Drawing 3D Textured Rotating Cube with Offscreen MSAA FBO using SDL3_image, GLM, GLAD, and OpenGL 3.3 Отрисовка 3D-куба с текстурой, вращением и закадровым MSAA FBO с использованием SDL3_image, GLM, GLAD и OpenGL 3.3
A step-by-step guide to implementing robust 4x Anti-Aliasing (MSAA) using offscreen Framebuffer Objects (FBOs). This technique bypasses platform-specific GLX display visual limitations (such as inside WSL2) while providing hardware-accelerated smooth edges on Windows and Ubuntu. Пошаговое руководство по реализации надёжного 4x сглаживания (MSAA) с использованием закадровых буферов кадра (FBO). Эта техника обходит ограничения визуала GLX (например, в WSL2) и обеспечивает аппаратное сглаживание краев под Windows и Ubuntu.
- Building SDL3_image Static Library for Windows (MinGW & CMake) Сборка статической библиотеки SDL3_image для Windows (MinGW и CMake)
- Building SDL3_image Static Library for Ubuntu (GCC, CMake & Ninja) Сборка статической библиотеки SDL3_image для Ubuntu (GCC, CMake и Ninja)
- Installing GLAD OpenGL Loader Library Установка библиотеки-загрузчика OpenGL GLAD
- Installing GLM Library Установка библиотеки GLM
- Building SDL3 Static Library for Windows (MinGW & CMake) Сборка статической библиотеки SDL3 для Windows (MinGW и CMake)
- Building SDL3 Static Library for Ubuntu (GCC, CMake & Ninja) Сборка статической библиотеки SDL3 для Ubuntu (GCC, CMake и Ninja)
Step 1: Create Project Directory Structure Шаг 1: Создание структуры директории проекта
Create the project workspace and asset subfolder first: Сначала создайте рабочую папку проекта и подпапку для ассетов:
Windows (Command Prompt / PowerShell)
mkdir C:\projects\draw-texture-cube-msaa-fbo-sdl3-glm-glad-opengl-desktop
mkdir C:\projects\draw-texture-cube-msaa-fbo-sdl3-glm-glad-opengl-desktop\assets\textures
cd C:\projects\draw-texture-cube-msaa-fbo-sdl3-glm-glad-opengl-desktop
Ubuntu / WSL (Terminal)
mkdir -p ~/projects/draw-texture-cube-msaa-fbo-sdl3-glm-glad-opengl-desktop/assets/textures
cd ~/projects/draw-texture-cube-msaa-fbo-sdl3-glm-glad-opengl-desktop
Step 2: Download & Place Texture Asset Шаг 2: Скачивание и размещение текстурного ассета
Download the wooden crate texture set from OpenGameArt: Скачайте набор текстур деревянного ящика с сайта OpenGameArt:
OpenGameArt - Crate #5 (crate.7z) OpenGameArt - Crate #5 (crate.7z)
Extract crate.7z and place the texture file clear_01.png into the project's texture subfolder.
Распакуйте архив crate.7z и поместите файл текстуры clear_01.png в подпапку текстур проекта.
