working framebuffers, textures and feedback
This commit is contained in:
+96
-84
@@ -34,65 +34,44 @@ bool compile_shader(GLuint shader_id, char *name, char *source_code) {
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ShaderProgram init_program(File fragment_shader, Context context) {
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int i, j;
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GLenum draw_buffers[BUFFER_COUNT];
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char uniform_name[32];
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ShaderProgram program = {.error = false,
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.last_width = context.width,
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.last_height = context.height};
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// create empty textures
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glGenTextures(BUFFER_COUNT, program.textures);
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for (i = 0; i < BUFFER_COUNT; i++) {
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draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
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}
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ShaderProgram program = {.error = false, .frame_buffers = FRAMEBUFFER_IDS};
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// create vertex buffer and setup vertices
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glGenBuffers(1, &program.vertex_buffer);
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glBindBuffer(GL_ARRAY_BUFFER, program.vertex_buffer);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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// create framebuffers and textures
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glGenTextures(1, program.textures);
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glGenFramebuffers(BUFFER_COUNT, program.frame_buffers);
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glGenRenderbuffers(BUFFER_COUNT, program.render_buffers);
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for (i = 0; i < BUFFER_COUNT; i++) {
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glTextureParameteri(program.textures[i], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTextureParameteri(program.textures[i], GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTextureParameteri(program.textures[i], GL_TEXTURE_WRAP_S,
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GL_CLAMP_TO_EDGE);
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glTextureParameteri(program.textures[i], GL_TEXTURE_WRAP_T,
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GL_CLAMP_TO_EDGE);
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glActiveTexture(GL_TEXTURE0 + i);
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glBindTexture(GL_TEXTURE_2D, program.textures[i]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, context.width, context.height, 0,
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GL_RGB, GL_UNSIGNED_BYTE, 0);
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glBindRenderbuffer(GL_RENDERBUFFER, program.render_buffers[i]);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, context.width,
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context.height);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
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GL_RENDERBUFFER, program.render_buffers[i]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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}
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// create frame buffers
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glGenFramebuffers(BUFFER_COUNT, program.frame_buffers);
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for (i = 0; i < BUFFER_COUNT; i++) {
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glBindFramebuffer(GL_FRAMEBUFFER, program.frame_buffers[i]);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
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GL_RENDERBUFFER, program.render_buffers[i]);
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for (j = 0; j < BUFFER_COUNT; j++) {
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + j,
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GL_TEXTURE_2D, program.textures[j], 0);
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}
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glDrawBuffers(BUFFER_COUNT, draw_buffers);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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program.textures[i], 0);
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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log_error("Framebuffer %d is KO: %x", i,
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log_error("Framebuffer %d is KO: %x", i + 1,
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glCheckFramebufferStatus(GL_FRAMEBUFFER));
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program.error = true;
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return program;
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}
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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// compile vertex shader
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program.vertex_shader = glCreateShader(GL_VERTEX_SHADER);
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program.error |= !compile_shader(
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@@ -112,75 +91,108 @@ ShaderProgram init_program(File fragment_shader, Context context) {
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return program;
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}
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// create and link full shader program
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program.program = glCreateProgram();
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glAttachShader(program.program, program.vertex_shader);
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glAttachShader(program.program, program.fragment_shader);
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glAttachShader(program.program, program.output_fragment_shader);
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glLinkProgram(program.program);
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// create vertex buffer and setup vertices
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glGenBuffers(1, &program.vertex_buffer);
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glBindBuffer(GL_ARRAY_BUFFER, program.vertex_buffer);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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// create uniforms pointers
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program.mvp_location = glGetUniformLocation(program.program, "mvp");
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program.itime_location = glGetUniformLocation(program.program, "iTime");
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program.ires_location = glGetUniformLocation(program.program, "iResolution");
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for (i = 0; i < BUFFER_COUNT; i++) {
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sprintf(uniform_name, "frame%d", i);
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program.frames_location[i] =
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glGetUniformLocation(program.program, uniform_name);
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}
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// create attribute pointer
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program.vpos_location = glGetAttribLocation(program.program, "vPos");
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// create vertex array and bind to vPos attribute
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// create vertex array
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glGenVertexArrays(1, &program.vertex_array);
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glBindVertexArray(program.vertex_array);
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glEnableVertexAttribArray(program.vpos_location);
