PostProcessing
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45
postprocessing.fs
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45
postprocessing.fs
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#version 330 core
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in vec2 TexCoords;
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out vec4 color;
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uniform sampler2D scene;
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uniform vec2 offsets[9];
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uniform int edge_kernel[9];
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uniform float blur_kernel[9];
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uniform bool chaos;
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uniform bool confuse;
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uniform bool shake;
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void main ()
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{
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color = vec4(0.0, 0.0,0.0,1.0);
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vec3 sample[9];
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if(chaos || shake)
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for (int i = 0; i < 9; i++)
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sample[i] = vec3(texture(scene,TexCoords.st + offsets[i]));
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// process effects
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if (chaos)
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{
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for(int i = 0; i < 9; i ++)
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color += vec4(sample[i] * edge_kernel[i], 0.0);
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color.a = 1.0;
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}
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else if (confuse)
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{
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color = vec4(1.0 - texture(scene, TexCoords).rgb, 1.0);
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}
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else if (shake)
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{
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for (int i = 0; i < 9; i++)
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color += vec4(sample[i] * blur_kernel[i], 0.0);
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color.a = 1.0;
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}
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else
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{
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color = texture(scene, TexCoords);
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}
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}
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36
postprocessing.vs
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36
postprocessing.vs
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@@ -0,0 +1,36 @@
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#version 330 core
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layout (location = 0) in vec4 vertex;
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out vec2 TexCoords;
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uniform bool chaos;
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uniform bool confuse;
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uniform bool shake;
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uniform float time;
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void main()
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{
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gl_Position = vec4(vertex.xy, 0.0, 1.0);
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vec2 texture = vertex.zw;
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if( chaos)
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{
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float strength = 0.3;
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vec2 pos = vec2(texture.x + sin(time) * strength, texture.y + cos(time) * strength);
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TexCoords = pos;
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}
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else if (confuse)
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{
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TexCoords = vec2(1.0 - texture.x, 1.0 - texture.y);
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}
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else
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{
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TexCoords = texture;
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}
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if(shake)
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{
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float strength = 0.01;
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gl_Position.x += cos(time * 10) * strength;
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gl_Position.y += cos(time * 15) * strength;
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}
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}
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47
src/game.cpp
47
src/game.cpp
@@ -1,5 +1,6 @@
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#include "game.h"
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#include "particleGenerator.h"
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#include "postprocessor.h"
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#include <iostream>
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#include <tuple>
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@@ -7,6 +8,7 @@ typedef std::tuple<bool, Direction,glm::vec2> Collision;
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ParticleGenerator* Particles;
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SpriteRenderer* Renderer;
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PostProcessor* effects;
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// Initial size of the player paddle
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const glm::vec2 PLAYER_SIZE (100.0f, 20.0f);
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@@ -89,6 +91,7 @@ Game::~Game()
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delete player;
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delete ball;
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delete Particles;
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delete effects;
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}
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Game::Game(unsigned int width, unsigned int height)
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@@ -102,13 +105,17 @@ void Game::Init()
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// Load shaders
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ResourceManager::LoadShader("shader.vs", "shader.fs", nullptr, "sprite");
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ResourceManager::LoadShader("particle.vs", "particle.fs", nullptr, "particle");
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ResourceManager::LoadShader("postprocessing.vs", "postprocessing.fs", nullptr, "postprocessing");
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// configure shaders
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glm::mat4 projection = glm::ortho(0.0f, static_cast<float>(this->Width), static_cast<float>(this->Height), 0.0f, -1.0f, 1.0f);
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ResourceManager::GetShader("sprite").Use().SetInteger("image", 0);
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ResourceManager::GetShader("sprite").SetMatrix4("projection", projection);
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ResourceManager::GetShader("particle").Use().SetMatrix4("projection", projection);
