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-rw-r--r--src/main.cpp44
-rw-r--r--src/renderer.cpp73
2 files changed, 72 insertions, 45 deletions
diff --git a/src/main.cpp b/src/main.cpp index 7c1a21f..e1e1aa2 100644 --- a/src/main.cpp +++ b/src/main.cpp
@@ -5,26 +5,6 @@
5 5
6using namespace::std; 6using namespace::std;
7 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
28const int FRAMES_PER_SECOND = 60; 8const int FRAMES_PER_SECOND = 60;
29bool holding_left = false; 9bool holding_left = false;
30bool holding_right = false; 10bool holding_right = false;
@@ -81,21 +61,8 @@ int main()
81 61
82 Texture* tiles = loadTextureFromBMP("../res/tiles.bmp"); 62 Texture* tiles = loadTextureFromBMP("../res/tiles.bmp");
83 63
84 double lastTime = glfwGetTime();
85 int nbFrames = 0;
86
87 while (!quit) 64 while (!quit)
88 { 65 {
89 /*
90 double currentTime = glfwGetTime();
91 nbFrames++;
92 if ( currentTime - lastTime >= 1.0 ){ // If last prinf() was more than 1 sec ago
93 // printf and reset timer
94 printf("%f ms/frame\n", 1000.0/double(nbFrames));
95 nbFrames = 0;
96 lastTime += 1.0;
97 }*/
98
99 if (holding_left && player->x_vel >= 0) 66 if (holding_left && player->x_vel >= 0)
100 { 67 {
101 player->x_vel = -2; 68 player->x_vel = -2;
@@ -125,20 +92,11 @@ int main()
125 Rectangle dst_rect(player->x, player->y, player->w, player->h); 92 Rectangle dst_rect(player->x, player->y, player->w, player->h);
126 93
127 //blitTexture(tiles, buffer, &src_rect, &dst_rect); 94 //blitTexture(tiles, buffer, &src_rect, &dst_rect);
128 fillTexture(buffer, &dst_rect, 85, 85, 255); 95 fillTexture(buffer, &dst_rect, 255, 255, 255);
129 //fillTexture(buffer, NULL, 85, 85, 0);
130 96
131 renderScreen(buffer); 97 renderScreen(buffer);
132 98
133 //fuckThePolice(buffer);
134
135 glfwPollEvents(); 99 glfwPollEvents();
136
137 // Regulate frame rate
138 /*if ((clock() - frame_start) < CLOCKS_PER_SEC / FRAMES_PER_SECOND)
139 {
140 //delay(((CLOCKS_PER_SEC / FRAMES_PER_SECOND) - clock() + frame_start) * CLOCKS_PER_SEC / 1000);
141 }*/
142 } 100 }
143 101
144 delete map; 102 delete map;
diff --git a/src/renderer.cpp b/src/renderer.cpp index ca356f3..3011e8f 100644 --- a/src/renderer.cpp +++ b/src/renderer.cpp
@@ -14,6 +14,8 @@ static GLuint ntscShader; // The NTSC shader
14static GLuint finalShader; // The passthrough shader 14static GLuint finalShader; // The passthrough shader
15static GLuint blitShader; // The blitting shader 15static GLuint blitShader; // The blitting shader
16static GLuint fillShader; // The fill shader 16static GLuint fillShader; // The fill shader
17static GLuint bloom1Shader;
18static GLuint bloom2Shader;
17 19
18// The buffers for the NTSC rendering process 20// The buffers for the NTSC rendering process
19static GLuint renderedTex1; 21static GLuint renderedTex1;
@@ -22,6 +24,8 @@ static GLuint renderedTexBufs[2];
22static int curBuf; 24static int curBuf;
23static GLuint artifactsTex; 25static GLuint artifactsTex;
24static GLuint scanlinesTex; 26static GLuint scanlinesTex;
27static GLuint preBloomTex;
28static GLuint bloomPassTex;
25 29
26GLuint LoadShaders(const char* vertex_file_path, const char* fragment_file_path) 30GLuint LoadShaders(const char* vertex_file_path, const char* fragment_file_path)
