working framebuffers, textures and feedback

This commit is contained in:
2025-09-15 00:29:23 +02:00
parent ede531de57
commit 01aafa4dd4
2 changed files with 143 additions and 88 deletions
+141 -87
View File
@@ -32,6 +32,130 @@ bool compile_shader(GLuint shader_id, char *name, char *source_code) {
return status_params == GL_TRUE;
}
bool init_textures(ShaderProgram *program, Context context) {
int i;
glGenTextures(BUFFER_COUNT, program->textures);
for (i = 0; i < BUFFER_COUNT; i++) {
// selects which texture unit subsequent texture state calls will affect
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(GL_TEXTURE_2D, program->textures[i]);
// define texture image as empty
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, context.width, context.height, 0,
GL_RGB, GL_UNSIGNED_BYTE, 0);
// setup mipmap context
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
return true;
}
void init_framebuffers(ShaderProgram *program) {
int i;
glGenFramebuffers(BUFFER_COUNT, program->frame_buffers);
for (i = 0; i < BUFFER_COUNT; i++) {
glBindFramebuffer(GL_FRAMEBUFFER, program->frame_buffers[i]);
// attaches a selected mipmap level or image of a texture object as one of
// the logical buffers of the framebuffer object
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
program->textures[i], 0);
// check framebuffer status
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
log_error("Framebuffer %d is KO: %x", i + 1,
glCheckFramebufferStatus(GL_FRAMEBUFFER));
program->error = true;
return;
}
}
return;
}
void init_vertices(ShaderProgram *program) {
// create vertex buffer and setup vertices
glGenBuffers(1, &program->vertex_buffer);
glBindBuffer(GL_ARRAY_BUFFER, program->vertex_buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// create vertex array
glGenVertexArrays(1, &program->vertex_array);
glBindVertexArray(program->vertex_array);
}
void init_shaders(ShaderProgram *program, File fragment_shader) {
// compile vertex shader
program->vertex_shader = glCreateShader(GL_VERTEX_SHADER);
program->error |= !compile_shader(
program->vertex_shader, "internal vertex shader", vertex_shader_text);
// compile output fragment shader
program->output_fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
program->error |=
!compile_shader(program->output_fragment_shader,
"internal fragment shader", output_fragment_shader_text);
// compile fragment shader
program->fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
program->error |= !compile_shader(
program->fragment_shader, fragment_shader.path, fragment_shader.content);
}
void init_single_program(ShaderProgram *program, int i, bool output) {
int j;
char uniform_name[32];
program->programs[i] = glCreateProgram();
glAttachShader(program->programs[i], program->vertex_shader);
if (output) {
glAttachShader(program->programs[i], program->output_fragment_shader);
} else {
// TODO add others
glAttachShader(program->programs[i], program->fragment_shader);
}
glLinkProgram(program->programs[i]);
// create uniforms pointers
if (!output) {
program->itime_locations[i] =
glGetUniformLocation(program->programs[i], "iTime");
program->ires_locations[i] =
glGetUniformLocation(program->programs[i], "iResolution");
}
// create frameX uniforms pointer
for (j = 0; j < BUFFER_COUNT; j++) {
sprintf(uniform_name, "frame%d", j);
program->frames_locations[i][j] =
glGetUniformLocation(program->programs[i], uniform_name);
}
// create attribute pointer
program->vpos_locations[i] =
glGetAttribLocation(program->programs[i], "vPos");
// enable attribute pointer
glEnableVertexAttribArray(program->vpos_locations[i]);
// specify the location and data format of the array of generic vertex
// attributes to use when rendering
glVertexAttribPointer(program->vpos_locations[i], 2, GL_FLOAT, GL_FALSE,
sizeof(Vertex), (void *)offsetof(Vertex, pos));
log_success("Program %d initialized", i);
}
ShaderProgram init_program(File fragment_shader, Context context) {
int i, j;
char uniform_name[32];
@@ -40,101 +164,21 @@ ShaderProgram init_program(File fragment_shader, Context context) {
.last_width = context.width,
.last_height = context.height};
// create empty textures
glGenTextures(BUFFER_COUNT, program.textures);
init_textures(&program, context);
for (i = 0; i < BUFFER_COUNT; i++) {
glActiveTexture(GL_TEXTURE0 + i);
init_framebuffers(&program);
glBindTexture(GL_TEXTURE_2D, program.textures[i]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, context.width, context.height, 0,
GL_RGB, GL_UNSIGNED_BYTE, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
// create frame buffers
