Compare commits
3 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
9afb9191ff | ||
|
|
83a9f7df12 | ||
|
|
ef55f75b33 |
6
.gitignore
vendored
@@ -24,9 +24,9 @@
|
||||
#*.lib
|
||||
|
||||
# Executables
|
||||
*.exe
|
||||
*.out
|
||||
*.app
|
||||
#*.exe
|
||||
#*.out
|
||||
#*.app
|
||||
|
||||
# ---> C
|
||||
# Object files
|
||||
|
||||
@@ -1,121 +0,0 @@
|
||||
<svg viewBox="19 98 883 423" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink">
|
||||
<g style="fill: rgb(116, 237, 104); stroke-width: 2; stroke: rgb(0, 0, 0);">
|
||||
<rect x="100" y="100" width="80" height="60"/>
|
||||
<rect x="160" y="220" width="100" height="80"/>
|
||||
<rect x="300" y="217" width="120" height="86"/>
|
||||
<rect x="300" y="440" width="100" height="80"/>
|
||||
<rect x="460" y="220" width="120" height="80"/>
|
||||
<rect x="480" y="360" width="80" height="60"/>
|
||||
<rect x="619.1" y="220" width="121.8" height="80"/>
|
||||
<rect x="780" y="220" width="120" height="80"/>
|
||||
</g>
|
||||
<g style="fill: none; stroke-width: 2; stroke: rgb(0, 0, 0);">
|
||||
<polyline points="400,460 520,460 520,431"/>
|
||||
<polyline points="411,500 840,500 840,311"/>
|
||||
<polyline points="449,280 439,280 439,460 460,460"/>
|
||||
<polyline points="89,130 60,130 60,220 40,220"/>
|
||||
</g>
|
||||
<g style="fill: none; stroke-width: 2; stroke: rgb(0, 0, 0);">
|
||||
<line x1="260" y1="260" x2="289" y2="260"/>
|
||||
<line x1="580" y1="260" x2="608.1" y2="260"/>
|
||||
<line x1="740.9" y1="260" x2="769" y2="260"/>
|
||||
<line x1="520" y1="360" x2="520" y2="311"/>
|
||||
<line x1="420" y1="260" x2="449" y2="260"/>
|
||||
<line x1="149" y1="260" x2="20" y2="260"/>
|
||||
<line x1="140" y1="160" x2="140" y2="249"/>
|
||||
<line x1="289" y1="480" x2="71" y2="480"/>
|
||||
<line x1="120" y1="160" x2="120" y2="469"/>
|
||||
<line x1="60" y1="260" x2="60" y2="480"/>
|
||||
<line x1="20" y1="220" x2="49" y2="220"/>
|
||||
</g>
|
||||
<g style="fill: rgb(0, 0, 0); stroke-width: 2; stroke: rgb(0, 0, 0);">
|
||||
<polygon points="289,265 299,260 289,255"/>
|
||||
<polygon points="608.1,265 618.1,260 608.1,255"/>
|
||||
<polygon points="769,265 779,260 769,255"/>
|
||||
<polygon points="525,431 520,421 515,431"/>
|
||||
<polygon points="525,311 520,301 515,311"/>
|
||||
<polygon points="411,495 401,500 411,505"/>
|
||||
<polygon points="845,311 840,301 835,311"/>
|
||||
<polygon points="449,285 459,280 449,275"/>
|
||||
<polygon points="449,265 459,260 449,255"/>
|
||||
<polygon points="149,265 159,260 149,255"/>
|
||||
<polygon points="135,249 140,259 145,249"/>
|
||||
<polygon points="289,485 299,480 289,475"/>
|
||||
<polygon points="71,475 61,480 71,485"/>
|
||||
<polygon points="115,469 120,479 125,469"/>
|
||||
<polygon points="40,265 50,260 40,255"/>
|
||||
<polygon points="40,225 50,220 40,215"/>
|
||||
<polygon points="89,135 99,130 89,125"/>
|
||||
</g>
|
||||
<switch>
|
||||
<g systemLanguage="es" font-size="12.8" style="fill: rgb(0, 0, 0); text-anchor: middle; font-family: sans-serif; font-style: normal; font-weight: 700;">
|
||||
<text>
|
||||
<tspan x="140" y="125.9">Lista</tspan>
|
||||
<tspan x="140" y="141.9">Display</tspan>
|
||||
</text>
|
||||
<text>
|
||||
<tspan x="210" y="263.9">Evaluación</tspan>
|
||||
</text>
|
||||
<text>
|
||||
<tspan x="360" y="239.9">Operaciones</tspan>
|
||||
<tspan x="360" y="255.9">por vértices</tspan>
|
||||
<tspan x="360" y="271.9">Ensamblado</tspan>
|
||||
<tspan x="360" y="287.9">de primitivas</tspan>
|
||||
</text>
|
||||
<text>
|
||||
<tspan x="350" y="475.9">Operaciones</tspan>
|
||||
<tspan x="350" y="491.9">de píxeles</tspan>
|
||||
</text>
|
||||
<text>
|
||||
<tspan x="520" y="263.9">Rasterización</tspan>
|
||||
</text>
|
||||
<text>
|
||||
<tspan x="520" y="378.9">Memoria</tspan>
|
||||
<tspan x="520" y="394.9">de</tspan>