27{ 31{
@@ -246,6 +250,23 @@ GLFWwindow* initRenderer()
246 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); 250 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
247 renderedTexBufs[1] = renderedTex2; 251 renderedTexBufs[1] = renderedTex2;
248 252
253 // Set up bloom rendering buffers
254 glGenTextures(1, &preBloomTex);
255 glBindTexture(GL_TEXTURE_2D, preBloomTex);
256 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1024, 768, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
257 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
258 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
259 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
261
262 glGenTextures(1, &bloomPassTex);
263 glBindTexture(GL_TEXTURE_2D, bloomPassTex);
264 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 64, 48, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
267 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
268 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
269
249 curBuf = 0; 270 curBuf = 0;
250 271
251 artifactsTex = loadBMP_custom("../res/artifacts.bmp"); 272 artifactsTex = loadBMP_custom("../res/artifacts.bmp");
@@ -256,6 +277,8 @@ GLFWwindow* initRenderer()
256 finalShader = LoadShaders("../shaders/final.vertex", "../shaders/final.fragment"); 277 finalShader = LoadShaders("../shaders/final.vertex", "../shaders/final.fragment");
257 blitShader = LoadShaders("../shaders/blit.vertex", "../shaders/blit.fragment"); 278 blitShader = LoadShaders("../shaders/blit.vertex", "../shaders/blit.fragment");
258 fillShader = LoadShaders("../shaders/fill.vertex", "../shaders/fill.fragment"); 279 fillShader = LoadShaders("../shaders/fill.vertex", "../shaders/fill.fragment");
280 bloom1Shader = LoadShaders("../shaders/bloom1.vertex", "../shaders/bloom1.fragment");
281 bloom2Shader = LoadShaders("../shaders/bloom2.vertex", "../shaders/bloom2.fragment");
259 282
260 rendererInitialized = true; 283 rendererInitialized = true;
261 284
@@ -275,12 +298,16 @@ void destroyRenderer()
275 glDeleteProgram(finalShader); 298 glDeleteProgram(finalShader);
276 glDeleteProgram(blitShader); 299 glDeleteProgram(blitShader);
277 glDeleteProgram(fillShader); 300 glDeleteProgram(fillShader);
301 glDeleteProgram(bloom1Shader);
302 glDeleteProgram(bloom2Shader);
278 303
279 // Delete the NTSC rendering buffers 304 // Delete the NTSC rendering buffers
280 glDeleteTextures(1, &renderedTex1); 305 glDeleteTextures(1, &renderedTex1);
281 glDeleteTextures(1, &renderedTex2); 306 glDeleteTextures(1, &renderedTex2);
282 glDeleteTextures(1, &artifactsTex); 307 glDeleteTextures(1, &artifactsTex);
283 glDeleteTextures(1, &scanlinesTex); 308 glDeleteTextures(1, &scanlinesTex);
309 glDeleteTextures(1, &preBloomTex);
310 glDeleteTextures(1, &bloomPassTex);
284 311
285 // Delete the framebuffer 312 // Delete the framebuffer
286 glDeleteFramebuffers(1, &FramebufferName); 313 glDeleteFramebuffers(1, &FramebufferName);
@@ -578,8 +605,9 @@ void renderScreen(Texture* tex)
578 glBindBuffer(GL_ARRAY_BUFFER, g_norms); 605 glBindBuffer(GL_ARRAY_BUFFER, g_norms);
