Feature: Can now render to images in ./frames
;
BIN
frames/frame_0000.png
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After Width: | Height: | Size: 236 KiB |
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frames/frame_0001.png
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After Width: | Height: | Size: 2.4 MiB |
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frames/frame_0002.png
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After Width: | Height: | Size: 2.4 MiB |
BIN
frames/frame_0003.png
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After Width: | Height: | Size: 2.4 MiB |
BIN
frames/frame_0004.png
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After Width: | Height: | Size: 2.4 MiB |
BIN
frames/frame_0005.png
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After Width: | Height: | Size: 2.4 MiB |
BIN
frames/frame_0006.png
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After Width: | Height: | Size: 2.4 MiB |
BIN
frames/frame_0007.png
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frames/frame_0008.png
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frames/frame_0009.png
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BIN
frames/frame_0010.png
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BIN
frames/frame_0011.png
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BIN
frames/frame_0012.png
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BIN
frames/frame_0013.png
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BIN
frames/frame_0014.png
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BIN
frames/frame_0015.png
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BIN
frames/frame_0016.png
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BIN
frames/frame_0017.png
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BIN
frames/frame_0018.png
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BIN
frames/frame_0019.png
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After Width: | Height: | Size: 2.4 MiB |
BIN
frames/frame_0020.png
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|
After Width: | Height: | Size: 2.4 MiB |
BIN
frames/frame_0021.png
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|
After Width: | Height: | Size: 2.4 MiB |
BIN
frames/frame_0022.png
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|
After Width: | Height: | Size: 2.4 MiB |
BIN
frames/frame_0023.png
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|
After Width: | Height: | Size: 2.4 MiB |
BIN
frames/frame_0024.png
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|
After Width: | Height: | Size: 2.3 MiB |
BIN
frames/frame_0025.png
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|
After Width: | Height: | Size: 2.3 MiB |
BIN
frames/frame_0026.png
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After Width: | Height: | Size: 2.3 MiB |
BIN
frames/frame_0027.png
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After Width: | Height: | Size: 2.3 MiB |
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frames/frame_0028.png
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After Width: | Height: | Size: 2.5 MiB |
1724
include/stb_image_write.h
Normal file
@ -1,13 +1,7 @@
|
||||
#version 410 core
|
||||
|
||||
layout(location = 0) in vec3 aPos; // Vertex position
|
||||
|
||||
uniform mat4 model;
|
||||
uniform mat4 view;
|
||||
uniform mat4 projection;
|
||||
|
||||
layout(location = 0) in vec3 aPos;
|
||||
|
||||
void main() {
|
||||
gl_Position = projection * view * model * vec4(aPos, 1.0);
|
||||
gl_Position = vec4(aPos, 1.0);
|
||||
}
|
||||
|
||||
|
||||
223
source/main.cpp
@ -1,44 +1,101 @@
|
||||
#include <fstream>
|
||||
#include <iostream>
|
||||
#include <sstream>
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
// glad and GLFW
|
||||
// OpenGL
|
||||
#include <glad/glad.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