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ResourceManager::GetShader("particle").Use().SetInteger("sprite", 0);
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ResourceManager::GetShader("particle").SetMatrix4("projection", projection);
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// set render-specific controls
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Renderer = new SpriteRenderer(ResourceManager::GetShader("sprite"));
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Particles = new ParticleGenerator(ResourceManager::GetShader("particle"), ResourceManager::GetTexture("particle"), 500);
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effects = new PostProcessor(ResourceManager::GetShader("postprocessing"), this->Width, this->Height);
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// load textures
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ResourceManager::LoadTexture("textures/awesomeface.png", true, "face");
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ResourceManager::LoadTexture("textures/background.jpg", false, "background");
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@@ -135,10 +142,10 @@ void Game::Init()
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ball = new BallObject(ballPos, BALL_RADIUS, INITIAL_BALL_VELOCITY, ResourceManager::GetTexture("face"));
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Particles = new ParticleGenerator(ResourceManager::GetShader("particle"), ResourceManager::GetTexture("particle"), 500);
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}
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float ShakeTime = 0.0f;
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void Game::DoCollisions()
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{
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@@ -153,6 +160,11 @@ void Game::DoCollisions()
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{
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box.Destroyed = true;
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}
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else
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{
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ShakeTime = 0.05f;
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effects->Shake = true;
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}
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// Collision resolution
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Direction dir = std::get<1>(collision);
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glm::vec2 diff_vector = std::get<2>(collision);
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@@ -236,28 +248,43 @@ void Game::Update(float dt)
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this->DoCollisions();
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Particles->Update(dt, *ball, 2, glm::vec2(ball->Radius /2.0f));
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if(ShakeTime > 0.0f)
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{
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ShakeTime -= dt;
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if (ShakeTime <= 0.0f)
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effects->Shake = false;
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}
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if(ball->Position.y >= this->Height)
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{
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this->ResetLevel();
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this->ResetPlayer();
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}
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}
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void Game::Render()
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{
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if(this->State == GAME_ACTIVE)
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{
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// draw background
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Renderer->DrawSprite(ResourceManager::GetTexture("background"),
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glm::vec2(0.0f, 0.0f), glm::vec2(this->Width, this->Height), 0.0f);
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effects->BeginRender();
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// draw background
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Renderer->DrawSprite(ResourceManager::GetTexture("background"),
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glm::vec2(0.0f, 0.0f), glm::vec2(this->Width, this->Height), 0.0f);
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// draw level
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this->Levels[this->Level].Draw(*Renderer);
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// draw level
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this->Levels[this->Level].Draw(*Renderer);
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// draw player
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player->Draw(*Renderer);
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// draw particles
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Particles->Draw();
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// draw ball
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ball->Draw(*Renderer);
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player->Draw(*Renderer);
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Particles->Draw();
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ball->Draw(*Renderer);
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effects->EndRender();
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effects->Render(glfwGetTime());
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}
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}
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123
src/postprocessor.cpp
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123
src/postprocessor.cpp
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#include "postprocessor.h"
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#include <iostream>
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PostProcessor::PostProcessor(Shader shader, unsigned int width, unsigned int height)
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: postProcessingShader(shader), Texture(), Width(width), Height(height), Confuse(false), Chaos(false), Shake(false)
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{
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// initialize renderbuffer & framebuffer objects
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glGenFramebuffers(1, &this->MSFBO);
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glGenFramebuffers(1, &this->FBO);
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glGenRenderbuffers(1, &this->RBO);
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// initialize renderbuffer storage
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glBindFramebuffer(GL_FRAMEBUFFER, this->MSFBO);
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glBindRenderbuffer(GL_RENDERBUFFER, this->RBO);
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glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, GL_RGB, width, height);
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// attach the renderbuffer to our framebuffer as a colour attachment
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, this->RBO);
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if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
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{
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std::cout << "ERROR::POSTPROCESSOR: Failed to initialize MSFBO" << std::endl;
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}
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// init fbo & texture to lit multisampled color-buffer to
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glBindFramebuffer(GL_FRAMEBUFFER, this->FBO);
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this->Texture.Generate(width, height, NULL);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, this->Texture.ID, 0);