579 glBufferData(GL_ARRAY_BUFFER, sizeof(g_norms_data), g_norms_data, GL_STATIC_DRAW); 606 glBufferData(GL_ARRAY_BUFFER, sizeof(g_norms_data), g_norms_data, GL_STATIC_DRAW);
580 607
581 // We're going to output to the window now 608 // We're going to render the screen now
582 glBindFramebuffer(GL_FRAMEBUFFER, 0); 609 //glBindFramebuffer(GL_FRAMEBUFFER, 0);
610 glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, preBloomTex, 0);
583 glViewport(0,0,1024,768); 611 glViewport(0,0,1024,768);
584 glClear(GL_COLOR_BUFFER_BIT); 612 glClear(GL_COLOR_BUFFER_BIT);
585 glUseProgram(finalShader); 613 glUseProgram(finalShader);
@@ -606,6 +634,7 @@ void renderScreen(Texture* tex)
606 mat4 v_matrix = lookAt(vec3(0,0,1), vec3(0,0,0), vec3(0,1,0)); 634 mat4 v_matrix = lookAt(vec3(0,0,1), vec3(0,0,0), vec3(0,1,0));
607 mat4 m_matrix = mat4(1.0f); 635 mat4 m_matrix = mat4(1.0f);
608 mat4 mvp_matrix = p_matrix * v_matrix * m_matrix; 636 mat4 mvp_matrix = p_matrix * v_matrix * m_matrix;
637 //mat4 mv_matrix = v_matrix * m_matrix;
609 638
610 glUniformMatrix4fv(glGetUniformLocation(finalShader, "MVP"), 1, GL_FALSE, &mvp_matrix[0][0]); 639 glUniformMatrix4fv(glGetUniformLocation(finalShader, "MVP"), 1, GL_FALSE, &mvp_matrix[0][0]);
611 glUniformMatrix4fv(glGetUniformLocation(finalShader, "worldMat"), 1, GL_FALSE, &m_matrix[0][0]); 640 glUniformMatrix4fv(glGetUniformLocation(finalShader, "worldMat"), 1, GL_FALSE, &m_matrix[0][0]);
@@ -622,6 +651,46 @@ void renderScreen(Texture* tex)
622 glDisableVertexAttribArray(1); 651 glDisableVertexAttribArray(1);
623 glDisableVertexAttribArray(0); 652 glDisableVertexAttribArray(0);
624 653
654 // Do the first pass of bloom (downsampling and tapping)
655 glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, bloomPassTex, 0);
656 glViewport(0, 0, 64, 48);
657 glClear(GL_COLOR_BUFFER_BIT);
658 glUseProgram(bloom1Shader);
659
660 glActiveTexture(GL_TEXTURE0);
661 glBindTexture(GL_TEXTURE_2D, preBloomTex);
662 glUniform1i(glGetUniformLocation(bloom1Shader, "screenTex"), 0);
663
664 glUniform1f(glGetUniformLocation(bloom1Shader, "iGlobalTime"), glfwGetTime());
665
666 glEnableVertexAttribArray(0);
667 glBindBuffer(GL_ARRAY_BUFFER, quad_vertexbuffer);
668 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
669 glDrawArrays(GL_TRIANGLES, 0, 6);
670 glDisableVertexAttribArray(0);
671
672 // Do the second pass of bloom and render to screen
673 glBindFramebuffer(GL_FRAMEBUFFER, 0);
674 glViewport(0, 0, 1024, 768);
675 glClear(GL_COLOR_BUFFER_BIT);
676 glUseProgram(bloom2Shader);
677
678 glActiveTexture(GL_TEXTURE0);
679 glBindTexture(GL_TEXTURE_2D, preBloomTex);
680 glUniform1i(glGetUniformLocation(bloom2Shader, "screenTex"), 0);
681
682 glActiveTexture(GL_TEXTURE1);
683 glBindTexture(GL_TEXTURE_2D, bloomPassTex);
684 glUniform1i(glGetUniformLocation(bloom2Shader, "downsampledTex"), 1);
685
686 glUniform1f(glGetUniformLocation(bloom2Shader, "iGlobalTime"), glfwGetTime());
687
688 glEnableVertexAttribArray(0);
689 glBindBuffer(GL_ARRAY_BUFFER, quad_vertexbuffer);
690 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
691 glDrawArrays(GL_TRIANGLES, 0, 6);
692 glDisableVertexAttribArray(0);
693
625 glfwSwapBuffers(window); 694 glfwSwapBuffers(window);
626 695
627 glDeleteBuffers(1, &g_norms); 696 glDeleteBuffers(1, &g_norms);