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authorpryazha <pryadeiniv@mail.ru>2025-06-15 16:11:31 +0500
committerpryazha <pryadeiniv@mail.ru>2025-06-15 16:11:31 +0500
commit9d944f26d359e4bc1ffd8e44350b0df9f0935b18 (patch)
tree9759a83a76ab741a587b99f00c2463eafd05d813 /advanced_opengl/5.framebuffers/framebuffers.c
parentd65ddd07a43d5ffdcf2ddf90d6f86626cf9b92d8 (diff)
something
Diffstat (limited to 'advanced_opengl/5.framebuffers/framebuffers.c')
-rw-r--r--advanced_opengl/5.framebuffers/framebuffers.c16
1 files changed, 6 insertions, 10 deletions
diff --git a/advanced_opengl/5.framebuffers/framebuffers.c b/advanced_opengl/5.framebuffers/framebuffers.c
index 7948a61..67745ef 100644
--- a/advanced_opengl/5.framebuffers/framebuffers.c
+++ b/advanced_opengl/5.framebuffers/framebuffers.c
@@ -24,6 +24,7 @@ int main(void)
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
+ glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE);
window = glfwCreateWindow(width, height, "Framebuffers", 0, 0);
if (!window) {
fprintf(stderr, "[ERROR] Failed to create window.\n");
@@ -39,10 +40,8 @@ int main(void)
return(1);
}
- U32 screen_shader = create_shader_program("shaders/screen.vert",
- "shaders/screen.frag");
- U32 cube_shader = create_shader_program("shaders/cube.vert",
- "shaders/cube.frag");
+ U32 screen_shader = load_shader("shaders/screen.vert", "shaders/screen.frag");
+ U32 cube_shader = load_shader("shaders/cube.vert", "shaders/cube.frag");
U32 marble_texture = load_texture("../../data/textures/marble.jpg");
U32 metal_texture = load_texture("../../data/textures/metal.png");
U32 window_texture = load_texture("../../data/textures/window.png");
@@ -56,14 +55,12 @@ int main(void)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
- GL_TEXTURE_2D, texture_colorbuffer, 0);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture_colorbuffer, 0);
glGenRenderbuffers(1, &rbo);
glBindRenderbuffer(GL_RENDERBUFFER, rbo);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
- GL_RENDERBUFFER, rbo);
+ 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");
glBindFramebuffer(GL_FRAMEBUFFER, 0);
@@ -120,8 +117,7 @@ int main(void)
V3F platform_pos = v3f(10.0f, 0.2f, 10.0f);
V3F platform_scale = v3f(0.0f, -(a+(a*0.2f)+0.01f), 0.0f);
- Transform platform_transform = transform_make_scale_translate(platform_pos,
- platform_scale);
+ Transform platform_transform = transform_make_scale_translate(platform_pos, platform_scale);
U32 cube_vao, quad_vao, vbo;
glGenVertexArrays(1, &cube_vao);
glBindVertexArray(cube_vao);