Compare commits
2 Commits
4044ad9b36
...
80ec31a8ce
| Author | SHA1 | Date | |
|---|---|---|---|
| 80ec31a8ce | |||
| ae44554bf4 |
@@ -1,33 +1,35 @@
|
||||
#include <GL/glew.h>
|
||||
|
||||
|
||||
class FullScreenQuad {
|
||||
private:
|
||||
private:
|
||||
unsigned int vao;
|
||||
public:
|
||||
|
||||
public:
|
||||
FullScreenQuad();
|
||||
int getVAO() { return vao;}
|
||||
int getVAO() { return vao; }
|
||||
};
|
||||
|
||||
FullScreenQuad::FullScreenQuad(){
|
||||
float quadVertices[] = { // vertex attributes for a quad that fills the entire screen in Normalized Device Coordinates.
|
||||
// positions // texCoords
|
||||
-1.0f, 1.0f, 0.0f, 1.0f,
|
||||
-1.0f, -1.0f, 0.0f, 0.0f,
|
||||
1.0f, -1.0f, 1.0f, 0.0f,
|
||||
FullScreenQuad::FullScreenQuad() {
|
||||
float quadVertices[] = {// vertex attributes for a quad that fills the
|
||||
// entire screen in Normalized Device Coordinates.
|
||||
// positions // texCoords
|
||||
-1.0f, 1.0f, 0.0f, 1.0f, -1.0f, -1.0f,
|
||||
0.0f, 0.0f, 1.0f, -1.0f, 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};
|
||||
|
||||
-1.0f, 1.0f, 0.0f, 1.0f,
|
||||
1.0f, -1.0f, 1.0f, 0.0f,
|
||||
1.0f, 1.0f, 1.0f, 1.0f
|
||||
};
|
||||
unsigned int vbo;
|
||||
glGenVertexArrays(1, &vao);
|
||||
glGenBuffers(1, &vbo);
|
||||
glBindVertexArray(vao);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices,
|
||||
GL_STATIC_DRAW);
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0);
|
||||
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float),
|
||||
(void *)0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float)));
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float),
|
||||
(void *)(2 * sizeof(float)));
|
||||
}
|
||||
|
||||
53
main.cpp
53
main.cpp
@@ -1,29 +1,26 @@
|
||||
#include "FullScreenQuad.hpp"
|
||||
#include <GL/glew.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <cstdio>
|
||||
#include "FullScreenQuad.hpp"
|
||||
|
||||
|
||||
const char *vertexShaderSource =
|
||||
#include "fsq.vs"
|
||||
;
|
||||
;
|
||||
|
||||
const char *fragmentShaderSource =
|
||||
#include "sdf.fs"
|
||||
;
|
||||
;
|
||||
|
||||
/*void framebuffer_size_callback(GLFWwindow* window, int width, int height)
|
||||
{
|
||||
glViewport(0, 0, wdth, height);
|
||||
}*/
|
||||
|
||||
void processInput(GLFWwindow *window)
|
||||
{
|
||||
if(glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||
void processInput(GLFWwindow *window) {
|
||||
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||
glfwSetWindowShouldClose(window, true);
|
||||
}
|
||||
|
||||
|
||||
unsigned int compVertexShader() {
|
||||
unsigned int vertexShader;
|
||||
vertexShader = glCreateShader(GL_VERTEX_SHADER);
|
||||
@@ -38,20 +35,19 @@ unsigned int compFragmentShader() {
|
||||
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
|
||||
glCompileShader(fragmentShader);
|
||||
|
||||
// Print shader comp error
|
||||
GLint isCompiled = 0;
|
||||
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &isCompiled);
|
||||
if(isCompiled == GL_FALSE)
|
||||
{
|
||||
if (isCompiled == GL_FALSE) {
|
||||
GLint maxLength = 0;
|
||||
glGetShaderiv(fragmentShader, GL_INFO_LOG_LENGTH, &maxLength);
|
||||
|
||||
// The maxLength includes the NULL character
|
||||
//std::vector<GLchar> errorLog(maxLength);
|
||||
char * errorLog = new char[maxLength]();
|
||||
// std::vector<GLchar> errorLog(maxLength);
|
||||
char *errorLog = new char[maxLength]();
|
||||
glGetShaderInfoLog(fragmentShader, maxLength, &maxLength, errorLog);
|
||||
|
||||
printf("\nFrag Log: %s\n",errorLog);
|
||||
|
||||
printf("\nFrag Log: %s\n", errorLog);
|
||||
}
|
||||
|
||||
return fragmentShader;
|
||||
@@ -65,30 +61,27 @@ unsigned int compShader() {
|
||||
glAttachShader(shaderProgram, vert);
|
||||
glAttachShader(shaderProgram, frag);
|
||||
glLinkProgram(shaderProgram);
|
||||
|
||||
|
||||
glDeleteShader(vert);