|
||||
<tspan x="520" y="410.9">Texturas</tspan>
|
||||
</text>
|
||||
<text>
|
||||
<tspan x="680" y="255.9">Operaciones</tspan>
|
||||
<tspan x="680" y="271.9">por fragmentos</tspan>
|
||||
</text>
|
||||
<text>
|
||||
<tspan x="840" y="255.9">Frame</tspan>
|
||||
<tspan x="840" y="271.9">Buffer</tspan>
|
||||
</text>
|
||||
</g>
|
||||
<g font-size="12.8" style="fill: rgb(0, 0, 0); text-anchor: middle; font-family: sans-serif; font-style: normal; font-weight: 700;">
|
||||
<text>
|
||||
<tspan x="140" y="125.9">Display</tspan>
|
||||
<tspan x="140" y="141.9">List</tspan>
|
||||
</text>
|
||||
<text>
|
||||
<tspan x="210" y="263.9">Evaluator</tspan>
|
||||
</text>
|
||||
<text>
|
||||
<tspan x="360" y="239.9">Per-Vertex</tspan>
|
||||
<tspan x="360" y="255.9">Operations</tspan>
|
||||
<tspan x="360" y="271.9">Primitive</tspan>
|
||||
<tspan x="360" y="287.9">Assembly</tspan>
|
||||
</text>
|
||||
<text>
|
||||
<tspan x="350" y="475.9">Pixel</tspan>
|
||||
<tspan x="350" y="491.9">Operations</tspan>
|
||||
</text>
|
||||
<text>
|
||||
<tspan x="520" y="263.9">Rasterization</tspan>
|
||||
</text>
|
||||
<text>
|
||||
<tspan x="520" y="385.9">Texture</tspan>
|
||||
<tspan x="520" y="401.9">Memory</tspan>
|
||||
</text>
|
||||
<text>
|
||||
<tspan x="680" y="255.9">Per-Fragment</tspan>
|
||||
<tspan x="680" y="271.9">Operations</tspan>
|
||||
</text>
|
||||
<text>
|
||||
<tspan x="840" y="255.9">Frame</tspan>
|
||||
<tspan x="840" y="271.9">Buffer</tspan>
|
||||
</text>
|
||||
</g>
|
||||
</switch>
|
||||
</svg>
|
||||
|
Before Width: | Height: | Size: 4.3 KiB |
|
Before Width: | Height: | Size: 2.4 MiB |
|
Before Width: | Height: | Size: 96 KiB |
|
Before Width: | Height: | Size: 31 KiB |
|
Before Width: | Height: | Size: 1.2 MiB After Width: | Height: | Size: 768 KiB |
|
Before Width: | Height: | Size: 108 KiB After Width: | Height: | Size: 56 KiB |
|
Before Width: | Height: | Size: 106 KiB After Width: | Height: | Size: 876 KiB |
BIN
opengl-test-two/bin/Debug/opengl-test-two
Executable file
BIN
opengl-test-two/bin/Debug/opengl-test-two.exe
Normal file
@@ -1,10 +0,0 @@
|
||||
#ifndef LOADERS_H
|
||||
#define LOADERS_H
|
||||
|
||||
#define GLEW_STATIC
|
||||
#include <GL/glew.h>
|
||||
|
||||
int InitLoaders();
|
||||
GLuint LoadTexture(char *filename,int *textw,int *texth);
|
||||
GLuint LoadShaders(const char * vertex_file_path,const char * fragment_file_path);
|
||||
#endif // LOADERS_H
|
||||
BIN
opengl-test-two/lib/libGLEW.a
Normal file
56
opengl-test-two/lib/libiconv.rb
Normal file
@@ -0,0 +1,56 @@
|
||||
class Libiconv < Formula
|
||||
desc "Conversion library"
|
||||
homepage "https://www.gnu.org/software/libiconv/"
|
||||
url "https://ftpmirror.gnu.org/libiconv/libiconv-1.14.tar.gz"
|
||||
mirror "https://ftp.gnu.org/gnu/libiconv/libiconv-1.14.tar.gz"
|
||||
sha256 "72b24ded17d687193c3366d0ebe7cde1e6b18f0df8c55438ac95be39e8a30613"
|
||||
|
||||
bottle do
|
||||
sha256 "64d8a9383ba42ba3e41422bb8548ebc8f296f67fdda6e6d6a324f990b03c6db0" => :el_capitan
|
||||
sha256 "a0d9ff36269bc908fde4a039d2083152202055a2e053b6582ad2c9063c85ebc2" => :yosemite
|
||||
sha256 "456a816a94427c963fa3cb90257830aa33268f22443cf5a8a4cf1be3e3ed3bb9" => :mavericks
|
||||
end
|
||||
|
||||
keg_only :provided_by_osx
|
||||
|
||||
option :universal
|
||||
|
||||
patch do
|
||||
url "https://raw.githubusercontent.com/Homebrew/patches/9be2793af/libiconv/patch-Makefile.devel"
|
||||
sha256 "ad9b6da1a82fc4de27d6f7086a3382993a0b16153bc8e8a23d7b5f9334ca0a42"
|
||||
end
|
||||
|
||||
patch do
|
||||
url "https://raw.githubusercontent.com/Homebrew/patches/9be2793af/libiconv/patch-utf8mac.diff"
|
||||
sha256 "e8128732f22f63b5c656659786d2cf76f1450008f36bcf541285268c66cabeab"
|
||||
end
|
||||
|
||||
patch :DATA
|
||||
|
||||
def install
|
||||
ENV.universal_binary if build.universal?
