diff options
Diffstat (limited to 'src/renderer/renderer.cpp')
| -rw-r--r-- | src/renderer/renderer.cpp | 630 |
1 files changed, 630 insertions, 0 deletions
| diff --git a/src/renderer/renderer.cpp b/src/renderer/renderer.cpp new file mode 100644 index 0000000..30ef787 --- /dev/null +++ b/src/renderer/renderer.cpp | |||
| @@ -0,0 +1,630 @@ | |||
| 1 | #include "renderer.h" | ||
| 2 | #include <glm/gtc/matrix_transform.hpp> | ||
| 3 | #include <stb_image.h> | ||
| 4 | #include "consts.h" | ||
| 5 | #include "game.h" | ||
| 6 | #include "texture.h" | ||
| 7 | |||
| 8 | void setFramebufferSize(GLFWwindow* w, int width, int height) | ||
| 9 | { | ||
| 10 | Game& game = *static_cast<Game*>(glfwGetWindowUserPointer(w)); | ||
| 11 | Renderer& renderer = game.getRenderer(); | ||
| 12 | |||
| 13 | renderer.width_ = width; | ||
| 14 | renderer.height_ = height; | ||
| 15 | |||
| 16 | renderer.bloomFb_ = {}; | ||
| 17 | renderer.bloomDepth_ = {}; | ||
| 18 | renderer.preBloomTex_ = {}; | ||
| 19 | renderer.bloomPassTex1_ = {}; | ||
| 20 | renderer.bloomPassTex2_ = {}; | ||
| 21 | |||
| 22 | renderer.initializeFramebuffers(); | ||
| 23 | } | ||
| 24 | |||
| 25 | bool Renderer::singletonInitialized_ = false; | ||
| 26 | |||
| 27 | Renderer::Window::Window() | ||
| 28 | { | ||
| 29 | // Initialize GLFW | ||
| 30 | if (!glfwInit()) | ||
| 31 | { | ||
| 32 | throw std::runtime_error("Failed to initialize GLFW"); | ||
| 33 | } | ||
| 34 | |||
| 35 | glfwWindowHint(GLFW_SAMPLES, 4); // 4x antialiasing | ||
| 36 | glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); // We want version 3.3 | ||
| 37 | glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); | ||
| 38 | glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Mac requires this | ||
| 39 | glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); | ||
| 40 | |||
| 41 | // Create a window | ||
| 42 | window_ = glfwCreateWindow(1024, 768, "Aromatherapy", nullptr, nullptr); | ||
| 43 | if (window_ == nullptr) | ||
| 44 | { | ||
| 45 | throw std::runtime_error("Failed to open GLFW window"); | ||
| 46 | } | ||
| 47 | |||
| 48 | glfwMakeContextCurrent(window_); | ||
| 49 | |||
| 50 | glewExperimental = true; // Needed in core profile | ||
| 51 | if (glewInit() != GLEW_OK) | ||
| 52 | { | ||
| 53 | throw std::runtime_error("Failed to initialize GLEW"); | ||
| 54 | } | ||
| 55 | |||
| 56 | glfwSetFramebufferSizeCallback(window_, &setFramebufferSize); | ||
| 57 | } | ||
| 58 | |||
| 59 | Renderer::Window::~Window() | ||
| 60 | { | ||
| 61 | glfwTerminate(); | ||
| 62 | } | ||
| 63 | |||
| 64 | Renderer::Renderer() : | ||
| 65 | monitor_("res/monitor-old.obj"), | ||
| 66 | ntscShader_("ntsc"), | ||
| 67 | finalShader_("final"), | ||
| 68 | blitShader_("blit"), | ||
| 69 | fillShader_("fill"), | ||
| 70 | bloom1Shader_("bloom1"), | ||
| 71 | bloom2Shader_("bloom2") | ||
| 72 | { | ||
| 73 | if (singletonInitialized_) | ||
| 74 | { | ||
| 75 | throw std::logic_error("Singleton renderer already initialized"); | ||
| 76 | } | ||
