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.generate();
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 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)
+20 -11
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@@ -2,7 +2,7 @@
#include <assert.h>
#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)
{
@@ -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
window = glfwCreateWindow(width, height, "RayTracer", nullptr, nullptr);
glfwMakeContextCurrent(window);
std::cout << glewInit() <<std::endl;
std::cout <<glewGetErrorString(1) <<std::endl;
assert(!glewInit());
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenTextures(1, &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();
vertShader = glCreateShader(GL_VERTEX_SHADER);
fragShader = glCreateShader(GL_FRAGMENT_SHADER);
int logLen = 0;
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() {
vec2 vertices[3] = vec2[3](vec2(-1, -1), vec2(3, -1), vec2(-1, 3));
gl_Position = vec4(vertices[gl_VertexID], 0, 1);
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;
void main() { color = texture(tex, uv); });
void main() { color = texture(tex, texcoords); });
glShaderSource(vertShader, 1, &vertCode, nullptr);
glCompileShader(vertShader);
int success;
@@ -71,18 +81,17 @@ Window::Window(int width, int height) : width(width), height(height)
}
glDeleteShader(vertShader);
glDeleteShader(fragShader);
textureLocation = glGetUniformLocation(program, "tex");
glClearColor(0, 0, 0, 0);
}
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);
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);
glUniform1i(textureLocation, 0);
glDrawArrays(GL_TRIANGLES, 0, 3);
glfwSwapBuffers(window);
glfwPollEvents();
+1 -2
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@@ -8,13 +8,12 @@ class Window
public:
Window(int width, int height);
~Window();
void update(const std::vector<uint32_t>& textureData);
void update(const std::vector<unsigned char>& textureData);
private:
int width;
int height;
GLuint vao;
GLuint vbo;
GLuint texture;
GLuint program;
GLuint vertShader;