Experimental: Supersampling, (doesnt work)

This commit is contained in:
Afonso Clerigo Mendes de Sousa 2025-09-29 20:44:09 +01:00
parent a96657e40c
commit f077daebcd
8 changed files with 73 additions and 38 deletions

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build/libraries/glfw/cmake_uninstall.cmake Normal file → Executable file
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build/libraries/glfw/src/glfw3.pc Normal file → Executable file
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build/libraries/glfw/src/glfw3Config.cmake Normal file → Executable file
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@ -44,8 +44,8 @@ GLuint compileShader(GLenum type, const std::string& source) {
int success;
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success) {
char infoLog[512];
glGetShaderInfoLog(shader, 512, nullptr, infoLog);
char infoLog[1024];
glGetShaderInfoLog(shader, 1024, nullptr, infoLog);
std::cerr << "Shader compilation failed:\n" << infoLog << std::endl;
exit(10);
}
@ -67,8 +67,8 @@ GLuint createShaderProgram(const std::string& vertexPath, const std::string& fra
int success;
glGetProgramiv(program, GL_LINK_STATUS, &success);
if (!success) {
char infoLog[512];
glGetProgramInfoLog(program, 512, nullptr, infoLog);
char infoLog[1024];
glGetProgramInfoLog(program, 1024, nullptr, infoLog);
std::cerr << "Shader linking failed:\n" << infoLog << std::endl;
exit(11);
}
@ -89,8 +89,8 @@ GLuint createComputeProgram(const std::string& computePath) {
int success;
glGetProgramiv(program, GL_LINK_STATUS, &success);
if (!success) {
char infoLog[512];
glGetProgramInfoLog(program, 512, nullptr, infoLog);
char infoLog[1024];
glGetProgramInfoLog(program, 1024, nullptr, infoLog);
std::cerr << "Compute shader linking failed:\n" << infoLog << std::endl;;
}
@ -125,12 +125,7 @@ int main() {
//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,
@ -161,22 +156,11 @@ int main() {
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));
@ -191,21 +175,55 @@ int main() {
glUniformMatrix4fv((int) viewLoc, 1, GL_FALSE, glm::value_ptr(view));
glUniformMatrix4fv((int) projLoc, 1, GL_FALSE, glm::value_ptr(projection));
// Query important uniform locations (we'll keep them around)
GLint resLoc = glGetUniformLocation(shaderProgram, "u_resolution");
glUniform2f(resLoc, SCR_WIDTH, SCR_HEIGHT); // hardcode for now
GLint timeLoc = glGetUniformLocation(shaderProgram, "u_time");
GLint scaleLoc = glGetUniformLocation(shaderProgram, "u_scale");
GLint mouseLoc = glGetUniformLocation(shaderProgram, "u_mouse");
glEnable(GL_MULTISAMPLE);
// --- Supersampling FBO ---
int scaleFactor = 2; // try 2 or 4 for smoother output
int fbWidth = (int)SCR_WIDTH * scaleFactor;
int fbHeight = (int)SCR_HEIGHT * scaleFactor;
unsigned int fbo, colorTex, rbo;
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
// Color texture
glGenTextures(1, &colorTex);
glBindTexture(GL_TEXTURE_2D, colorTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, fbWidth, fbHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
// filtering + wrap
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTex, 0);
// Depth/stencil buffer
glGenRenderbuffers(1, &rbo);
glBindRenderbuffer(GL_RENDERBUFFER, rbo);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, fbWidth, fbHeight);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
std::cout << "ERROR: Framebuffer not complete!" << std::endl;
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// --------------------------
// set the shader resolution to the FBO size (important!)
glUseProgram(shaderProgram);
glUniform2f(resLoc, SCR_WIDTH, SCR_HEIGHT);
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;
@ -223,7 +241,7 @@ int main() {
// Input
glfwPollEvents();
// Shader hot-reload
if (glfwGetKey(window, GLFW_KEY_R) == GLFW_PRESS) {
glDeleteProgram(shaderProgram);
shaderProgram = createShaderProgram(VERTEX_FILE, FRAGMENT_FILE);
@ -236,11 +254,14 @@ int main() {
glUniformMatrix4fv((int) viewLoc, 1, GL_FALSE, glm::value_ptr(view));
glUniformMatrix4fv((int) projLoc, 1, GL_FALSE, glm::value_ptr(projection));
// Re-query uniforms and set resolution to FBO size (IMPORTANT)
resLoc = glGetUniformLocation(shaderProgram, "u_resolution");
glUniform2f(resLoc, SCR_WIDTH, SCR_HEIGHT); // hardcode for now
timeLoc = glGetUniformLocation(shaderProgram, "u_time");
scaleLoc = glGetUniformLocation(shaderProgram, "u_scale");
mouseLoc = glGetUniformLocation(shaderProgram, "u_mouse");
glUseProgram(shaderProgram);
glUniform2f(resLoc, (float)fbWidth, (float)fbHeight);
std::cout << "Shaders recompiled!\n";
}
@ -256,10 +277,12 @@ int main() {
if (scale < 0.1f) scale = 0.1f; // Min zoom
}
// --- FPS Counter ---
// increment frame count (for FPS)
frameCount++;
// --- FPS Counter (print to console every second) ---
double currentTime = glfwGetTime();
double delta = currentTime - lastTime;
if (delta >= 1.0) { // print every ~1 second
fps = double(frameCount) / delta;
std::cout << "FPS: " << fps
@ -272,18 +295,31 @@ int main() {
lastTime = currentTime;
}
// --- Render into high-res FBO ---
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glViewport(0, 0, fbWidth, fbHeight);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Use shader & set uniforms
glUseProgram(shaderProgram);
glUniform1f(timeLoc, timeValue);
glUniform1f(scaleLoc, scale);
glUniform2f(mouseLoc, mousePos[0], mousePos[1]);
// (u_resolution already set to fbWidth, fbHeight)
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);
// --- Blit back to screen ---
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBlitFramebuffer(0, 0, fbWidth, fbHeight,
0, 0, (int)SCR_WIDTH, (int)SCR_HEIGHT,
GL_COLOR_BUFFER_BIT, GL_LINEAR);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, (int)SCR_WIDTH, (int)SCR_HEIGHT);
glfwSwapBuffers(window);
}
@ -297,4 +333,3 @@ int main() {
glfwTerminate();
return 0;
}