Created
June 3, 2015 19:08
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framebuffer post processing
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type Square struct { | |
program uint32 | |
vbo uint32 | |
vao uint32 | |
vertices []float32 | |
vrtx uint32 | |
} | |
const ( | |
squareVS = `#version 330 | |
in vec2 vrtx; | |
void main() | |
{ | |
float x = vrtx[0]; | |
float y = vrtx[1]; | |
gl_Position = vec4(x, y, 0.0, 1.0); | |
}` + "\x00" | |
squareFS = `#version 330 | |
out vec4 outColor; | |
void main() | |
{ | |
outColor = vec4(1.0, 1.0, 1.0, 1.0); | |
}` + "\x00" | |
) | |
func NewSquare() *Square { | |
s := &Square{} | |
s.vertices = []float32{ | |
0.0, 0.05, | |
0.025, -0.05, | |
0.0, -0.025, | |
0.0, -0.025, | |
-0.025, -0.05, | |
0.0, 0.05, | |
} | |
p, _ := CreateProgram(squareVS, squareFS) | |
s.program = p | |
gl.UseProgram(p) | |
gl.BindFragDataLocation(p, 0, gl.Str("outColor\x00")) | |
gl.GenVertexArrays(1, &s.vao) | |
gl.BindVertexArray(s.vao) | |
gl.GenBuffers(1, &s.vbo) | |
gl.BindBuffer(gl.ARRAY_BUFFER, s.vbo) | |
gl.BufferData(gl.ARRAY_BUFFER, len(s.vertices)*4, gl.Ptr(s.vertices), gl.STATIC_DRAW) | |
s.vrtx = uint32(gl.GetAttribLocation(p, gl.Str("vrtx\x00"))) | |
gl.EnableVertexAttribArray(s.vrtx) | |
gl.VertexAttribPointer(s.vrtx, 2, gl.FLOAT, false, 0, gl.PtrOffset(0)) | |
gl.UseProgram(0) | |
return s | |
} | |
func (this *Square) Draw() { | |
gl.UseProgram(this.program) | |
gl.BindVertexArray(this.vao) | |
gl.BindBuffer(gl.ARRAY_BUFFER, this.vbo) | |
gl.DrawArrays(gl.TRIANGLES, 0, int32(len(this.vertices))) | |
gl.UseProgram(0) | |
} | |
func (this *Square) Destroy() { | |
gl.DeleteBuffers(1, &this.vbo) | |
gl.DeleteVertexArrays(1, &this.vao) | |
gl.DeleteProgram(this.program) | |
} |
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type PostProcessor struct { | |
fbo uint32 | |
fboTex uint32 | |
rboDepth uint32 | |
program uint32 | |
vbo uint32 | |
fboVertices []float32 | |
vCoord uint32 | |
fTex uint32 | |
} | |
func NewPostProcessor() *PostProcessor { | |
v, err := ioutil.ReadFile("shaders/vignette.vertex.glsl") | |
if err != nil { | |
panic(err) | |
} | |
f, err := ioutil.ReadFile("shaders/vignette.frag.glsl") | |
if err != nil { | |
panic(err) | |
} | |
p, err := CreateProgram(string(v)+"\x00", string(f)+"\x00") | |
if err != nil { | |
panic(err) | |
} | |
return &PostProcessor{ | |
program: p, | |
fboVertices: []float32{ | |
-1, -1, | |
1, -1, | |
-1, 1, | |
1, 1, | |
}, | |
} | |
} | |
func (this *PostProcessor) Init(w, h int) { | |
gl.UseProgram(this.program) | |
gl.ActiveTexture(gl.TEXTURE0) | |
gl.GenTextures(1, &this.fboTex) | |
gl.BindTexture(gl.TEXTURE_2D, this.fboTex) | |
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR) | |
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR) | |
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE) | |
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE) | |
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int32(w), int32(h), 0, gl.RGBA, gl.UNSIGNED_BYTE, nil) | |
