#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <learnopengl/shader_m.h>
#include <learnopengl/camera.h>
#include <iostream>
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void process_input(GLFWwindow *window);
glm::mat4 calculate_model_matrix(const glm::vec3& position, const glm::vec3& rotation = glm::vec3(0.0f), const glm::vec3& scale = glm::vec3(1.0f));
// settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
// camera
Camera camera(glm::vec3(0.0f, 0.0f, 5.0f));
float lastX = (float)SCR_WIDTH / 2.0;
float lastY = (float)SCR_HEIGHT / 2.0;
bool firstMouse = true;
// timing
float deltaTime = 0.0f;
float lastFrame = 0.0f;
int main(int argc, char* argv[])
{
// glfw: initialize and configure
// ------------------------------
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif
// glfw window creation
// --------------------
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glfwSetCursorPosCallback(window, mouse_callback);
glfwSetScrollCallback(window, scroll_callback);
// tell GLFW to capture our mouse
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
// glad: load all OpenGL function pointers
// ---------------------------------------
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
// build and compile shaders
// -------------------------
Shader solidShader("solid.vs", "solid.fs");
Shader transparentShader("transparent.vs", "transparent.fs");
Shader compositeShader("composite.vs", "composite.fs");
Shader screenShader("screen.vs", "screen.fs");
// set up vertex data (and buffer(s)) and configure vertex attributes
// ------------------------------------------------------------------
float quadVertices[] = {
// positions // uv
-1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
1.0f, -1.0f, 0.0f, 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, 0.0f, 0.0f, 1.0f,
-1.0f, -1.0f, 0.0f, 0.0f, 0.0f
};
// quad VAO
unsigned int quadVAO, quadVBO;
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, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
glBindVertexArray(0);
// set up framebuffers and their texture attachments
// ------------------------------------------------------------------
unsigned int opaqueFBO, transparentFBO;
glGenFramebuffers(1, &opaqueFBO);
glGenFramebuffers(1, &transparentFBO);
// set up attachments for opaque framebuffer
unsigned int opaqueTexture;
glGenTextures(1, &opaqueTexture);
glBindTexture(GL_TEXTURE_2D, opaqueTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, SCR_WIDTH, SCR_HEIGHT, 0, GL_RGBA, GL_HALF_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0);
unsigned int depthTexture;
glGenTextures(1, &depthTexture);
glBindTexture(GL_TEXTURE_2D, depthTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, SCR_WIDTH, SCR_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, opaqueFBO);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, opaqueTexture, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
std::cout << "ERROR::FRAMEBUFFER:: Opaque framebuffer is not complete!" << std::endl;
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// set up attachments for transparent framebuffer
unsigned int accumTexture;
glGenTextures(1, &accumTexture);
glBindTexture(GL_TEXTURE_2D, accumTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, SCR_WIDTH, SCR_HEIGHT, 0, GL_RGBA, GL_HALF_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0);
unsigned int revealTexture;
glGenTextures(1, &revealTexture);
glBindTexture(GL_TEXTURE_2D, revealTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, SCR_WIDTH, SCR_HEIGHT, 0, GL_RED, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, transparentFBO);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, accumTexture, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, revealTexture, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0); // opaque framebuffer's depth texture
const GLenum transparentDrawBuffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 };
glDrawBuffers(2, transparentDrawBuffers);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
std::cout << "ERROR::FRAMEBUFFER:: Transparent framebuffer is not complete!" << std::endl;
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// set up transformation matrices
// ------------------------------------------------------------------
glm::mat4 redModelMat = calculate_model_matrix(glm::vec3(0.0f, 0.0f, 1.0f));
glm::mat4 greenModelMat = calculate_model_matrix(glm::vec3(0.0f, 0.0f, 0.0f));
glm::mat4 blueModelMat = calculate_model_matrix(glm::vec3(0.0f, 0.0f, 2.0f));
// set up intermediate variables
// ------------------------------------------------------------------
glm::vec4 zeroFillerVec(0.0f);
glm::vec4 oneFillerVec(1.0f);
// render loop
// -----------
while (!glfwWindowShouldClose(window))
{
// per-frame time logic
// --------------------
float currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
// camera matrices
glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
glm::mat4 view = camera.GetViewMatrix();
glm::mat4 vp = projection * view;
// input
// -----
process_input(window);
// render
// ------
// draw solid objects (solid pass)
