Added framebuffer objects to allow postprocessing on a texture of the screen
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3d4d81f260
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10
Framebuffers.fs
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10
Framebuffers.fs
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#version 460 core
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out vec4 FragColor;
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in vec2 TexCoords;
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uniform sampler2D screenTexure;
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void main(){
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FragColor = texture(screenTexure, TexCoords);
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}
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12
Framebuffers.vs
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12
Framebuffers.vs
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#version 460 core
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layout (location = 0) in vec2 aPos;
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layout (location = 1) in vec2 aTexCoords;
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out vec2 TexCoords;
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void main()
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{
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gl_Position = vec4(aPos, 0.0f, 1.0f);
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TexCoords = aTexCoords;
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}
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src/FrameBuffer.cpp
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42
src/FrameBuffer.cpp
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#include "FrameBuffer.hpp"
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void FrameBuffer::Bind()
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{
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glBindFramebuffer(GL_FRAMEBUFFER, id);
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}
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void FrameBuffer::Unbind()
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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void FrameBuffer::Attach(const Texture& texture)
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{
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.id, 0);
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}
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void FrameBuffer::Attach(const RenderBuffer& renderbuffer)
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{
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, renderbuffer.id);
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}
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bool FrameBuffer::IsComplete()
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{
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return glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE;
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}
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FrameBuffer::FrameBuffer()
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{
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glGenFramebuffers(1, &id );
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}
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FrameBuffer::~FrameBuffer()
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{
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glDeleteFramebuffers(1, &id);
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}
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22
src/FrameBuffer.hpp
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22
src/FrameBuffer.hpp
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@ -0,0 +1,22 @@
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#pragma once
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#include <glad/glad.h>
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#include "texture.h"
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#include "RenderBuffer.hpp"
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class FrameBuffer
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{
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public:
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GLuint id;
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void Bind();
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void Unbind();
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void Attach(const Texture& texture);
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void Attach(const RenderBuffer& renderbuffer);
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bool IsComplete();
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FrameBuffer();
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~FrameBuffer();
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};
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25
src/RenderBuffer.cpp
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25
src/RenderBuffer.cpp
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#include "RenderBuffer.hpp"
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void RenderBuffer::UseDepthAndStencil (){
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 800, 600); /// NOTE: should be part of creating but kept seperate for now!
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}
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void RenderBuffer::Bind()
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{
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glBindRenderbuffer(GL_RENDERBUFFER, id);
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}
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void RenderBuffer::Unbind()
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{
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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}
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RenderBuffer::RenderBuffer()
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{
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glGenRenderbuffers(1, &id);
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}
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RenderBuffer::~RenderBuffer()
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{
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glDeleteRenderbuffers(GL_RENDERBUFFER, &id);
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}
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src/RenderBuffer.hpp
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src/RenderBuffer.hpp
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#pragma once
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#include <glad/glad.h>
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class RenderBuffer
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{
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public:
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unsigned int id;
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void Bind();
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void Unbind();
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void UseDepthAndStencil();
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RenderBuffer();
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~RenderBuffer();
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};
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src/main.cpp
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src/main.cpp
@ -11,6 +11,10 @@
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#include "shader.h"
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#include "camera.h"
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#include "model.h"
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#include "FrameBuffer.hpp"
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#include "RenderBuffer.hpp"
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// https://learnopengl.com/Advanced-OpenGL/Framebuffers
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float deltaTime = 0.0f; // Time between current frame and last frame
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float lastFrame = 0.0f; // Time of last frame
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@ -19,8 +23,23 @@ Camera camera(glm::vec3(0.0f, 0.0f, 8.0f));
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float lastX = 400, lastY = 300;
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bool firstMouse = true;