Windows Path
C:\projects\draw-texture-cube-msaa-fbo-sdl3-glm-glad-opengl-desktop\assets\textures\clear_01.png
Ubuntu / WSL Command (Copying from Windows to WSL)
If you downloaded and placed clear_01.png inside your Windows project directory, copy it directly to your WSL Linux directory using the Windows mount path (/mnt/c/):
Если вы скачали и поместили clear_01.png в Windows-папку проекта, скопируйте его напрямую в Linux-папку WSL через монтированный путь Windows (/mnt/c/):
cp /mnt/c/projects/draw-texture-cube-msaa-fbo-sdl3-glm-glad-opengl-desktop/assets/textures/clear_01.png \
~/projects/draw-texture-cube-msaa-fbo-sdl3-glm-glad-opengl-desktop/assets/textures/
Step 3: Create Source Files (main.cpp & CMakeLists.txt) Шаг 3: Создание исходных файлов (main.cpp и CMakeLists.txt)
Create these files using your preferred editor: Создайте эти файлы в любом удобном редакторе:
Windows (Terminal / Notepad)
notepad main.cpp
notepad CMakeLists.txt
Ubuntu (Terminal / Nano)
nano main.cpp
nano CMakeLists.txt
1A. File Contents for main.cpp (Classic Loop) 1A. Содержимое файла main.cpp (Классический цикл)
#include <glad/glad.h>
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
#include <SDL3_image/SDL_image.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
const char* vertexShaderSource = R"(
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoord;
out vec2 TexCoord;
uniform mat4 uMVP;
void main() {
gl_Position = uMVP * vec4(aPos, 1.0);
TexCoord = aTexCoord;
}
)";
const char* fragmentShaderSource = R"(
#version 330 core
out vec4 FragColor;
in vec2 TexCoord;
uniform sampler2D ourTexture;
void main() {
FragColor = texture(ourTexture, TexCoord);
}
)";
GLuint createShaderProgram(const char* vertexSrc, const char* fragmentSrc) {
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexSrc, nullptr);
glCompileShader(vertexShader);
GLint success;
char infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(vertexShader, 512, nullptr, infoLog);
SDL_Log("Vertex Shader Compilation Failed: %s", infoLog);
}
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentSrc, nullptr);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(fragmentShader, 512, nullptr, infoLog);
SDL_Log("Fragment Shader Compilation Failed: %s", infoLog);
}
GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram, 512, nullptr, infoLog);
SDL_Log("Shader Program Link Failed: %s", infoLog);
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
return shaderProgram;
}
GLuint createTexture(const char* path, int* outW, int* outH) {
SDL_IOStream* io = SDL_IOFromFile(path, "rb");
if (!io) {
SDL_Log("Failed to open file stream for %s: %s", path, SDL_GetError());
return 0;
}
SDL_Surface* surface = IMG_Load_IO(io, true);
if (!surface) {
SDL_Log("Image loading failed: %s", SDL_GetError());
return 0;
}
SDL_Surface* optimizedSurface = SDL_ConvertSurface(surface, SDL_PIXELFORMAT_ABGR8888);
SDL_DestroySurface(surface);
if (!optimizedSurface) {
SDL_Log("Surface conversion failed: %s", SDL_GetError());
return 0;
}
if (outW) *outW = optimizedSurface->w;
if (outH) *outH = optimizedSurface->h;
GLuint textureID;
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, optimizedSurface->w, optimizedSurface->h,
0, GL_RGBA, GL_UNSIGNED_BYTE, optimizedSurface->pixels);
glGenerateMipmap(GL_TEXTURE_2D);
SDL_DestroySurface(optimizedSurface);
return textureID;
}
struct MSAAFBO {
GLuint fbo = 0;
GLuint colorRBO = 0;
GLuint depthRBO = 0;
int width = 0;
int height = 0;
const int samples = 4;
};
void setupMSAAFramebuffer(MSAAFBO& msaa, int width, int height) {
if (msaa.width == width && msaa.height == height) return;
msaa.width = width;
msaa.height = height;
if (msaa.fbo == 0) glGenFramebuffers(1, &msaa.fbo);
if (msaa.colorRBO == 0) glGenRenderbuffers(1, &msaa.colorRBO);
if (msaa.depthRBO == 0) glGenRenderbuffers(1, &msaa.depthRBO);
