbuffer; | ||
| 522 | glGenBuffers(1, &quad_vertexbuffer); | ||
| 523 | glBindBuffer(GL_ARRAY_BUFFER, quad_vertexbuffer); | ||
| 524 | glBufferData(GL_ARRAY_BUFFER, sizeof(g_quad_vertex_buffer_data), g_quad_vertex_buffer_data, GL_STATIC_DRAW); | ||
| 525 | |||
| 526 | glEnableVertexAttribArray(0); | ||
| 527 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0); | ||
| 528 | glDrawArrays(GL_TRIANGLES, 0, 6); | ||
| 529 | glDisableVertexAttribArray(0); | ||
| 530 | |||
| 531 | GLfloat g_norms_data[] = { | ||
| 532 | 0.0f, 0.0f, 1.0f, | ||
| 533 | 0.0f, 0.0f, 1.0f, | ||
| 534 | 0.0f, 0.0f, 1.0f, | ||
| 535 | 0.0f, 0.0f, 1.0f, | ||
| 536 | 0.0f, 0.0f, 1.0f, | ||
| 537 | 0.0f, 0.0f, 1.0f | ||
| 538 | }; | ||
| 539 | |||
| 540 | GLuint g_norms; | ||
| 541 | glGenBuffers(1, &g_norms); | ||
| 542 | glBindBuffer(GL_ARRAY_BUFFER, g_norms); | ||
| 543 | glBufferData(GL_ARRAY_BUFFER, sizeof(g_norms_data), g_norms_data, GL_STATIC_DRAW); | ||
| 544 | |||
| 545 | glBindFramebuffer(GL_FRAMEBUFFER, 0); | ||
| 546 | glViewport(0,0,1024,768); | ||
| 547 | glClear(GL_COLOR_BUFFER_BIT); | ||
| 548 | glUseProgram(finalShader); | ||
| 549 | glActiveTexture(GL_TEXTURE0); | ||
| 550 | glBindTexture(GL_TEXTURE_2D, renderedTexBufs[curBuf]); | ||
| 551 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | ||
| 552 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); | ||
| 553 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); | ||
| 554 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); | ||
| 555 | float border_color[] = {0.0f, 0.0f, 0.0f, 1.0f}; | ||
| 556 | glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, border_color); | ||
| 557 | glGenerateMipmap(GL_TEXTURE_2D); | ||
| 558 | glUniform1i(glGetUniformLocation(finalShader, "rendertex"), 0); | ||
| 559 | |||
| 560 | glActiveTexture(GL_TEXTURE1); | ||
| 561 | glBindTexture(GL_TEXTURE_2D, scanlinesTex); | ||
| 562 | glUniform1i(glGetUniformLocation(finalShader, "scanlinestex"), 1); | ||
| 563 | |||
| 564 | glEnableVertexAttribArray(0); | ||
| 565 | glBindBuffer(GL_ARRAY_BUFFER, quad_vertexbuffer); | ||
| 566 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0); | ||
| 567 | |||
| 568 | glEnableVertexAttribArray(1); | ||
| 569 | glBindBuffer(GL_ARRAY_BUFFER, g_norms); | ||
| 570 | glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, (void*)0); | ||
| 571 | |||
| 572 | glDrawArrays(GL_TRIANGLES, 0, 6); | ||
| 573 | glDisableVertexAttribArray(1); | ||
| 574 | glDisableVertexAttribArray(0); | ||
| 575 | |||
| 576 | glfwSwapBuffers(window); | ||
| 577 | |||
| 578 | glDeleteBuffers(1, &g_norms); | ||
| 579 | glDeleteBuffers(1, &quad_vertexbuffer); | ||
| 580 | |||
| 581 | curBuf = (curBuf + 1) % 2; | ||
| 582 | } | ||
| diff --git a/src/renderer.h b/src/renderer.h new file mode 100644 index 0000000..de5fc31 --- /dev/null +++ b/src/renderer.h | |||
| @@ -0,0 +1,42 @@ | |||
| 1 | #include <GL/glew.h> | ||
| 2 | #include <GLFW/glfw3.h> | ||
| 3 | #include <glm/glm.hpp> | ||
| 4 | |||
| 5 | using namespace glm; | ||
| 6 | |||
| 7 | #ifndef RENDERER_H | ||
| 8 | #define RENDERER_H | ||
| 9 | |||
| 10 | struct Rectangle { | ||
| 11 | int x; | ||
| 12 | int y; | ||
| 13 | int w; | ||
| 14 | int h; | ||
| 15 | |||
| 16 | Rectangle() {}; | ||
| 17 | |||
| 18 | Rectangle(int m_x, int m_y, int m_w, int m_h) | ||
| 19 | { | ||
| 20 | x = m_x; | ||
| 21 | y = m_y; | ||
| 22 | w = m_w; | ||
| 23 | h = m_h; | ||
| 24 | } | ||
| 25 | }; | ||
| 26 | |||
| 27 | struct Texture { | ||
| 28 | GLuint texID; | ||
| 29 | int width; | ||
| 30 | int height; | ||
| 31 | }; | ||
| 32 | |||
| 33 | GLFWwindow* initRenderer(); | ||
| 34 | void destroyRenderer(); | ||
| 35 | Texture* createTexture(int width, int height); | ||
| 36 | void destroyTexture(Texture* tex); | ||
| 37 | Texture* loadTextureFromBMP(char* filename); | ||
| 38 | void fillTexture(Texture* tex, Rectangle* loc, int r, int g, int b); | ||
| 39 | void blitTexture(Texture* srctex, Texture* dsttex, Rectangle* srcrect, Rectangle* dstrect); | ||
| 40 | void renderScreen(Texture* tex); | ||
| 41 | |||
| 42 | #endif | ||
