diff options
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 */ | ||