glBindFramebuffer(GL_FRAMEBUFFER, msaa.fbo);
glBindRenderbuffer(GL_RENDERBUFFER, msaa.colorRBO);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa.samples, GL_RGBA8, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, msaa.colorRBO);
glBindRenderbuffer(GL_RENDERBUFFER, msaa.depthRBO);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa.samples, GL_DEPTH24_STENCIL8, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, msaa.depthRBO);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
SDL_Log("MSAA Framebuffer is incomplete!");
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
int main(int argc, char* argv[]) {
if (!SDL_Init(SDL_INIT_VIDEO)) {
SDL_Log("SDL Initialization failed: %s", SDL_GetError());
return -1;
}
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
SDL_Window* window = SDL_CreateWindow("SDL3 GLM GLAD 3D Textured Cube (Classic MSAA FBO)", 800, 450, SDL_WINDOW_OPENGL);
if (!window) {
SDL_Log("Window creation failed: %s", SDL_GetError());
SDL_Quit();
return -1;
}
SDL_GLContext glContext = SDL_GL_CreateContext(window);
if (!glContext) {
SDL_Log("OpenGL context creation failed: %s", SDL_GetError());
SDL_DestroyWindow(window);
SDL_Quit();
return -1;
}
SDL_GL_MakeCurrent(window, glContext);
SDL_GL_SetSwapInterval(1);
if (!gladLoadGLLoader((GLADloadproc)SDL_GL_GetProcAddress)) {
SDL_Log("Failed to initialize GLAD");
SDL_GL_DestroyContext(glContext);
SDL_DestroyWindow(window);
SDL_Quit();
return -1;
}
glEnable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GLuint shaderProgram = createShaderProgram(vertexShaderSource, fragmentShaderSource);
float vertices[] = {
// Front face
-0.5f, -0.5f, 0.5f, 0.0f, 1.0f,
0.5f, -0.5f, 0.5f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 1.0f,
// Back face
-0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 0.0f, 0.0f,
0.5f, 0.5f, -0.5f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
// Left face
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 1.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
// Right face
0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
0.5f, 0.5f, -0.5f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
// Top face
-0.5f, 0.5f, -0.5f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
0.5f, 0.5f, -0.5f, 1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 0.0f,
// Bottom face
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f
};
GLuint VAO, VBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
GLsizei stride = 5 * sizeof(float);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, stride, (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, stride, (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
glBindVertexArray(0);
int texW = 0, texH = 0;
GLuint textureID = createTexture("assets/textures/clear_01.png", &texW, &texH);
if (textureID == 0) {
SDL_Log("Failed to load texture.");
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteProgram(shaderProgram);
SDL_GL_DestroyContext(glContext);
SDL_DestroyWindow(window);
SDL_Quit();
return -1;
}
GLint mvpLoc = glGetUniformLocation(shaderProgram, "uMVP");
GLint texLoc = glGetUniformLocation(shaderProgram, "ourTexture");
MSAAFBO msaa;
float rotationAngle = 0.0f;
Uint64 lastTicks = SDL_GetTicksNS();
bool running = true;
while (running) {
SDL_Event event;
while (SDL_PollEvent(&event)) {
if (event.type == SDL_EVENT_QUIT) {
running = false;
}
}
Uint64 currentTicks = SDL_GetTicksNS();
float deltaTime = static_cast<float>(currentTicks - lastTicks) / 1e9f;
lastTicks = currentTicks;
rotationAngle += 60.0f * deltaTime;
if (rotationAngle >= 360.0f) {
rotationAngle -= 360.0f;
}
int winW = 800, winH = 450;
SDL_GetWindowSizeInPixels(window, &winW, &winH);
if (winH == 0) winH = 1;
setupMSAAFramebuffer(msaa, winW, winH);
// Pass 1: Render scene into MSAA FBO