|
||||
ENV.j1
|
||||
|
||||
system "./configure", "--disable-debug",
|
||||
"--disable-dependency-tracking",
|
||||
"--prefix=#{prefix}",
|
||||
"--enable-extra-encodings"
|
||||
system "make", "-f", "Makefile.devel", "CFLAGS=#{ENV.cflags}", "CC=#{ENV.cc}"
|
||||
system "make", "install"
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
__END__
|
||||
diff --git a/lib/flags.h b/lib/flags.h
|
||||
index d7cda21..4cabcac 100644
|
||||
--- a/lib/flags.h
|
||||
+++ b/lib/flags.h
|
||||
@@ -14,6 +14,7 @@
|
||||
|
||||
#define ei_ascii_oflags (0)
|
||||
#define ei_utf8_oflags (HAVE_ACCENTS | HAVE_QUOTATION_MARKS | HAVE_HANGUL_JAMO)
|
||||
+#define ei_utf8mac_oflags (HAVE_ACCENTS | HAVE_QUOTATION_MARKS | HAVE_HANGUL_JAMO)
|
||||
#define ei_ucs2_oflags (HAVE_ACCENTS | HAVE_QUOTATION_MARKS | HAVE_HANGUL_JAMO)
|
||||
#define ei_ucs2be_oflags (HAVE_ACCENTS | HAVE_QUOTATION_MARKS | HAVE_HANGUL_JAMO)
|
||||
#define ei_ucs2le_oflags (HAVE_ACCENTS | HAVE_QUOTATION_MARKS | HAVE_HANGUL_JAMO)
|
||||
@@ -4,15 +4,177 @@
|
||||
#include <GL/glew.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <SDL2/SDL.h>
|
||||
#include <SDL2/SDL_image.h>
|
||||
#include <stdio.h>
|
||||
#include <iostream>
|
||||
#include <fstream>
|
||||
#include <vector>
|
||||
#include <stdexcept>
|
||||
#include "loaders.h"
|
||||
|
||||
GLuint LoadTexture(char *filename,int *textw,int *texth) {
|
||||
SDL_Surface *surface;
|
||||
GLuint textureid;
|
||||
int mode;
|
||||
surface = IMG_Load(filename);
|
||||
// Or if you don't use SDL_image you can use SDL_LoadBMP here instead:
|
||||
// surface = SDL_LoadBMP(filename);
|
||||
|
||||
// could not load filename
|
||||
if (!surface) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
// work out what format to tell glTexImage2D to use...
|
||||
if (surface->format->BytesPerPixel == 3) { // RGB 24bit
|
||||
mode = GL_RGB;
|
||||
|
||||
} else if (surface->format->BytesPerPixel == 4) { // RGBA 32bit
|
||||
mode = GL_RGBA;
|
||||
} else {
|
||||
SDL_FreeSurface(surface);
|
||||
return 0;
|
||||
}
|
||||
|
||||
*textw=surface->w;
|
||||
*texth=surface->h;
|
||||
// create one texture name
|
||||
glGenTextures(1, &textureid);
|
||||
// tell opengl to use the generated texture name
|
||||
glBindTexture(GL_TEXTURE_2D, textureid);
|
||||
// this reads from the sdl surface and puts it into an opengl texture
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, mode, surface->w, surface->h, 0, mode, GL_UNSIGNED_BYTE, surface->pixels);
|
||||
// these affect how this texture is drawn later on...glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
// clean up
|
||||
SDL_FreeSurface(surface);
|
||||
return textureid;
|
||||
|
||||
}
|
||||
|
||||
void DrawTexture(int x, int y, GLuint textureid,int textw,int texth) {
|
||||
//printf("x: %d\ty: %d\tw: %d\th: %d\n", x, y, textw, texth);
|
||||
//int textw,texth;
|
||||
// tell opengl to use the generated texture name
|
||||
glBindTexture(GL_TEXTURE_2D, textureid);
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
// make a rectangle
|
||||
glBegin(GL_QUADS);
|
||||
glTexCoord2d(0.0,0.0); glVertex2f(-1, -1);
|
||||
glTexCoord2d(1.0,0.0); glVertex2f(1, -1);
|
||||
glTexCoord2d(1.0,1.0); glVertex2f(1, 1);
|
||||
glTexCoord2d(0.0,1.0); glVertex2f(-1, 1);
|
||||
glEnd();
|
||||
glDisable(GL_TEXTURE_2D );
|
||||
}
|
||||
|
||||
GLuint LoadShaders(const char * vertex_file_path,const char * fragment_file_path){
|
||||
|
||||
// Create the shaders
|
||||
GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);
|
||||
GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
|
||||
// Read the Vertex Shader code from the file
|
||||
std::string VertexShaderCode;
|
||||
std::ifstream VertexShaderStream(vertex_file_path, std::ios::in);
|
||||
if(VertexShaderStream.is_open()){
|
||||
std::string Line = "";
|
||||
while(getline(VertexShaderStream, Line))
|
||||
VertexShaderCode += "\n" + Line;
|
||||
VertexShaderStream.close();
|
||||
}else{
|
||||
printf("Impossible to open %s. Are you in the right directory ? Don't forget to read the FAQ !\n", vertex_file_path);
|
||||
getchar();
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Read the Fragment Shader code from the file
|
||||
std::string FragmentShaderCode;
|
||||
std::ifstream FragmentShaderStream(fragment_file_path, std::ios::in);
|
||||
if(FragmentShaderStream.is_open()){
|
||||
std::string Line = "";
|
||||
while(getline(FragmentShaderStream, Line))
|
||||
FragmentShaderCode += "\n" + Line;
|
||||
FragmentShaderStream.close();
|
||||
}
|
||||
|
||||
GLint Result = GL_FALSE;
|
||||
int InfoLogLength;
|
||||
|
||||
|
||||
// Compile Vertex Shader
|
||||
printf("Compiling shader : %s\n", vertex_file_path);
|
||||
char const * VertexSourcePointer = VertexShaderCode.c_str();
|
||||
glShaderSource(VertexShaderID, 1, &VertexSourcePointer , NULL);
|
||||
glCompileShader(VertexShaderID);
|
||||
|
||||
// Check Vertex Shader