// ------
// configure render states
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glDepthMask(GL_TRUE);
glDisable(GL_BLEND);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
// bind opaque framebuffer to render solid objects
glBindFramebuffer(GL_FRAMEBUFFER, opaqueFBO);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// use solid shader
solidShader.use();
// draw red quad
solidShader.setMat4("mvp", vp * redModelMat);
solidShader.setVec3("color", glm::vec3(1.0f, 0.0f, 0.0f));
glBindVertexArray(quadVAO);
glDrawArrays(GL_TRIANGLES, 0, 6);
// draw transparent objects (transparent pass)
// -----
// configure render states
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
glBlendFunci(0, GL_ONE, GL_ONE);
glBlendFunci(1, GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
glBlendEquation(GL_FUNC_ADD);
// bind transparent framebuffer to render transparent objects
glBindFramebuffer(GL_FRAMEBUFFER, transparentFBO);
glClearBufferfv(GL_COLOR, 0, &zeroFillerVec[0]);
glClearBufferfv(GL_COLOR, 1, &oneFillerVec[0]);
// use transparent shader
transparentShader.use();
// draw green quad
transparentShader.setMat4("mvp", vp * greenModelMat);
transparentShader.setVec4("color", glm::vec4(0.0f, 1.0f, 0.0f, 0.5f));
glBindVertexArray(quadVAO);
glDrawArrays(GL_TRIANGLES, 0, 6);
// draw blue quad
transparentShader.setMat4("mvp", vp * blueModelMat);
transparentShader.setVec4("color", glm::vec4(0.0f, 0.0f, 1.0f, 0.5f));
glBindVertexArray(quadVAO);
glDrawArrays(GL_TRIANGLES, 0, 6);
// draw composite image (composite pass)
// -----
// set render states
glDepthFunc(GL_ALWAYS);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// bind opaque framebuffer
glBindFramebuffer(GL_FRAMEBUFFER, opaqueFBO);
// use composite shader
compositeShader.use();
// draw screen quad
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, accumTexture);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, revealTexture);
glBindVertexArray(quadVAO);
glDrawArrays(GL_TRIANGLES, 0, 6);
// draw to backbuffer (final pass)
// -----
// set render states
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE); // enable depth writes so glClear won't ignore clearing the depth buffer
glDisable(GL_BLEND);
// bind backbuffer
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
// use screen shader
screenShader.use();
// draw final screen quad
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, opaqueTexture);
glBindVertexArray(quadVAO);
glDrawArrays(GL_TRIANGLES, 0, 6);
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
// -------------------------------------------------------------------------------
glfwSwapBuffers(window);
glfwPollEvents();
}
// optional: de-allocate all resources once they've outlived their purpose:
// ------------------------------------------------------------------------
glDeleteVertexArrays(1, &quadVAO);
glDeleteBuffers(1, &quadVBO);
glDeleteTextures(1, &opaqueTexture);
glDeleteTextures(1, &depthTexture);
glDeleteTextures(1, &accumTexture);
glDeleteTextures(1, &revealTexture);
glDeleteFramebuffers(1, &opaqueFBO);
glDeleteFramebuffers(1, &transparentFBO);
glfwTerminate();
return EXIT_SUCCESS;
}
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
// make sure the viewport matches the new window dimensions; note that width and
// height will be significantly larger than specified on retina displays.
glViewport(0, 0, width, height);
}
// glfw: whenever the mouse moves, this callback is called
// -------------------------------------------------------
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
{
if (firstMouse)
{
lastX = xpos;
lastY = ypos;
firstMouse = false;
}
float xoffset = xpos - lastX;
float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top
lastX = xpos;
lastY = ypos;
camera.ProcessMouseMovement(xoffset, yoffset);
}
// glfw: whenever the mouse scroll wheel scrolls, this callback is called
// ----------------------------------------------------------------------
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
camera.ProcessMouseScroll(yoffset);
}
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------
void process_input(GLFWwindow *window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
camera.ProcessKeyboard(FORWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
camera.ProcessKeyboard(BACKWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
camera.ProcessKeyboard(LEFT, deltaTime);
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
camera.ProcessKeyboard(RIGHT, deltaTime);
}
// generate a model matrix
// ---------------------------------------------------------------------------------------------------------
glm::mat4 calculate_model_matrix(const glm::vec3& position, const glm::vec3& rotation, const glm::vec3& scale)
{
glm::mat4 trans = glm::mat4(1.0f);
trans = glm::translate(trans, position);
trans = glm::rotate(trans, glm::radians(rotation.x), glm::vec3(1.0, 0.0, 0.0));
trans = glm::rotate(trans, glm::radians(rotation.y), glm::vec3(0.0, 1.0, 0.0));
trans = glm::rotate(trans, glm::radians(rotation.z), glm::vec3(0.0, 0.0, 1.0));
trans = glm::scale(trans, scale);
return trans;
}
HI