gl.BindTexture(gl.TEXTURE_2D, 0) | |
gl.GenRenderbuffers(1, &this.rboDepth) | |
gl.BindRenderbuffer(gl.RENDERBUFFER, this.rboDepth) | |
gl.RenderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT24, int32(w), int32(h)) | |
gl.BindRenderbuffer(gl.RENDERBUFFER, 0) | |
gl.GenFramebuffers(1, &this.fbo) | |
gl.BindFramebuffer(gl.FRAMEBUFFER, this.fbo) | |
gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.fboTex, 0) | |
gl.FramebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, this.rboDepth) | |
status := gl.CheckFramebufferStatus(gl.FRAMEBUFFER) | |
switch status { | |
case gl.FRAMEBUFFER_COMPLETE: | |
log.Println("Framebuffer check complete!") | |
break | |
case gl.FRAMEBUFFER_UNSUPPORTED: | |
log.Println("Framebuffer not supported") | |
break | |
default: | |
panic("Framebuffer error") | |
break | |
} | |
gl.BindFramebuffer(gl.FRAMEBUFFER, 0) | |
gl.GenBuffers(1, &this.vbo) | |
gl.BindBuffer(gl.ARRAY_BUFFER, this.vbo) | |
gl.BufferData(gl.ARRAY_BUFFER, len(this.fboVertices)*4, gl.Ptr(this.fboVertices), gl.STATIC_DRAW) | |
gl.BindBuffer(gl.ARRAY_BUFFER, 0) | |
this.vCoord = uint32(gl.GetAttribLocation(this.program, gl.Str("v_coord\x00"))) | |
this.fTex = uint32(gl.GetUniformLocation(this.program, gl.Str("fbo_texture\x00"))) | |
gl.BindFragDataLocation(this.program, 0, gl.Str("outColor\x00")) | |
gl.UseProgram(0) | |
} | |
func (this *PostProcessor) Bind() { | |
gl.BindTexture(gl.TEXTURE_2D, 0) | |
gl.BindFramebuffer(gl.FRAMEBUFFER, this.fbo) | |
// Clear buffer | |
gl.ClearColor(1.0, 0.0, 0.0, 1.0) | |
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) | |
} | |
func (this *PostProcessor) Unbind() { | |
gl.BindFramebuffer(gl.FRAMEBUFFER, 0) | |
} | |
func (this *PostProcessor) Render() { | |
gl.Enable(gl.TEXTURE_2D) | |
gl.UseProgram(this.program) | |
gl.BindTexture(gl.TEXTURE_2D, this.fboTex) | |
gl.Uniform1i(int32(this.fTex), 0) | |
gl.EnableVertexAttribArray(this.vCoord) | |
gl.BindBuffer(gl.ARRAY_BUFFER, this.vbo) | |
gl.VertexAttribPointer( | |
this.vCoord, | |
2, | |
gl.FLOAT, | |
false, | |
0, | |
gl.PtrOffset(0), | |
) | |
gl.DrawArrays(gl.TRIANGLE_STRIP, 0, 4) | |
gl.DisableVertexAttribArray(this.vCoord) | |
gl.UseProgram(0) | |
gl.Disable(gl.TEXTURE_2D) | |
} | |
func (this *PostProcessor) Destroy() { | |
gl.DeleteTextures(1, &this.fboTex) | |
gl.DeleteRenderbuffers(1, &this.rboDepth) | |
gl.DeleteFramebuffers(1, &this.fbo) | |
gl.DeleteBuffers(1, &this.vbo) | |
gl.DeleteProgram(this.program) | |
} |
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func (this *GLFW3OpenGlCtx) Draw() error { | |
// Bind frame buffer and render our scene | |
this.pp.Bind() | |
this.square.Draw() | |
this.pp.Unbind() | |
// Clear screen | |
gl.ClearColor(0.0, 1.0, 0.0, 1.0) | |
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) | |
// Render frame buffer | |
this.pp.Render() | |
// Refresh window | |
this.window.SwapBuffers() | |
return nil | |
} |
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