|
||||
glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result);
|
||||
glGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
|
||||
if ( InfoLogLength > 0 ){
|
||||
std::vector<char> VertexShaderErrorMessage(InfoLogLength+1);
|
||||
glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]);
|
||||
printf("%s\n", &VertexShaderErrorMessage[0]);
|
||||
}
|
||||
|
||||
|
||||
|
||||
// Compile Fragment Shader
|
||||
printf("Compiling shader : %s\n", fragment_file_path);
|
||||
char const * FragmentSourcePointer = FragmentShaderCode.c_str();
|
||||
glShaderSource(FragmentShaderID, 1, &FragmentSourcePointer , NULL);
|
||||
glCompileShader(FragmentShaderID);
|
||||
|
||||
// Check Fragment Shader
|
||||
glGetShaderiv(FragmentShaderID, GL_COMPILE_STATUS, &Result);
|
||||
glGetShaderiv(FragmentShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
|
||||
if ( InfoLogLength > 0 ){
|
||||
std::vector<char> FragmentShaderErrorMessage(InfoLogLength+1);
|
||||
glGetShaderInfoLog(FragmentShaderID, InfoLogLength, NULL, &FragmentShaderErrorMessage[0]);
|
||||
printf("%s\n", &FragmentShaderErrorMessage[0]);
|
||||
}
|
||||
|
||||
|
||||
|
||||
// Link the program
|
||||
printf("Linking program\n");
|
||||
GLuint ProgramID = glCreateProgram();
|
||||
glAttachShader(ProgramID, VertexShaderID);
|
||||
glAttachShader(ProgramID, FragmentShaderID);
|
||||
glLinkProgram(ProgramID);
|
||||
|
||||
// Check the program
|
||||
glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result);
|
||||
glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength);
|
||||
if ( InfoLogLength > 0 ){
|
||||
std::vector<char> ProgramErrorMessage(InfoLogLength+1);
|
||||
glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, &ProgramErrorMessage[0]);
|
||||
printf("%s\n", &ProgramErrorMessage[0]);
|
||||
}
|
||||
|
||||
|
||||
glDetachShader(ProgramID, VertexShaderID);
|
||||
glDetachShader(ProgramID, FragmentShaderID);
|
||||
|
||||
glDeleteShader(VertexShaderID);
|
||||
glDeleteShader(FragmentShaderID);
|
||||
|
||||
return ProgramID;
|
||||
}
|
||||
|
||||
|
||||
|
||||
int main(int argc, char* args[]) {
|
||||
GLFWwindow* window;
|
||||
GLuint texFG, texBG;
|
||||
GLuint tex_jpe;
|
||||
GLuint tex_jpg;
|
||||
GLuint tex_gif;
|
||||
GLuint tex_png;
|
||||
GLuint tex_bmp;
|
||||
int textw, texth;
|
||||
int textw2, texth2;
|
||||
int timer = 0;
|
||||
|
||||
|
||||
/* Initialize the library */
|
||||
@@ -23,11 +185,10 @@ int main(int argc, char* args[]) {
|
||||
return 1;
|
||||
}
|
||||
/* Create a windowed mode window and its OpenGL context */
|
||||
glfwSetWindowSizeLimits(window, 640, 480, 640, 480);
|
||||
window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL);
|
||||
if (!window) {
|
||||
glfwTerminate();
|
||||
return 1;
|
||||
return -1;
|
||||
}
|
||||
/* Make the window's context current */
|
||||
glfwMakeContextCurrent(window);
|
||||
@@ -37,203 +198,48 @@ int main(int argc, char* args[]) {
|
||||
GLenum error = glGetError();
|
||||
if (error != GL_NO_ERROR)
|
||||
{
|
||||
printf("OpenGL Error: %d",error);
|
||||
std::cout << "OpenGL Error: " << error << std::endl;
|
||||
}
|
||||
GLenum glewinit = glewInit();
|
||||
if (glewinit != GLEW_OK) {
|
||||
printf("Glew not okay! %d",glewinit);
|
||||
std::cout << "Glew not okay! " << glewinit;
|
||||
return 1;
|
||||
}
|
||||
|
||||
/* SDL */
|
||||
if (InitLoaders() < 0) {
|
||||
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
|
||||
printf("SDL Error");
|
||||
return 1;
|
||||
}
|
||||
// INIT
|
||||
|
||||
// An array of 3 vectors which represents 3 vertices
|
||||
static const GLfloat g_vertex_buffer_data[] = {
|
||||
-1.0f, -1.0f, 0.0f, // (bottom - left ) TRIANGLE 1
|
||||
1.0f, -1.0f, 0.0f, // (bottom - right)
|
||||
-1.0f, 1.0f, 0.0f, // (top - left )
|
||||
1.0f, 1.0f, 0.0f, // (top - right) TRIANGLE 2
|
||||
1.0f, -1.0f, 0.0f, // (bottom - right)
|
||||
-1.0f, 1.0f, 0.0f, // (top - left )
|
||||
};
|
||||
// One color for each vertex. They were generated randomly.
|
||||
static const GLfloat g_uv_buffer_data[] = {
|
||||
0.0f, 1.0f-0.0f, // (bottom - left ) TRIANGLE 1
|
||||
1.0f, 1.0f-0.0f, // (bottom - right)
|
||||
0.0f, 1.0f-1.0f, // (top - left )
|
||||
1.0f, 1.0f-1.0f, // (top - right) TRIANGLE 2
|
||||
1.0f, 1.0f-0.0f, // (bottom - right)
|
||||
0.0f, 1.0f-1.0f, // (top - left )
|
||||
};
|
||||
|
||||
|
||||
// Identify our vertex buffer
|
||||
GLuint vertexbuffer;
|
||||
glGenBuffers(1, &vertexbuffer);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);
|
||||
|
||||
// Identify our color buffer
|
||||
GLuint colorbuffer;
|
||||
glGenBuffers(1, &colorbuffer);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, colorbuffer);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(g_uv_buffer_data), g_uv_buffer_data, GL_STATIC_DRAW);
|
||||
|
||||
// The framebuffer, which regroups 0, 1, or more textures, and 0 or 1 depth buffer.