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glVertexAttribPointer(program.vpos_location, 2, GL_FLOAT, GL_FALSE,
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sizeof(Vertex), (void *)offsetof(Vertex, pos));
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log_success("Program initialized");
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// create and link full shader program
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for (i = 0; i < BUFFER_COUNT + 1; i++) {
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program.programs[i] = glCreateProgram();
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glAttachShader(program.programs[i], program.vertex_shader);
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if (i == BUFFER_COUNT) {
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glAttachShader(program.programs[i], program.output_fragment_shader);
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} else {
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// TODO add others
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glAttachShader(program.programs[i], program.fragment_shader);
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}
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glLinkProgram(program.programs[i]);
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// create uniforms pointers
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if (i != BUFFER_COUNT) {
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program.itime_locations[i] =
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glGetUniformLocation(program.programs[i], "iTime");
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program.ires_locations[i] =
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glGetUniformLocation(program.programs[i], "iResolution");
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}
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for (j = 0; j < BUFFER_COUNT; j++) {
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sprintf(uniform_name, "frame%d", j);
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program.frames_locations[i][j] =
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glGetUniformLocation(program.programs[i], uniform_name);
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}
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// create attribute pointer
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program.vpos_locations[i] =
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glGetAttribLocation(program.programs[i], "vPos");
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glEnableVertexAttribArray(program.vpos_locations[i]);
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glVertexAttribPointer(program.vpos_locations[i], 2, GL_FLOAT, GL_FALSE,
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sizeof(Vertex), (void *)offsetof(Vertex, pos));
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log_success("Program %d initialized", i);
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}
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return program;
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}
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void update_program(ShaderProgram program, File fragment_shader) {
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bool result;
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int i;
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result = compile_shader(program.fragment_shader, fragment_shader.path,
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fragment_shader.content);
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if (result) {
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// re-link program
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glLinkProgram(program.program);
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for (i = 0; i < BUFFER_COUNT; i++) {
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glLinkProgram(program.programs[i]);
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}
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log_success("Program updated");
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log_success("Programs updated");
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}
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}
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void apply_program(ShaderProgram program, Context context) {
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mat4x4 m, p, mvp;
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int i, j;
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// update viewport
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glViewport(0, 0, context.width, context.height);
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// clear buffer
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glClear(GL_COLOR_BUFFER_BIT);
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if (context.width != program.last_width ||
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context.height != program.last_height) {
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glViewport(0, 0, context.width, context.height);
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// create model-view-projection matrix
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mat4x4_identity(m);
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mat4x4_ortho(p, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f);
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mat4x4_mul(mvp, p, m);
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for (i = 0; i < BUFFER_COUNT; i++) {
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glActiveTexture(GL_TEXTURE0 + i);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, context.width, context.height, 0,
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GL_RGB, GL_UNSIGNED_BYTE, 0);
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}
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}
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vec2 resolution = {(float)context.width, (float)context.height};
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// update uniforms
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glUseProgram(program.program);
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glUniformMatrix4fv(program.mvp_location, 1, GL_FALSE, (const GLfloat *)&mvp);
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glUniform1f(program.itime_location, (const GLfloat)context.time);
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glUniform2fv(program.ires_location, 1, (const GLfloat *)&resolution);
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for (i = 0; i < BUFFER_COUNT + 1; i++) {
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glUseProgram(program.programs[i]);
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// start vertex handling
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glBindVertexArray(program.vertex_array);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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}
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if (i == BUFFER_COUNT) {
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glClear(GL_COLOR_BUFFER_BIT);
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} else {
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glBindFramebuffer(GL_FRAMEBUFFER, program.frame_buffers[0]);
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glUniform1f(program.itime_locations[i], (const GLfloat)context.time);
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glUniform2fv(program.ires_locations[i], 1, (const GLfloat *)&resolution);
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}
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for (j = 0; j < BUFFER_COUNT; j++) {
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glUniform1i(program.frames_locations[i][j], j);
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}
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glDrawArrays(GL_TRIANGLES, 0, 6);
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}
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}
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// TODO clean buffers from opengl memories
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