| 77 | |||
| 78 | singletonInitialized_ = true; | ||
| 79 | |||
| 80 | // Set up vertex array object | ||
| 81 | glBindVertexArray(vao_.getId()); | ||
| 82 | |||
| 83 | // Enable depth testing | ||
| 84 | glEnable(GL_DEPTH_TEST); | ||
| 85 | glDepthFunc(GL_LESS); | ||
| 86 | |||
| 87 | // Enable blending | ||
| 88 | glEnable(GL_BLEND); | ||
| 89 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); | ||
| 90 | |||
| 91 | // Set up the rendering buffers and textures | ||
| 92 | glfwGetFramebufferSize(window_.getHandle(), &width_, &height_); | ||
| 93 | |||
| 94 | initializeFramebuffers(); | ||
| 95 | |||
| 96 | // Load the vertices of a flat surface | ||
| 97 | GLfloat g_quad_vertex_buffer_data[] = { | ||
| 98 | -1.0f, -1.0f, 0.0f, | ||
| 99 | 1.0f, -1.0f, 0.0f, | ||
| 100 | -1.0f, 1.0f, 0.0f, | ||
| 101 | -1.0f, 1.0f, 0.0f, | ||
| 102 | 1.0f, -1.0f, 0.0f, | ||
| 103 | 1.0f, 1.0f, 0.0f, | ||
| 104 | }; | ||
| 105 | |||
| 106 | glBindBuffer(GL_ARRAY_BUFFER, quadBuffer_.getId()); | ||
| 107 | glBufferData( | ||
| 108 | GL_ARRAY_BUFFER, | ||
| 109 | sizeof(GLfloat) * 18, | ||
| 110 | g_quad_vertex_buffer_data, | ||
| 111 | GL_STATIC_DRAW); | ||
| 112 | |||
| 113 | // Load NTSC artifacts | ||
| 114 | int atdw, atdh; | ||
| 115 | unsigned char* artifactsData = | ||
| 116 | stbi_load("res/artifacts.bmp", &atdw, &atdh, 0, 3); | ||
| 117 | |||
| 118 | flipImageData(artifactsData, atdw, atdh, 3); | ||
| 119 | |||
| 120 | glBindTexture(GL_TEXTURE_2D, artifactsTex_.getId()); | ||
| 121 | glTexImage2D( | ||
| 122 | GL_TEXTURE_2D, | ||
| 123 | 0, | ||
| 124 | GL_RGB, | ||
| 125 | atdw, | ||
| 126 | atdh, | ||
| 127 | 0, | ||
| 128 | GL_RGB, | ||
| 129 | GL_UNSIGNED_BYTE, | ||
| 130 | artifactsData); | ||
| 131 | |||
| 132 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | ||
| 133 | glTexParameteri( | ||
| 134 | GL_TEXTURE_2D, | ||
| 135 | GL_TEXTURE_MIN_FILTER, | ||
| 136 | GL_NEAREST_MIPMAP_NEAREST); | ||
| 137 | |||
| 138 | glGenerateMipmap(GL_TEXTURE_2D); | ||
| 139 | stbi_image_free(artifactsData); | ||
| 140 | |||
| 141 | // Load NTSC scanlines | ||
| 142 | unsigned char* scanlinesData = | ||
| 143 | stbi_load("res/scanlines_333.bmp", &atdw, &atdh, 0, 3); | ||
| 144 | |||
| 145 | flipImageData(scanlinesData, atdw, atdh, 3); | ||
| 146 | |||
| 147 | glBindTexture(GL_TEXTURE_2D, scanlinesTex_.getId()); | ||
| 148 | glTexImage2D( | ||
| 149 | GL_TEXTURE_2D, | ||
| 150 | 0, | ||
| 151 | GL_RGB, | ||
| 152 | atdw, | ||
| 153 | atdh, | ||
| 154 | 0, | ||
| 155 | GL_RGB, | ||
| 156 | GL_UNSIGNED_BYTE, | ||
| 157 | scanlinesData); | ||
| 158 | |||
| 159 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | ||
| 160 | glTexParameteri( | ||
| 161 | GL_TEXTURE_2D, | ||
| 162 | GL_TEXTURE_MIN_FILTER, | ||
| 163 | GL_NEAREST_MIPMAP_NEAREST); | ||
| 164 | |||
| 165 | glGenerateMipmap(GL_TEXTURE_2D); | ||
| 166 | stbi_image_free(scanlinesData); | ||
| 167 | } | ||
| 168 | |||
| 169 | void Renderer::initializeFramebuffers() | ||
| 170 | { | ||
| 171 | // Set up the framebuffer | ||