glBindFramebuffer(GL_FRAMEBUFFER, msaa.fbo);
glViewport(0, 0, winW, winH);
glClearColor(0.2f, 0.2f, 0.2f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
float aspect = (float)winW / (float)winH;
glm::mat4 proj = glm::perspective(glm::radians(45.0f), aspect, 0.1f, 100.0f);
glm::mat4 view = glm::lookAt(glm::vec3(0.0f, 1.5f, 3.5f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f));
glm::mat4 model = glm::mat4(1.0f);
model = glm::rotate(model, glm::radians(rotationAngle), glm::vec3(0.5f, 1.0f, 0.0f));
glm::mat4 mvp = proj * view * model;
glUseProgram(shaderProgram);
glUniformMatrix4fv(mvpLoc, 1, GL_FALSE, glm::value_ptr(mvp));
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textureID);
glUniform1i(texLoc, 0);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 36);
// Pass 2: Blit MSAA FBO to Window Framebuffer
glBindFramebuffer(GL_READ_FRAMEBUFFER, msaa.fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBlitFramebuffer(0, 0, winW, winH, 0, 0, winW, winH, GL_COLOR_BUFFER_BIT, GL_NEAREST);
SDL_GL_SwapWindow(window);
}
if (msaa.fbo) glDeleteFramebuffers(1, &msaa.fbo);
if (msaa.colorRBO) glDeleteRenderbuffers(1, &msaa.colorRBO);
if (msaa.depthRBO) glDeleteRenderbuffers(1, &msaa.depthRBO);
glDeleteTextures(1, &textureID);
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteProgram(shaderProgram);
SDL_GL_DestroyContext(glContext);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}
1B. File Contents for main.cpp (SDL3 Callbacks API) 1B. Содержимое файла main.cpp (SDL3 Callbacks API)
#define SDL_MAIN_USE_CALLBACKS 1
#include <glad/glad.h>
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
#include <SDL3_image/SDL_image.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
const char* vertexShaderSource = R"(
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoord;
out vec2 TexCoord;
uniform mat4 uMVP;
void main() {
gl_Position = uMVP * vec4(aPos, 1.0);
TexCoord = aTexCoord;
}
)";
const char* fragmentShaderSource = R"(
#version 330 core
out vec4 FragColor;
in vec2 TexCoord;
uniform sampler2D ourTexture;
void main() {
FragColor = texture(ourTexture, TexCoord);
}
)";
GLuint createShaderProgram(const char* vertexSrc, const char* fragmentSrc) {
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexSrc, nullptr);
glCompileShader(vertexShader);
GLint success;
char infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(vertexShader, 512, nullptr, infoLog);
SDL_Log("Vertex Shader Compilation Failed: %s", infoLog);
}
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentSrc, nullptr);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(fragmentShader, 512, nullptr, infoLog);
SDL_Log("Fragment Shader Compilation Failed: %s", infoLog);
}
GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram, 512, nullptr, infoLog);
SDL_Log("Shader Program Link Failed: %s", infoLog);
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
return shaderProgram;
}
GLuint createTexture(const char* path, int* outW, int* outH) {
SDL_IOStream* io = SDL_IOFromFile(path, "rb");
if (!io) {
SDL_Log("Failed to open file stream for %s: %s", path, SDL_GetError());
return 0;
}
SDL_Surface* surface = IMG_Load_IO(io, true);
if (!surface) {
SDL_Log("Image loading failed: %s", SDL_GetError());
return 0;
}
SDL_Surface* optimizedSurface = SDL_ConvertSurface(surface, SDL_PIXELFORMAT_ABGR8888);
SDL_DestroySurface(surface);
if (!optimizedSurface) {
SDL_Log("Surface conversion failed: %s", SDL_GetError());
return 0;
}
if (outW) *outW = optimizedSurface->w;
if (outH) *outH = optimizedSurface->h;
GLuint textureID;
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, optimizedSurface->w, optimizedSurface->h,
0, GL_RGBA, GL_UNSIGNED_BYTE, optimizedSurface->pixels);
glGenerateMipmap(GL_TEXTURE_2D);
SDL_DestroySurface(optimizedSurface);
