From ed08b673c50b076042d8f0c49501372168142764 Mon Sep 17 00:00:00 2001 From: Kelly Rauchenberger Date: Fri, 16 Feb 2018 16:04:32 -0500 Subject: Refactored renderer Renderer is basically now more C++'y, as it makes more use of classes (a lot of GL types have been wrapped), and the renderer itself is now a class. The monitor mesh is also now indexed. Tweaked the NTSC artifacting after inadvertently fixing a bug with the way the image was loaded. --- src/renderer.cpp | 862 ------------------------------------------------------- 1 file changed, 862 deletions(-) delete mode 100644 src/renderer.cpp (limited to 'src/renderer.cpp') 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 @@ -#include "renderer.h" -#include -#include -#include -#include -#include -#include -#include -#include -#include "consts.h" - -// include stb_image -#define STB_IMAGE_IMPLEMENTATION -#define STBI_ONLY_PNG -#define STBI_ONLY_BMP -#include "stb_image.h" - -static bool rendererInitialized = false; - -static GLFWwindow* window; - -static GLuint generic_framebuffer; // The framebuffer -static GLuint bloom_framebuffer; -static GLuint bloom_depthbuffer; -static int buffer_width = 1024; -static int buffer_height = 768; - -static GLuint ntscShader; // The NTSC shader -static GLuint finalShader; // The passthrough shader -static GLuint blitShader; // The blitting shader -static GLuint fillShader; // The fill shader -static GLuint bloom1Shader; -static GLuint bloom2Shader; - -// The buffers for the NTSC rendering process -static GLuint renderedTexBufs[2]; -static int curBuf; -static GLuint artifactsTex; -static GLuint scanlinesTex; -static GLuint preBloomTex; -static GLuint bloomPassTex1; -static GLuint bloomPassTex2; - -// The VAO -static GLuint VertexArrayID; - -// A plane that fills the renderbuffer -static GLuint quad_vertexbuffer; - -// Buffers for the mesh -static GLuint mesh_vertexbuffer; -static GLuint mesh_uvbuffer; -static GLuint mesh_normalbuffer; -static int mesh_numvertices; - -GLuint LoadShaders(const char* vertex_file_path, const char* fragment_file_path) -{ - // Create the shaders - GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER); - GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER); - - // Read the Vertex Shader code from the file - std::string VertexShaderCode; - std::ifstream VertexShaderStream(vertex_file_path, std::ios::in); - if(VertexShaderStream.is_open()) - { - std::string Line = ""; - while(getline(VertexShaderStream, Line)) - VertexShaderCode += "\n" + Line; - VertexShaderStream.close(); - } - - // Read the Fragment Shader code from the file - std::string FragmentShaderCode; - std::ifstream FragmentShaderStream(fragment_file_path, std::ios::in); - if(FragmentShaderStream.is_open()){ - std::string Line = ""; - while(getline(FragmentShaderStream, Line)) - FragmentShaderCode += "\n" + Line; - FragmentShaderStream.close(); - } - - GLint Result = GL_FALSE; - int InfoLogLength; - - // Compile Vertex Shader - printf("Compiling shader : %s\n", vertex_file_path); - char const * VertexSourcePointer = VertexShaderCode.c_str(); - glShaderSource(VertexShaderID, 1, &VertexSourcePointer , nullptr); - glCompileShader(VertexShaderID); - - // Check Vertex Shader - glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result); - glGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength); - std::vector VertexShaderErrorMessage(InfoLogLength); - glGetShaderInfoLog(VertexShaderID, InfoLogLength, nullptr, &VertexShaderErrorMessage[0]); - fprintf(stdout, "%s\n", &VertexShaderErrorMessage[0]); - - // Compile Fragment Shader - printf("Compiling shader : %s\n", fragment_file_path); - char const * FragmentSourcePointer = FragmentShaderCode.c_str(); - glShaderSource(FragmentShaderID, 1, &FragmentSourcePointer , nullptr); - glCompileShader(FragmentShaderID); - - // Check Fragment Shader - glGetShaderiv(FragmentShaderID, GL_COMPILE_STATUS, &Result); - glGetShaderiv(FragmentShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength); - std::vector FragmentShaderErrorMessage(InfoLogLength); - glGetShaderInfoLog(FragmentShaderID, InfoLogLength, nullptr, &FragmentShaderErrorMessage[0]); - fprintf(stdout, "%s\n", &FragmentShaderErrorMessage[0]); - - // Link the program - fprintf(stdout, "Linking program\n"); - GLuint ProgramID = glCreateProgram(); - glAttachShader(ProgramID, VertexShaderID); - glAttachShader(ProgramID, FragmentShaderID); - glLinkProgram(ProgramID); - - // Check the program - glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result); - glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength); - std::vector ProgramErrorMessage( glm::max(InfoLogLength, int(1)) ); - glGetProgramInfoLog(ProgramID, InfoLogLength, nullptr, &ProgramErrorMessage[0]); - fprintf(stdout, "%s\n", &ProgramErrorMessage[0]); - - glDeleteShader(VertexShaderID); - glDeleteShader(FragmentShaderID); - - return ProgramID; -} - -void flipImageData(unsigned char* data, int width, int height, int comps) -{ - unsigned char* data_copy = (unsigned char*) malloc(width*height*comps*sizeof(unsigned char)); - memcpy(data_copy, data, width*height*comps); - - int row_size = width * comps; - - for (int i=0;i& out_vertices, std::vector& out_uvs, std::vector& out_normals) -{ - out_vertices.clear(); - out_uvs.clear(); - out_normals.clear(); - - FILE* file = fopen(filename, "r"); - if (file == nullptr) - { - fprintf(stderr, "Could not open mesh file %s\n", filename); - exit(1); - } - - std::vector temp_vertices; - std::vector temp_uvs; - std::vector temp_normals; - - for (;;) - { - char lineHeader[256]; - int res = fscanf(file, "%s", lineHeader); - if (res == EOF) - { - break; - } - - if (!strncmp(lineHeader, "v", 2)) - { - glm::vec3 vertex; - fscanf(file, "%f %f %f\n", &vertex.x,&vertex.y,&vertex.z); - temp_vertices.push_back(vertex); - } else if (!strncmp(lineHeader, "vt", 3)) - { - glm::vec2 uv; - fscanf(file, "%f %f\n", &uv.x, &uv.y); - temp_uvs.push_back(uv); - } else if (!strncmp(lineHeader, "vn", 3)) - { - glm::vec3 normal; - fscanf(file, "%f %f %f\n", &normal.x, &normal.y, &normal.z); - temp_normals.push_back(normal); - } else if (!strncmp(lineHeader, "f", 2)) - { - int vertexIDs[3], uvIDs[3], normalIDs[3]; - 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]); - - for (int i=0; i<3; i++) - { - out_vertices.push_back(temp_vertices[vertexIDs[i] - 1]); - out_uvs.push_back(temp_uvs[uvIDs[i] - 1]); - out_normals.push_back(temp_normals[normalIDs[i] - 1]); - } - } - } -} - -void setFramebufferSize(GLFWwindow* w, int width, int height) -{ - buffer_width = width; - buffer_height = height; - - glDeleteFramebuffers(1, &bloom_framebuffer); - glDeleteRenderbuffers(1, &bloom_depthbuffer); - - glGenFramebuffers(1, &bloom_framebuffer); - glBindFramebuffer(GL_FRAMEBUFFER, bloom_framebuffer); - GLenum DrawBuffers[1] = {GL_COLOR_ATTACHMENT1}; - glDrawBuffers(1, DrawBuffers); - - glGenRenderbuffers(1, &bloom_depthbuffer); - glBindRenderbuffer(GL_RENDERBUFFER, bloom_depthbuffer); - glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, width, height); - glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, bloom_depthbuffer); - - glDeleteTextures(1, &preBloomTex); - glDeleteTextures(1, &bloomPassTex1); - glDeleteTextures(1, &bloomPassTex2); - - glGenTextures(1, &preBloomTex); - glBindTexture(GL_TEXTURE_2D, preBloomTex); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, 0); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - - glGenTextures(1, &bloomPassTex1); - glBindTexture(GL_TEXTURE_2D, bloomPassTex1); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width/4, height/4, 0, GL_RGB, GL_UNSIGNED_BYTE, 0); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - - glGenTextures(1, &bloomPassTex2); - glBindTexture(GL_TEXTURE_2D, bloomPassTex2); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width/4, height/4, 