|
||||
// glm math
|
||||
// GLM
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
// HPP files
|
||||
// Custom headers
|
||||
#include "shader.h"
|
||||
#define STB_IMAGE_WRITE_IMPLEMENTATION
|
||||
#include "stb_image_write.h"
|
||||
|
||||
#define VERTEX_FILE "./shaders/vertex.glsl"
|
||||
#define FRAGMENT_FILE "./shaders/fragment.glsl"
|
||||
#define COMPUTE_FILE "./shaders/compute.glsl"
|
||||
|
||||
const float SCR_WIDTH = 1200.0f;
|
||||
const float SCR_HEIGHT = 1200.0f;
|
||||
const int WIDTH = 3840;
|
||||
const int HEIGHT = 2160;
|
||||
const float DURATION = 120.0f; // 2 minutes
|
||||
const int FPS = 30;
|
||||
const std::string OUTPUT_FOLDER = "./frames";
|
||||
|
||||
int main(void) {
|
||||
// ------------------ Offscreen Frame Renderer ------------------
|
||||
void renderFrame(GLuint shaderProgram, GLuint VAO, GLuint resLoc, GLuint timeLoc, GLuint scaleLoc, GLuint mouseLoc, float time, const std::string &filename) {
|
||||
static GLuint fbo = 0;
|
||||
static GLuint texture = 0;
|
||||
|
||||
glUniform1f(scaleLoc, 1.0f); // or whatever scale you want
|
||||
glUniform2f(mouseLoc, 0.0f, 0.0f);
|
||||
|
||||
// First frame setup
|
||||
if (fbo == 0) {
|
||||
glGenFramebuffers(1, &fbo);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
|
||||
|
||||
glGenTextures(1, &texture);
|
||||
glBindTexture(GL_TEXTURE_2D, texture);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, WIDTH, HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
|
||||
|
||||
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
||||
std::cerr << "Framebuffer not complete!\n";
|
||||
exit(-1);
|
||||
}
|
||||
}
|
||||
|
||||
// Bind FBO
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
|
||||
glViewport(0, 0, WIDTH, HEIGHT);
|
||||
glClearColor(0, 0, 0, 1);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
// Render procedural quad
|
||||
glUseProgram(shaderProgram);
|
||||
glUniform2f(resLoc, float(WIDTH), float(HEIGHT));
|
||||
glUniform1f(timeLoc, time);
|
||||
glBindVertexArray(VAO);
|
||||
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
|
||||
|
||||
// Read pixels
|
||||
std::vector<unsigned char> pixels(WIDTH * HEIGHT * 3);
|
||||
glReadPixels(0, 0, WIDTH, HEIGHT, GL_RGB, GL_UNSIGNED_BYTE, pixels.data());
|
||||
|
||||
// Flip vertically
|
||||
for (int y = 0; y < HEIGHT / 2; ++y) {
|
||||
int opp = HEIGHT - y - 1;
|
||||
for (int x = 0; x < WIDTH * 3; ++x)
|
||||
std::swap(pixels[y * WIDTH * 3 + x], pixels[opp * WIDTH * 3 + x]);
|
||||
}
|
||||
|
||||
stbi_write_png(filename.c_str(), WIDTH, HEIGHT, 3, pixels.data(), WIDTH * 3);
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
}
|
||||
|
||||
// ------------------ Main ------------------
|
||||
int main() {
|
||||
// Initialize GLFW
|
||||
if (!glfwInit())
|
||||
if (!glfwInit()) {
|
||||
std::cerr << "Failed to initialize GLFW\n";
|
||||
return -1;
|
||||
}
|
||||
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
|
||||
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // REQUIRED on macOS
|
||||
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
glfwWindowHint(GLFW_SAMPLES, 8); // 8x MSAA
|
||||
glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE); // hidden
|
||||
|
||||
GLFWwindow *window = glfwCreateWindow((int)SCR_WIDTH, (int)SCR_HEIGHT, "RASTER", nullptr, nullptr);
|
||||
if (!window) {
|
||||
glfwTerminate();
|
||||
return -1;
|
||||
}
|
||||
GLFWwindow *window = glfwCreateWindow(1, 1, "", nullptr, nullptr);
|
||||
glfwMakeContextCurrent(window);
|
||||
|
||||
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
|
||||
@ -46,20 +103,10 @@ int main(void) {
|
||||
return -1;
|
||||
}
|
||||
|
||||
glViewport(0, 0, (int)SCR_WIDTH, (int)SCR_HEIGHT);
|
||||
|
||||
// DEBUG
|
||||
std::cout << "OpenGL Version: " << glGetString(GL_VERSION) << std::endl;
|
||||
|
||||
// ERROR: macOS does not support compute shaders in OpenGL < 4.3.
