decorrelate textures and buffers
This commit is contained in:
@@ -11,6 +11,7 @@ AC_CHECK_HEADERS([math.h])
|
|||||||
AC_CHECK_HEADERS([sys/stat.h])
|
AC_CHECK_HEADERS([sys/stat.h])
|
||||||
AC_CHECK_HEADERS([sys/types.h])
|
AC_CHECK_HEADERS([sys/types.h])
|
||||||
AC_CHECK_HEADERS([sys/time.h])
|
AC_CHECK_HEADERS([sys/time.h])
|
||||||
|
AC_CHECK_HEADERS([linux/videodev2.h])
|
||||||
AC_CHECK_HEADERS([GLFW/glfw3.h])
|
AC_CHECK_HEADERS([GLFW/glfw3.h])
|
||||||
AC_CONFIG_FILES([Makefile])
|
AC_CONFIG_FILES([Makefile])
|
||||||
AC_OUTPUT
|
AC_OUTPUT
|
||||||
+6
-2
@@ -9,8 +9,12 @@
|
|||||||
#define VERSION "(dev)"
|
#define VERSION "(dev)"
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#ifndef BUFFER_COUNT
|
#ifndef FRAMEBUFFER_COUNT
|
||||||
#define BUFFER_COUNT 1
|
#define FRAMEBUFFER_COUNT 7
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#ifndef TEXTURE_COUNT
|
||||||
|
#define TEXTURE_COUNT 8
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
+16
-16
@@ -32,12 +32,12 @@ bool compile_shader(GLuint shader_id, char *name, char *source_code) {
|
|||||||
return status_params == GL_TRUE;
|
return status_params == GL_TRUE;
|
||||||
}
|
}
|
||||||
|
|
||||||
bool init_textures(ShaderProgram *program, Context context) {
|
void init_textures(ShaderProgram *program, Context context) {
|
||||||
int i;
|
int i;
|
||||||
|
|
||||||
glGenTextures(BUFFER_COUNT, program->textures);
|
glGenTextures(TEXTURE_COUNT, program->textures);
|
||||||
|
|
||||||
for (i = 0; i < BUFFER_COUNT; i++) {
|
for (i = 0; i < TEXTURE_COUNT; i++) {
|
||||||
// selects which texture unit subsequent texture state calls will affect
|
// selects which texture unit subsequent texture state calls will affect
|
||||||
glActiveTexture(GL_TEXTURE0 + i);
|
glActiveTexture(GL_TEXTURE0 + i);
|
||||||
|
|
||||||
@@ -50,20 +50,20 @@ bool init_textures(ShaderProgram *program, Context context) {
|
|||||||
// setup mipmap context
|
// setup mipmap context
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||||
}
|
|
||||||
|
|
||||||
return true;
|
log_success("Texture %d initialized", i);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void init_framebuffers(ShaderProgram *program) {
|
void init_framebuffers(ShaderProgram *program) {
|
||||||
int i, j;
|
int i, j;
|
||||||
|
|
||||||
glGenFramebuffers(BUFFER_COUNT, program->frame_buffers);
|
glGenFramebuffers(FRAMEBUFFER_COUNT, program->frame_buffers);
|
||||||
|
|
||||||
for (i = 0; i < BUFFER_COUNT; i++) {
|
for (i = 0; i < FRAMEBUFFER_COUNT; i++) {
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, program->frame_buffers[i]);
|
glBindFramebuffer(GL_FRAMEBUFFER, program->frame_buffers[i]);
|
||||||
|
|
||||||
for (j = 0; j < BUFFER_COUNT; j++) {
|
for (j = 0; j < TEXTURE_COUNT; j++) {
|
||||||
// attaches a selected mipmap level or image of a texture object as one of
|
// attaches a selected mipmap level or image of a texture object as one of
|
||||||
// the logical buffers of the framebuffer object
|
// the logical buffers of the framebuffer object
|
||||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + j,
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + j,
|
||||||
@@ -141,7 +141,7 @@ void init_single_program(ShaderProgram *program, int i, bool output) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
// create frameX uniforms pointer
|
// create frameX uniforms pointer
|
||||||
for (j = 0; j < BUFFER_COUNT; j++) {
|
for (j = 0; j < TEXTURE_COUNT; j++) {
|
||||||
sprintf(uniform_name, "frame%d", j);
|
sprintf(uniform_name, "frame%d", j);
|
||||||
program->frames_locations[i][j] =
|
program->frames_locations[i][j] =
|
||||||
glGetUniformLocation(program->programs[i], uniform_name);
|
glGetUniformLocation(program->programs[i], uniform_name);
|
||||||
@@ -179,8 +179,8 @@ ShaderProgram init_program(File fragment_shader, Context context) {
|
|||||||
init_vertices(&program);
|
init_vertices(&program);
|
||||||
|
|
||||||
// create and link full shader programs
|
// create and link full shader programs
|
