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author | Adrian Kummerlaender | 2018-05-20 23:57:39 +0200 |
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committer | Adrian Kummerlaender | 2018-05-20 23:57:39 +0200 |
commit | 3bc6622f4f339a9ab3c808d02c48c1c144bc4e10 (patch) | |
tree | dc0b1bb1270b4eba4faa10f9f15e57b0ac99f5d5 | |
parent | 85e988e16feddd67be6466fe02dbbaaa2ef61545 (diff) | |
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Render particles to texture
Preparation for drawing particle trails using multiple transparent textures.
-rw-r--r-- | src/main.cc | 102 |
1 files changed, 100 insertions, 2 deletions
diff --git a/src/main.cc b/src/main.cc index d381f01..8a1d6de 100644 --- a/src/main.cc +++ b/src/main.cc @@ -69,10 +69,38 @@ GLint setupComputeShader() { return shader; } +GLint setupTextureShader() { + GLint shader = glCreateProgram(); + glAttachShader(shader, compileShader(R"( + #version 330 core + layout (location = 0) in vec2 screen_vertex; + layout (location = 1) in vec2 texture_vertex; + out vec2 TexCoords; + + void main() { + gl_Position = vec4(screen_vertex, 0.0, 1.0); + TexCoords = texture_vertex; + } + )", GL_VERTEX_SHADER)); + glAttachShader(shader, compileShader(R"( + #version 330 core + out vec4 FragColor; + in vec2 TexCoords; + uniform sampler2D screen_texture; + + void main() { + FragColor = texture(screen_texture, TexCoords); + } + )", GL_FRAGMENT_SHADER)); + glLinkProgram(shader); + return shader; +} + int window_width = 800; int window_height = 600; float world_width, world_height; glm::mat4 MVP; +GLuint FramebufferID; void updateMVP() { world_width = 20.f; @@ -94,7 +122,12 @@ void updateMVP() { void window_size_callback(GLFWwindow*, int width, int height) { window_width = width; window_height = height; + + glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID); + glViewport(0, 0, width, height); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, window_width, window_height, 0, GL_RGB, GL_UNSIGNED_BYTE, (void*)0); + updateMVP(); } @@ -145,6 +178,22 @@ int main() { glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE); + glGenFramebuffers(1, &FramebufferID); + glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID); + + GLuint TextureID; + glGenTextures(1, &TextureID); + glBindTexture(GL_TEXTURE_2D, TextureID); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, window_width, window_height, 0, GL_RGB, GL_UNSIGNED_BYTE, (void*)0); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, TextureID, 0); + + if ( glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE ) { + std::cerr << "Texture framebuffer error" << std::endl; + return -1; + } + glClearColor(0.0f, 0.0f, 0.4f, 0.0f); updateMVP(); @@ -173,9 +222,43 @@ int main() { GL_STATIC_DRAW ); + glBindFramebuffer(GL_FRAMEBUFFER, 0); + + GLuint QuadVertexArrayID; + glGenVertexArrays(1, &QuadVertexArrayID); + glBindVertexArray(QuadVertexArrayID); + GLuint QuadVertexBufferID; + glGenBuffers(1, &QuadVertexBufferID); + glBindBuffer(GL_ARRAY_BUFFER, QuadVertexBufferID); + std::vector<GLfloat> quad_buffer_data{ + -1.f, 1.f, 0.f, 1.f, + -1.f, -1.f, 0.f, 0.f, + 1.f, -1.f, 1.f, 0.f, + + -1.f, 1.f, 0.f, 1.f, + 1.f, -1.f, 1.f, 0.f, + 1.f, 1.f, 1.f, 1.f + }; + glBufferData( + GL_ARRAY_BUFFER, + quad_buffer_data.size() * sizeof(GLfloat), + quad_buffer_data.data(), + GL_STATIC_DRAW + ); + glEnableVertexAttribArray(0); + glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4*sizeof(GLfloat), (void*)0); + glEnableVertexAttribArray(1); + glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4*sizeof(GLfloat), (void*)(2*sizeof(GLfloat))); + + GLuint TextureShaderID = setupTextureShader(); + GLuint ScreenTextureID = glGetUniformLocation(TextureShaderID, "screen_texture"); + glUniform1i(ScreenTextureID, 0); + auto lastFrame = std::chrono::high_resolution_clock::now(); do { + glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID); + // update particles at most 50 times per second if ( std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::high_resolution_clock::now() - lastFrame).count() >= 20 ) { glUseProgram(ComputeShaderID); @@ -188,10 +271,10 @@ int main() { lastFrame = std::chrono::high_resolution_clock::now(); } - glClear(GL_COLOR_BUFFER_BIT); - glUseProgram(ShaderID); + glClear(GL_COLOR_BUFFER_BIT); + glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &MVP[0][0]); glBindBuffer(GL_ARRAY_BUFFER, VertexBufferID); @@ -200,6 +283,20 @@ int main() { glUseProgram(0); + glBindFramebuffer(GL_FRAMEBUFFER, 0); + + glUseProgram(TextureShaderID); + + glBindTexture(GL_TEXTURE_2D, TextureID); + glBindBuffer(GL_ARRAY_BUFFER, QuadVertexBufferID); + glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4*sizeof(GLfloat), (void*)0); + glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4*sizeof(GLfloat), (void*)(2*sizeof(GLfloat))); + + glClear(GL_COLOR_BUFFER_BIT); + glDrawArrays(GL_TRIANGLES, 0, 6); + + glUseProgram(0); + glfwSwapBuffers(window); glfwPollEvents(); } @@ -211,6 +308,7 @@ int main() { glDeleteVertexArrays(1, &VertexArrayID); glDeleteProgram(ShaderID); glDeleteProgram(ComputeShaderID); + glDeleteFramebuffers(1, &FramebufferID); glfwTerminate(); |