|
||||
// GLuint computeProgram = createComputeProgram(COMPUTE_FILE);
|
||||
|
||||
// ----- Vertex Data -----
|
||||
// Cube
|
||||
// Positions
|
||||
float vertices[] = {// positions
|
||||
-1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 0.0f, -1.0f, 1.0f, 0.0f};
|
||||
|
||||
// ------------------ VAO + VBO ------------------
|
||||
float vertices[] = {-1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 0.0f, -1.0f, 1.0f, 0.0f};
|
||||
unsigned int indices[] = {0, 1, 2, 2, 3, 0};
|
||||
|
||||
GLuint VAO, VBO, EBO;
|
||||
@ -68,124 +115,50 @@ int main(void) {
|
||||
glGenBuffers(1, &EBO);
|
||||
|
||||
glBindVertexArray(VAO);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
||||
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
|
||||
|
||||
// position - VERTEX SHADER
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *)0);
|
||||
glEnableVertexAttribArray(0);
|
||||
|
||||
// color - FRAGMENT SHADER
|
||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *)(3 * sizeof(float)));
|
||||
glEnableVertexAttribArray(1);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
// glBindVertexArray(0);
|
||||
|
||||
// Load shaders
|
||||
// ------------------ Shader ------------------
|
||||
GLuint shaderProgram = createShaderProgram(VERTEX_FILE, FRAGMENT_FILE);
|
||||
|
||||
// Check if shader program was created successfully
|
||||
if (shaderProgram == 0) {
|
||||
std::cerr << "Failed to create shader programs.\n";
|
||||
std::cerr << "Failed to create shader.\n";
|
||||
return -1;
|
||||
}
|
||||
|
||||
// Caulculate model, view, projection matrices
|
||||
glm::mat4 model = glm::mat4(1.0f);
|
||||
glm::mat4 view = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, -1.0f));
|
||||
glm::mat4 projection = glm::perspective(glm::radians(45.0f), (SCR_WIDTH / SCR_HEIGHT) * 2, 0.1f, 100.0f);
|
||||
GLuint resLoc = glGetUniformLocation(shaderProgram, "u_resolution");
|
||||
GLuint timeLoc = glGetUniformLocation(shaderProgram, "u_time");
|
||||
|
||||
GLuint modelLoc = (unsigned int)glGetUniformLocation(shaderProgram, "model");
|
||||
GLuint viewLoc = (unsigned int)glGetUniformLocation(shaderProgram, "view");
|
||||
GLuint projLoc = (unsigned int)glGetUniformLocation(shaderProgram, "projection");
|
||||
GLuint scaleLoc = glGetUniformLocation(shaderProgram, "u_scale");
|
||||
GLuint mouseLoc = glGetUniformLocation(shaderProgram, "u_mouse");
|
||||
|
||||
glUseProgram(shaderProgram);
|
||||
glUniformMatrix4fv((int)modelLoc, 1, GL_FALSE, glm::value_ptr(model));
|
||||
glUniformMatrix4fv((int)viewLoc, 1, GL_FALSE, glm::value_ptr(view));
|
||||
glUniformMatrix4fv((int)projLoc, 1, GL_FALSE, glm::value_ptr(projection));
|
||||
// In renderFrame(), add:
|
||||
|
||||
GLint resLoc = glGetUniformLocation(shaderProgram, "u_resolution");
|
||||
glUniform2f(resLoc, SCR_WIDTH, SCR_HEIGHT); // hardcode for now
|
||||
// ------------------ Render Loop ------------------
|
||||
int totalFrames = int(DURATION * FPS);
|
||||
for (int i = 0; i < totalFrames; ++i) {
|
||||
float t = i / float(FPS);
|
||||
char filename[256];
|
||||
sprintf(filename, "%s/frame_%04d.png", OUTPUT_FOLDER.c_str(), i);
|
||||
|
||||
GLint timeLoc = glGetUniformLocation(shaderProgram, "u_time");
|
||||
GLint scaleLoc = glGetUniformLocation(shaderProgram, "u_scale");
|
||||
GLint mouseLoc = glGetUniformLocation(shaderProgram, "u_mouse");
|
||||
|
||||
glEnable(GL_MULTISAMPLE);
|
||||
|
||||
float scale = 1.0f;
|
||||
int frameCount = 0;
|
||||
float mousePos[2] = {0.0f, 0.0f};
|
||||
|
||||
// FPS tracking
|
||||
double lastTime = glfwGetTime(); // when we last printed FPS
|
||||
double fps = 0.0;
|
||||
|
||||
// Render loop
|
||||
while (!glfwWindowShouldClose(window)) {
|
||||
float timeValue = (float)glfwGetTime();
|
||||
double xpos, ypos;
|
||||
|
||||
// Get mouse positions
|
||||