| 172 | glBindFramebuffer(GL_FRAMEBUFFER, genericFb_.getId()); | ||
| 173 | GLenum DrawBuffers[1] = {GL_COLOR_ATTACHMENT0}; | ||
| 174 | glDrawBuffers(1, DrawBuffers); | ||
| 175 | |||
| 176 | // Set up the bloom framebuffer and depthbuffer | ||
| 177 | glBindFramebuffer(GL_FRAMEBUFFER, bloomFb_.getId()); | ||
| 178 | GLenum DrawBuffers2[1] = {GL_COLOR_ATTACHMENT1}; | ||
| 179 | glDrawBuffers(1, DrawBuffers2); | ||
| 180 | |||
| 181 | glBindRenderbuffer(GL_RENDERBUFFER, bloomDepth_.getId()); | ||
| 182 | glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, width_, height_); | ||
| 183 | glFramebufferRenderbuffer( | ||
| 184 | GL_FRAMEBUFFER, | ||
| 185 | GL_DEPTH_ATTACHMENT, | ||
| 186 | GL_RENDERBUFFER, | ||
| 187 | bloomDepth_.getId()); | ||
| 188 | |||
| 189 | // Set up the NTSC rendering buffers | ||
| 190 | glBindTexture(GL_TEXTURE_2D, renderPages_[0].getId()); | ||
| 191 | glTexImage2D( | ||
| 192 | GL_TEXTURE_2D, | ||
| 193 | 0, | ||
| 194 | GL_RGB, | ||
| 195 | GAME_WIDTH, | ||
| 196 | GAME_HEIGHT, | ||
| 197 | 0, | ||
| 198 | GL_RGB, | ||
| 199 | GL_UNSIGNED_BYTE, | ||
| 200 | 0); | ||
| 201 | |||
| 202 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | ||
| 203 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | ||
| 204 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | ||
| 205 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | ||
| 206 | |||
| 207 | glBindTexture(GL_TEXTURE_2D, renderPages_[1].getId()); | ||
| 208 | glTexImage2D( | ||
| 209 | GL_TEXTURE_2D, | ||
| 210 | 0, | ||
| 211 | GL_RGB, | ||
| 212 | GAME_WIDTH, | ||
| 213 | GAME_HEIGHT, | ||
| 214 | 0, | ||
| 215 | GL_RGB, | ||
| 216 | GL_UNSIGNED_BYTE, | ||
| 217 | 0); | ||
| 218 | |||
| 219 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | ||
| 220 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | ||
| 221 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | ||
| 222 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | ||
| 223 | |||
| 224 | // Set up bloom rendering buffers | ||
| 225 | glBindTexture(GL_TEXTURE_2D, preBloomTex_.getId()); | ||
| 226 | glTexImage2D( | ||
| 227 | GL_TEXTURE_2D, | ||
| 228 | 0, | ||
| 229 | GL_RGB, | ||
| 230 | width_, | ||
| 231 | height_, | ||
| 232 | 0, | ||
| 233 | GL_RGB, | ||
| 234 | GL_UNSIGNED_BYTE, | ||
| 235 | 0); | ||
| 236 | |||
| 237 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | ||
| 238 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); | ||
| 239 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | ||
| 240 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | ||
| 241 | |||
| 242 | glBindTexture(GL_TEXTURE_2D, bloomPassTex1_.getId()); | ||
| 243 | glTexImage2D( | ||
| 244 | GL_TEXTURE_2D, | ||
| 245 | 0, | ||
| 246 | GL_RGB, | ||
| 247 | width_ / 4, | ||
| 248 | height_ / 4, | ||
| 249 | 0, | ||
| 250 | GL_RGB, | ||
| 251 | GL_UNSIGNED_BYTE, | ||
| 252 | 0); | ||
| 253 | |||
| 254 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | ||
| 255 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); | ||
