render image to fullscreen quad
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parent
ea9c3fdd3a
commit
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@ -0,0 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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oid sha256:126baccff187648acfad78c57560035f5c783cc6ec92a37a93a5b1edc97af10e
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size 184939
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@ -2,8 +2,11 @@
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out vec4 FragColor;
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out vec4 FragColor;
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in vec3 ourColor;
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in vec3 ourColor;
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in vec2 TexCoord;
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uniform sampler2D ourTexture;
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void main()
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void main()
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{
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{
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FragColor = vec4(ourColor, 1.0);
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FragColor = texture(ourTexture, TexCoord);
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}
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}
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@ -1,11 +1,14 @@
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#version 330 core
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#version 330 core
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layout (location = 0) in vec3 aPos; // position has attribute position 0
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layout (location = 0) in vec3 aPos; // position has attribute position 0
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layout (location = 1) in vec3 aColor; // color has attribute position 1
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layout (location = 1) in vec3 aColor; // color has attribute position 1
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layout (location = 2) in vec2 aTexCoord; // texture coordinate
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out vec3 ourColor;
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out vec3 ourColor;
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out vec2 TexCoord;
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void main()
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void main()
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{
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{
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gl_Position = vec4(aPos, 1.0);
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gl_Position = vec4(aPos, 1.0);
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ourColor = aColor;
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ourColor = aColor;
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TexCoord = aTexCoord;
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}
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}
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54
src/main.c
54
src/main.c
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#include "main.h"
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#include "main.h"
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#include "gfx.h"
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#include "gfx.h"
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#include "stb_image.h"
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float vertices[] = {
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float vertices[] = {
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// position color
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// position color uvs
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0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 1.0f, // top right
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1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top right
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0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom right
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1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom right
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-0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, // bottom left
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-1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom left
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-0.5f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f // top left
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-1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f // top left
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};
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};
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unsigned int indices[] = {
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unsigned int indices[] = {
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@ -28,6 +29,33 @@ int main()
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gfxInit();
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gfxInit();
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SDL_Window* window = getWindow();
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SDL_Window* window = getWindow();
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// generate opengl texture
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unsigned int texture;
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glGenTextures(1, &texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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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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// load image data from file
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const char* imageFile = "res/tex.png";
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int width, height, nrChannels;
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stbi_set_flip_vertically_on_load(1);
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unsigned char* data = stbi_load(imageFile, &width, &height, &nrChannels, 0);
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if (!data)
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{
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fputs("failed to load texture data: ", stderr);
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fputs(imageFile, stderr);
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fputs("\n", stderr);
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exit(1);
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}
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
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glGenerateMipmap(GL_TEXTURE_2D);
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// free loaded image data
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stbi_image_free(data);
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unsigned int shaderProgram = compileShaderProgram();
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unsigned int shaderProgram = compileShaderProgram();
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// vertex array object
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// vertex array object
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// set vertex attributes
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// set vertex attributes
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int stride = 8*sizeof(float);
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// position attribute
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// position attribute
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6*sizeof(float), (void*)0); // TODO: wtf
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, stride, (void*)0); // TODO: wtf
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(0);
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// color attribute
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// color attribute
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6*sizeof(float), (void*)(3 * sizeof(float)));
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, stride, (void*)(3 * sizeof(float)));
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glEnableVertexAttribArray(1);
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glEnableVertexAttribArray(1);
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// uv attribute
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, stride, (void*)(6 * sizeof(float)));
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glEnableVertexAttribArray(2);
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glUseProgram(shaderProgram);
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glUseProgram(shaderProgram);
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@ -69,10 +101,10 @@ int main()
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT);
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// update uniforms
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// update uniforms
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float time = (float)SDL_GetTicks() / 1000.0f;
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//float time = (float)SDL_GetTicks() / 1000.0f;
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float greenValue = (sin(time)/2.0f)+0.5f;
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//float greenValue = (sin(time)/2.0f)+0.5f;
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int vertexColorLocation = glGetUniformLocation(shaderProgram, "ourColor");
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//int vertexColorLocation = glGetUniformLocation(shaderProgram, "ourColor");
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glUniform4f(vertexColorLocation, 0.0f, greenValue, 0.0f, 1.0f);
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//glUniform4f(vertexColorLocation, 0.0f, greenValue, 0.0f, 1.0f);
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// draw
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// draw
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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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#define STB_IMAGE_IMPLEMENTATION
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#include "stb_image.h"
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File diff suppressed because it is too large
Load Diff
2
todo.md
2
todo.md
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@ -1,4 +1,4 @@
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* [x] basic opengl initialisation
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* [x] basic opengl initialisation
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* [ ] render a texture to a full-screen quad
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* [x] render a texture to a full-screen quad
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* [ ] output image to a file
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* [ ] output image to a file
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* [ ] render image with compute shader
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* [ ] render image with compute shader
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