glfwGetCursorPos(window, &xpos, &ypos);
|
||||
mousePos[0] = (float)xpos;
|
||||
mousePos[1] = (float)(SCR_HEIGHT - ypos); // Invert y-axis for OpenGL coordinates
|
||||
|
||||
// Input
|
||||
glfwPollEvents();
|
||||
|
||||
// Scroll to zoom in/out
|
||||
if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS) {
|
||||
scale += 0.01f;
|
||||
if (scale > 10.0f)
|
||||
scale = 10.0f; // Max zoom
|
||||
}
|
||||
|
||||
if (glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS) {
|
||||
scale -= 0.01f;
|
||||
if (scale < 0.1f)
|
||||
scale = 0.1f; // Min zoom
|
||||
}
|
||||
|
||||
// --- FPS Counter ---
|
||||
double currentTime = glfwGetTime();
|
||||
double delta = currentTime - lastTime;
|
||||
|
||||
if (delta >= 1.0) { // print every ~1 second
|
||||
fps = double(frameCount) / delta;
|
||||
std::cout << "FPS: " << fps << " Time: " << timeValue << " Scale: " << scale << " Mouse: (" << mousePos[0] << ", " << mousePos[1] << ")" << std::endl;
|
||||
|
||||
frameCount = 0;
|
||||
lastTime = currentTime;
|
||||
}
|
||||
|
||||
glUniform1f(timeLoc, timeValue);
|
||||
glUniform1f(scaleLoc, scale);
|
||||
glUniform2f(mouseLoc, mousePos[0], mousePos[1]);
|
||||
|
||||
frameCount++;
|
||||
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
glBindVertexArray(VAO);
|
||||
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
|
||||
|
||||
glUseProgram(shaderProgram);
|
||||
|
||||
glfwSwapBuffers(window);
|
||||
renderFrame(shaderProgram, VAO, resLoc, timeLoc, scaleLoc, mouseLoc, t, filename);
|
||||
std::cout << "\rRendered frame " << i + 1 << "/" << totalFrames << std::flush;
|
||||
}
|
||||
|
||||
std::cout << "\nDone! Stitch frames into video with ffmpeg:\n";
|
||||
std::cout << "ffmpeg -framerate 30 -i ./frames/frame_%04d.png -c:v libx264 -pix_fmt yuv420p noise_video.mp4\n";
|
||||
|
||||
// ------------------ Cleanup ------------------
|
||||
glDeleteVertexArrays(1, &VAO);
|
||||
glDeleteBuffers(1, &VBO);
|
||||
glDeleteBuffers(1, &EBO);
|
||||
glDeleteProgram(shaderProgram);
|
||||
|
||||
glfwDestroyWindow(window);
|
||||
glfwTerminate();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
263
source/main.cpp.old
Normal file
@ -0,0 +1,263 @@
|
||||
#include <fstream>
|
||||
#include <iostream>
|
||||
#include <sstream>
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
|
||||
// glad and GLFW
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <glad/glad.h>
|
||||
|
||||
// glm math
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
// HPP files
|
||||
#include "shader.h"
|
||||
#define STB_IMAGE_WRITE_IMPLEMENTATION
|
||||
#include "stb_image_write.h"
|
||||
|
||||
#define VERTEX_FILE "./shaders/vertex.glsl"
|
||||
#define FRAGMENT_FILE "./shaders/fragment.glsl"
|
||||
#define COMPUTE_FILE "./shaders/compute.glsl"
|
||||
|
||||
const float SCR_WIDTH = 1200.0f;
|
||||
const float SCR_HEIGHT = 1200.0f;
|
||||
|
||||
void renderProceduralVideo(GLuint shaderProgram, GLuint VAO, GLuint resLoc, GLuint timeLoc, int width, int height, float duration, int fps, const std::string &folder) {
|
||||
int totalFrames = static_cast<int>(duration * fps);
|
||||
for (int i = 0; i < totalFrames; ++i) {
|
||||
float t = i / float(fps); // time in seconds
|
||||
glUniform1f(timeLoc, t);
|
||||
glUniform2f(resLoc, width, height);
|
||||
|
||||
// Setup off-screen FBO
|
||||
GLuint fbo, texture;
|
||||
glGenFramebuffers(1, &fbo);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
|
||||
|
||||
glGenTextures(1, &texture);
|
||||
glBindTexture(GL_TEXTURE_2D, texture);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
|
||||
|
||||
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
||||
std::cerr << "Framebuffer not complete!\n";
|
||||
return;
|
||||
}
|
||||
|
||||
glViewport(0, 0, width, height);
|
||||
|
||||
glClearColor(0, 0, 0, 1);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