|
||||
GLuint FramebufferName;
|
||||
glGenFramebuffers(1, &FramebufferName);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, FramebufferName);
|
||||
|
||||
|
||||
|
||||
|
||||
texBG = LoadTexture("../img/backgrounds/sky.jpg",&textw2,&texth2);
|
||||
texFG = LoadTexture("../img/tests/flieger.jpg",&textw,&texth);
|
||||
printf("Tex1: %d\n", texFG);
|
||||
glfwSetWindowSize(window, textw, texth);
|
||||
glViewport(0, 0, textw, texth);
|
||||
glfwSetWindowSizeLimits(window, textw, texth, textw, texth);
|
||||
|
||||
// The texture we're going to render to
|
||||
GLuint renderedTexture;
|
||||
glGenTextures(1, &renderedTexture);
|
||||
glBindTexture(GL_TEXTURE_2D, renderedTexture);
|
||||
|
||||
glTexImage2D(GL_TEXTURE_2D, 0,GL_RGB, textw, texth, 0,GL_RGB, GL_UNSIGNED_BYTE, 0);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
|
||||
// Set "renderedTexture" as our colour attachement #2
|
||||
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, renderedTexture, 0);
|
||||
// Set the list of draw buffers.
|
||||
GLenum DrawBuffers[1] = {GL_COLOR_ATTACHMENT2};
|
||||
glDrawBuffers(1, DrawBuffers); // "1" is the size of DrawBuffers
|
||||
|
||||
// Always check that our framebuffer is ok
|
||||
if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
|
||||
return false;
|
||||
|
||||
tex_jpe=LoadTexture("../img/tests/test.jpeg",&textw,&texth);
|
||||
tex_jpg=LoadTexture("../img/tests/test.jpg",&textw,&texth);
|
||||
tex_png=LoadTexture("../img/tests/test.png",&textw,&texth);
|
||||
tex_bmp=LoadTexture("../img/tests/test.bmp",&textw,&texth);
|
||||
|
||||
GLuint programID = LoadShaders("trimap.vertexshader", "trimap.fragmentshader");
|
||||
GLuint programRefineID = LoadShaders("refinement.vertexshader", "refinement.fragmentshader");
|
||||
GLint textureLoc1 = glGetUniformLocation(programID, "myTextureSampler");
|
||||
GLint widthLoc = glGetUniformLocation(programID, "pixWidth");
|
||||
GLint heigthLoc = glGetUniformLocation(programID, "pixHeight");
|
||||
|
||||
|
||||
GLint textureLocTri = glGetUniformLocation(programRefineID, "trimap");
|
||||
GLint textureLocFore = glGetUniformLocation(programRefineID, "foreground");
|
||||
GLint textureLocBack = glGetUniformLocation(programRefineID, "background");
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, texFG);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, texBG);
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
glBindTexture(GL_TEXTURE_2D, renderedTexture);
|
||||
|
||||
|
||||
printf("Shader program ID: %d\n", programID);
|
||||
printf("textureLoc1: %d\n", textureLoc1);
|
||||
printf("textureLocTri: %d\n", textureLocTri);
|
||||
//printf("textureLocFore: %d\n", textureLocFore);
|
||||
printf("widthLoc: %d\n", widthLoc);
|
||||
printf("heigthLoc: %d\n", heigthLoc);
|
||||
printf("Width: %f\n", 1.0f/textw);
|
||||
printf("Height: %f\n", 1.0f/texth);
|
||||
|
||||
|
||||
printf("%d", programID);
|
||||
|
||||
// INIT END
|
||||
/* Loop until the user closes the window */
|
||||
while (!glfwWindowShouldClose(window)) {
|
||||
timer += 1;
|
||||
if (timer==800)
|
||||
timer = 0;
|
||||
/* Render here */
|
||||
// Render to our framebuffer
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, FramebufferName);
|
||||
//glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
//glViewport(0,0,textw,texth); // Render on the whole framebuffer, complete from the lower left corner to the upper right
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
glUseProgram(programID);
|
||||
glUniform1f(widthLoc, 1.0f/textw);
|
||||
glUniform1f(heigthLoc, 1.0f/texth);
|
||||
glUniform1i(textureLoc1, 0);
|
||||
|
||||
// 1rst attribute buffer : vertices
|
||||
glEnableVertexAttribArray(0);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
|
||||
glVertexAttribPointer(
|
||||
0, // attribute 0. No particular reason for 0, but must match the layout in the shader.
|
||||
3, // size
|
||||
GL_FLOAT, // type
|
||||
GL_FALSE, // normalized?
|
||||
0, // stride
|
||||
(void*)0 // array buffer offset
|
||||
);
|
||||
// 2nd attribute buffer : colors
|
||||
glEnableVertexAttribArray(1);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, colorbuffer);
|
||||
glVertexAttribPointer(
|
||||
1, // attribute. No particular reason for 1, but must match the layout in the shader.
|
||||
2, // size
|
||||
GL_FLOAT, // type
|
||||
GL_FALSE, // normalized?
|
||||
0, // stride
|
||||
(void*)0 // array buffer offset
|
||||
);
|
||||
|
||||
|
||||
// Draw the triangle !
|
||||
glDrawArrays(GL_TRIANGLES, 0, 2*3); // 2*3 indices starting at 0 -> 2 triangles -> 1 square
|
||||
glDisableVertexAttribArray(0);
|
||||
|
||||
|
||||
// Render to the screen
|
||||
glUseProgram(0);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
glViewport(0,0,textw, texth); // Render on the whole framebuffer, complete from the lower left corner to the upper right
|
||||
|
||||
|
||||
glUseProgram(programRefineID);
|
||||
glUniform1i(textureLocTri, 2);
|
||||
glUniform1i(textureLocBack, 1);
|
||||
glUniform1i(textureLocFore, 0);
|
||||
|
||||
|
||||
// 1rst attribute buffer : vertices
|
||||
glEnableVertexAttribArray(0);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
|
||||
glVertexAttribPointer(
|
||||
0, // attribute 0. No particular reason for 0, but must match the layout in the shader.
|
||||
3, // size
|
||||
GL_FLOAT, // type
|
||||
GL_FALSE, // normalized?
|
||||
0, // stride
|
||||
(void*)0 // array buffer offset
|
||||
);
|
||||
// 2nd attribute buffer : colors
|
||||
glEnableVertexAttribArray(1);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, colorbuffer);
|
||||
glVertexAttribPointer(
|
||||
1, // attribute. No particular reason for 1, but must match the layout in the shader.