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glm::mat4 model = glm::mat4(1.0f);
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glm::mat4 view;
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glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)800 / (float)600, 0.1f, 100.0f);
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glm::vec3 lightpos(-0.2f, -1.0f, -0.3f);
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std::vector<float> ScreenVertices = {
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// vertex , uv
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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, 0.0f, 1.0f,
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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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void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
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glViewport(0,0, width, height);
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}
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@ -40,7 +59,6 @@ void processInput( GLFWwindow* window){
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camera.ProcessKeyboard(RIGHT,deltaTime);
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}
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void mouse_callback(GLFWwindow* window, double xpos, double ypos){
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if (firstMouse) // initially set to true
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{
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@ -62,9 +80,9 @@ void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
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camera.ProcessMouseScroll(yoffset);
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}
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int main() {
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printf("Hello OpenGL!\n");
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glfwInit();
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GLFWwindow* CreateWindowWithOpenGLContext()
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{
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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@ -74,13 +92,13 @@ int main() {
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if( window == NULL){
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printf("Failed to create GLFW window!\n");
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glfwTerminate();
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return -1;
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return nullptr;
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}
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glfwMakeContextCurrent(window);
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)){
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printf("Failed to initialize GLAD!\n");
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return -1;
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return nullptr;
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}
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glViewport(0,0, 800, 600);
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@ -89,79 +107,181 @@ int main() {
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glfwSetCursorPosCallback(window, mouse_callback);
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glfwSetScrollCallback(window, scroll_callback);
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glEnable(GL_DEPTH_TEST);
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stbi_set_flip_vertically_on_load(true);
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return window;
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}
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Shader shader ("shader.vs", "shader.fs");
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Shader outlineShader("shader.vs","outlineshader.fs");
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Model backpack("Models/backpack.obj");
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_STENCIL_TEST);
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glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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///glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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while(!glfwWindowShouldClose(window))
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void drawScene_pass(Shader& shader, Model& Object)
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{
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float currentFrame = glfwGetTime();
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deltaTime = currentFrame - lastFrame;
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lastFrame = currentFrame;
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// std::cout << "Delta Time: " << deltaTime << std::endl;
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processInput(window);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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glm::mat4 model = glm::mat4(1.0f);
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glm::mat4 view = camera.GetViewMatrix();
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glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)800 / (float)600, 0.1f, 100.0f);
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model = glm::mat4(1.0);
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glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glStencilFunc(GL_ALWAYS, 1, 0xff);
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glStencilMask(0xFF);
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shader.use();
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shader.setMat4("model", model);
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shader.setMat4("view", view);
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shader.setMat4("projection", projection);
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Object.Draw(shader);
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}
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backpack.Draw(shader);
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void outline_pass( Shader& shader, Model& Object)
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{
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glStencilFunc(GL_NOTEQUAL, 1, 0xFF);
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glStencilMask(0x00);
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glDisable(GL_DEPTH_TEST);
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outlineShader.use();
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outlineShader.setMat4("model", model);
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outlineShader.setMat4("view", view);
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outlineShader.setMat4("projection", projection);
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outlineShader.setVec3("outlineColor", glm::vec3(0.28, 0.10, 0.26));
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shader.use();
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shader.setMat4("model", model);
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shader.setMat4("view", view);
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shader.setMat4("projection", projection);
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shader.setVec3("outlineColor", glm::vec3(0.28, 0.10, 0.26));
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model = glm::scale(model, glm::vec3(1.05f,1.05f, 1.05f));
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// model = glm::translate(model, glm::vec3(1.0f, 0.0f, 0.0f));
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outlineShader.setMat4("model", model);
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shader.setMat4("model", model);
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Object.Draw(shader);
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}
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void DrawToScreen( GLuint& VAO, GLuint& ScreenTexture, Shader& shader)
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{
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// draw to screen
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glDisable(GL_DEPTH_TEST);
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glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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backpack.Draw(outlineShader);