glUseProgram(shaderProgram);
|
||||
glBindVertexArray(VAO);
|
||||
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
|
||||
|
||||
std::vector<unsigned char> pixels(width * height * 3);
|
||||
glReadPixels(0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, pixels.data());
|
||||
|
||||
// Flip vertically
|
||||
for (int y = 0; y < height / 2; ++y) {
|
||||
int opposite = height - y - 1;
|
||||
for (int x = 0; x < width * 3; ++x)
|
||||
std::swap(pixels[y * width * 3 + x], pixels[opposite * width * 3 + x]);
|
||||
}
|
||||
|
||||
char buffer[256];
|
||||
sprintf(buffer, "%s/frame_%04d.png", folder.c_str(), i);
|
||||
stbi_write_png(buffer, width, height, 3, pixels.data(), width * 3);
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
glDeleteFramebuffers(1, &fbo);
|
||||
glDeleteTextures(1, &texture);
|
||||
|
||||
std::cout << "\rRendering frame " << i + 1 << "/" << totalFrames << std::flush;
|
||||
}
|
||||
std::cout << "\nDone rendering video frames!\n";
|
||||
}
|
||||
|
||||
// Call this function with your shader program, VAO, and desired size
|
||||
void renderProceduralToPNG(GLuint shaderProgram, GLuint VAO, int width, int height, const char *filename) {
|
||||
// Setup off-screen framebuffer
|
||||
GLuint fbo, texture;
|
||||
glGenFramebuffers(1, &fbo);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
|
||||
|
||||
glGenTextures(1, &texture);
|
||||
glBindTexture(GL_TEXTURE_2D, texture);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
|
||||
|
||||
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
||||
std::cerr << "Framebuffer not complete!\n";
|
||||
return;
|
||||
}
|
||||
|
||||
// Save old viewport
|
||||
GLint oldViewport[4];
|
||||
glGetIntegerv(GL_VIEWPORT, oldViewport);
|
||||
|
||||
glViewport(0, 0, width, height);
|
||||
|
||||
// Clear and render
|
||||
glClearColor(0, 0, 0, 1);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
glUseProgram(shaderProgram);
|
||||
glBindVertexArray(VAO);
|
||||
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
|
||||
|
||||
// Read pixels
|
||||
std::vector<unsigned char> pixels(width * height * 3);
|
||||
glReadPixels(0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, pixels.data());
|
||||
|
||||
// Flip vertically
|
||||
for (int y = 0; y < height / 2; ++y) {
|
||||
int opposite = height - y - 1;
|
||||
for (int x = 0; x < width * 3; ++x) {
|
||||
std::swap(pixels[y * width * 3 + x], pixels[opposite * width * 3 + x]);
|
||||
}
|
||||
}
|
||||
|
||||
stbi_write_png(filename, width, height, 3, pixels.data(), width * 3);
|
||||
|
||||
// Cleanup
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
glDeleteFramebuffers(1, &fbo);
|
||||
glDeleteTextures(1, &texture);
|
||||
|
||||
// Restore old viewport
|
||||
glViewport(oldViewport[0], oldViewport[1], oldViewport[2], oldViewport[3]);
|
||||
}
|
||||
|
||||
int main(void) {
|
||||
// Initialize GLFW
|
||||
if (!glfwInit())
|
||||
return -1;
|
||||
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
|
||||
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // REQUIRED on macOS
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
glfwWindowHint(GLFW_SAMPLES, 8); // 8x MSAA
|
||||
|
||||
GLFWwindow *window = glfwCreateWindow((int)SCR_WIDTH, (int)SCR_HEIGHT, "RASTER", nullptr, nullptr);
|
||||
if (!window) {
|
||||
glfwTerminate();
|
||||
return -1;
|
||||
}
|
||||
glfwMakeContextCurrent(window);
|
||||
|
||||
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
|
||||
std::cerr << "Failed to initialize GLAD\n";
|
||||
return -1;
|
||||
}
|
||||
|
||||
glViewport(0, 0, (int)SCR_WIDTH, (int)SCR_HEIGHT);
|
||||
|
||||
// DEBUG
|
||||
std::cout << "OpenGL Version: " << glGetString(GL_VERSION) << std::endl;
|
||||
|
||||
// ERROR: macOS does not support compute shaders in OpenGL < 4.3.