0, GL_RGB, GL_UNSIGNED_BYTE, 0); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); -} - -GLFWwindow* initRenderer() -{ - if (rendererInitialized) - { - fprintf(stderr, "Renderer already initialized\n"); - exit(-1); - } - - // Initialize GLFW - if (!glfwInit()) - { - fprintf(stderr, "Failed to initialize GLFW\n"); - exit(-1); - } - - glfwWindowHint(GLFW_SAMPLES, 4); // 4x antialiasing - glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); // We want version 3.3 - glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); - glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Mac requires this - glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); - - // Create a window - window = glfwCreateWindow(1024, 768, "Aromatherapy", nullptr, nullptr); - if (window == nullptr) - { - fprintf(stderr, "Failed to open GLFW window\n"); - glfwTerminate(); - exit(-1); - } - - glfwMakeContextCurrent(window); - glewExperimental = true; // Needed in core profile - if (glewInit() != GLEW_OK) - { - fprintf(stderr, "Failed to initialize GLEW\n"); - exit(-1); - } - - glfwSetFramebufferSizeCallback(window, &setFramebufferSize); - - // Set up vertex array object - glGenVertexArrays(1, &VertexArrayID); - glBindVertexArray(VertexArrayID); - - // Enable depth testing - glEnable(GL_DEPTH_TEST); - glDepthFunc(GL_LESS); - - // Enable blending - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - - // Set up the framebuffer - glGenFramebuffers(1, &generic_framebuffer); - glBindFramebuffer(GL_FRAMEBUFFER, generic_framebuffer); - GLenum DrawBuffers[1] = {GL_COLOR_ATTACHMENT0}; - glDrawBuffers(1, DrawBuffers); - - glGenFramebuffers(1, &bloom_framebuffer); - glBindFramebuffer(GL_FRAMEBUFFER, bloom_framebuffer); - GLenum DrawBuffers2[1] = {GL_COLOR_ATTACHMENT1}; - glDrawBuffers(1, DrawBuffers2); - - glfwGetFramebufferSize(window, &buffer_width, &buffer_height); - - glGenRenderbuffers(1, &bloom_depthbuffer); - glBindRenderbuffer(GL_RENDERBUFFER, bloom_depthbuffer); - glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, buffer_width, buffer_height); - glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, bloom_depthbuffer); - - // Set up the NTSC rendering buffers - glGenTextures(2, renderedTexBufs); - glBindTexture(GL_TEXTURE_2D, renderedTexBufs[0]); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, GAME_WIDTH, GAME_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, 0); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - - glBindTexture(GL_TEXTURE_2D, renderedTexBufs[1]); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, GAME_WIDTH, GAME_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, 0); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - - // Set up bloom rendering buffers - glGenTextures(1, &preBloomTex); - glBindTexture(GL_TEXTURE_2D, preBloomTex); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, buffer_width, buffer_height, 0, GL_RGB, GL_UNSIGNED_BYTE, 0); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - - glGenTextures(1, &bloomPassTex1); - glBindTexture(GL_TEXTURE_2D, bloomPassTex1); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, buffer_width/4, buffer_height/4, 0, GL_RGB, GL_UNSIGNED_BYTE, 0); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - - glGenTextures(1, &bloomPassTex2); - glBindTexture(GL_TEXTURE_2D, bloomPassTex2); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, buffer_width/4, buffer_height/4, 0, GL_RGB, GL_UNSIGNED_BYTE, 0); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - - curBuf = 0; - - // Load the mesh! - std::vector mesh_vertices; - std::vector mesh_uvs; - std::vector mesh_normals; - - loadMesh("res/monitor-old.obj", mesh_vertices, mesh_uvs, mesh_normals); - - mesh_numvertices = mesh_vertices.size(); - - glGenBuffers(1, &mesh_vertexbuffer); - glBindBuffer(GL_ARRAY_BUFFER, mesh_vertexbuffer); - glBufferData(GL_ARRAY_BUFFER, mesh_vertices.size() * sizeof(glm::vec3), mesh_vertices.data(), GL_STATIC_DRAW); - - glGenBuffers(1, &mesh_uvbuffer); - glBindBuffer(GL_ARRAY_BUFFER, mesh_uvbuffer); - glBufferData(GL_ARRAY_BUFFER, mesh_uvs.size() * sizeof(glm::vec2), mesh_uvs.data(), GL_STATIC_DRAW); - - glGenBuffers(1, &mesh_normalbuffer); - glBindBuffer(GL_ARRAY_BUFFER, mesh_normalbuffer); - glBufferData(GL_ARRAY_BUFFER, mesh_normals.size() * sizeof(glm::vec3), mesh_normals.data(), GL_STATIC_DRAW); - - // Load the vertices of a flat surface - GLfloat g_quad_vertex_buffer_data[] = { - -1.0f, -1.0f, 0.0f, - 1.0f, -1.0f, 0.0f, - -1.0f, 1.0f, 0.0f, - -1.0f, 1.0f, 0.0f, - 1.0f, -1.0f, 0.0f, - 1.0f, 1.0f, 0.0f, - }; - - glGenBuffers(1, &quad_vertexbuffer); - glBindBuffer(GL_ARRAY_BUFFER, quad_vertexbuffer); - glBufferData(GL_ARRAY_BUFFER, sizeof(g_quad_vertex_buffer_data), g_quad_vertex_buffer_data, GL_STATIC_DRAW); - - glGenTextures(1, &artifactsTex); - glBindTexture(GL_TEXTURE_2D, artifactsTex); - int atdw, atdh; - unsigned char* artifactsTex_data = stbi_load("res/artifacts.bmp", &atdw, &atdh, 0, 3); - flipImageData(artifactsTex_data, atdw, atdh, 3); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, atdw, atdh, 0, GL_RGB, GL_UNSIGNED_BYTE, artifactsTex_data); - stbi_image_free(artifactsTex_data); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST); - glGenerateMipmap(GL_TEXTURE_2D); - - glGenTextures(1, &scanlinesTex); - glBindTexture(GL_TEXTURE_2D, scanlinesTex); - int stdw, stdh; - unsigned char* scanlinesTex_data = stbi_load("res/scanlines_333.bmp", &stdw, &stdh, 0, 3); - flipImageData(scanlinesTex_data, stdw, stdh, 3); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, atdw, atdh, 0, GL_RGB, GL_UNSIGNED_BYTE, scanlinesTex_data); - stbi_image_free(scanlinesTex_data); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST); - glGenerateMipmap(GL_TEXTURE_2D); - - // Load the shaders - ntscShader = LoadShaders("shaders/ntsc.vertex", "shaders/ntsc.fragment"); - finalShader = LoadShaders("shaders/final.vertex", "shaders/final.fragment"); - blitShader = LoadShaders("shaders/blit.vertex", "shaders/blit.fragment"); - fillShader = LoadShaders("shaders/fill.vertex", "shaders/fill.fragment"); - bloom1Shader = LoadShaders("shaders/bloom1.vertex", "shaders/bloom1.fragment"); - bloom2Shader = LoadShaders("shaders/bloom2.vertex", "shaders/bloom2.fragment"); - - rendererInitialized = true; - - return window; -} - -void destroyRenderer() -{ - if (!rendererInitialized) - { - fprintf(stderr, "Renderer not initialized\n"); - exit(-1); - } - - // Delete the plane buffer - glDeleteBuffers(1, &quad_vertexbuffer); - glDeleteBuffers(1, &mesh_vertexbuffer); - glDeleteBuffers(1, &mesh_uvbuffer); - glDeleteBuffers(1, &mesh_normalbuffer); - - // Delete the shaders - glDeleteProgram(ntscShader); - glDeleteProgram(finalShader); - glDeleteProgram(blitShader); - glDeleteProgram(fillShader); - glDeleteProgram(bloom1Shader); - glDeleteProgram(bloom2Shader); - - // Delete the NTSC rendering buffers - glDeleteTextures(2, renderedTexBufs); - glDeleteTextures(1, &artifactsTex); - glDeleteTextures(1, &scanlinesTex); - glDeleteTextures(1, &preBloomTex); - glDeleteTextures(1, &bloomPassTex1); - glDeleteTextures(1, &bloomPassTex2); - - // Delete the framebuffer - glDeleteRenderbuffers(1, &bloom_depthbuffer); - glDeleteFramebuffers(1, &bloom_framebuffer); - glDeleteFramebuffers(1, &generic_framebuffer); - - // Delete the VAO - glDeleteVertexArrays(1, &VertexArrayID); - - // Kill the window - glfwTerminate(); - - rendererInitialized = false; -} - -Texture::Texture(int width, int height) -{ - if (!rendererInitialized) - { - fprintf(stderr, "Renderer not initialized\n"); - exit(-1); - } - - this->width = width; - this->height = height; - - glGenTextures(1, &texID); - glBindTexture(GL_TEXTURE_2D, texID); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); -} - -Texture::Texture(const char* filename) -{ - if (!rendererInitialized) - { - fprintf(stderr, "Renderer not initialized\n"); - exit(-1); - } - - glGenTextures(1, &texID); - glBindTexture(GL_TEXTURE_2D, texID); - unsigned char* data = stbi_load(filename, &width, &height, 0, 4); - flipImageData(data, width, height, 4); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); - stbi_image_free(data); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); -} - -Texture::Texture(const Texture& tex) -{ - if (!rendererInitialized) - { - fprintf(stderr, "Renderer not initialized\n"); - exit(-1); - } - - width = tex.width; - height = tex.height; - - unsigned char* data = (unsigned char*) malloc(4 * width * height); - glBindTexture(GL_TEXTURE_2D, tex.texID); - glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); - - glGenTextures(1, &texID); - glBindTexture(GL_TEXTURE_2D, texID); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - - free(data); -} - -Texture::Texture(Texture&& tex) : Texture(0, 0) -{ - swap(*this, tex); -} - -Texture::~Texture() -{ - if (!rendererInitialized) - { - fprintf(stderr, "Renderer not initialized\n"); - exit(-1); - } - - glDeleteTextures(1, &texID); -} - -Texture& Texture::operator= (Texture tex) -{ - swap(*this, tex); - - return *this; -} - -void swap(Texture& tex1, Texture& tex2) -{ - std::swap(tex1.width, tex2.width); - std::swap(tex1.height, tex2.height); - std::swap(tex1.texID, tex2.texID); -} - -void Texture::fill(Rectangle dstrect, int r, int g, int b) -{ - if (!rendererInitialized) - { - fprintf(stderr, "Renderer not initialized\n"); - exit(-1); - } - - // Target the framebuffer - glBindFramebuffer(GL_FRAMEBUFFER, generic_framebuffer); - glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texID, 0); - - // Set up the vertex attributes - GLfloat minx = (GLfloat) dstrect.x / width * 2.0 - 1.0; - GLfloat miny = -((GLfloat) dstrect.y / height * 2.0 - 1.0); - GLfloat maxx = (GLfloat) (dstrect.x + dstrect.w) / width * 2.0 - 1.0; - GLfloat maxy = -((GLfloat) (dstrect.y + dstrect.h) / height * 2.0 - 1.0); - - GLfloat vertexbuffer_data[] = { - minx, miny, - maxx, miny, - maxx, maxy, - minx, miny, - minx, maxy, - maxx, maxy - }; - GLuint vertexbuffer; - glGenBuffers(1, &vertexbuffer); - glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); - glBufferData(GL_ARRAY_BUFFER, sizeof(vertexbuffer_data), vertexbuffer_data, GL_STATIC_DRAW); - glEnableVertexAttribArray(0); - glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, (void*)0); - - glViewport(0, 0, width, height); - glClear(GL_DEPTH_BUFFER_BIT); - glUseProgram(fillShader); - glUniform3f(glGetUniformLocation(fillShader, "vecColor"), r / 255.0, g / 255.0, b / 255.0); - - glDrawArrays(GL_TRIANGLES, 0, 6); - - glDisableVertexAttribArray(0); - glDeleteBuffers(1, &vertexbuffer); -} - -void Texture::blit(const Texture& srctex, Rectangle srcrect, Rectangle dstrect, double alpha) -{ - if (!rendererInitialized) - { - fprintf(stderr, "Renderer not initialized\n"); - exit(-1); - } - - alpha = glm::clamp(alpha, 0.0, 1.0); - - // Target the framebuffer - glBindFramebuffer(GL_FRAMEBUFFER, generic_framebuffer); - glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texID, 0); - - // Set up the vertex attributes - GLfloat minx = (GLfloat) dstrect.x / width * 2.0 - 1.0; - GLfloat miny = -((GLfloat) dstrect.y / height * 2.0 - 1.0); - GLfloat maxx = (GLfloat) (dstrect.x + dstrect.w) / width * 2.0 - 1.0; - GLfloat maxy = -((GLfloat) (dstrect.y + dstrect.h) / height * 2.0 - 1.0); - - GLfloat vertexbuffer_data[] = { - minx, miny, - maxx, miny, - minx, maxy, - maxx, maxy - }; - GLuint vertexbuffer; - glGenBuffers(1, &vertexbuffer); - glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); - glBufferData(GL_ARRAY_BUFFER, sizeof(vertexbuffer_data), vertexbuffer_data, GL_STATIC_DRAW); - glEnableVertexAttribArray(0); - glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, (void*)0); - - GLfloat