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Renderer.cpp
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140 lines (101 loc) · 4.16 KB
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#include "Renderer.h"
Renderer::Renderer(int width, int height) {
stacktop = 0;
memset(stack, 0, sizeof(stack));
const char* feedbackValues[3] = { "pos", "branch", "strength" };
_geometryShader = std::make_shared<Shader>(loadVertexGeometryShader("lightning_gen.vs", "lightning_gen.geom", feedbackValues, 3));
_lineShader = std::make_shared<Shader>(loadVertexFragmantShader("line.vs", "line.frag"));
_bloomShader = std::make_shared<Shader>(loadVertexFragmantShader("bloom.vs", "bloom.frag"));
_screenShader = std::make_shared<Shader>(loadVertexFragmantShader("bloom.vs", "screen.frag"));
initialize(width, height);
}
Renderer::~Renderer() {
}
void Renderer::ClearCurrentFrame() {
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
GLuint Renderer::CreateNewFrameBuffer(int width, int height, GLuint& textureID) {
GLuint fbo;
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_2D, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureID, 0);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
printf("ERROR::FRAMEBUFFER:: Framebuffer is not complete!\n");
return 0;
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
return fbo;
}
void Renderer::SwitchFrameBuffer(GLuint index) {
glBindFramebuffer(GL_FRAMEBUFFER, index);
}
void Renderer::Begin(glm::mat4 transformMatrix) {
stack[++stacktop] = DrawState{ transformMatrix };
}
void Renderer::End() {
--stacktop;
}
void Renderer::DrawLines(GLuint VAO, float width, int points) {
_lineShader->Apply();
glLineWidth(width);
_lineShader->SetParameter<glm::mat4>("transform", getCurrentTransform());
glBindVertexArray(VAO);
glDrawArrays(GL_LINES, 0, points);
glBindVertexArray(0);
}
void Renderer::DrawLightningToScreen(GLuint texture) {
_screenShader->Apply();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
_screenShader->SetParameter<glm::mat4>("transform", getCurrentTransform());
_screenShader->SetParameter<glm::vec3>("uColor", glm::vec3(0.2, 0.1, 1.0));
_screenShader->SetParameter<int>("uTexture", 0);
glBindVertexArray(_mainVAO);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
}
void Renderer::DrawLightningGaussian(GLuint texture, bool horizontal) {
_bloomShader->Apply();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
_bloomShader->SetParameter<glm::mat4>("transform", getCurrentTransform());
_bloomShader->SetParameter<int>("uTexture", 0);
_bloomShader->SetParameter<bool>("uHorizontal", horizontal);
glBindVertexArray(_mainVAO);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
}
glm::mat4 Renderer::getCurrentTransform() {
return stack[stacktop].transform;
}
void Renderer::initialize(int width, int height) {
static float vertices[] = {
0.f, 0.f, 0.f, 0.f,
width, 0.f, 1.f, 0.f,
0.f, height, 0.f, 1.f,
0.f, height, 0.f, 1.f,
width, 0.f, 1.f, 0.f,
width, height, 1.f, 1.f,
};
// buffer for drawing triangles
glGenVertexArrays(1, &_mainVAO);
glGenBuffers(1, &_mainVBO);
glBindVertexArray(_mainVAO);
glBindBuffer(GL_ARRAY_BUFFER, _mainVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec4) * 6, vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(glm::vec4), (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(glm::vec4), (void*)sizeof(glm::vec2));
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}