Added framebuffer to render screen to

This commit is contained in:
Dane Johnson 2021-01-19 16:01:37 -06:00
parent 22016f9d98
commit 2d4e162cd6
10 changed files with 186 additions and 7 deletions

80
core/Screen.cpp Normal file
View File

@ -0,0 +1,80 @@
#include "Screen.h"
const Vertex vertices[] = {
Vertex(-1.0f, -1.0f, 0.0f, 0.0f, 0.0f),
Vertex(-1.0f, 1.0f, 0.0f, 0.0f, 1.0f),
Vertex(1.0f, -1.0f, 0.0f, 1.0f, 0.0f),
Vertex(-1.0f, 1.0f, 0.0f, 0.0f, 1.0f),
Vertex(1.0f, -1.0f, 0.0f, 1.0f, 0.0f),
Vertex(1.0f, 1.0f, 0.0f, 1.0f, 1.0f)
};
Screen::Screen() {
// Setup quad
glGenVertexArrays(1, &quad);
glBindVertexArray(quad);
Id vbo;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// Vertex positions
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*) 0);
//Vertex UV
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*) (3 * sizeof(float)));
glBindVertexArray(0);
// Setup frame buffers
glGenFramebuffers(1, &framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
tex.width = width;
tex.height = height;
glGenTextures(1, &tex.id);
glBindTexture(GL_TEXTURE_2D, tex.id);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_2D, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex.id, 0);
// Setup render buffer
glGenRenderbuffers(1, &renderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, renderbuffer);
if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
std::cerr << "Error setting up screen framebuffer." << std::endl;
exit(1);
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void Screen::Enable() {
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
}
void Screen::Disable() {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glDisable(GL_DEPTH_TEST);
}
void Screen::Draw() {
glBindVertexArray(quad);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
}

28
core/Screen.h Normal file
View File

@ -0,0 +1,28 @@
#ifndef SCREEN_H
#define SCREEN_H
#include <iostream>
#include <stdlib.h>
#include <GL/glew.h>
#include "types.h"
#include "Vertex.h"
#include "Material.h"
class Screen {
public:
Screen();
void Enable();
void Disable();
void Draw();
const int width = 640;
const int height = 480;
Texture tex;
private:
Id quad;
Id framebuffer;
Id renderbuffer;
};
#endif /* SCREEN_H */

View File

@ -0,0 +1,5 @@
#include "ScreenShader.h"
#include "screen.vert.h"
#include "screen.frag.h"
ScreenShader::ScreenShader() : Shader(screen_vert, screen_frag) {}

View File

@ -0,0 +1,6 @@
#include "Shader.h"
class ScreenShader : public Shader {
public:
ScreenShader();
};

View File

@ -9,6 +9,10 @@
#include "types.h"
#include "Shaders/FlatShader.h"
#include "Shaders/ScreenShader.h"
#include "Screen.h"
#include "Ball.h"
#include "Camera.h"
#include "Input.h"
@ -80,7 +84,6 @@ int main() {
}
glViewport(0, 0, width, height);
glEnable(GL_DEPTH_TEST);
root = Node::GetRoot();
@ -88,12 +91,13 @@ int main() {
input->Use(window);
Camera defaultCamera;
Screen screen;
ScreenShader *screenShader = new ScreenShader();
FlatShader *shader = new FlatShader();
shader->Use();
Matrix projection = glm::perspective(glm::radians(45.0f), 800.0f/600.0f, 0.1f, 100.0f);
shader->UpdateProjection(projection);
// TODO Allow multiple scripting languages
Lua *lua = new Lua();
@ -103,11 +107,13 @@ int main() {
double delta = 0.0;
while(!glfwWindowShouldClose(window)) {
glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Start rendering to texture;
screen.Enable();
lua->Update(delta);
shader->Use();
shader->UpdateProjection(projection);
Matrix view(1.0f);
Camera *camera = Camera::GetCurrentCamera();
view = glm::rotate(view, -camera->transform.rotation.x, Vector3(1.0f, 0.0f, 0.0f));
@ -118,6 +124,14 @@ int main() {
// Render the scene tree
render(root, shader, Matrix(1.0f));
// Stop rendering to texture
screen.Disable();
// // Render the screen
screenShader->Use();
screenShader->UpdateTex(true, screen.tex);
glViewport(0, 0, width, height);
screen.Draw();
glfwSwapBuffers(window);
glfwPollEvents();

View File

@ -36,3 +36,19 @@ For now, what we've got is good
### Better error messages
Okay, now I want a message other than "main.lua not found!" if the lua file fucks up.
Also, I want Lua errors to kill the program with an error message and a stack trace.
### Added model importing
I did this without writing about it in the roadmap. I still want to add a way to get multiple meshes on the same model, but
I'll save skeletal animation until we have a working physics system
### Refactoring pass
I want to clean things up and see if some of the code can be combined into multiple files.
Also, I want a better user experience, so I might wind up removeing the %includes from the
swig files and customizing the interface by hand. I also want to add a whole mess of constants
so that I don't have to test for keypresses. Lastly, I want to test if a function exists before
calling it from the lua file, so stubs aren't necessary to prevent a crash
- [ ] Combine files
- [ ] Better interface
- [ ] Constants for keys and the like
- [ ] No crash on calling non-existant scripting hooks

View File

@ -10,7 +10,9 @@ endmacro()
add_shader(flat.vert)
add_shader(flat.frag)
add_shader(screen.vert)
add_shader(screen.frag)
add_custom_target(shader_headers
DEPENDS flat.vert.h flat.frag.h
DEPENDS flat.vert.h flat.frag.h screen.vert.h screen.frag.h
COMMENT "Generated shaders headers.")

18
shaders/screen.frag Normal file
View File

@ -0,0 +1,18 @@
#version 330 core
in vec2 UV;
out vec4 FragColor;
struct Material {
vec3 color;
bool usesColor;
sampler2D tex;
bool usesTex;
};
uniform Material material;
void main() {
FragColor = texture(material.tex, UV);
}

11
shaders/screen.vert Normal file
View File

@ -0,0 +1,11 @@
#version 330 core
layout (location = 0) in vec3 pos;
layout (location = 1) in vec2 uv;
out vec2 UV;
void main() {
gl_Position = vec4(pos, 1.0);
UV = uv;
}

View File

@ -1 +0,0 @@
dane@sweetdee.1202:1610989317