58 lines
3.7 KiB
Plaintext
58 lines
3.7 KiB
Plaintext
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[video member=cmuratori stream_platform=twitch stream_username=handmade_hero project=code title="Multiple OpenGL Render Targets" vod_platform=youtube id=kKj3wzpVrMo annotator=Miblo]
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[0:32][Recap and set the stage for the day]
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[2:27][Determine to enable the OpenGL renderer to work with multiple render targets like the software renderer]
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[4:34][Our two tasks: 1) Talking about render targets to OpenGL; 2) Using those render targets as textures]
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[6:43][Consult docs.GL in order to learn how to get multiple render targets[ref
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site="docs.GL"
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page="glGenFramebuffers"
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url="http://docs.gl/gl3/glGenFramebuffers"]]
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[10:03][handmade_opengl.cpp: Make OpenGLRenderCommands() prepare the render targets, based on the software renderer's RenderCommandsToBitmap()]
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[15:39][handmade_opengl.cpp: Make OpenGLRenderCommands() bind the correct framebuffer[ref
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site="docs.GL"
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page="glBindFramebuffer"
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url=http://docs.gl/gl3/glBindFramebuffer]]
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[20:31][Compile and note that glGenFramebuffers() and glBindFramebuffer() are not available]
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[21:24][handmade_opengl.cpp: Add GL_ARB_framebuffer_object to the opengl_info struct[ref
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site="OpenGL"
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page="ARB_framebuffer_object"
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url="https://www.opengl.org/registry/specs/ARB/framebuffer_object.txt"]]
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[24:37][win32_handmade.cpp: typedef the OpenGL calls that we need[ref
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site="OpenGL"
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page="GL/glext.h"
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url="https://www.opengl.org/registry/api/GL/glext.h"]]
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[27:28][win32_handmade.cpp: Load these OpenGL calls into memory]
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[28:29][handmade_opengl.cpp: #define GL_FRAMEBUFFER[ref
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site="OpenGL"
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page="GL/glext.h"
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url="https://www.opengl.org/registry/api/GL/glext.h"]]
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[30:25][Run the game and see that we run, but super slowly when the layered alpha blend is due to happen]
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[31:14][handmade_opengl.cpp: Make OpenGLRenderCommands() check that we have glBindFramebuffer()]
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[34:30][win32_handmade.cpp: Make Win32InitOpenGL() check whether it ought to load the OpenGL extensions]
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[35:23][handmade_opengl.cpp: Make OpenGLRenderCommands() call glFramebufferTexture2D() to attach a texture image to our framebuffer object[ref
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site="OpenGL"
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page="ARB_framebuffer_object"
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url=https://www.opengl.org/registry/specs/ARB/framebuffer_object.txt]]
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[39:04][handmade_opengl.cpp: Make OpenGLRenderCommands() generate our textures]
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[43:36][handmade_opengl.cpp: #define GL_COLOR_ATTACHMENT0[ref
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site="OpenGL"
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page="GL/glext.h"
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url="https://www.opengl.org/registry/api/GL/glext.h"]]
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[44:20][Run the game and see what we're doing]
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[44:56][handmade_opengl.cpp: Make OpenGLRenderCommands() blend the render targets in the RenderGroupEntryType_render_entry_blend_render_target case]
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[48:16][handmade_opengl.cpp: Make glBlendFunc() use non-premultiplied alpha[ref
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site="Handmade Hero Episode Guide"
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page="Premultipled Alpha"
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url=https://hero.handmade.network/episode/code/day083]]
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[49:12][Run the game, see that we are blending with white and investigate why]
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[52:45][handmade_opengl.cpp: Make OpenGLRenderCommands() call glCheckFramebufferStatus()]
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[55:29][Debugger: Run the game to see if we are getting a valid framebuffer, and investigate what's happening]
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[57:56][handmade_opengl.cpp: Make OpenGLRenderCommands() store the TextureHandle]
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[58:27][Run the game and see that the alpha blending now works beautifully]
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[58:46][Q&A]
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[1:02:22][@the_any_key][What are the biggest challenges you have faced with the game thus far?]
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[1:04:12][@pragmascrypt][Does AZDO work across NVIDIA, AMD and Intel]
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[1:05:42][@roam00010011][Compare the Handmade Hero engine complexity vs 1935]
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[1:06:08][@eltrufas][For catching up to the previous episodes, do you recommend going through all the videos, or to try to understand the current codebase?]
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[1:09:02][That's the end of it]
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[/video]
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