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FintMC 2024-10-20 16:48:03 +03:00 committed by GitHub
commit 663bc7e83c
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@ -39,6 +39,9 @@ bool escapeDown = false;
float windowX = 1920;
float windowY = 1080;
GLuint framebufferTexture;
GLuint depthTexture;
Camera camera;
// Window options
@ -47,13 +50,13 @@ Camera camera;
float rectangleVertices[] =
{
// Coords // TexCoords
1.0f, -1.0f, 1.0f, 0.0f,
-1.0f, -1.0f, 0.0f, 0.0f,
-1.0f, 1.0f, 0.0f, 1.0f,
1.0f, 1.0f, 1.0f, 1.0f,
1.0f, -1.0f, 1.0f, 0.0f,
-1.0f, 1.0f, 0.0f, 1.0f
1.0f, -1.0f, 1.0f, 0.0f,
-1.0f, 1.0f, 0.0f, 1.0f,
1.0f, 1.0f, 1.0f, 1.0f,
};
int main()
@ -120,7 +123,6 @@ int main()
glGenFramebuffers(1, &FBO);
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
unsigned int framebufferTexture;
glGenTextures(1, &framebufferTexture);
glBindTexture(GL_TEXTURE_2D, framebufferTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, windowX, windowY, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
@ -130,7 +132,6 @@ int main()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, framebufferTexture, 0);
unsigned int depthTexture;
glGenTextures(1, &depthTexture);
glBindTexture(GL_TEXTURE_2D, depthTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, windowX, windowY, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
@ -220,7 +221,7 @@ int main()
highestFps = fps;
fpsCount++;
std::chrono::steady_clock::time_point currentTimePoint = std::chrono::steady_clock::now();
if (std::chrono::duration_cast<std::chrono::milliseconds>(currentTimePoint - fpsStartTime).count() > 1000)
if (std::chrono::duration_cast<std::chrono::seconds>(currentTimePoint - fpsStartTime).count() >= 1)
{
avgFps = fpsCount;
lowestFps = -1;
@ -236,6 +237,8 @@ int main()
processInput(window);
// Rendering
glClearColor(0.6f, 0.8f, 1.0f, 1.0f);
glEnable(GL_DEPTH_TEST);
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
@ -308,18 +311,23 @@ int main()
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
glBindVertexArray(rectVAO);
glDisable(GL_DEPTH_TEST);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, framebufferTexture);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, depthTexture);
// disabled so that the screen renders
glDrawArrays(GL_TRIANGLES, 0, 6);
// Draw ImGui UI
ImGui::Begin("Test");
ImGui::Text("FPS: %f (Avg: %f, Min: %f, Max: %f)", fps, avgFps, lowestFps, highestFps);
ImGui::Text("MS: %f", deltaTime * 100.0f);
ImGui::Text("MS: %f", deltaTime * 1000.f);
ImGui::Text("Facing: %.1f/%.1f", camera.Pitch, camera.Yaw);
ImGui::Text("Pos: %.2f, %.2f, %.2f", camera.Position.x, camera.Position.y, camera.Position.z);
ImGui::Text("Chunks: %d (%d rendered)", Planet::planet->numChunks, Planet::planet->numChunksRendered);
ImGui::End();
@ -340,11 +348,18 @@ int main()
glfwTerminate();
}
void framebufferSizeCallback(GLFWwindow* window, int width, int height)
void framebufferSizeCallback(GLFWwindow* window, int width, int height)
{
windowX = width;
windowY = height;
glViewport(0, 0, width, height);
// Resize the framebuffer texture
glBindTexture(GL_TEXTURE_2D, framebufferTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
// resize depth buffer texture
glBindTexture(GL_TEXTURE_2D, depthTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, windowX, windowY, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
}
void processInput(GLFWwindow* window)