mirror of
https://github.com/cyberarm/i-mic-fps.git
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Updates
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@@ -34,6 +34,14 @@ class IMICFPS
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create_screen_vbo
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create_screen_vbo
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end
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end
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def width
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window.width
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end
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def height
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window.height
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end
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def create_framebuffer
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def create_framebuffer
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buffer = ' ' * 8
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buffer = ' ' * 8
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glGenFramebuffers(1, buffer)
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glGenFramebuffers(1, buffer)
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@@ -78,7 +86,7 @@ class IMICFPS
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@textures[@buffers[i]] = texture_id
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@textures[@buffers[i]] = texture_id
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glBindTexture(GL_TEXTURE_2D, texture_id)
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glBindTexture(GL_TEXTURE_2D, texture_id)
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, window.width, window.height, 0, GL_RGB, GL_FLOAT, nil)
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, width, height, 0, GL_RGB, GL_FLOAT, nil)
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, texture_id, 0)
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, texture_id, 0)
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end
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end
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@@ -88,7 +96,7 @@ class IMICFPS
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@textures[:depth] = texture_id
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@textures[:depth] = texture_id
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glBindTexture(GL_TEXTURE_2D, texture_id)
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glBindTexture(GL_TEXTURE_2D, texture_id)
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, window.width, window.height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nil)
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, width, height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nil)
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, texture_id, 0)
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, texture_id, 0)
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draw_buffers = [ GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 ]
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draw_buffers = [ GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 ]
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@@ -82,6 +82,12 @@ class IMICFPS
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end
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end
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def lighting(lights)
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def lighting(lights)
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@g_buffer.bind_for_reading
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@g_buffer.set_read_buffer(:diffuse)
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glBlitFramebuffer(0, 0, @g_buffer.width, @g_buffer.height,
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0, 0, @g_buffer.width / 2, @g_buffer.height / 2,
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GL_COLOR_BUFFER_BIT, GL_LINEAR)
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end
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end
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def post_processing
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def post_processing
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@@ -2,7 +2,8 @@
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@include "light_struct"
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@include "light_struct"
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layout(location = 0) out vec4 fragColor;
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// layout(location = 0) out vec4 fragColor;
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layout (location = 1) out vec3 fragColor;
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in vec3 outPosition;
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in vec3 outPosition;
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in vec3 outColor;
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in vec3 outColor;
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@@ -98,5 +99,5 @@ void main() {
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}
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}
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}
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}
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fragColor = vec4(result, 1.0);
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fragColor = vec3(1,1,1);//result;
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}
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}
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@@ -1,5 +1,5 @@
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#version 330 core
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#version 330 core
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layout (location = 0) in vec2 inPosition;
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layout (location = 0) in vec3 inPosition;
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layout (location = 1) in vec2 inTexCoords;
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layout (location = 1) in vec2 inTexCoords;
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out vec2 outTexCoords;
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out vec2 outTexCoords;
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