2021-07-04 02:53:37 +01:00
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#include "main.h"
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#include "gfx.h"
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2021-08-08 16:47:25 +01:00
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#include "clock.h"
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#include "random.h"
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2021-07-04 02:53:37 +01:00
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2021-08-06 19:25:52 +01:00
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#include "sphere.h"
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2021-08-07 15:19:22 +01:00
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#include "cam.h"
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2021-08-12 21:16:45 +01:00
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#include "input.h"
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2021-08-06 19:25:52 +01:00
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2021-08-02 09:35:39 +01:00
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const int WIDTH = 420;
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const int HEIGHT = 420;
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void updateUniforms(GLuint shaderProgram);
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2021-08-12 21:16:45 +01:00
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SDL_Window *window;
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2021-08-10 01:11:22 +01:00
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2021-08-12 21:16:45 +01:00
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struct Shaders shaders;
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struct Textures textures;
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void initialise()
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2021-07-04 02:53:37 +01:00
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{
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2021-08-12 21:16:45 +01:00
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window = gfxInit(WIDTH, HEIGHT);
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2021-08-09 18:15:43 +01:00
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2021-08-09 15:49:05 +01:00
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randomInit();
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2021-07-10 16:16:01 +01:00
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// initialise quad
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initBuffers();
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setVertexAttributes();
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2021-07-05 08:51:55 +01:00
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2021-08-12 21:16:45 +01:00
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// compile shader programs
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compileShaders(&shaders);
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createTextures(WIDTH, HEIGHT, shaders, &textures);
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}
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int main()
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{
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initialise();
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2021-08-13 20:03:19 +01:00
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float start = now();
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2021-08-12 21:16:45 +01:00
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int frames;
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for (frames = 0; !checkQuit(); frames++)
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2021-07-04 02:53:37 +01:00
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{
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2021-08-12 21:16:45 +01:00
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GLuint shader;
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// prepass
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// TODO: write output to different texture than main output
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shader = shaders.prepass;
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, textures.g0);
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glUseProgram(shader);
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updateUniforms(shader);
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glDispatchCompute((GLuint)WIDTH, (GLuint)HEIGHT, 1);
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// make sure we're finished writing to the texture before trying to read it
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glMemoryBarrier(GL_ALL_BARRIER_BITS);
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// dispatch compute shaders
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shader = shaders.lighting;
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, textures.target);
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glUseProgram(shader);
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updateUniforms(shader);
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//int loc = glGetUniformLocation(shader, "_g0");
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//glUniform1i(loc, textures.g0);
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2021-08-02 09:35:39 +01:00
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glDispatchCompute((GLuint)WIDTH, (GLuint)HEIGHT, 1);
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2021-07-10 16:16:01 +01:00
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// make sure we're finished writing to the texture before trying to read it
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glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
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// normal drawing pass
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2021-08-12 21:16:45 +01:00
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shader = shaders.quad;
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glUseProgram(shader);
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2021-07-24 01:31:35 +01:00
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2021-08-09 15:49:05 +01:00
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// bind texture written to by compute stage to 2d target
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2021-07-05 08:51:55 +01:00
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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2021-07-10 16:16:01 +01:00
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// swip swap
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2021-07-05 01:05:37 +01:00
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SDL_GL_SwapWindow(window);
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2021-07-04 02:53:37 +01:00
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}
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2021-08-13 20:03:19 +01:00
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float elapsed = now()-start;
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printf("%d frames in %fs [%f fps]\n",
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2021-08-09 15:49:05 +01:00
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frames,
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elapsed,
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(float)frames/elapsed);
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2021-07-04 02:53:37 +01:00
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return 0;
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}
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2021-08-02 09:35:39 +01:00
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void updateUniforms(GLuint shaderProgram)
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{
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2021-08-08 16:47:25 +01:00
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// update random values
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vec4 seed =
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{
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randomFloat(),
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randomFloat(),
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randomFloat(),
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randomFloat()
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};
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int loc = glGetUniformLocation(shaderProgram, "_seed");
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glUniform4fv(loc, 1, seed);
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2021-08-10 01:11:22 +01:00
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// update time
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2021-08-07 03:44:08 +01:00
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float t = now();
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2021-08-02 09:35:39 +01:00
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float sin_t = sin(t);
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2021-08-10 01:11:22 +01:00
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loc = glGetUniformLocation(shaderProgram, "_t");
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glUniform4f(loc, t, sin_t, (1.0 + sin_t)*0.5, 0.0f);
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2021-08-02 09:35:39 +01:00
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2021-08-10 01:11:22 +01:00
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// update camera
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2021-08-07 15:19:22 +01:00
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float aspect = (float)WIDTH/(float)HEIGHT;
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updateCameraUniforms(shaderProgram, aspect);
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2021-08-06 19:25:52 +01:00
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2021-08-10 01:11:22 +01:00
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// make and update spheres
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2021-08-06 19:25:52 +01:00
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const int sphereCount = 42;
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struct Sphere spheres[sphereCount];
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makeSpheres(spheres, sphereCount);
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updateSphereUniforms(shaderProgram, spheres, sphereCount);
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2021-08-02 09:35:39 +01:00
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}
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