|
||||
glDeleteShader(frag);
|
||||
glDeleteShader(frag);
|
||||
|
||||
return shaderProgram;
|
||||
}
|
||||
|
||||
|
||||
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
|
||||
{
|
||||
void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
|
||||
glViewport(0, 0, width, height);
|
||||
}
|
||||
}
|
||||
|
||||
int main(int argc, char** argv) {
|
||||
int main(int argc, char **argv) {
|
||||
|
||||
GLFWwindow* window;
|
||||
GLFWwindow *window;
|
||||
|
||||
if (!glfwInit())
|
||||
return -1;
|
||||
|
||||
window = glfwCreateWindow(800, 600, "Hello World", NULL, NULL);
|
||||
|
||||
if (!window)
|
||||
{
|
||||
if (!window) {
|
||||
glfwTerminate();
|
||||
return -1;
|
||||
}
|
||||
@@ -101,30 +94,25 @@ int main(int argc, char** argv) {
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
||||
glViewport(0, 0, 800, 600);
|
||||
|
||||
|
||||
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
||||
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
||||
|
||||
unsigned int shaderProgramm = compShader();
|
||||
|
||||
FullScreenQuad fsq{};
|
||||
|
||||
while (!glfwWindowShouldClose(window))
|
||||
{
|
||||
while (!glfwWindowShouldClose(window)) {
|
||||
processInput(window);
|
||||
/* Render here */
|
||||
|
||||
|
||||
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
|
||||
glUseProgram(shaderProgramm);
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0, 3);
|
||||
glBindVertexArray(fsq.getVAO());
|
||||
glBindVertexArray(fsq.getVAO());
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
|
||||
/* Poll for and process events */
|
||||
@@ -135,4 +123,3 @@ int main(int argc, char** argv) {
|
||||
|
||||
glfwTerminate();
|
||||
}
|
||||
|
||||
|
||||
69
sdf.fs
69
sdf.fs
@@ -7,29 +7,70 @@ in vec2 texCoords;
|
||||
vec3 center = vec3(0.0f,0.0f,20.0f);
|
||||
float radius = 5.0f;
|
||||
|
||||
float sphereMin(vec3 pos){
|
||||
return length(pos - center) - radius;
|
||||
float planeHeight = -7.0f;
|
||||
|
||||
struct Ray {
|
||||
vec3 dir;
|
||||
vec3 pos;
|
||||
float min;
|
||||
float len;
|
||||
vec3 color;
|
||||
};
|
||||
|
||||
Ray applyMin(Ray ray) {
|
||||
vec3 off = ray.dir * ray.min;
|
||||
ray.pos = ray.pos + off;
|
||||
ray.len = ray.len + ray.min;
|
||||
return ray;
|
||||
}
|
||||
|
||||
|
||||
Ray planeMin(Ray ray){
|
||||
ray.min = ray.pos.y - planeHeight;
|
||||
ray.color = vec3(1.0,1.0,1.0);
|
||||
return applyMin(ray);
|
||||
}
|
||||
|
||||
Ray sphereMin(Ray ray){
|
||||
ray.min = length(ray.pos - center) - radius;
|
||||
ray.color = vec3(1.0,0.0,0.0);
|
||||
return applyMin(ray);
|
||||
}
|
||||
|
||||
Ray minFn(Ray ray){
|
||||
Ray sp = sphereMin(ray);
|
||||
Ray pl = planeMin(ray);
|
||||
|
||||
if (sp.min < pl.min){
|
||||
return sp;
|
||||
} else {
|
||||
return pl;
|
||||
}
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 ray = vec3(texCoords.x, texCoords.y,2.0f);
|
||||
ray = (ray - 0.5f) * 2;
|
||||
vec3 pos = ray;
|
||||
float min = sphereMin(ray);
|
||||
vec3 dir = vec3(texCoords.x, texCoords.y,2.0f);
|
||||
dir = (dir - 0.5f) * 2;
|
||||
vec3 pos = dir;
|
||||
Ray ray = Ray(pos,normalize(dir),.0,.0,vec3(.0));
|
||||
|
||||
while( (min < 100.0f) && (min > 0.1f) ) {
|
||||
ray = normalize(ray);
|
||||
ray = ray * min;
|
||||
pos = pos + ray;
|
||||
min = sphereMin(pos);
|
||||
|
||||
ray = minFn(ray);
|
||||
|
||||
while( (ray.min < 100.0f) && (ray.min > 0.1f) ) {
|
||||
//ray.dir = normalize(ray.dir);
|
||||
ray = minFn(ray);
|
||||
//vec3 off = ray.dir * min;
|
||||
//ray.pos = ray.pos + off;
|
||||
|
||||
}
|
||||
|
||||
|
||||
if(min <= 0.2f){
|
||||
FragColor = vec4(texCoords.x, texCoords.y, 0.2f, 1.0f);
|
||||
if(ray.min <= 0.2f){
|
||||
FragColor = vec4(ray.color, 1.0f);
|
||||
} else {
|
||||
FragColor = vec4(0.0f,0.0f,0.0f,1.0f);
|
||||
FragColor = vec4(.0,0.0f,0.0f,1.0f);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user