2021-01-19 16:01:37 -06:00
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#include "Screen.h"
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const Vertex vertices[] = {
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Vertex(-1.0f, 1.0f, 0.0f, 0.0f, 1.0f),
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Vertex(-1.0f, -1.0f, 0.0f, 0.0f, 0.0f),
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2021-01-19 16:01:37 -06:00
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Vertex(1.0f, -1.0f, 0.0f, 1.0f, 0.0f),
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2021-01-20 12:50:59 -06:00
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2021-01-19 16:01:37 -06:00
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Vertex(-1.0f, 1.0f, 0.0f, 0.0f, 1.0f),
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Vertex(1.0f, -1.0f, 0.0f, 1.0f, 0.0f),
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Vertex(1.0f, 1.0f, 0.0f, 1.0f, 1.0f)
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};
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Screen::Screen() {
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// Setup quad
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glGenVertexArrays(1, &quad);
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glBindVertexArray(quad);
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Id vbo;
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glGenBuffers(1, &vbo);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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// Vertex positions
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*) 0);
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// Vertex Normals
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*) (3 * sizeof(float)));
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//Vertex UV
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glEnableVertexAttribArray(2);
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*) (6 * sizeof(float)));
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glBindVertexArray(0);
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// Setup frame buffers
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glGenFramebuffers(1, &framebuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
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tex.width = width;
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tex.height = height;
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glGenTextures(1, &tex.id);
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glBindTexture(GL_TEXTURE_2D, tex.id);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glBindTexture(GL_TEXTURE_2D, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex.id, 0);
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// Setup render buffer
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glGenRenderbuffers(1, &renderbuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, renderbuffer);
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if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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std::cerr << "Error setting up screen framebuffer." << std::endl;
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exit(1);
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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void Screen::Enable() {
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glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
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glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glEnable(GL_DEPTH_TEST);
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}
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void Screen::Disable() {
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glDisable(GL_DEPTH_TEST);
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}
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void Screen::Draw() {
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glBindVertexArray(quad);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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glBindVertexArray(0);
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}
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