Compare commits

..

2 Commits

3 changed files with 94 additions and 64 deletions

View File

@@ -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)));
}

View File

@@ -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
View File

@@ -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);
}
}