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shader.use();
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shader.setInt("screenTexture",0);
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glBindVertexArray(VAO);
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glBindTexture(GL_TEXTURE_2D, ScreenTexture);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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}
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int main() {
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printf("Hello OpenGL!\n");
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// Setup OpenGL Context
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GLFWwindow* window = CreateWindowWithOpenGLContext();
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if(window == nullptr)
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return -1;
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glEnable(GL_DEPTH_TEST);
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stbi_set_flip_vertically_on_load(true);
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// Load scene resources
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Shader shader ("shader.vs", "shader.fs");
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Shader outlineShader("shader.vs","outlineshader.fs");
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Shader framebufferShader("Framebuffers.vs", "Framebuffers.fs" );
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Model backpack("Models/backpack.obj");
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// Framebuffer outline effect
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FrameBuffer outlineFrameBuffer = FrameBuffer();
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outlineFrameBuffer.Bind();
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// Create a texture attachment (colour attachment)
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Texture* depthTexture = CreateTexture(800,600);
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// attach texture to the frame buffer as a colour attachment
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outlineFrameBuffer.Attach(*depthTexture);
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// Add depth buffer attachment
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RenderBuffer outlineRenderBuffer = RenderBuffer();
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outlineRenderBuffer.Bind();
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 800, 600);
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outlineRenderBuffer.Unbind();
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// attach depth buffer to our framebuffer
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, outlineRenderBuffer.id);
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outlineFrameBuffer.Unbind();
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// Post processing
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FrameBuffer framebuffer = FrameBuffer();
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framebuffer.Bind();
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Texture* ColourBuffer = CreateTexture(800,600);
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framebuffer.Attach(*ColourBuffer);
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RenderBuffer renderbufferObject = RenderBuffer();
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renderbufferObject.Bind();
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renderbufferObject.UseDepthAndStencil();
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renderbufferObject.Unbind();
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framebuffer.Attach(renderbufferObject);
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if(framebuffer.IsComplete() == false ){
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std::cout << "ERROR::FRAMEBUFFER::Framebuffer is not complete! " << std::endl;
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}
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framebuffer.Unbind();
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// Create ScreenVAO
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GLuint ScreenVAO, VBO;
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glGenVertexArrays(1, &ScreenVAO);
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glBindVertexArray(ScreenVAO);
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glGenBuffers(1, &VBO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, ScreenVertices.size() * sizeof(float), &ScreenVertices[0], GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0,2, GL_FLOAT,GL_FALSE, 4 * sizeof(float),(void*) 0 );
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1,2,GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2*sizeof(float)));
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glBindVertexArray(0);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_STENCIL_TEST);
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glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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while(!glfwWindowShouldClose(window))
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{
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float currentFrame = glfwGetTime();
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deltaTime = currentFrame - lastFrame;
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lastFrame = currentFrame;
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processInput(window);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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// Recalculate the Camera's view matrix
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view = camera.GetViewMatrix();
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// Reset the model matrix to an identity matrix
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model = glm::mat4(1.0f);
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framebuffer.Bind();
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drawScene_pass(shader, backpack);
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outline_pass(outlineShader, backpack);
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// Reset stencil
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glStencilMask(0xFF);
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glStencilFunc(GL_ALWAYS, 1, 0xFF);
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glEnable(GL_DEPTH_TEST);
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DrawToScreen(ScreenVAO, ColourBuffer->id, framebufferShader);
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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delete ColourBuffer;
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delete depthTexture;
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glfwTerminate();
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return 0;
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20
src/texture.cpp
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20
src/texture.cpp
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#include "texture.h"
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Texture* CreateTexture(unsigned int width, unsigned int height)
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{
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Texture* result = new Texture();
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glGenTextures(1, &result->id);
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glBindTexture(GL_TEXTURE_2D, result->id);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glBindTexture(GL_TEXTURE_2D, 0);
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return result;
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}
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#pragma once
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#include <string>
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#include <glad/glad.h>
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struct Texture{
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unsigned int id;
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GLuint id;
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std::string type;
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std::string path;
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};
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Texture* CreateTexture(unsigned int width, unsigned int height);
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