| 256 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | ||
| 257 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | ||
| 258 | |||
| 259 | glBindTexture(GL_TEXTURE_2D, bloomPassTex2_.getId()); | ||
| 260 | glTexImage2D( | ||
| 261 | GL_TEXTURE_2D, | ||
| 262 | 0, | ||
| 263 | GL_RGB, | ||
| 264 | width_ / 4, | ||
| 265 | height_ / 4, | ||
| 266 | 0, | ||
| 267 | GL_RGB, | ||
| 268 | GL_UNSIGNED_BYTE, | ||
| 269 | 0); | ||
| 270 | |||
| 271 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | ||
| 272 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); | ||
| 273 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | ||
| 274 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | ||
| 275 | } | ||
| 276 | |||
| 277 | Renderer::~Renderer() | ||
| 278 | { | ||
| 279 | singletonInitialized_ = false; | ||
| 280 | } | ||
| 281 | |||
| 282 | void Renderer::fill(Texture& tex, Rectangle dstrect, int r, int g, int b) | ||
| 283 | { | ||
| 284 | // Target the framebuffer | ||
| 285 | glBindFramebuffer(GL_FRAMEBUFFER, genericFb_.getId()); | ||
| 286 | glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex.getId(), 0); | ||
| 287 | |||
| 288 | // Set up the vertex attributes | ||
| 289 | int width = tex.getWidth(); | ||
| 290 | int height = tex.getHeight(); | ||
| 291 | |||
| 292 | GLfloat minx = (GLfloat) dstrect.x / width * 2.0 - 1.0; | ||
| 293 | GLfloat miny = -((GLfloat) dstrect.y / height * 2.0 - 1.0); | ||
| 294 | GLfloat maxx = (GLfloat) (dstrect.x + dstrect.w) / width * 2.0 - 1.0; | ||
| 295 | GLfloat maxy = -((GLfloat) (dstrect.y + dstrect.h) / height * 2.0 - 1.0); | ||
| 296 | |||
| 297 | GLfloat vertexData[] = { | ||
| 298 | minx, miny, | ||
| 299 | maxx, miny, | ||
| 300 | maxx, maxy, | ||
| 301 | minx, miny, | ||
| 302 | minx, maxy, | ||
| 303 | maxx, maxy | ||
| 304 | }; | ||
| 305 | |||
| 306 | GLBuffer vertexBuffer; | ||
| 307 | glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer.getId()); | ||
| 308 | glBufferData( | ||
| 309 | GL_ARRAY_BUFFER, | ||
| 310 | sizeof(GLfloat) * 12, | ||
| 311 | vertexData, GL_STATIC_DRAW); | ||
| 312 | |||
| 313 | glEnableVertexAttribArray(0); | ||
| 314 | glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, nullptr); | ||
| 315 | |||
| 316 | glViewport(0, 0, tex.getWidth(), tex.getHeight()); | ||
| 317 | glClear(GL_DEPTH_BUFFER_BIT); | ||
| 318 | |||
| 319 | fillShader_.use(); | ||
| 320 | glUniform3f( | ||
| 321 | fillShader_.getUniformLocation("vecColor"), | ||
| 322 | r / 255.0, | ||
| 323 | g / 255.0, | ||
| 324 | b / 255.0); | ||
| 325 | |||
| 326 | glDrawArrays(GL_TRIANGLES, 0, 6); | ||
| 327 | |||
| 328 | glDisableVertexAttribArray(0); | ||
| 329 | } | ||
| 330 | |||
| 331 | void Renderer::blit( | ||
| 332 | const Texture& src, | ||
| 333 | Texture& dst, | ||
| 334 | Rectangle srcrect, | ||
| 335 | Rectangle dstrect, | ||
| 336 | double alpha) | ||
| 337 | { | ||
| 338 | alpha = glm::clamp(alpha, 0.0, 1.0); | ||
| 339 | |||
| 340 | // Target the framebuffer | ||
