298 lines
9.6 KiB
C++
298 lines
9.6 KiB
C++
#define GLEW_STATIC
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#include <SDL2/SDL.h>
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#include <fstream>
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#include <stdexcept>
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#include <dirent.h>
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#include "loaders.h"
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int main(int argc, char* args[]) {
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GLFWwindow* window;
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GLuint texBG;
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int textw, texth;
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int textw2, texth2;
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/* Initialize the library */
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/* GLFW */
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if (!glfwInit()) {
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printf("GLFW Error");
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return 1;
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}
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/* Create a windowed mode window and its OpenGL context */
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window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL);
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if (!window) {
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glfwTerminate();
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return 1;
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}
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/* Make the window's context current */
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glfwMakeContextCurrent(window);
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/* GLEW */
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glewExperimental = GL_FALSE;
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GLenum error = glGetError();
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if (error != GL_NO_ERROR)
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{
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printf("OpenGL Error: %d",error);
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}
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GLenum glewinit = glewInit();
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if (glewinit != GLEW_OK) {
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printf("Glew not okay! %d",glewinit);
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return 1;
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}
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/* SDL */
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if (InitLoaders() < 0) {
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printf("SDL Error");
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return 1;
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}
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// INIT
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// An array of 3 vectors which represents 3 vertices
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static const GLfloat g_vertex_buffer_data[] = {
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-1.0f, -1.0f, 0.0f, // (bottom - left ) TRIANGLE 1
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1.0f, -1.0f, 0.0f, // (bottom - right)
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-1.0f, 1.0f, 0.0f, // (top - left )
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1.0f, 1.0f, 0.0f, // (top - right) TRIANGLE 2
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1.0f, -1.0f, 0.0f, // (bottom - right)
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-1.0f, 1.0f, 0.0f, // (top - left )
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};
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// One color for each vertex. They were generated randomly.
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static const GLfloat g_uv_buffer_data[] = {
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0.0f, 1.0f-0.0f, // (bottom - left ) TRIANGLE 1
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1.0f, 1.0f-0.0f, // (bottom - right)
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0.0f, 1.0f-1.0f, // (top - left )
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1.0f, 1.0f-1.0f, // (top - right) TRIANGLE 2
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1.0f, 1.0f-0.0f, // (bottom - right)
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0.0f, 1.0f-1.0f, // (top - left )
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};
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// Identify our vertex buffer
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GLuint vertexbuffer;
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glGenBuffers(1, &vertexbuffer);
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glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
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glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);
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// Identify our texture coordinate buffer
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GLuint colorbuffer;
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glGenBuffers(1, &colorbuffer);
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glBindBuffer(GL_ARRAY_BUFFER, colorbuffer);
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glBufferData(GL_ARRAY_BUFFER, sizeof(g_uv_buffer_data), g_uv_buffer_data, GL_STATIC_DRAW);
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// The framebuffer, which regroups one texture, and zero depth buffer.
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GLuint FramebufferName;
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glGenFramebuffers(1, &FramebufferName);
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glBindFramebuffer(GL_FRAMEBUFFER, FramebufferName);
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// load foreground and background textures
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int lenTexFG = 1;
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GLint texFGs[lenTexFG];
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char buffer[50];
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texBG = LoadTexture("../img/backgrounds/sky.jpg",&textw2,&texth2);
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for (int i=0; i<lenTexFG; i++) {
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snprintf(buffer, sizeof(buffer), "../img/foregrounds/original-reference/%d.jpg", i);
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texFGs[i] = LoadTexture(buffer,&textw,&texth);
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}
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// Generate texture for frame buffer
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GLuint renderedTexture;
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glGenTextures(1, &renderedTexture);
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glBindTexture(GL_TEXTURE_2D, renderedTexture);
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// Load texture and set filtering
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glTexImage2D(GL_TEXTURE_2D, 0,GL_RGB, textw, texth, 0,GL_RGB, GL_UNSIGNED_BYTE, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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// Set "renderedTexture" as our color attachment #2 (render to location 2)
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glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, renderedTexture, 0);
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// Set the list of draw buffers
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GLenum DrawBuffers[1] = {GL_COLOR_ATTACHMENT2};
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glDrawBuffers(1, DrawBuffers); // "1" is the size of DrawBuffers
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// Always check that our frame buffer is ok
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if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
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return false;
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// Set window size to texture size (window size, opengl context size, resize constraints)
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glfwSetWindowSize(window, textw, texth);
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glViewport(0, 0, textw, texth);
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glfwSetWindowSizeLimits(window, textw, texth, textw, texth);
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// Load shader programs
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GLuint progTrimapID = LoadShaders("trimap.vertexshader", "trimap.fragmentshader");
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GLuint progRefineID = LoadShaders("refinement.vertexshader", "refinement.fragmentshader");
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// Get shader locations for trimap shader
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GLint locTriTexForeground = glGetUniformLocation(progTrimapID, "foreground");
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GLint locTriPixWidth = glGetUniformLocation(progTrimapID, "pixWidth");