|
||||
// GLuint computeProgram = createComputeProgram(COMPUTE_FILE);
|
||||
|
||||
// ----- Vertex Data -----
|
||||
// Cube
|
||||
// Positions
|
||||
float vertices[] = {// positions
|
||||
-1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 0.0f, -1.0f, 1.0f, 0.0f};
|
||||
|
||||
unsigned int indices[] = {0, 1, 2, 2, 3, 0};
|
||||
|
||||
GLuint VAO, VBO, EBO;
|
||||
glGenVertexArrays(1, &VAO);
|
||||
glGenBuffers(1, &VBO);
|
||||
glGenBuffers(1, &EBO);
|
||||
|
||||
glBindVertexArray(VAO);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
||||
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
|
||||
|
||||
// position - VERTEX SHADER
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *)0);
|
||||
glEnableVertexAttribArray(0);
|
||||
|
||||
// color - FRAGMENT SHADER
|
||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *)(3 * sizeof(float)));
|
||||
glEnableVertexAttribArray(1);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
// glBindVertexArray(0);
|
||||
|
||||
// Load shaders
|
||||
GLuint shaderProgram = createShaderProgram(VERTEX_FILE, FRAGMENT_FILE);
|
||||
|
||||
// Check if shader program was created successfully
|
||||
if (shaderProgram == 0) {
|
||||
std::cerr << "Failed to create shader programs.\n";
|
||||
return -1;
|
||||
}
|
||||
|
||||
// Caulculate model, view, projection matrices
|
||||
glm::mat4 model = glm::mat4(1.0f);
|
||||
glm::mat4 view = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, -1.0f));
|
||||
glm::mat4 projection = glm::perspective(glm::radians(45.0f), (SCR_WIDTH / SCR_HEIGHT) * 2, 0.1f, 100.0f);
|
||||
|
||||
GLuint modelLoc = (unsigned int)glGetUniformLocation(shaderProgram, "model");
|
||||
GLuint viewLoc = (unsigned int)glGetUniformLocation(shaderProgram, "view");
|
||||
GLuint projLoc = (unsigned int)glGetUniformLocation(shaderProgram, "projection");
|
||||
|
||||
glUseProgram(shaderProgram);
|
||||
glUniformMatrix4fv((int)modelLoc, 1, GL_FALSE, glm::value_ptr(model));
|
||||
glUniformMatrix4fv((int)viewLoc, 1, GL_FALSE, glm::value_ptr(view));
|
||||
glUniformMatrix4fv((int)projLoc, 1, GL_FALSE, glm::value_ptr(projection));
|
||||
|
||||
GLint resLoc = glGetUniformLocation(shaderProgram, "u_resolution");
|
||||
glUniform2f(resLoc, 3840, 2160); // hardcode for now
|
||||
|
||||
GLint timeLoc = glGetUniformLocation(shaderProgram, "u_time");
|
||||
|
||||
glEnable(GL_MULTISAMPLE);
|
||||
|
||||
float scale = 1.0f;
|
||||
int frameCount = 0;
|
||||
|
||||
// Render loop
|
||||
float timeValue = (float)glfwGetTime();
|
||||
|
||||
// --- FPS Counter ---
|
||||
double currentTime = glfwGetTime();
|
||||
|
||||
glUniform1f(timeLoc, timeValue);
|
||||
frameCount++;
|
||||
|
||||
std::string outputFolder = "./frames";
|
||||
int width = 3840;
|
||||
int height = 2160;
|
||||
float duration = 120.0f; // seconds
|
||||
int fps = 30;
|
||||
|
||||
renderProceduralVideo(shaderProgram, VAO, resLoc, timeLoc, width, height, duration, fps, outputFolder);
|
||||
|
||||
glDeleteVertexArrays(1, &VAO);
|
||||
glDeleteBuffers(1, &VBO);
|
||||
glDeleteBuffers(1, &EBO);
|
||||
glDeleteProgram(shaderProgram);
|
||||
|
||||
glfwDestroyWindow(window);
|
||||
glfwTerminate();
|
||||
return 0;
|
||||
}
|
||||