|
||||
2, // size
|
||||
GL_FLOAT, // type
|
||||
GL_FALSE, // normalized?
|
||||
0, // stride
|
||||
(void*)0 // array buffer offset
|
||||
);
|
||||
|
||||
|
||||
// Draw the triangle !
|
||||
glDrawArrays(GL_TRIANGLES, 0, 2*3); // 2*3 indices starting at 0 -> 2 triangles -> 1 square
|
||||
glDisableVertexAttribArray(0);
|
||||
|
||||
|
||||
// RENDER
|
||||
if (timer<200)
|
||||
DrawTexture(50,50,tex_jpe,textw,texth);
|
||||
else if (timer<400)
|
||||
DrawTexture(50,50,tex_jpg,textw,texth);
|
||||
else if (timer<600)
|
||||
DrawTexture(50,50,tex_png,textw,texth);
|
||||
else
|
||||
DrawTexture(50,50,tex_bmp,textw,texth);
|
||||
|
||||
// RENDER END
|
||||
/* Swap front and back buffers */
|
||||
|
||||
@@ -13,7 +13,6 @@
|
||||
<Option compiler="gcc" />
|
||||
<Compiler>
|
||||
<Add option="-g" />
|
||||
<Add directory="include" />
|
||||
</Compiler>
|
||||
</Target>
|
||||
<Target title="Release">
|
||||
@@ -23,12 +22,38 @@
|
||||
<Option compiler="gcc" />
|
||||
<Compiler>
|
||||
<Add option="-O2" />
|
||||
<Add directory="include" />
|
||||
</Compiler>
|
||||
<Linker>
|
||||
<Add option="-s" />
|
||||
</Linker>
|
||||
</Target>
|
||||
<Target title="Debug Mac">
|
||||
<Option platforms="Mac;" />
|
||||
<Option output="bin/Debug/opengl-test-two" prefix_auto="1" extension_auto="1" />
|
||||
<Option object_output="obj/Debug/" />
|
||||
<Option type="1" />
|
||||
<Option compiler="gcc" />
|
||||
<Compiler>
|
||||
<Add option="-g" />
|
||||
</Compiler>
|
||||
<Linker>
|
||||
<Add option="-framework AudioUnit" />
|
||||
<Add option="-framework Carbon" />
|
||||
<Add option="-framework Cocoa" />
|
||||
<Add option="-framework CoreAudio" />
|
||||
<Add option="-framework CoreFoundation" />
|
||||
<Add option="-framework CoreVideo" />
|
||||
<Add option="-framework ForceFeedback" />
|
||||
<Add option="-framework IOKit" />
|
||||
<Add option="-framework OpenGL" />
|
||||
<Add library="GLEW" />
|
||||
<Add library="glfw3" />
|
||||
<Add library="iconv" />
|
||||
<Add library="SDL2main" />
|
||||
<Add library="SDL2" />
|
||||
<Add library="SDL2_image" />
|
||||
</Linker>
|
||||
</Target>
|
||||
</Build>
|
||||
<Compiler>
|
||||
<Add option="-Wall" />
|
||||
@@ -36,21 +61,24 @@
|
||||
<Add directory="include" />
|
||||
</Compiler>
|
||||
<Linker>
|
||||
<Add library="glew32" />
|
||||
<Add option="-framework AudioUnit" />
|
||||
<Add option="-framework Carbon" />
|
||||
<Add option="-framework Cocoa" />
|
||||
<Add option="-framework CoreAudio" />
|
||||
<Add option="-framework CoreFoundation" />
|
||||
<Add option="-framework CoreVideo" />
|
||||
<Add option="-framework ForceFeedback" />
|
||||
<Add option="-framework IOKit" />
|
||||
<Add option="-framework OpenGL" />
|
||||
<Add library="GLEW" />
|
||||
<Add library="glfw3" />
|
||||
<Add library="gdi32" />
|
||||
<Add library="opengl32" />
|
||||
<Add library="mingw32" />
|
||||
<Add library="iconv" />
|
||||
<Add library="SDL2main" />
|
||||
<Add library="SDL2" />
|
||||
<Add library="SDL2_image" />
|
||||
<Add directory="lib" />
|
||||
</Linker>
|
||||
<Unit filename="include/loaders.h" />
|
||||
<Unit filename="main.cpp" />
|
||||
<Unit filename="refinement.fragmentshader" />
|
||||
<Unit filename="refinement.vertexshader" />
|
||||
<Unit filename="src/loaders.cpp" />
|
||||
<Unit filename="trimap.fragmentshader" />
|
||||
<Unit filename="trimap.vertexshader" />
|
||||
<Extensions>
|
||||
|
||||
2
opengl-test-two/project_settings_changes.txt
Normal file
@@ -0,0 +1,2 @@
|
||||
glew32 -> GLEW
|
||||
|
||||
@@ -1,55 +0,0 @@
|
||||
#version 330 core
|
||||
|
||||
// Interpolated values from the vertex shaders
|
||||
in vec2 UV;
|
||||
|
||||
// Ouput data
|
||||
out vec3 color;
|
||||
|
||||
// Values that stay constant for the whole mesh.