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GLint locTriPixHeight = glGetUniformLocation(progTrimapID, "pixHeight");
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// Get shader locations for refinement shader
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GLint locRefTexTrimap = glGetUniformLocation(progRefineID, "trimap");
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GLint locRefTexForeground = glGetUniformLocation(progRefineID, "foreground");
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GLint locRefTexBackground = glGetUniformLocation(progRefineID, "background");
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GLint locRefPixWidth = glGetUniformLocation(progRefineID, "pixWidth");
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GLint locRefPixHeight = glGetUniformLocation(progRefineID, "pixHeight");
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, texBG);
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, renderedTexture);
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// INIT END
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int loopNumber = -1;
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double lastTime = glfwGetTime();
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double lastTimeLoop = glfwGetTime();
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int nbFrames = 0;
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/* Loop until the user closes the window */
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while (!glfwWindowShouldClose(window)) {
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// Measure speed
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double currentTime = glfwGetTime();
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nbFrames++;
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if ( currentTime - lastTime >= 1.0 ){
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// If last prinf() was more than 1 sec ago
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// printf and reset timer
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printf("%f ms/frame\n", 1000.0/double(nbFrames));
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nbFrames = 0;
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lastTime += 1.0;
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}
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// Foreground texture counter
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if ( currentTime - lastTimeLoop >= 0.08 ){
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loopNumber++;
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if (loopNumber >= lenTexFG) {
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loopNumber = 0;
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}
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lastTimeLoop += 0.08;
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}
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// Set current foreground texture
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texFGs[loopNumber]);
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/* RENDER TO FRAMEBUFFER */
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// Render to our framebuffer
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glBindFramebuffer(GL_FRAMEBUFFER, FramebufferName);
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// Clear buffer
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// Init trimap shader program
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glUseProgram(progTrimapID);
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glUniform1f(locTriPixWidth, 1.0f/textw);
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glUniform1f(locTriPixHeight, 1.0f/texth);
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glUniform1i(locTriTexForeground, 0);
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// 1st attribute buffer: vertices
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
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glVertexAttribPointer(
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0, // attribute 0. No particular reason for 0, but must match the layout in the shader.
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3, // size
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GL_FLOAT, // type
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GL_FALSE, // normalized?
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0, // stride
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(void*)0 // array buffer offset
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);
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// 2nd attribute buffer : colors
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glEnableVertexAttribArray(1);
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glBindBuffer(GL_ARRAY_BUFFER, colorbuffer);
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glVertexAttribPointer(
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1, // attribute. No particular reason for 1, but must match the layout in the shader.
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2, // size
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GL_FLOAT, // type
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GL_FALSE, // normalized?
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0, // stride
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(void*)0 // array buffer offset
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);
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// Draw the triangles (and render trimap shaders) to framebuffer/texture
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glDrawArrays(GL_TRIANGLES, 0, 2*3); // 2*3 indices starting at 0 -> 2 triangles -> 1 square
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glDisableVertexAttribArray(0);
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glUseProgram(0);
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// Render to the screen
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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// Init refinement shader program
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glUseProgram(progRefineID);
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glUniform1i(locRefTexForeground, 0);
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glUniform1i(locRefTexBackground, 1);
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glUniform1i(locRefTexTrimap, 2);
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glUniform1f(locRefPixWidth, 1.0f/textw);
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glUniform1f(locRefPixHeight, 1.0f/texth);
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// 1st attribute buffer : vertices
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
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glVertexAttribPointer(
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0, // attribute 0. No particular reason for 0, but must match the layout in the shader.
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3, // size
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GL_FLOAT, // type
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GL_FALSE, // normalized?
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0, // stride
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(void*)0 // array buffer offset
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);
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// 2nd attribute buffer : texture coordinates
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glEnableVertexAttribArray(1);
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glBindBuffer(GL_ARRAY_BUFFER, colorbuffer);
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glVertexAttribPointer(
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1, // attribute. No particular reason for 1, but must match the layout in the shader.
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2, // size
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GL_FLOAT, // type
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GL_FALSE, // normalized?
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0, // stride
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(void*)0 // array buffer offset
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);
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// Draw the triangles (and render refinement shaders) to screen
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glDrawArrays(GL_TRIANGLES, 0, 2*3); // 2*3 indices starting at 0 -> 2 triangles -> 1 square
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glDisableVertexAttribArray(0);
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// RENDER END
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/* Swap front and back buffers */
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glfwSwapBuffers(window);
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/* Poll for and process events */
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glfwPollEvents();
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}
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glfwTerminate();
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return 0;
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}
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