this is way too complicated for what it is doing

This commit is contained in:
Dynamitos
2025-01-24 16:12:17 +01:00
parent 45ed7c75be
commit a5950cd471
5 changed files with 28 additions and 16 deletions
+2 -1
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@@ -1,3 +1,4 @@
{ {
"cmake.buildDirectory": "${workspaceFolder}/bin/" "cmake.buildDirectory": "${workspaceFolder}/bin/",
"cmake.generator": ""
} }
+1
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@@ -0,0 +1 @@
bin/compile_commands.json
+4 -2
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@@ -8,12 +8,14 @@ int main()
bvh.addModels(ModelLoader::loadModel("../cube.fbx"), glm::mat4()); bvh.addModels(ModelLoader::loadModel("../cube.fbx"), glm::mat4());
bvh.generate(); bvh.generate();
Window w(1920, 1080); Window w(1920, 1080);
std::vector<uint32_t> texture(1920 * 1080); std::vector<unsigned char> texture(1920 * 1080 * 3);
for (int j = 10; j < 100; ++j) for (int j = 10; j < 100; ++j)
{ {
for (int i = 0; i < 1920; ++i) for (int i = 0; i < 1920; ++i)
{ {
texture[j * 1920 + i] = 0xff00ffff; texture[(j * 1920 + i) * 3] = 0xff;
texture[(j * 1920 + i) * 3 + 1] = 0xff;
texture[(j * 1920 + i) * 3 + 2] = 0x0;
} }
} }
while (true) while (true)
+20 -11
View File
@@ -2,7 +2,7 @@
#include <assert.h> #include <assert.h>
#include <iostream> #include <iostream>
#define GLSL(...) "#version 450\n#extension GL_KHR_vulkan_glsl : enable\n" #__VA_ARGS__ #define GLSL(...) "#version 400\n" #__VA_ARGS__
Window::Window(int width, int height) : width(width), height(height) Window::Window(int width, int height) : width(width), height(height)
{ {
@@ -13,29 +13,39 @@ Window::Window(int width, int height) : width(width), height(height)
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // We don't want the old OpenGL glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // We don't want the old OpenGL
window = glfwCreateWindow(width, height, "RayTracer", nullptr, nullptr); window = glfwCreateWindow(width, height, "RayTracer", nullptr, nullptr);
glfwMakeContextCurrent(window); glfwMakeContextCurrent(window);
std::cout << glewInit() <<std::endl; assert(!glewInit());
std::cout <<glewGetErrorString(1) <<std::endl;
glGenVertexArrays(1, &vao); glGenVertexArrays(1, &vao);
glBindVertexArray(vao); glBindVertexArray(vao);
glGenTextures(1, &texture); glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture); glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); std::vector<unsigned char> texture(1920 * 1080 * 4);
for (int j = 0; j < 1080; ++j)
{
for (int i = 0; i < 1920; ++i)
{
texture[(j * 1920 + i) * 3] = 0xff;
texture[(j * 1920 + i) * 3 + 1] = 0xff;
texture[(j * 1920 + i) * 3 + 2] = 0x0;
texture[(j * 1920 + i) * 3 + 2] = 0xff;
}
}
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture.data());
program = glCreateProgram(); program = glCreateProgram();
vertShader = glCreateShader(GL_VERTEX_SHADER); vertShader = glCreateShader(GL_VERTEX_SHADER);
fragShader = glCreateShader(GL_FRAGMENT_SHADER); fragShader = glCreateShader(GL_FRAGMENT_SHADER);
int logLen = 0; int logLen = 0;
const char* vertCode = const char* vertCode =
GLSL(layout(location = 0)out vec2 texcoords; // texcoords are in the normalized [0,1] range for the viewport-filling quad part of the triangle GLSL(out vec2 texcoords; // texcoords are in the normalized [0,1] range for the viewport-filling quad part of the triangle
void main() { void main() {
vec2 vertices[3] = vec2[3](vec2(-1, -1), vec2(3, -1), vec2(-1, 3)); vec2 vertices[3] = vec2[3](vec2(-1, -1), vec2(3, -1), vec2(-1, 3));
gl_Position = vec4(vertices[gl_VertexID], 0, 1); gl_Position = vec4(vertices[gl_VertexID], 0, 1);
texcoords = 0.5 * gl_Position.xy + vec2(0.5); texcoords = 0.5 * gl_Position.xy + vec2(0.5);
}); });
const char* fragCode = GLSL(layout(location = 0) in vec2 uv; layout(location = 0) out vec4 color; const char* fragCode = GLSL(in vec2 texcoords; out vec4 color;
uniform sampler2D tex; uniform sampler2D tex;
void main() { color = texture(tex, uv); }); void main() { color = texture(tex, texcoords); });
glShaderSource(vertShader, 1, &vertCode, nullptr); glShaderSource(vertShader, 1, &vertCode, nullptr);
glCompileShader(vertShader); glCompileShader(vertShader);
int success; int success;
@@ -71,18 +81,17 @@ Window::Window(int width, int height) : width(width), height(height)
} }
glDeleteShader(vertShader); glDeleteShader(vertShader);
glDeleteShader(fragShader); glDeleteShader(fragShader);
textureLocation = glGetUniformLocation(program, "tex");
glClearColor(0, 0, 0, 0); glClearColor(0, 0, 0, 0);
} }
Window::~Window() {} Window::~Window() {}
void Window::update(const std::vector<uint32_t>& textureData) void Window::update(const std::vector<unsigned char>& textureData)
{ {
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, textureData.data()); glBindTexture(GL_TEXTURE_2D, texture);
//glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, textureData.data());
glUseProgram(program); glUseProgram(program);
glUniform1i(textureLocation, 0);
glDrawArrays(GL_TRIANGLES, 0, 3); glDrawArrays(GL_TRIANGLES, 0, 3);
glfwSwapBuffers(window); glfwSwapBuffers(window);
glfwPollEvents(); glfwPollEvents();
+1 -2
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@@ -8,13 +8,12 @@ class Window
public: public:
Window(int width, int height); Window(int width, int height);
~Window(); ~Window();
void update(const std::vector<uint32_t>& textureData); void update(const std::vector<unsigned char>& textureData);
private: private:
int width; int width;
int height; int height;
GLuint vao; GLuint vao;
GLuint vbo;
GLuint texture; GLuint texture;
GLuint program; GLuint program;
GLuint vertShader; GLuint vertShader;