minu = (GLfloat) srcrect.x / srctex.width; - GLfloat minv = 1 - ((GLfloat) srcrect.y / srctex.height); - GLfloat maxu = (GLfloat) (srcrect.x + srcrect.w) / srctex.width; - GLfloat maxv = 1 - ((GLfloat) (srcrect.y + srcrect.h) / srctex.height); - - GLfloat texcoordbuffer_data[] = { - minu, minv, - maxu, minv, - minu, maxv, - maxu, maxv - }; - GLuint texcoordbuffer; - glGenBuffers(1, &texcoordbuffer); - glBindBuffer(GL_ARRAY_BUFFER, texcoordbuffer); - glBufferData(GL_ARRAY_BUFFER, sizeof(texcoordbuffer_data), texcoordbuffer_data, GL_STATIC_DRAW); - glEnableVertexAttribArray(1); - glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, (void*)0); - - // Set up the shader - glUseProgram(blitShader); - glClear(GL_DEPTH_BUFFER_BIT); - glViewport(0, 0, width, height); - - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, srctex.texID); - glUniform1i(glGetUniformLocation(blitShader, "srctex"), 0); - glUniform1f(glGetUniformLocation(blitShader, "alpha"), alpha); - - // Blit! - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - - // Unload everything - glDisableVertexAttribArray(1); - glDisableVertexAttribArray(0); - glDeleteBuffers(1, &texcoordbuffer); - glDeleteBuffers(1, &vertexbuffer); -} - -void bloomPass1(GLuint srcTex, GLuint dstTex, bool horizontal, glm::vec2 srcRes, glm::vec2 dstRes) -{ - glBindFramebuffer(GL_FRAMEBUFFER, generic_framebuffer); - glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, dstTex, 0); - glViewport(0,0,dstRes.x,dstRes.y); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - glUseProgram(bloom1Shader); - - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, srcTex); - glUniform1i(glGetUniformLocation(bloom1Shader, "inTex"), 0); - - glm::vec2 offset = glm::vec2(0.0); - if (horizontal) - { - offset.x = 1.2/srcRes.x; - } else { - offset.y = 1.2/srcRes.y; - } - - glUniform2f(glGetUniformLocation(bloom1Shader, "offset"), offset.x, offset.y); - - glEnableVertexAttribArray(0); - glBindBuffer(GL_ARRAY_BUFFER, quad_vertexbuffer); - glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0); - glDrawArrays(GL_TRIANGLES, 0, 6); - glDisableVertexAttribArray(0); -} - -void Texture::renderScreen() const -{ - if (!rendererInitialized) - { - fprintf(stderr, "Renderer not initialized\n"); - exit(-1); - } - - // First we're going to composite our frame with the previous frame - // We start by setting up the framebuffer - glBindFramebuffer(GL_FRAMEBUFFER, generic_framebuffer); - glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, renderedTexBufs[curBuf], 0); - - // Set up the shader - glViewport(0,0,GAME_WIDTH,GAME_HEIGHT); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - glUseProgram(ntscShader); - - // Use the current frame texture, nearest neighbor and clamped to edge - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, texID); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glUniform1i(glGetUniformLocation(ntscShader, "curFrameSampler"), 0); - - // Use the previous frame composite texture, nearest neighbor and clamped to edge - glActiveTexture(GL_TEXTURE1); - glBindTexture(GL_TEXTURE_2D, renderedTexBufs[(curBuf + 1) % 2]); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glUniform1i(glGetUniformLocation(ntscShader, "prevFrameSampler"), 1); - - // Load the NTSC artifact texture - glActiveTexture(GL_TEXTURE2); - glBindTexture(GL_TEXTURE_2D, artifactsTex); - glUniform1i(glGetUniformLocation(ntscShader, "NTSCArtifactSampler"), 2); - glUniform1f(glGetUniformLocation(ntscShader, "NTSCLerp"), curBuf * 1.0); - - if ((rand() % 60) == 0) - { - // Change the 0.0 to a 1.0 or a 10.0 for a glitchy effect! - glUniform1f(glGetUniformLocation(ntscShader, "Tuning_NTSC"), 0.0); - } else { - glUniform1f(glGetUniformLocation(ntscShader, "Tuning_NTSC"), 