| 341 | glBindFramebuffer(GL_FRAMEBUFFER, genericFb_.getId()); | ||
| 342 | glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, dst.getId(), 0); | ||
| 343 | |||
| 344 | // Set up the vertex attributes | ||
| 345 | int width = dst.getWidth(); | ||
| 346 | int height = dst.getHeight(); | ||
| 347 | |||
| 348 | GLfloat minx = (GLfloat) dstrect.x / width * 2.0 - 1.0; | ||
| 349 | GLfloat miny = -((GLfloat) dstrect.y / height * 2.0 - 1.0); | ||
| 350 | GLfloat maxx = (GLfloat) (dstrect.x + dstrect.w) / width * 2.0 - 1.0; | ||
| 351 | GLfloat maxy = -((GLfloat) (dstrect.y + dstrect.h) / height * 2.0 - 1.0); | ||
| 352 | |||
| 353 | GLfloat vertexData[] = { | ||
| 354 | minx, miny, | ||
| 355 | maxx, miny, | ||
| 356 | minx, maxy, | ||
| 357 | maxx, maxy | ||
| 358 | }; | ||
| 359 | |||
| 360 | GLBuffer vertexBuffer; | ||
| 361 | glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer.getId()); | ||
| 362 | glBufferData( | ||
| 363 | GL_ARRAY_BUFFER, | ||
| 364 | sizeof(GLfloat) * 8, | ||
| 365 | vertexData, | ||
| 366 | GL_STATIC_DRAW); | ||
| 367 | |||
| 368 | glEnableVertexAttribArray(0); | ||
| 369 | glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, nullptr); | ||
| 370 | |||
| 371 | GLfloat minu = (GLfloat) srcrect.x / src.getWidth(); | ||
| 372 | GLfloat minv = 1 - ((GLfloat) srcrect.y / src.getHeight()); | ||
| 373 | GLfloat maxu = (GLfloat) (srcrect.x + srcrect.w) / src.getWidth(); | ||
| 374 | GLfloat maxv = 1 - ((GLfloat) (srcrect.y + srcrect.h) / src.getHeight()); | ||
| 375 | |||
| 376 | GLfloat uvData[] = { | ||
| 377 | minu, minv, | ||
| 378 | maxu, minv, | ||
| 379 | minu, maxv, | ||
| 380 | maxu, maxv | ||
| 381 | }; | ||
| 382 | |||
| 383 | GLBuffer uvBuffer; | ||
| 384 | glBindBuffer(GL_ARRAY_BUFFER, uvBuffer.getId()); | ||
| 385 | glBufferData( | ||
| 386 | GL_ARRAY_BUFFER, | ||
| 387 | sizeof(GLfloat) * 8, | ||
| 388 | uvData, | ||
| 389 | GL_STATIC_DRAW); | ||
| 390 | |||
| 391 | glEnableVertexAttribArray(1); | ||
| 392 | glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, nullptr); | ||
| 393 | |||
| 394 | // Set up the shader | ||
| 395 | blitShader_.use(); | ||
| 396 | glClear(GL_DEPTH_BUFFER_BIT); | ||
| 397 | glViewport(0, 0, dst.getWidth(), dst.getHeight()); | ||
| 398 | |||
| 399 | glActiveTexture(GL_TEXTURE0); | ||
| 400 | glBindTexture(GL_TEXTURE_2D, src.getId()); | ||
| 401 | glUniform1i(blitShader_.getUniformLocation("srctex"), 0); | ||
| 402 | glUniform1f(blitShader_.getUniformLocation("alpha"), alpha); | ||
| 403 | |||
| 404 | // Blit! | ||
| 405 | glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); | ||
| 406 | |||
| 407 | // Unload everything | ||
| 408 | glDisableVertexAttribArray(1); | ||
| 409 | glDisableVertexAttribArray(0); | ||
| 410 | } | ||
| 411 | |||
| 412 | void Renderer::bloomPass1( | ||
| 413 | const GLTexture& src, | ||
| 414 | GLTexture& dst, | ||
| 415 | bool horizontal, | ||
| 416 | glm::vec2 srcRes, | ||
| 417 | glm::vec2 dstRes) | ||
| 418 | { | ||
| 419 | glBindFramebuffer(GL_FRAMEBUFFER, genericFb_.getId()); | ||