|
||||
uniform sampler2D trimap;
|
||||
uniform sampler2D foreground;
|
||||
uniform sampler2D background;
|
||||
|
||||
|
||||
int IS_BACKGROUND = 0;
|
||||
int IS_UNDEFINED = 1;
|
||||
int IS_FOREGROUND = 2;
|
||||
int UNSET = -1;
|
||||
|
||||
vec3 getTriColor(vec2 uvCoord) {
|
||||
return texture(trimap, uvCoord).rgb;
|
||||
}
|
||||
|
||||
vec3 getForeColor(vec2 uvCoord) {
|
||||
return texture(foreground, uvCoord).rgb;
|
||||
}
|
||||
|
||||
vec3 getBackColor(vec2 uvCoord) {
|
||||
return texture(background, uvCoord).rgb;
|
||||
}
|
||||
|
||||
int getState(vec3 c) {
|
||||
if (all(lessThanEqual(c, vec3(0.2f)))) {
|
||||
return IS_BACKGROUND;
|
||||
} else if (all(greaterThanEqual(c, vec3(0.8f)))) {
|
||||
return IS_FOREGROUND;
|
||||
} else {
|
||||
return IS_UNDEFINED;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void main(){
|
||||
color = getTriColor(UV);
|
||||
int status = getState(color);
|
||||
|
||||
|
||||
if (status==IS_FOREGROUND) {
|
||||
color = getForeColor(UV).rgb;
|
||||
} else if (status==IS_BACKGROUND) {
|
||||
color = getBackColor(UV).rgb;
|
||||
} else {
|
||||
// render undefined area
|
||||
}
|
||||
}
|
||||
@@ -1,17 +0,0 @@
|
||||
#version 330 core
|
||||
|
||||
// Input vertex data, different for all executions of this shader.
|
||||
layout(location = 0) in vec3 vertexPosition_modelspace;
|
||||
layout(location = 1) in vec2 vertexUV;
|
||||
|
||||
// Output data ; will be interpolated for each fragment.
|
||||
out vec2 UV;
|
||||
|
||||
void main(){
|
||||
// Output position of the vertex, in clip space : MVP * position
|
||||
gl_Position = vec4(vertexPosition_modelspace, 1);
|
||||
|
||||
// UV of the vertex. No special space for this one.
|
||||
UV = vertexUV;
|
||||
}
|
||||
|
||||
@@ -1,146 +0,0 @@
|
||||
#include <SDL2/SDL.h>
|
||||
#include <SDL2/SDL_image.h>
|
||||
#include <fstream>
|
||||
#include <vector>
|
||||
#include "loaders.h"
|
||||
|
||||
int InitLoaders(){
|
||||
return SDL_Init(SDL_INIT_VIDEO);
|
||||
}
|
||||
|
||||
GLuint LoadTexture(char *filename,int *textw,int *texth) {
|
||||
SDL_Surface *surface;
|
||||
GLuint textureid;
|
||||
int mode;
|
||||
surface = IMG_Load(filename);
|
||||
// Or if you don't use SDL_image you can use SDL_LoadBMP here instead:
|
||||
// surface = SDL_LoadBMP(filename);
|
||||
|
||||
// could not load filename
|
||||
if (!surface) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
// work out what format to tell glTexImage2D to use...
|
||||
if (surface->format->BytesPerPixel == 3) { // RGB 24bit
|
||||
mode = GL_RGB;
|
||||
|
||||
} else if (surface->format->BytesPerPixel == 4) { // RGBA 32bit
|
||||
mode = GL_RGBA;
|
||||
} else {
|
||||
SDL_FreeSurface(surface);
|
||||
return 0;
|
||||
}
|
||||
|
||||
*textw=surface->w;
|
||||
*texth=surface->h;
|
||||
// create one texture name
|
||||
glGenTextures(1, &textureid);
|
||||
// tell opengl to use the generated texture name
|
||||
glBindTexture(GL_TEXTURE_2D, textureid);
|
||||
// this reads from the sdl surface and puts it into an opengl texture
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, mode, surface->w, surface->h, 0, mode, GL_UNSIGNED_BYTE, surface->pixels);
|
||||
// these affect how this texture is drawn later on...glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
// clean up
|
||||
SDL_FreeSurface(surface);
|
||||
return textureid;
|
||||
|
||||
}
|
||||
|
||||
GLuint LoadShaders(const char * vertex_file_path,const char * fragment_file_path){
|
||||
|
||||
// Create the shaders
|
||||
GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);
|
||||
GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
|
||||
// Read the Vertex Shader code from the file
|
||||
std::string VertexShaderCode;
|
||||
std::ifstream VertexShaderStream(vertex_file_path, std::ios::in);
|
||||
if(VertexShaderStream.is_open()){
|
||||
std::string Line = "";
|
||||
while(getline(VertexShaderStream, Line))
|
||||
VertexShaderCode += "\n" + Line;
|
||||
VertexShaderStream.close();
|
||||
}else{
|
||||
printf("Impossible to open %s. Are you in the right directory ? Don't forget to read the FAQ !\n", vertex_file_path);
|
||||
getchar();
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Read the Fragment Shader code from the file
|
||||
std::string FragmentShaderCode;
|
||||
std::ifstream FragmentShaderStream(fragment_file_path, std::ios::in);
|
||||
if(FragmentShaderStream.is_open()){
|
||||
std::string Line = "";
|
||||
while(getline(FragmentShaderStream, Line))
|
||||
FragmentShaderCode += "\n" + Line;
|
||||
FragmentShaderStream.close();
|
||||
}
|
||||
|
||||
GLint Result = GL_FALSE;
|
||||
int InfoLogLength;
|
||||
|
||||
|
||||
// Compile Vertex Shader
|
||||
printf("Compiling shader : %s\n", vertex_file_path);
|
||||
char const * VertexSourcePointer = VertexShaderCode.c_str();
|
||||
glShaderSource(VertexShaderID, 1, &VertexSourcePointer , NULL);
|
||||
glCompileShader(VertexShaderID);
|
||||
|
||||
// Check Vertex Shader
|
||||
glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result);
