Esempio n. 1
0
void Fbo::blitTo( Fbo dst, const Area &srcArea, const Area &dstArea, GLenum filter, GLbitfield mask ) const
{
	ScopedFramebuffer readScp( GL_READ_FRAMEBUFFER, mId );
	ScopedFramebuffer drawScp( GL_DRAW_FRAMEBUFFER, dst.getId() );

	glBlitFramebuffer( srcArea.getX1(), srcArea.getY1(), srcArea.getX2(), srcArea.getY2(), dstArea.getX1(), dstArea.getY1(), dstArea.getX2(), dstArea.getY2(), mask, filter );
}
Esempio n. 2
0
void Fbo::blitTo( Fbo dst, const Area &srcArea, const Area &dstArea, GLenum filter, GLbitfield mask ) const
{
	SaveFramebufferBinding saveFboBinding;

	glBindFramebufferEXT( GL_READ_FRAMEBUFFER_EXT, mObj->mId );
	glBindFramebufferEXT( GL_DRAW_FRAMEBUFFER_EXT, dst.getId() );		
	glBlitFramebufferEXT( srcArea.getX1(), srcArea.getY1(), srcArea.getX2(), srcArea.getY2(), dstArea.getX1(), dstArea.getY1(), dstArea.getX2(), dstArea.getY2(), mask, filter );
}
Esempio n. 3
0
int main(int argc, char **argv)
{


	Config cfg = readConfig(); // Misc.cpp
	Scene_SDL* CurrentScene = new Scene_SDL(cfg.ResolutionX,cfg.ResolutionY);

	vec2 resolution = vec2(cfg.ResolutionX, cfg.ResolutionY);

	Vao vaoA = Vao("Mesh/thing.obj");
	vaoA.load(vec4(0,0,0,0));

	Vao vaoB = Vao("Mesh/plane.obj");
	vaoB.load(vec4(0, 0, 0, 0));

	TextureCfg texCfgA = { GL_RGB8, GL_NEAREST, GL_REPEAT };
	Texture texA = Texture("Texture/checker.png", texCfgA);
	texA.load();

	Shader shaderForward = Shader("Shader/test.vert", "Shader/test.frag");
	shaderForward.load();

	Shader shaderGeometry = Shader("Shader/defPass1.vert", "Shader/defPass1.frag");
	shaderGeometry.load();

	Shader shaderDeferred = Shader("Shader/defPassN.vert", "Shader/defPassN.frag");
	shaderDeferred.load();

	Shader shaderDeferredDebug = Shader("Shader/defPassN.vert", "Shader/defPassNDebug.frag");
	shaderDeferredDebug.load();

	Shader* shaderSelected = &shaderDeferred;

	Shader shaderAO = Shader("Shader/defPassN.vert", "Shader/AO.frag");
	shaderAO.load();

	Fbo* fboGeometry = createFboGeometry(cfg); // Misc.cpp

	Fbo* fboAO = createFbo_1ch(cfg);

	Vao2D supportFbo = Vao2D();
	supportFbo.load();

	glm::mat4 projection;
	glm::mat4 modelview;
	glm::mat4 view;

	projection = glm::perspective(70.0*M_PI/180.0, (double)cfg.ResolutionX / (double)cfg.ResolutionY, 0.01, 100.0);
	view = glm::lookAt(glm::vec3(2,2,2), glm::vec3(0, 0, 0.5), glm::vec3(0, 0, 1));

	GLuint mAttach[3] = { GL_COLOR_ATTACHMENT0 , GL_COLOR_ATTACHMENT1 ,GL_COLOR_ATTACHMENT2 };
	Input input;

	int frame = 0;
	while (!input.end()) {
		frame++;


			input.update();

			if (input.getRisingKey(SDL_SCANCODE_SPACE)) {
				shaderSelected = (shaderSelected == &shaderDeferredDebug) ? &shaderDeferred : &shaderDeferredDebug;
			}


			glViewport(0, 0, cfg.ResolutionX, cfg.ResolutionY);
			glBindFramebuffer(GL_FRAMEBUFFER, fboGeometry->getId());
				glDrawBuffers(3, mAttach);
				glDisable(GL_BLEND);
				glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
				glUseProgram(shaderGeometry.getProgramID());

				glUniformMatrix4fv(glGetUniformLocation(shaderGeometry.getProgramID(), "projection"), 1, GL_FALSE, value_ptr(projection));
				glUniform2fv(glGetUniformLocation(shaderGeometry.getProgramID(), "resolution"), 1, value_ptr(resolution));

				glActiveTexture(GL_TEXTURE0);
				glBindTexture(GL_TEXTURE_2D, texA.getId());
				glUniform1i(glGetUniformLocation(shaderGeometry.getProgramID(), "texture_diffuse"), 0);

				modelview = rotate(view, (input.getX() - cfg.ResolutionX) / 200.0f, vec3(0.0f, 0.0f, 1.0f));
				modelview = translate(modelview, vec3(0, 0, 0.8));
				glUniformMatrix4fv(glGetUniformLocation(shaderGeometry.getProgramID(), "modelview"), 1, GL_FALSE, value_ptr(modelview));
				glUniformMatrix3fv(glGetUniformLocation(shaderGeometry.getProgramID(), "normal"), 1, GL_FALSE, value_ptr(transpose(inverse(glm::mat3(modelview)))));

				vaoA.draw();

				modelview = view;
				glUniformMatrix4fv(glGetUniformLocation(shaderGeometry.getProgramID(), "modelview"), 1, GL_FALSE, value_ptr(modelview));
				glUniformMatrix3fv(glGetUniformLocation(shaderGeometry.getProgramID(), "normal"), 1, GL_FALSE, value_ptr(transpose(inverse(glm::mat3(modelview)))));
				vaoB.draw();

				glBindTexture(GL_TEXTURE_2D, 0);
				glUseProgram(0);



			glBindFramebuffer(GL_FRAMEBUFFER, 0);
				glEnable(GL_BLEND);
				glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
				glUseProgram(shaderSelected->getProgramID());

				glActiveTexture(GL_TEXTURE0);
				glBindTexture(GL_TEXTURE_2D, fboGeometry->getColorBufferId(0));
				glUniform1i(glGetUniformLocation(shaderSelected->getProgramID(), "gNormal"), 0);

				glActiveTexture(GL_TEXTURE1);
				glBindTexture(GL_TEXTURE_2D, fboGeometry->getColorBufferId(1));
				glUniform1i(glGetUniformLocation(shaderSelected->getProgramID(), "gDiffuse"), 1);

				glActiveTexture(GL_TEXTURE2);
				glBindTexture(GL_TEXTURE_2D, fboGeometry->getColorBufferId(2));
				glUniform1i(glGetUniformLocation(shaderSelected->getProgramID(), "gPosition"), 2);

				glUniformMatrix4fv(glGetUniformLocation(shaderSelected->getProgramID(), "projection"), 1, GL_FALSE, value_ptr(projection));

				glUniform1f(glGetUniformLocation(shaderSelected->getProgramID(), "varA"), input.getY() / resolution.y);
				glUniform1i(glGetUniformLocation(shaderSelected->getProgramID(), "time"), frame);
				glUniform2fv(glGetUniformLocation(shaderSelected->getProgramID(), "resolution"), 1, value_ptr(resolution));

				supportFbo.draw();

			CurrentScene->flip();


	}

	delete CurrentScene;
	return 0;
}