| 420 | glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, dst.getId(), 0); | ||
| 421 | glViewport(0,0,dstRes.x,dstRes.y); | ||
| 422 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); | ||
| 423 | bloom1Shader_.use(); | ||
| 424 | |||
| 425 | glActiveTexture(GL_TEXTURE0); | ||
| 426 | glBindTexture(GL_TEXTURE_2D, src.getId()); | ||
| 427 | glUniform1i(bloom1Shader_.getUniformLocation("inTex"), 0); | ||
| 428 | |||
| 429 | glm::vec2 offset = glm::vec2(0.0); | ||
| 430 | if (horizontal) | ||
| 431 | { | ||
| 432 | offset.x = 1.2/srcRes.x; | ||
| 433 | } else { | ||
| 434 | offset.y = 1.2/srcRes.y; | ||
| 435 | } | ||
| 436 | |||
| 437 | glUniform2f(bloom1Shader_.getUniformLocation("offset"), offset.x, offset.y); | ||
| 438 | |||
| 439 | glEnableVertexAttribArray(0); | ||
| 440 | glBindBuffer(GL_ARRAY_BUFFER, quadBuffer_.getId()); | ||
| 441 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, nullptr); | ||
| 442 | glDrawArrays(GL_TRIANGLES, 0, 6); | ||
| 443 | glDisableVertexAttribArray(0); | ||
| 444 | } | ||
| 445 | |||
| 446 | void Renderer::renderScreen(const Texture& tex) | ||
| 447 | { | ||
| 448 | // First we're going to composite our frame with the previous frame | ||
| 449 | // We start by setting up the framebuffer | ||
| 450 | glBindFramebuffer(GL_FRAMEBUFFER, genericFb_.getId()); | ||
| 451 | glFramebufferTexture( | ||
| 452 | GL_FRAMEBUFFER, | ||
| 453 | GL_COLOR_ATTACHMENT0, | ||
| 454 | renderPages_[curBuf_].getId(), | ||
| 455 | 0); | ||
| 456 | |||
| 457 | // Set up the shader | ||
| 458 | glViewport(0,0,GAME_WIDTH,GAME_HEIGHT); | ||
| 459 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); | ||
| 460 | ntscShader_.use(); | ||
| 461 | |||
| 462 | // Use the current frame texture, nearest neighbor and clamped to edge | ||
| 463 | glActiveTexture(GL_TEXTURE0); | ||
| 464 | glBindTexture(GL_TEXTURE_2D, tex.getId()); | ||
| 465 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | ||
| 466 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | ||
| 467 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | ||
| 468 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | ||
| 469 | glUniform1i(ntscShader_.getUniformLocation("curFrameSampler"), 0); | ||
| 470 | |||
| 471 | // Use the previous frame composite texture, nearest neighbor and clamped to | ||
| 472 | // edge | ||
| 473 | glActiveTexture(GL_TEXTURE1); | ||
| 474 | glBindTexture(GL_TEXTURE_2D, renderPages_[(curBuf_ + 1) % 2].getId()); | ||
| 475 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | ||
| 476 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | ||
| 477 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | ||
| 478 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | ||
| 479 | glUniform1i(ntscShader_.getUniformLocation("prevFrameSampler"), 1); | ||
| 480 | |||
| 481 | // Load the NTSC artifact texture | ||
| 482 | glActiveTexture(GL_TEXTURE2); | ||
| 483 | glBindTexture(GL_TEXTURE_2D, artifactsTex_.getId()); | ||
