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Copy pathpost_processing.cpp
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77 lines (67 loc) · 2.6 KB
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#include "post_proccesing.h"
float quadVertices[] =
{
-1.0f, 1.0f, 0.0f, 1.0f,
-1.0f, -1.0f, 0.0f, 0.0f,
1.0f, -1.0f, 1.0f, 0.0f,
-1.0f, 1.0f, 0.0f, 1.0f,
1.0f, -1.0f, 1.0f, 0.0f,
1.0f, 1.0f, 1.0f, 1.0f
};
PostProcessingQuad::PostProcessingQuad(unsigned int width, unsigned int height)
{
SetupQuad();
SetupFBO();
SetupTCB(width, height);
SetupRBO(width, height);
};
void PostProcessingQuad::UpdateResolution(int width, int height)
{
SetupTCB(width, height);
SetupRBO(width, height);
}
void PostProcessingQuad::Draw(ShaderProgram& shader)
{
glUniform1i(glGetUniformLocation(shader.shaderProgram, "screentexture"), 0);
glBindTexture(GL_TEXTURE_2D, tcb);
glBindVertexArray(quadVAO);
glDrawArrays(GL_TRIANGLES, 0, 6);
}
void PostProcessingQuad::SetupFBO()
{
glGenFramebuffers(1, &framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
}
void PostProcessingQuad::SetupTCB(const int SCR_WIDTH, const int SCR_HEIGHT)
{
glGenTextures(1, &tcb);
glBindTexture(GL_TEXTURE_2D, tcb);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, SCR_WIDTH, SCR_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRROR_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRROR_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tcb, 0);
}
void PostProcessingQuad::SetupRBO(const int SCR_WIDTH, const int SCR_HEIGHT)
{
glGenRenderbuffers(1, &rbo);
glBindRenderbuffer(GL_RENDERBUFFER, rbo);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, SCR_WIDTH, SCR_HEIGHT);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
std::cout << "ERROR::FRAMEBUFFER:: Framebuffer is not complete!" << std::endl;
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void PostProcessingQuad::SetupQuad()
{
glGenVertexArrays(1, &quadVAO);
glGenBuffers(1, &quadVBO);
glBindVertexArray(quadVAO);
glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float)));
}