Use the texture correctly in the two framebuffers
This commit is contained in:
parent
f434b661eb
commit
528a2a2765
1 changed files with 12 additions and 9 deletions
21
src/main.c
21
src/main.c
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@ -38,9 +38,12 @@ int main(int argc, char *argv[]) {
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return EXIT_FAILURE;
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return EXIT_FAILURE;
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}
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}
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compile_shaders(&screen_shader, screen_shader_file);
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compile_shaders(&screen_shader, screen_shader_file);
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glUseProgram(screen_shader);
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glUniform1i(glGetUniformLocation(screen_shader, "u_texture"), 0);
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unsigned int buffer_shader = 0;
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unsigned int buffer_shader = 0;
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unsigned int framebuffer = 0;
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unsigned int framebuffer = 0;
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unsigned int texture_color_buffer = 0;
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if (buffer_shader_file) {
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if (buffer_shader_file) {
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buffer_shader = glCreateProgram();
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buffer_shader = glCreateProgram();
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if (!buffer_shader) {
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if (!buffer_shader) {
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@ -50,13 +53,14 @@ int main(int argc, char *argv[]) {
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return EXIT_FAILURE;
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return EXIT_FAILURE;
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}
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}
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compile_shaders(&buffer_shader, buffer_shader_file);
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compile_shaders(&buffer_shader, buffer_shader_file);
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glUseProgram(buffer_shader);
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glUniform1i(glGetUniformLocation(buffer_shader, "u_texture"), 0);
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/* Framebuffer */
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/* Framebuffer */
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framebuffer = 0;
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framebuffer = 0;
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glGenFramebuffers(1, &framebuffer);
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glGenFramebuffers(1, &framebuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
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/* color attachment texture */
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/* color attachment texture */
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unsigned int texture_color_buffer = 0;
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glGenTextures(1, &texture_color_buffer);
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glGenTextures(1, &texture_color_buffer);
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glBindTexture(GL_TEXTURE_2D, texture_color_buffer);
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glBindTexture(GL_TEXTURE_2D, texture_color_buffer);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, WINDOW_WIDTH, WINDOW_HEIGHT, 0,
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, WINDOW_WIDTH, WINDOW_HEIGHT, 0,
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@ -68,6 +72,9 @@ int main(int argc, char *argv[]) {
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/* check that the framebuffer is complete */
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/* check that the framebuffer is complete */
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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log_error("Framebuffer is not complete");
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log_error("Framebuffer is not complete");
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glfwDestroyWindow(window);
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glfwTerminate();
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return EXIT_FAILURE;
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} else {
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} else {
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log_debug("Framebuffer initialized and complete");
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log_debug("Framebuffer initialized and complete");
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}
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}
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@ -100,8 +107,6 @@ int main(int argc, char *argv[]) {
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glClearColor(0, 0, 0, 1.0f);
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glClearColor(0, 0, 0, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT);
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glUseProgram(buffer_shader);
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/* Setup uniforms */
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/* Setup uniforms */
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glUniform1ui(glGetUniformLocation(buffer_shader, "u_frame"), frame);
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glUniform1ui(glGetUniformLocation(buffer_shader, "u_frame"), frame);
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glUniform1f(glGetUniformLocation(buffer_shader, "u_time"), time);
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glUniform1f(glGetUniformLocation(buffer_shader, "u_time"), time);
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@ -109,11 +114,11 @@ int main(int argc, char *argv[]) {
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viewport[2], viewport[3]);
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viewport[2], viewport[3]);
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glUniform2f(glGetUniformLocation(buffer_shader, "u_mouse"), mouse_x,
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glUniform2f(glGetUniformLocation(buffer_shader, "u_mouse"), mouse_x,
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mouse_y);
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mouse_y);
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glUniform1d(glGetUniformLocation(buffer_shader, "u_texture"), 0);
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/* Draw the vertices */
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/* Draw the vertices */
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// glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); /* For wireframe mode */
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glBindVertexArray(VAO);
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glBindVertexArray(VAO);
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glUseProgram(buffer_shader);
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glBindTexture(GL_TEXTURE_2D, texture_color_buffer);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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glBindVertexArray(0);
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glBindVertexArray(0);
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@ -124,8 +129,6 @@ int main(int argc, char *argv[]) {
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glClearColor(1.0, 1.0, 1.0, 1.0);
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glClearColor(1.0, 1.0, 1.0, 1.0);
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT);
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glUseProgram(screen_shader);
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/* Setup uniforms */
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/* Setup uniforms */
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glUniform1ui(glGetUniformLocation(screen_shader, "u_frame"), frame);
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glUniform1ui(glGetUniformLocation(screen_shader, "u_frame"), frame);
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glUniform1f(glGetUniformLocation(screen_shader, "u_time"), time);
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glUniform1f(glGetUniformLocation(screen_shader, "u_time"), time);
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@ -133,11 +136,11 @@ int main(int argc, char *argv[]) {
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viewport[2], viewport[3]);
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viewport[2], viewport[3]);
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glUniform2f(glGetUniformLocation(screen_shader, "u_mouse"), mouse_x,
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glUniform2f(glGetUniformLocation(screen_shader, "u_mouse"), mouse_x,
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mouse_y);
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mouse_y);
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glUniform1d(glGetUniformLocation(screen_shader, "u_texture"), 0);
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/* Draw the vertices */
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/* Draw the vertices */
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// glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); /* For wireframe mode */
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glBindVertexArray(VAO);
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glBindVertexArray(VAO);
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glUseProgram(screen_shader);
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glBindTexture(GL_TEXTURE_2D, texture_color_buffer);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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glBindVertexArray(0);
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glBindVertexArray(0);
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