return textureID;
}
struct AppState {
SDL_Window* window = nullptr;
SDL_GLContext glContext = nullptr;
GLuint shaderProgram = 0;
GLuint VAO = 0;
GLuint VBO = 0;
GLuint textureID = 0;
int texW = 0;
int texH = 0;
GLint mvpLoc = -1;
GLint texLoc = -1;
float rotationAngle = 0.0f;
Uint64 lastTicks = 0;
GLuint msaaFBO = 0;
GLuint msaaColorRBO = 0;
GLuint msaaDepthRBO = 0;
int fboWidth = 0;
int fboHeight = 0;
const int msaaSamples = 4;
};
void setupMSAAFramebuffer(AppState* state, int width, int height) {
if (state->fboWidth == width && state->fboHeight == height) return;
state->fboWidth = width;
state->fboHeight = height;
if (state->msaaFBO == 0) glGenFramebuffers(1, &state->msaaFBO);
if (state->msaaColorRBO == 0) glGenRenderbuffers(1, &state->msaaColorRBO);
if (state->msaaDepthRBO == 0) glGenRenderbuffers(1, &state->msaaDepthRBO);
glBindFramebuffer(GL_FRAMEBUFFER, state->msaaFBO);
glBindRenderbuffer(GL_RENDERBUFFER, state->msaaColorRBO);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, state->msaaSamples, GL_RGBA8, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, state->msaaColorRBO);
glBindRenderbuffer(GL_RENDERBUFFER, state->msaaDepthRBO);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, state->msaaSamples, GL_DEPTH24_STENCIL8, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, state->msaaDepthRBO);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
SDL_Log("MSAA Framebuffer is incomplete!");
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
SDL_AppResult SDL_AppInit(void** appstate, int argc, char* argv[]) {
if (!SDL_Init(SDL_INIT_VIDEO)) {
SDL_Log("SDL Initialization failed: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
SDL_SetHint(SDL_HINT_MAIN_CALLBACK_RATE, "60");
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
AppState* state = new AppState();
*appstate = state;
state->window = SDL_CreateWindow("SDL3 GLM GLAD 3D Textured Cube (Callbacks MSAA FBO)", 800, 450, SDL_WINDOW_OPENGL);
if (!state->window) {
SDL_Log("Window creation failed: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
state->glContext = SDL_GL_CreateContext(state->window);
if (!state->glContext) {
SDL_Log("OpenGL context creation failed: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
SDL_GL_MakeCurrent(state->window, state->glContext);
SDL_GL_SetSwapInterval(1);
if (!gladLoadGLLoader((GLADloadproc)SDL_GL_GetProcAddress)) {
SDL_Log("Failed to initialize GLAD");
return SDL_APP_FAILURE;
}
glEnable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
state->shaderProgram = createShaderProgram(vertexShaderSource, fragmentShaderSource);
float vertices[] = {
// Front face
-0.5f, -0.5f, 0.5f, 0.0f, 1.0f,
0.5f, -0.5f, 0.5f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 1.0f,
// Back face
-0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 0.0f, 0.0f,
0.5f, 0.5f, -0.5f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
// Left face
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 1.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
// Right face
0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
0.5f, 0.5f, -0.5f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
// Top face
-0.5f, 0.5f, -0.5f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
0.5f, 0.5f, -0.5f, 1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 0.0f,
// Bottom face
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f
};
glGenVertexArrays(1, &state->VAO);
glGenBuffers(1, &state->VBO);
glBindVertexArray(state->VAO);
glBindBuffer(GL_ARRAY_BUFFER, state->VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
GLsizei stride = 5 * sizeof(float);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, stride, (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, stride, (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
glBindVertexArray(0);