glGenFramebuffers(BUFFER_COUNT, program.frame_buffers);
for (i = 0; i < BUFFER_COUNT; i++) {
glBindFramebuffer(GL_FRAMEBUFFER, program.frame_buffers[i]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
program.textures[i], 0);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
log_error("Framebuffer %d is KO: %x", i + 1,
glCheckFramebufferStatus(GL_FRAMEBUFFER));
program.error = true;
return program;
}
}
// compile vertex shader
program.vertex_shader = glCreateShader(GL_VERTEX_SHADER);
program.error |= !compile_shader(
program.vertex_shader, "internal vertex shader", vertex_shader_text);
// compile fragment shader
program.fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
program.error |= !compile_shader(
program.fragment_shader, fragment_shader.path, fragment_shader.content);
program.output_fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
program.error |=
!compile_shader(program.output_fragment_shader,
"internal fragment shader", output_fragment_shader_text);
init_shaders(&program, fragment_shader);
if (program.error) {
return program;
}
// create vertex buffer and setup vertices
glGenBuffers(1, &program.vertex_buffer);
glBindBuffer(GL_ARRAY_BUFFER, program.vertex_buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
init_vertices(&program);
// create vertex array
glGenVertexArrays(1, &program.vertex_array);
glBindVertexArray(program.vertex_array);
// create and link full shader program
// create and link full shader programs
for (i = 0; i < BUFFER_COUNT + 1; i++) {
program.programs[i] = glCreateProgram();
glAttachShader(program.programs[i], program.vertex_shader);
if (i == BUFFER_COUNT) {
glAttachShader(program.programs[i], program.output_fragment_shader);
} else {
// TODO add others
glAttachShader(program.programs[i], program.fragment_shader);
}
glLinkProgram(program.programs[i]);
// create uniforms pointers
if (i != BUFFER_COUNT) {
program.itime_locations[i] =
glGetUniformLocation(program.programs[i], "iTime");
program.ires_locations[i] =
glGetUniformLocation(program.programs[i], "iResolution");
}
for (j = 0; j < BUFFER_COUNT; j++) {
sprintf(uniform_name, "frame%d", j);
program.frames_locations[i][j] =
glGetUniformLocation(program.programs[i], uniform_name);
}
// create attribute pointer
program.vpos_locations[i] =
glGetAttribLocation(program.programs[i], "vPos");
glEnableVertexAttribArray(program.vpos_locations[i]);
glVertexAttribPointer(program.vpos_locations[i], 2, GL_FLOAT, GL_FALSE,
sizeof(Vertex), (void *)offsetof(Vertex, pos));
log_success("Program %d initialized", i);
init_single_program(&program, i, i == BUFFER_COUNT);
}
return program;
@@ -148,7 +192,7 @@ void update_program(ShaderProgram program, File fragment_shader) {
fragment_shader.content);
if (result) {
// re-link program
// re-link all programs
for (i = 0; i < BUFFER_COUNT; i++) {
glLinkProgram(program.programs[i]);
}
@@ -160,10 +204,13 @@ void update_program(ShaderProgram program, File fragment_shader) {
void apply_program(ShaderProgram program, Context context) {
int i, j;
// viewport changed
if (context.width != program.last_width ||
context.height != program.last_height) {
// update viewport
glViewport(0, 0, context.width, context.height);
// clean and resize all textures
for (i = 0; i < BUFFER_COUNT; i++) {
glActiveTexture(GL_TEXTURE0 + i);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, context.width, context.height, 0,
@@ -174,23 +221,30 @@ void apply_program(ShaderProgram program, Context context) {
vec2 resolution = {(float)context.width, (float)context.height};
for (i = 0; i < BUFFER_COUNT + 1; i++) {
// use specific shader program
glUseProgram(program.programs[i]);
if (i == BUFFER_COUNT) {
// use default framebuffer (output)
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// clear buffer
glClear(GL_COLOR_BUFFER_BIT);
} else {
// use memory framebuffer
glBindFramebuffer(GL_FRAMEBUFFER, program.frame_buffers[0]);
// set fragment uniforms
glUniform1f(program.itime_locations[i], (const GLfloat)context.time);
glUniform2fv(program.ires_locations[i], 1, (const GLfloat *)&resolution);
}
// set GL_TEXTURE(X) to uniform sampler2D frameX
for (j = 0; j < BUFFER_COUNT; j++) {
glUniform1i(program.frames_locations[i][j], j);
}
// draw output
glDrawArrays(GL_TRIANGLES, 0, 6);
}
}
+2 -1
View File
@@ -36,9 +36,10 @@ typedef struct ShaderProgram {
GLuint programs[BUFFER_COUNT + 1];
GLuint vertex_shader;
GLuint fragment_shader;
GLuint output_fragment_shader;
GLuint fragment_shader; // TODO multiple
GLuint itime_locations[BUFFER_COUNT];
GLuint ires_locations[BUFFER_COUNT];
GLuint frames_locations[BUFFER_COUNT + 1][BUFFER_COUNT];