| 484 | glUniform1i(ntscShader_.getUniformLocation("NTSCArtifactSampler"), 2); | ||
| 485 | glUniform1f(ntscShader_.getUniformLocation("NTSCLerp"), curBuf_ * 1.0); | ||
| 486 | |||
| 487 | // Change the 0.0 to a 1.0 or a 10.0 for a glitchy effect! | ||
| 488 | glUniform1f(ntscShader_.getUniformLocation("Tuning_NTSC"), 0.0); | ||
| 489 | |||
| 490 | // Render our composition | ||
| 491 | glEnableVertexAttribArray(0); | ||
| 492 | glBindBuffer(GL_ARRAY_BUFFER, quadBuffer_.getId()); | ||
| 493 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, nullptr); | ||
| 494 | glDrawArrays(GL_TRIANGLES, 0, 6); | ||
| 495 | glDisableVertexAttribArray(0); | ||
| 496 | |||
| 497 | // We're going to render the screen now | ||
| 498 | glBindFramebuffer(GL_FRAMEBUFFER, bloomFb_.getId()); | ||
| 499 | glFramebufferTexture( | ||
| 500 | GL_FRAMEBUFFER, | ||
| 501 | GL_COLOR_ATTACHMENT1, | ||
| 502 | preBloomTex_.getId(), | ||
| 503 | 0); | ||
| 504 | |||
| 505 | glViewport(0,0,width_,height_); | ||
| 506 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); | ||
| 507 | finalShader_.use(); | ||
| 508 | |||
| 509 | // Use the composited frame texture, linearly filtered and filling in black | ||
| 510 | // for the border | ||
| 511 | glActiveTexture(GL_TEXTURE0); | ||
| 512 | glBindTexture(GL_TEXTURE_2D, renderPages_[curBuf_].getId()); | ||
| 513 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | ||
| 514 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); | ||
| 515 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); | ||
| 516 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); | ||
| 517 | |||
| 518 | float borderColor[] = {0.0f, 0.0f, 0.0f, 1.0f}; | ||
| 519 | glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor); | ||
| 520 | |||
| 521 | glGenerateMipmap(GL_TEXTURE_2D); | ||
| 522 | glUniform1i(finalShader_.getUniformLocation("rendertex"), 0); | ||
| 523 | |||
| 524 | // Use the scanlines texture | ||
| 525 | glActiveTexture(GL_TEXTURE1); | ||
| 526 | glBindTexture(GL_TEXTURE_2D, scanlinesTex_.getId()); | ||
| 527 | glUniform1i(finalShader_.getUniformLocation("scanlinestex"), 1); | ||
| 528 | |||
| 529 | // Initialize the MVP matrices | ||
| 530 | glm::mat4 p_matrix = glm::perspective( | ||
| 531 | glm::radians(25.0f), | ||
| 532 | static_cast<float>(width_) / static_cast<float>(height_), | ||
| 533 | 0.1f, | ||
| 534 | 100.0f); | ||
| 535 | |||
| 536 | glm::mat4 v_matrix = glm::lookAt( | ||
| 537 | glm::vec3(3.75,0,0), // Camera | ||
| 538 | glm::vec3(0,0,0), // Center | ||
| 539 | glm::vec3(0,1,0)); // Up | ||
| 540 | |||
| 541 | glm::mat4 m_matrix = glm::mat4(1.0); | ||
| 542 | glm::mat4 mvp_matrix = p_matrix * v_matrix * m_matrix; | ||
| 543 | |||
| 544 | glUniformMatrix4fv( | ||
| 545 | finalShader_.getUniformLocation("MVP"), | ||
| 546 | 1, | ||
| 547 | GL_FALSE, | ||
| 548 | &mvp_matrix[0][0]); | ||
| 549 | |||
| 550 | glUniformMatrix4fv( | ||
| 551 | finalShader_.getUniformLocation("worldMat"), | ||
| 552 | 1, | ||
| 553 | GL_FALSE, | ||
| 554 | &m_matrix[0][0]); | ||
| 555 | |||