||||||
for (i = 0; i < BUFFER_COUNT + 1; i++) {
|
for (i = 0; i < FRAMEBUFFER_COUNT + 1; i++) {
|
||||||
init_single_program(&program, i, i == BUFFER_COUNT);
|
init_single_program(&program, i, i == FRAMEBUFFER_COUNT);
|
||||||
}
|
}
|
||||||
|
|
||||||
return program;
|
return program;
|
||||||
@@ -195,7 +195,7 @@ void update_program(ShaderProgram program, File fragment_shader) {
|
|||||||
|
|
||||||
if (result) {
|
if (result) {
|
||||||
// re-link all programs
|
// re-link all programs
|
||||||
for (i = 0; i < BUFFER_COUNT; i++) {
|
for (i = 0; i < FRAMEBUFFER_COUNT; i++) {
|
||||||
glLinkProgram(program.programs[i]);
|
glLinkProgram(program.programs[i]);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -213,7 +213,7 @@ void apply_program(ShaderProgram program, Context context) {
|
|||||||
glViewport(0, 0, context.width, context.height);
|
glViewport(0, 0, context.width, context.height);
|
||||||
|
|
||||||
// clean and resize all textures
|
// clean and resize all textures
|
||||||
for (i = 0; i < BUFFER_COUNT; i++) {
|
for (i = 0; i < TEXTURE_COUNT; i++) {
|
||||||
glActiveTexture(GL_TEXTURE0 + i);
|
glActiveTexture(GL_TEXTURE0 + i);
|
||||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, context.width, context.height, 0,
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, context.width, context.height, 0,
|
||||||
GL_RGB, GL_UNSIGNED_BYTE, 0);
|
GL_RGB, GL_UNSIGNED_BYTE, 0);
|
||||||
@@ -222,11 +222,11 @@ void apply_program(ShaderProgram program, Context context) {
|
|||||||
|
|
||||||
vec2 resolution = {(float)context.width, (float)context.height};
|
vec2 resolution = {(float)context.width, (float)context.height};
|
||||||
|
|
||||||
for (i = 0; i < BUFFER_COUNT + 1; i++) {
|
for (i = 0; i < FRAMEBUFFER_COUNT + 1; i++) {
|
||||||
// use specific shader program
|
// use specific shader program
|
||||||
glUseProgram(program.programs[i]);
|
glUseProgram(program.programs[i]);
|
||||||
|
|
||||||
if (i == BUFFER_COUNT) {
|
if (i == FRAMEBUFFER_COUNT) {
|
||||||
// use default framebuffer (output)
|
// use default framebuffer (output)
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||||
|
|
||||||
@@ -242,7 +242,7 @@ void apply_program(ShaderProgram program, Context context) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
// set GL_TEXTURE(X) to uniform sampler2D frameX
|
// set GL_TEXTURE(X) to uniform sampler2D frameX
|
||||||
for (j = 0; j < BUFFER_COUNT; j++) {
|
for (j = 0; j < FRAMEBUFFER_COUNT; j++) {
|
||||||
glUniform1i(program.frames_locations[i][j], j);
|
glUniform1i(program.frames_locations[i][j], j);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
+7
-7
@@ -33,23 +33,23 @@ typedef struct ShaderProgram {
|
|||||||
int last_width;
|
int last_width;
|
||||||
int last_height;
|
int last_height;
|
||||||
|
|
||||||
GLuint programs[BUFFER_COUNT + 1];
|
GLuint programs[FRAMEBUFFER_COUNT + 1];
|
||||||
|
|
||||||
GLuint vertex_shader;
|
GLuint vertex_shader;
|
||||||
GLuint output_fragment_shader;
|
GLuint output_fragment_shader;
|
||||||
|
|
||||||
GLuint fragment_shader; // TODO multiple
|
GLuint fragment_shader; // TODO multiple
|
||||||
|
|
||||||
GLuint itime_locations[BUFFER_COUNT];
|
GLuint itime_locations[FRAMEBUFFER_COUNT];
|
||||||
GLuint ires_locations[BUFFER_COUNT];
|
GLuint ires_locations[FRAMEBUFFER_COUNT];
|
||||||
GLuint frames_locations[BUFFER_COUNT + 1][BUFFER_COUNT];
|
GLuint frames_locations[FRAMEBUFFER_COUNT + 1][FRAMEBUFFER_COUNT];
|
||||||
GLuint vpos_locations[BUFFER_COUNT + 1];
|
GLuint vpos_locations[FRAMEBUFFER_COUNT + 1];
|
||||||
|
|
||||||
GLuint vertex_buffer;
|
GLuint vertex_buffer;
|
||||||
GLuint vertex_array;
|
GLuint vertex_array;
|
||||||
|
|
||||||
GLuint frame_buffers[BUFFER_COUNT];
|
GLuint frame_buffers[FRAMEBUFFER_COUNT];
|
||||||
GLuint textures[BUFFER_COUNT];
|
GLuint textures[FRAMEBUFFER_COUNT];
|
||||||
} ShaderProgram;
|
} ShaderProgram;
|
||||||
|
|
||||||
typedef GLFWwindow Window;
|
typedef GLFWwindow Window;
|
||||||
|
|||||||
Reference in New Issue
Block a user