state->textureID = createTexture("assets/textures/clear_01.png", &state->texW, &state->texH);
if (state->textureID == 0) {
return SDL_APP_FAILURE;
}
state->mvpLoc = glGetUniformLocation(state->shaderProgram, "uMVP");
state->texLoc = glGetUniformLocation(state->shaderProgram, "ourTexture");
state->lastTicks = SDL_GetTicksNS();
return SDL_APP_CONTINUE;
}
SDL_AppResult SDL_AppEvent(void* appstate, SDL_Event* event) {
if (event->type == SDL_EVENT_QUIT) {
return SDL_APP_SUCCESS;
}
return SDL_APP_CONTINUE;
}
SDL_AppResult SDL_AppIterate(void* appstate) {
auto* state = static_cast<AppState*>(appstate);
Uint64 currentTicks = SDL_GetTicksNS();
float deltaTime = static_cast<float>(currentTicks - state->lastTicks) / 1e9f;
state->lastTicks = currentTicks;
state->rotationAngle += 60.0f * deltaTime;
if (state->rotationAngle >= 360.0f) {
state->rotationAngle -= 360.0f;
}
int winW = 800, winH = 450;
SDL_GetWindowSizeInPixels(state->window, &winW, &winH);
if (winH == 0) winH = 1;
setupMSAAFramebuffer(state, winW, winH);
// Pass 1: Render 3D scene into offscreen MSAA Framebuffer
glBindFramebuffer(GL_FRAMEBUFFER, state->msaaFBO);
glViewport(0, 0, winW, winH);
glClearColor(0.2f, 0.2f, 0.2f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
float aspect = (float)winW / (float)winH;
glm::mat4 proj = glm::perspective(glm::radians(45.0f), aspect, 0.1f, 100.0f);
glm::mat4 view = glm::lookAt(glm::vec3(0.0f, 1.5f, 3.5f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f));
glm::mat4 model = glm::mat4(1.0f);
model = glm::rotate(model, glm::radians(state->rotationAngle), glm::vec3(0.5f, 1.0f, 0.0f));
glm::mat4 mvp = proj * view * model;
glUseProgram(state->shaderProgram);
glUniformMatrix4fv(state->mvpLoc, 1, GL_FALSE, glm::value_ptr(mvp));
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, state->textureID);
glUniform1i(state->texLoc, 0);
glBindVertexArray(state->VAO);
glDrawArrays(GL_TRIANGLES, 0, 36);
// Pass 2: Blit (resolve) MSAA FBO to Default Window Framebuffer
glBindFramebuffer(GL_READ_FRAMEBUFFER, state->msaaFBO);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBlitFramebuffer(0, 0, winW, winH, 0, 0, winW, winH, GL_COLOR_BUFFER_BIT, GL_NEAREST);
SDL_GL_SwapWindow(state->window);
return SDL_APP_CONTINUE;
}
void SDL_AppQuit(void* appstate, SDL_AppResult result) {
if (appstate) {
auto* state = static_cast<AppState*>(appstate);
if (state->msaaFBO) glDeleteFramebuffers(1, &state->msaaFBO);
if (state->msaaColorRBO) glDeleteRenderbuffers(1, &state->msaaColorRBO);
if (state->msaaDepthRBO) glDeleteRenderbuffers(1, &state->msaaDepthRBO);
if (state->textureID) glDeleteTextures(1, &state->textureID);
if (state->VAO) glDeleteVertexArrays(1, &state->VAO);
if (state->VBO) glDeleteBuffers(1, &state->VBO);
if (state->shaderProgram) glDeleteProgram(state->shaderProgram);
if (state->glContext) {
SDL_GL_DestroyContext(state->glContext);
}
if (state->window) {
SDL_DestroyWindow(state->window);
}
delete state;
}
SDL_Quit();
}
2. File Contents for CMakeLists.txt 2. Содержимое файла CMakeLists.txt
cmake_minimum_required(VERSION 3.21)
if(NOT CMAKE_BUILD_TYPE)
set(CMAKE_BUILD_TYPE "Debug")
endif()
project(draw-texture-cube-msaa-fbo-sdl3-glm-glad-opengl-desktop CXX C)
set(CMAKE_CXX_STANDARD 20)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
# -----------------------------------------------------------------------------
# Locate System OpenGL Package
# -----------------------------------------------------------------------------
find_package(OpenGL REQUIRED)
# -----------------------------------------------------------------------------
# Locate SDL3 and SDL3_image Packages
# -----------------------------------------------------------------------------
if(WIN32)
set(SDL3_DIR "C:/libs/sdl3-3.4.16-mingw/lib/cmake/SDL3")