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if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
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{
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std::cout << "ERROR::POSTPROCESOR: Failed to initialize FBO" << std::endl;
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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this->initRenderData();
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this->postProcessingShader.SetInteger("scene", 0 , true);
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float offset = 1.0f/ 300.0f;
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float offsets[9][2] = {
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{ -offset, offset }, // top-left
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{ 0.0f, offset }, // top-center
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{ offset, offset }, // top-right
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{ -offset, 0.0f }, // center-left
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{ 0.0f, 0.0f }, // center-center
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{ offset, 0.0f }, // center - right
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{ -offset, -offset }, // bottom-left
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{ 0.0f, -offset }, // bottom-center
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{ offset, -offset } // bottom-right
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};
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glUniform2fv(glGetUniformLocation(this->postProcessingShader.ID, "offsets"), 9, (float*)offsets);
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int edge_kernel[9] = {
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-1, -1, -1,
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-1, 8, -1,
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-1, -1, -1
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};
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glUniform1iv(glGetUniformLocation(this->postProcessingShader.ID, "edge_kernel"), 9, edge_kernel);
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float blur_kernel[9] = {
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1.0f / 16.0f, 2.0f / 16.0f, 1.0f / 16.0f,
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2.0f / 16.0f, 4.0f / 16.0f, 2.0f / 16.0f,
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1.0f / 16.0f, 2.0f / 16.0f, 1.0f / 16.0f
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};
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glUniform1fv(glGetUniformLocation(this->postProcessingShader.ID, "blur_kernel"), 9, blur_kernel);
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}
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void PostProcessor::BeginRender()
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{
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glBindFramebuffer(GL_FRAMEBUFFER, this->MSFBO);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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void PostProcessor::EndRender()
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{
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// Resolves multisampled texture into intermediat FBO for the texture
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glBindFramebuffer(GL_READ_FRAMEBUFFER, this->MSFBO);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, this->FBO);
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glBlitFramebuffer(0,0, this->Width, this->Height, 0, 0, this->Width, this->Height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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void PostProcessor::Render(float time)
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{
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this->postProcessingShader.Use();
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this->postProcessingShader.SetFloat("time", time);
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this->postProcessingShader.SetInteger("confuse", this->Confuse);
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this->postProcessingShader.SetInteger("chaos", this->Chaos);
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this->postProcessingShader.SetInteger("shake", this->Shake);
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// render textured quad
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glActiveTexture(GL_TEXTURE0);
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this->Texture.Bind();
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glBindVertexArray(this->VAO);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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glBindVertexArray(0);
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}
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void PostProcessor::initRenderData()
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{
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unsigned int VBO;
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float vertices[] = {
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-1.0f, -1.0f, 0.0f, 0.0f,
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1.0f, 1.0f, 1.0f, 1.0f,
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-1.0f, 1.0f, 0.0f, 1.0f,
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-1.0f, -1.0f, 0.0f, 0.0f,
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1.0f, -1.0f, 1.0f, 0.0f,
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1.0f, 1.0f, 1.0f, 1.0f
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};
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glGenVertexArrays(1, &this->VAO);
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glGenBuffers(1, &VBO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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glBindVertexArray(this->VAO);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*) 0);
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glBindBuffer(GL_ARRAY_BUFFER,0);
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glBindVertexArray(0);
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}
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32
src/postprocessor.h
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32
src/postprocessor.h
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@@ -0,0 +1,32 @@
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#pragma once
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#include <glad/glad.h>
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#include <glm/glm.hpp>
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#include "texture2d.h"
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#include "spriterenderer.h"
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#include "shader.h"
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class PostProcessor
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{
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public:
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Shader postProcessingShader;
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Texture2D Texture;
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unsigned int Width, Height;
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bool Confuse, Chaos, Shake;
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PostProcessor(Shader shader, unsigned int width, unsigned int height);
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void BeginRender();
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void EndRender();
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void Render(float time);
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private:
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unsigned int MSFBO, FBO; // MSFBO = Multisample frame buffer object
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unsigned int RBO;
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unsigned int VAO;
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void initRenderData();
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};
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