| 556 | glUniform2f(finalShader_.getUniformLocation("resolution"), width_, height_); | ||
| 557 | glUniform1f(finalShader_.getUniformLocation("iGlobalTime"), glfwGetTime()); | ||
| 558 | |||
| 559 | glUniform3f( | ||
| 560 | finalShader_.getUniformLocation("frameColor"), | ||
| 561 | 0.76f, | ||
| 562 | 0.78f, | ||
| 563 | 0.81f); | ||
| 564 | |||
| 565 | glEnableVertexAttribArray(0); | ||
| 566 | glBindBuffer(GL_ARRAY_BUFFER, monitor_.getVertexBufferId()); | ||
| 567 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, nullptr); | ||
| 568 | |||
| 569 | glEnableVertexAttribArray(1); | ||
| 570 | glBindBuffer(GL_ARRAY_BUFFER, monitor_.getNormalBufferId()); | ||
| 571 | glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, nullptr); | ||
| 572 | |||
| 573 | glEnableVertexAttribArray(2); | ||
| 574 | glBindBuffer(GL_ARRAY_BUFFER, monitor_.getUvBufferId()); | ||
| 575 | glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, nullptr); | ||
| 576 | |||
| 577 | glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, monitor_.getIndexBufferId()); | ||
| 578 | glDrawElements( | ||
| 579 | GL_TRIANGLES, | ||
| 580 | monitor_.getIndexCount(), | ||
| 581 | GL_UNSIGNED_SHORT, | ||
| 582 | nullptr); | ||
| 583 | |||
| 584 | glDisableVertexAttribArray(2); | ||
| 585 | glDisableVertexAttribArray(1); | ||
| 586 | glDisableVertexAttribArray(0); | ||
| 587 | |||
| 588 | // First pass of bloom! | ||
| 589 | glm::vec2 bufferSize = glm::vec2(width_, height_); | ||
| 590 | |||
| 591 | bloomPass1( | ||
| 592 | preBloomTex_, | ||
| 593 | bloomPassTex1_, | ||
| 594 | true, | ||
| 595 | bufferSize, | ||
| 596 | bufferSize / 4.0f); | ||
| 597 | |||
| 598 | bloomPass1( | ||
| 599 | bloomPassTex1_, | ||
| 600 | bloomPassTex2_, | ||
| 601 | false, | ||
| 602 | bufferSize / 4.0f, | ||
| 603 | bufferSize / 4.0f); | ||
| 604 | |||
| 605 | // Do the second pass of bloom and render to screen | ||
| 606 | glBindFramebuffer(GL_FRAMEBUFFER, 0); | ||
| 607 | glViewport(0, 0, width_, height_); | ||
| 608 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); | ||
| 609 | bloom2Shader_.use(); | ||
| 610 | |||
| 611 | glActiveTexture(GL_TEXTURE0); | ||
| 612 | glBindTexture(GL_TEXTURE_2D, preBloomTex_.getId()); | ||
| 613 | glUniform1i(bloom2Shader_.getUniformLocation("clearTex"), 0); | ||
| 614 | |||
| 615 | glActiveTexture(GL_TEXTURE1); | ||
| 616 | glBindTexture(GL_TEXTURE_2D, bloomPassTex2_.getId()); | ||
| 617 | glUniform1i(bloom2Shader_.getUniformLocation("blurTex"), 1); | ||
| 618 | |||
| 619 | glUniform1f(bloom2Shader_.getUniformLocation("iGlobalTime"), glfwGetTime()); | ||
| 620 | |||
| 621 | glEnableVertexAttribArray(0); | ||
| 622 | glBindBuffer(GL_ARRAY_BUFFER, quadBuffer_.getId()); | ||
| 623 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, nullptr); | ||
| 624 | glDrawArrays(GL_TRIANGLES, 0, 6); | ||
| 625 | glDisableVertexAttribArray(0); | ||
| 626 | |||
| 627 | glfwSwapBuffers(window_.getHandle()); | ||
| 628 | |||
| 629 | curBuf_ = (curBuf_ + 1) % 2; | ||
| 630 | } | ||
