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#include "post_processor.h"
#include "sys.h"
#include "shader.h"
#include "texture.h"
#include <GL/glew.h>
struct post_processor init_post_processor(i32 width, i32 height, u32 shader)
{
struct post_processor processor = {0};
processor.width = width;
processor.height = height;
glGenFramebuffers(1, &processor.msfbo);
glGenFramebuffers(1, &processor.fbo);
glGenRenderbuffers(1, &processor.rbo);
glBindFramebuffer(GL_FRAMEBUFFER, processor.msfbo);
glBindRenderbuffer(GL_RENDERBUFFER, processor.rbo);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, GL_RGB, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, processor.rbo);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
die("failed to create msfbo");
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, processor.fbo);
gl_texture_t texture = (gl_texture_t)default_texture;
generate_texture(&texture, width, height, 0);
processor.texture = texture.id;
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, processor.texture, 0);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
die("failed to create fbo");
glBindFramebuffer(GL_FRAMEBUFFER, 0);
u32 vbo;
f32 vertices[] = {
-1.0f, -1.0f, 0.0f, 0.0f,
1.0f, 1.0f, 1.0f, 1.0f,
-1.0f, 1.0f, 0.0f, 1.0f,
-1.0f, -1.0f, 0.0f, 0.0f,
1.0f, -1.0f, 1.0f, 0.0f,
1.0f, 1.0f, 1.0f, 1.0f
};
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glGenVertexArrays(1, &processor.vao);
glBindVertexArray(processor.vao);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(f32), 0);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
processor.shader = shader;
glUseProgram(processor.shader);
uniform_i32(processor.shader, "colorbuffer", 0);
f32 offset = 1.0f / 300.0f;
f32 offsets[] = {
-offset, offset, /* top-left */
0.0f, offset, /* top-center */
offset, offset, /* top-right */
-offset, 0.0f, /* center-left */
0.0f, 0.0f, /* center */
offset, 0.0f, /* center-right */
-offset, -offset, /* bottom-left */
0.0f, -offset, /* bottom-center */
offset, -offset /* bottom-right */
};
glUniform2fv(glGetUniformLocation(processor.shader, "offsets"), 9, offsets);
i32 edge_kernel[] = {
-1, -1, -1,
-1, 8, -1,
-1, -1, -1
};
glUniform1iv(glGetUniformLocation(processor.shader, "edge_kernel"), 9, edge_kernel);
f32 blur_kernel[] = {
1.0f / 16.0f, 2.0f / 16.0f, 1.0f / 16.0f,
2.0f / 16.0f, 4.0f / 16.0f, 2.0f / 16.0f,
1.0f / 16.0f, 2.0f / 16.0f, 1.0f / 16.0f
};
glUniform1fv(glGetUniformLocation(processor.shader, "blur_kernel"), 9, blur_kernel);
glUseProgram(0);
return processor;
}
void begin_render(struct post_processor processor)
{
glBindFramebuffer(GL_FRAMEBUFFER, processor.msfbo);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
}
void end_render(struct post_processor processor)
{
glBindFramebuffer(GL_READ_FRAMEBUFFER, processor.msfbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, processor.fbo);
glBlitFramebuffer(0, 0, processor.width, processor.height, 0, 0, processor.width, processor.height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void render_post(struct post_processor processor, f32 time)
{
glUseProgram(processor.shader);
uniform_f32(processor.shader, "time", time);
uniform_i32(processor.shader, "confuse", processor.confuse);
uniform_i32(processor.shader, "chaos", processor.chaos);
uniform_i32(processor.shader, "shake", processor.shake);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, processor.texture);
glBindVertexArray(processor.vao);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
glUseProgram(0);
}
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