0.0); - } - - // Render our composition - glEnableVertexAttribArray(0); - glBindBuffer(GL_ARRAY_BUFFER, quad_vertexbuffer); - glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0); - glDrawArrays(GL_TRIANGLES, 0, 6); - glDisableVertexAttribArray(0); - - // We're going to render the screen now - glBindFramebuffer(GL_FRAMEBUFFER, bloom_framebuffer); - glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, preBloomTex, 0); - glViewport(0,0,buffer_width,buffer_height); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - glUseProgram(finalShader); - - // Use the composited frame texture, linearly filtered and filling in black for the border - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, renderedTexBufs[curBuf]); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); - float border_color[] = {0.0f, 0.0f, 0.0f, 1.0f}; - glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, border_color); - glGenerateMipmap(GL_TEXTURE_2D); - glUniform1i(glGetUniformLocation(finalShader, "rendertex"), 0); - - // Use the scanlines texture - glActiveTexture(GL_TEXTURE1); - glBindTexture(GL_TEXTURE_2D, scanlinesTex); - glUniform1i(glGetUniformLocation(finalShader, "scanlinestex"), 1); - - // Initialize the MVP matrices - glm::mat4 p_matrix = glm::perspective(glm::radians(25.0f), (float) buffer_width / (float) buffer_height, 0.1f, 100.0f); - glm::mat4 v_matrix = glm::lookAt(glm::vec3(3.75,0,0), glm::vec3(0,0,0), glm::vec3(0,1,0)); - glm::mat4 m_matrix = glm::mat4(1.0); - glm::mat4 mvp_matrix = p_matrix * v_matrix * m_matrix; - - glUniformMatrix4fv(glGetUniformLocation(finalShader, "MVP"), 1, GL_FALSE, &mvp_matrix[0][0]); - glUniformMatrix4fv(glGetUniformLocation(finalShader, "worldMat"), 1, GL_FALSE, &m_matrix[0][0]); - glUniform2f(glGetUniformLocation(finalShader, "resolution"), buffer_width, buffer_height); - glUniform1f(glGetUniformLocation(finalShader, "iGlobalTime"), glfwGetTime()); - glUniform3f(glGetUniformLocation(finalShader, "frameColor"), 0.76f, 0.78f, 0.81f); - - glEnableVertexAttribArray(0); - glBindBuffer(GL_ARRAY_BUFFER, mesh_vertexbuffer); - glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0); - - glEnableVertexAttribArray(1); - glBindBuffer(GL_ARRAY_BUFFER, mesh_normalbuffer); - glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, (void*)0); - - glEnableVertexAttribArray(2); - glBindBuffer(GL_ARRAY_BUFFER, mesh_uvbuffer); - glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, (void*)0); - - glDrawArrays(GL_TRIANGLES, 0, mesh_numvertices); - glDisableVertexAttribArray(2); - glDisableVertexAttribArray(1); - glDisableVertexAttribArray(0); - - // First pass of bloom! - glm::vec2 buffer_size = glm::vec2(buffer_width, buffer_height); - bloomPass1(preBloomTex, bloomPassTex1, true, buffer_size, buffer_size / 4.0f); - bloomPass1(bloomPassTex1, bloomPassTex2, false, buffer_size / 4.0f, buffer_size / 4.0f); - - // Do the second pass of bloom and render to screen - glBindFramebuffer(GL_FRAMEBUFFER, 0); - glViewport(0, 0, buffer_width, buffer_height); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - glUseProgram(bloom2Shader); - - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, preBloomTex); - glUniform1i(glGetUniformLocation(bloom2Shader, "clearTex"), 0); - - glActiveTexture(GL_TEXTURE1); - glBindTexture(GL_TEXTURE_2D, bloomPassTex2); - glUniform1i(glGetUniformLocation(bloom2Shader, "blurTex"), 1); - - glUniform1f(glGetUniformLocation(bloom2Shader, "iGlobalTime"), glfwGetTime()); - - glEnableVertexAttribArray(0); - glBindBuffer(GL_ARRAY_BUFFER, quad_vertexbuffer); - glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0); - glDrawArrays(GL_TRIANGLES, 0, 6); - glDisableVertexAttribArray(0); - - glfwSwapBuffers(window); - - curBuf = (curBuf + 1) % 2; -} - -Rectangle Texture::entirety() const -{ - return {0, 0, width, height}; -} -- cgit 1.4.1