set(SDL3_image_DIR "C:/libs/sdl3_image-3.4.6-mingw/lib/cmake/SDL3_image")
else()
set(SDL3_DIR "$ENV{HOME}/libs/sdl3-3.4.16-ubuntu/lib/cmake/SDL3")
set(SDL3_image_DIR "$ENV{HOME}/libs/sdl3_image-3.4.6-ubuntu/lib/cmake/SDL3_image")
endif()
find_package(SDL3 REQUIRED CONFIG)
find_package(SDL3_image REQUIRED CONFIG)
# -----------------------------------------------------------------------------
# Set Include Path for Header-Only GLM Library
# -----------------------------------------------------------------------------
if(WIN32)
set(GLM_INCLUDE_DIR "C:/libs/glm-1.0.3/glm")
else()
set(GLM_INCLUDE_DIR "$ENV{HOME}/libs/glm-1.0.3")
endif()
# -----------------------------------------------------------------------------
# Set Path and Source for GLAD Loader
# -----------------------------------------------------------------------------
if(WIN32)
set(GLAD_DIR "C:/libs/glad-0.1.36/opengl-3.3")
else()
set(GLAD_DIR "$ENV{HOME}/libs/glad-0.1.36/opengl-3.3")
endif()
set(GLAD_INCLUDE_DIR "${GLAD_DIR}/include")
set(GLAD_SOURCE "${GLAD_DIR}/src/glad.c")
# -----------------------------------------------------------------------------
# Target Definition
# -----------------------------------------------------------------------------
set(PROJECT_SOURCES
main.cpp
${GLAD_SOURCE}
)
add_executable(app ${PROJECT_SOURCES})
target_include_directories(app PRIVATE
${GLM_INCLUDE_DIR}
${GLAD_INCLUDE_DIR}
)
target_link_libraries(app PRIVATE
SDL3::SDL3-static
SDL3_image::SDL3_image-static
OpenGL::GL
)
# -----------------------------------------------------------------------------
# Copy Assets Directory to Build Output
# -----------------------------------------------------------------------------
add_custom_command(
TARGET app POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_directory
"${CMAKE_CURRENT_SOURCE_DIR}/assets"
"$<TARGET_FILE_DIR:app>/assets"
)
# -----------------------------------------------------------------------------
# Platform-Specific Compiler & Linker Flags
# -----------------------------------------------------------------------------
if(WIN32)
target_compile_options(app PRIVATE -Os)
target_link_options(app PRIVATE -static -s -static-libgcc)
if(CMAKE_BUILD_TYPE STREQUAL "Debug")
target_link_options(app PRIVATE -mconsole)
else()
target_link_options(app PRIVATE -mwindows)
endif()
endif()
Step 4: Create Build & Execution Scripts Шаг 4: Создание скриптов сборки и запуска
Windows (MinGW / Batch Scripts)
config-exe.bat
cmake -G Ninja -S . -B dist/win
build-exe.bat
cmake --build dist/win
run-exe.bat
@echo off
.\dist\win\app.exe
Run the scripts sequentially in Command Prompt or PowerShell: Последовательно запустите скрипты в командной строке или PowerShell:
config-exe.bat
build-exe.bat
run-exe.bat
Ubuntu (Bash Scripts)
config-bin.sh
#!/usr/bin/env bash
set -e
cmake -G Ninja -S . -B dist/linux
build-bin.sh
#!/usr/bin/env bash
set -e
cmake --build dist/linux
run-bin.sh
#!/usr/bin/env bash
set -e
./dist/linux/app
Grant execute permissions on Ubuntu before running: Предоставьте права на выполнение в Ubuntu перед запуском:
chmod +x config-bin.sh build-bin.sh run-bin.sh
./config-bin.sh
./build-bin.sh
./run-bin.sh
Step 5: Expected Output Шаг 5: Ожидаемый результат
Upon running the application, a window will open displaying a smoothly rotating 3D wooden crate cube with crisp, hardware-accelerated 4x anti-aliased edges powered by an offscreen MSAA Framebuffer Object (FBO). После запуска приложения откроется окно с плавно вращающимся 3D-деревянным ящиком с гладкими краями с 4x MSAA сглаживанием, работающим через закадровый буфер кадра (FBO).
SDL3 GLM GLAD 3D Textured Cube (Classic MSAA FBO)
or (if using the Callbacks API version): или (если используется версия с Callbacks API):
SDL3 GLM GLAD 3D Textured Cube (Callbacks MSAA FBO)
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