diff options
Diffstat (limited to 'advanced_opengl/10.antialiasing/anti_aliasing_offscreen.c')
-rw-r--r-- | advanced_opengl/10.antialiasing/anti_aliasing_offscreen.c | 276 |
1 files changed, 276 insertions, 0 deletions
diff --git a/advanced_opengl/10.antialiasing/anti_aliasing_offscreen.c b/advanced_opengl/10.antialiasing/anti_aliasing_offscreen.c new file mode 100644 index 0000000..91a26f9 --- /dev/null +++ b/advanced_opengl/10.antialiasing/anti_aliasing_offscreen.c @@ -0,0 +1,276 @@ +#include "GL/glew.h" +#include "GLFW/glfw3.h" + +#include "pwyazh.h" + +#include "pwyazh_GL.h" + +#include "common.h" + +#include <unistd.h> + +#define WIDTH 1024 +#define HEIGHT 768 +static Input global_input; + +void +key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) +{ + switch (action) + { + case GLFW_PRESS: { + switch (key) + { + case GLFW_KEY_D: { + global_input.move_right.state = KeyState_PRESS; + } break; + case GLFW_KEY_W: { + global_input.move_forward.state = KeyState_PRESS; + } break; + case GLFW_KEY_A: { + global_input.move_left.state = KeyState_PRESS; + } break; + case GLFW_KEY_S: { + global_input.move_backward.state = KeyState_PRESS; + } break; + case GLFW_KEY_E: { + global_input.move_up.state = KeyState_PRESS; + } break; + case GLFW_KEY_Q: { + global_input.move_down.state = KeyState_PRESS; + } break; + case GLFW_KEY_SPACE: { + global_input.jump.state = KeyState_PRESS; + } break; + case GLFW_KEY_RIGHT: { + global_input.action_right.state = KeyState_PRESS; + } break; + case GLFW_KEY_LEFT: { + global_input.action_left.state = KeyState_PRESS; + } break; + case GLFW_KEY_ESCAPE: { + global_input.exit.state = KeyState_PRESS; + } break; + } + } break; + + case GLFW_RELEASE: { + switch (key) + { + case GLFW_KEY_D: { + global_input.move_right.state = KeyState_RELEASE; + } break; + case GLFW_KEY_W: { + global_input.move_forward.state = KeyState_RELEASE; + } break; + case GLFW_KEY_A: { + global_input.move_left.state = KeyState_RELEASE; + } break; + case GLFW_KEY_S: { + global_input.move_backward.state = KeyState_RELEASE; + } break; + case GLFW_KEY_E: { + global_input.move_up.state = KeyState_RELEASE; + } break; + case GLFW_KEY_Q: { + global_input.move_down.state = KeyState_RELEASE; + } break; + case GLFW_KEY_SPACE: { + global_input.jump.state = KeyState_RELEASE; + } break; + case GLFW_KEY_RIGHT: { + global_input.action_right.state = KeyState_RELEASE; + } break; + case GLFW_KEY_LEFT: { + global_input.action_left.state = KeyState_RELEASE; + } break; + case GLFW_KEY_ESCAPE: { + global_input.exit.state = KeyState_RELEASE; + } break; + } + } break; + } +} + +int +main(void) +{ + GLFWwindow *window; + Arena *arena = 0; + F32 target_fps, target_spf, + last_time, dt; + MAT4 projection, view, model; + V3F camera_pos; + F32 camera_speed, fovx, near, far; + U32 fbo, intermediate_fbo, color_tex, + screen_texture, rbo, + quad_vao, vbo, + color_shader, screen_shader; + + if (glfwInit() == GLFW_FALSE) + { + fprintf(stderr, "[ERROR] Failed to initialize glfw.\n"); + return(1); + } + + glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); + glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); + window = glfwCreateWindow(WIDTH, HEIGHT, "Anti Aliasing (Off-screen)", 0, 0); + if (!window) + { + fprintf(stderr, "[ERROR] Failed to create window.\n"); + glfwTerminate(); + return(1); + } + + glfwMakeContextCurrent(window); + + glfwSetKeyCallback(window, key_callback); + + if (glewInit() != GLEW_OK) + { + fprintf(stderr, "[ERROR] Failed to initialize glew.\n"); + glfwTerminate(); + return(1); + } + + arena = arena_alloc(Megabytes(64)); + + Mesh *cube_mesh = mesh_load_obj(arena, "../../data/models/cube.obj"); + color_shader = create_shader_program("shaders/color.vs", + "shaders/color.fs"); + screen_shader = create_shader_program("shaders/screen.vs", + "shaders/screen.fs"); + glGenFramebuffers(1, &fbo); + glBindFramebuffer(GL_FRAMEBUFFER, fbo); + glGenTextures(1, &color_tex); + glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, color_tex); + glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_RGB, + WIDTH, HEIGHT, GL_TRUE); + glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, + GL_TEXTURE_2D_MULTISAMPLE, color_tex, 0); + glGenRenderbuffers(1, &rbo); + glBindRenderbuffer(GL_RENDERBUFFER, rbo); + glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, GL_DEPTH24_STENCIL8, + WIDTH, HEIGHT); + glBindRenderbuffer(GL_RENDERBUFFER, 0); + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, + GL_RENDERBUFFER, rbo); + if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) + fprintf(stderr, "[ERROR]: Framebuffer is not complete.