|
||||
glGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
|
||||
if ( InfoLogLength > 0 ){
|
||||
std::vector<char> VertexShaderErrorMessage(InfoLogLength+1);
|
||||
glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]);
|
||||
printf("%s\n", &VertexShaderErrorMessage[0]);
|
||||
}
|
||||
|
||||
|
||||
|
||||
// Compile Fragment Shader
|
||||
printf("Compiling shader : %s\n", fragment_file_path);
|
||||
char const * FragmentSourcePointer = FragmentShaderCode.c_str();
|
||||
glShaderSource(FragmentShaderID, 1, &FragmentSourcePointer , NULL);
|
||||
glCompileShader(FragmentShaderID);
|
||||
|
||||
// Check Fragment Shader
|
||||
glGetShaderiv(FragmentShaderID, GL_COMPILE_STATUS, &Result);
|
||||
glGetShaderiv(FragmentShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
|
||||
if ( InfoLogLength > 0 ){
|
||||
std::vector<char> FragmentShaderErrorMessage(InfoLogLength+1);
|
||||
glGetShaderInfoLog(FragmentShaderID, InfoLogLength, NULL, &FragmentShaderErrorMessage[0]);
|
||||
printf("%s\n", &FragmentShaderErrorMessage[0]);
|
||||
}
|
||||
|
||||
|
||||
|
||||
// Link the program
|
||||
printf("Linking program\n");
|
||||
GLuint ProgramID = glCreateProgram();
|
||||
glAttachShader(ProgramID, VertexShaderID);
|
||||
glAttachShader(ProgramID, FragmentShaderID);
|
||||
glLinkProgram(ProgramID);
|
||||
|
||||
// Check the program
|
||||
glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result);
|
||||
glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength);
|
||||
if ( InfoLogLength > 0 ){
|
||||
std::vector<char> ProgramErrorMessage(InfoLogLength+1);
|
||||
glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, &ProgramErrorMessage[0]);
|
||||
printf("%s\n", &ProgramErrorMessage[0]);
|
||||
}
|
||||
|
||||
|
||||
glDetachShader(ProgramID, VertexShaderID);
|
||||
glDetachShader(ProgramID, FragmentShaderID);
|
||||
|
||||
glDeleteShader(VertexShaderID);
|
||||
glDeleteShader(FragmentShaderID);
|
||||
|
||||
return ProgramID;
|
||||
}
|
||||
@@ -1,83 +1,8 @@
|
||||
|
||||
#version 330 core
|
||||
|
||||
// Interpolated values from the vertex shaders
|
||||
in vec2 UV;
|
||||
|
||||
// Ouput data
|
||||
layout(location = 0) out vec3 color;
|
||||
//out vec3 color;
|
||||
|
||||
// Values that stay constant for the whole mesh.
|
||||
uniform sampler2D myTextureSampler;
|
||||
|
||||
// Relative width/height of a pixel
|
||||
uniform float pixWidth;
|
||||
uniform float pixHeight;
|
||||
|
||||
|
||||
// Pixel state
|
||||
int IS_BACKGROUND = 0;
|
||||
int IS_UNDEFINED = 1;
|
||||
int IS_FOREGROUND = 2;
|
||||
int UNSET = -1;
|
||||
|
||||
vec3 greenValue = vec3(0.0f, 1.0f, 0.0f);
|
||||
vec3 difference = vec3(40.0f/255.0f);
|
||||
int radius = 10;
|
||||
|
||||
|
||||
vec3 getColor(vec2 uvCoord) {
|
||||
return texture(myTextureSampler, uvCoord).rgb;
|
||||
}
|
||||
|
||||
bool isBackground(vec3 c) {
|
||||
/*// 49,206, 11
|
||||
if (all( lessThanEqual(c, vec3(51.0f/255.0f, 208.0f/255.0f, 13.0f/255.0f))) &&
|
||||
all(greaterThanEqual(c, vec3(47.0f/255.0f, 204.0f/255.0f, 9.0f/255.0f)))*/
|
||||
// 0, 255, 0
|
||||
if (all( lessThanEqual(c, greenValue+difference)) &&
|
||||
all(greaterThanEqual(c, greenValue-difference))
|
||||
) {
|
||||
return true;
|
||||
} else {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
out vec4 color;
|
||||
|
||||
void main(){
|
||||
int status = UNSET;
|
||||
|
||||
for(int w=-radius;w<=radius;w++){
|
||||
for(int h=-radius;h<=radius;h++){
|
||||
if (w+h==-radius*2) { // first pixel
|
||||
if (isBackground(getColor(UV+vec2(pixWidth*w, pixHeight*h)))) {
|
||||
status = IS_BACKGROUND;
|
||||
} else {
|
||||
status = IS_FOREGROUND;
|
||||
}
|
||||
} else { // other pixels
|
||||
if (isBackground(getColor(UV+vec2(pixWidth*w, pixHeight*h)))) {
|
||||
if (status != IS_BACKGROUND) {
|
||||
status = IS_UNDEFINED;
|
||||
w=100000;
|
||||
break;
|
||||
}
|
||||
} else {
|
||||
if (status != IS_FOREGROUND) {
|
||||
status = IS_UNDEFINED;
|
||||
w=100000;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (status == IS_BACKGROUND) {
|
||||
color = vec3(0.0f);
|
||||
} else if (status == IS_FOREGROUND) {
|
||||
color = vec3(1.0f);
|
||||
} else {
|
||||
color = vec3(0.5f);
|
||||
}
|
||||
color = vec3(0.5,0,0);
|
||||
}
|
||||
|
||||
@@ -1,17 +1,8 @@
|
||||
#version 330 core
|
||||
|
||||
// Input vertex data, different for all executions of this shader.
|
||||
layout(location = 0) in vec3 vertexPosition_modelspace;
|
||||
layout(location = 1) in vec2 vertexUV;
|
||||
|
||||
// Output data ; will be interpolated for each fragment.
|
||||
out vec2 UV;
|
||||
|
||||
void main(){
|
||||
// Output position of the vertex, in clip space : MVP * position
|
||||
gl_Position = vec4(vertexPosition_modelspace.x, -1*vertexPosition_modelspace.y, vertexPosition_modelspace.z, 1);
|
||||
|
||||
// UV of the vertex. No special space for this one.
|
||||
UV = vertexUV;
|
||||
gl_Position.xyz = vertexPosition_modelspace;
|
||||
gl_Position.w = 1.0;
|
||||
}
|
||||
|
||||
|
||||