\n"); + fprintf(stdout, "[INFO]: Multisample fbo complete.\n"); + glBindFramebuffer(GL_FRAMEBUFFER, 0); + + glGenFramebuffers(1, &intermediate_fbo); + glBindFramebuffer(GL_FRAMEBUFFER, intermediate_fbo); + glGenTextures(1, &screen_texture); + glBindTexture(GL_TEXTURE_2D, screen_texture); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, WIDTH, HEIGHT, + 0, GL_RGB, GL_UNSIGNED_BYTE, 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, screen_texture, 0); + if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) + fprintf(stderr, "[ERROR]: Framebuffer is not complete.\n"); + fprintf(stdout, "[INFO]: Intermediate fbo complete.\n"); + glBindFramebuffer(GL_FRAMEBUFFER, 0); + + F32 quad_vertices[] = { + -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, + 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, + 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, + -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, + 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, + -1.0f, 1.0f, 0.0f, 0.0f, 1.0f + }; + + glGenVertexArrays(1, &quad_vao); + glBindVertexArray(quad_vao); + glGenBuffers(1, &vbo); + glBindBuffer(GL_ARRAY_BUFFER, vbo); + glBufferData(GL_ARRAY_BUFFER, sizeof(quad_vertices), quad_vertices, GL_STATIC_DRAW); + glEnableVertexAttribArray(0); + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)0); + glEnableVertexAttribArray(1); + glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)(3*sizeof(F32))); + glBindVertexArray(0); + + target_fps = 60.0f; + target_spf = 1.0f/target_fps; + + camera_pos = v3f(0.0f, 0.0f, 3.0f); + camera_speed = 2.0f; + fovx = 90.0f; + near = 0.1f; + far = 1000.0f; + + last_time = glfwGetTime(); + + while (!glfwWindowShouldClose(window)) + { + glfwPollEvents(); + + /* NOTE(pryazha): Update */ + if (key_is_pressed(global_input.exit)) + glfwSetWindowShouldClose(window, GLFW_TRUE); + + camera_pos = update_camera_orbital(global_input, + camera_pos, v3f_zero(), + dt, camera_speed); + + projection = perspective(fovx, (F32)WIDTH/(F32)HEIGHT, near, far); + view = look_at(camera_pos, v3f_zero(), v3f(0.0f, 1.0f, 0.0f)); + model = mat4_identity(); + + input_update_last_state(&global_input); + + /* NOTE(pryazha): Render */ + glBindFramebuffer(GL_FRAMEBUFFER, fbo); + glClearColor(0.15f, 0.15f, 0.15f, 1.0f); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + glEnable(GL_DEPTH_TEST); + glUseProgram(color_shader); + shader_set_mat4fv(color_shader, "projection", projection); + shader_set_mat4fv(color_shader, "view", view); + shader_set_mat4fv(color_shader, "model", model); + mesh_draw(cube_mesh); + + glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo); + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, intermediate_fbo); + /* TODO(pryazha): Update width and height */ + glBlitFramebuffer(0, 0, WIDTH, HEIGHT, + 0, 0, WIDTH, HEIGHT, + GL_COLOR_BUFFER_BIT, GL_NEAREST); + + glBindFramebuffer(GL_FRAMEBUFFER, 0); + glClearColor(1.0f, 1.0f, 1.0f, 1.0f); + glClear(GL_COLOR_BUFFER_BIT); + glUseProgram(screen_shader); + glDisable(GL_DEPTH_TEST); + glBindTexture(GL_TEXTURE_2D, screen_texture); + glBindVertexArray(quad_vao); + glDrawArrays(GL_TRIANGLES, 0, 6); + glBindVertexArray(0); + + glfwSwapBuffers(window); + + F32 elapsed = glfwGetTime()-last_time; + if (elapsed < target_spf) + { + U32 sleep_time = (U32)(target_spf-elapsed); + if (sleep_time > 0) + sleep(sleep_time); + } + F32 current_time = glfwGetTime(); + dt = current_time-last_time; + last_time = current_time; + } + + arena_release(arena); + glfwTerminate(); + return(0); +} |