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/*
* Copyright © 2012 Ian D. Romanick
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
#include <math.h>
#include <GL/glew.h>
#include <glu3.h>
#include <SDL.h>
#include <assert.h>
#include "shader.h"
#define NUM_POINTS 57
static SDL_Surface *my_surf = NULL;
static bool anim = true;
static bool done = false;
static int shift_status = 0;
static float angle_offset = 0.0f;
static GLuint buf = 0;
class complex_points_program : public shader_program {
public:
complex_points_program(GLuint vs, GLuint fs)
: shader_program(vs, fs, 0)
{
/* empty */
}
void get_uniform_locations()
{
this->angle_uniform =
glGetUniformLocation(this->program, "rotation_angle");
this->matrix_uniform =
glGetUniformLocation(this->program, "m");
}
GLint angle_uniform;
GLint matrix_uniform;
};
static complex_points_program *explicit_rotation = 0;
static complex_points_program *angle_addition = 0;
static complex_points_program *matrix_rotation = 0;
static GLuint timer_queries[3] = { 0, 0, 0 };
#define BUFFER_OFFSET(i) ((char *)0 + (i))
#define CHECK_GL_ERROR(e) \
do { \
e = glGetError(); \
if (e != 0) { \
printf("%s:%u: GL error = 0x%04x\n", __func__, \
__LINE__, e); \
} \
} while (0)
static void
Redisplay(void)
{
const float m[4] = {
1.0, 0.0,
0.0, 1.0
};
/* Set the viewport to the whole window and clear the screen.
*/
glViewport(0, 0, my_surf->w, my_surf->h);
glClear(GL_COLOR_BUFFER_BIT);
/* Reset the viewport ot the lower left quadrant and draw using the
* "explicit rotation" shader. This shader uses the vertex data
* stored as (real, imaginary) pairs.
*/
glViewport(0, 0, my_surf->w / 2, my_surf->h / 2);
glUseProgram(explicit_rotation->program);
glUniform1f(explicit_rotation->angle_uniform, angle_offset);
glUniformMatrix2fv(explicit_rotation->matrix_uniform, 1, false, m);
if (timer_queries[0])
glBeginQuery(GL_TIME_ELAPSED, timer_queries[0]);
glDrawArrays(GL_POINTS, 0, NUM_POINTS);
if (timer_queries[0])
glEndQuery(GL_TIME_ELAPSED);
/* Reset the viewport to the upper left quadrant and draw using the
* "angle addition" shader. This shader uses the vertex data stored
* as (modulus, angle) pairs.
*/
glViewport(0, my_surf->h / 2, my_surf->w / 2, my_surf->h / 2);
glUseProgram(angle_addition->program);
glUniform1f(angle_addition->angle_uniform, angle_offset);
glUniformMatrix2fv(angle_addition->matrix_uniform, 1, false, m);
if (timer_queries[1])
glBeginQuery(GL_TIME_ELAPSED, timer_queries[1]);
glDrawArrays(GL_POINTS, NUM_POINTS, NUM_POINTS);
if (timer_queries[1])
glEndQuery(GL_TIME_ELAPSED);
/* Reset the viewport to the upper right quadrant and draw using the
* "matrix rotation" shader. This shader uses the vertex data stored
* as (real, imaginary) pairs.
*/
glViewport(my_surf->w / 2, my_surf->h / 2,
my_surf->w / 2, my_surf->h / 2);
glUseProgram(matrix_rotation->program);
glUniform1f(matrix_rotation->angle_uniform, angle_offset);
glUniformMatrix2fv(matrix_rotation->matrix_uniform, 1, false, m);
if (timer_queries[2])
glBeginQuery(GL_TIME_ELAPSED, timer_queries[2]);
glDrawArrays(GL_POINTS, 0, NUM_POINTS);
if (timer_queries[2])
glEndQuery(GL_TIME_ELAPSED);
SDL_GL_SwapBuffers();
assert((timer_queries[0] == 0) == (timer_queries[1] == 0));
if (timer_queries[0]) {
static GLuint64 totals[3] = { 0, 0, 0 };
static unsigned count = 0;
GLuint64 result[3] = { 0, 0, 0 };
for (unsigned i = 0; i < 3; i++) {
glGetQueryObjectui64vEXT(timer_queries[i],
GL_QUERY_RESULT,
&result[i]);
totals[i] += result[i];
}
count++;
if (count > 100) {
printf("Timings: %lu, %lu, %lu\n",
totals[0] / 100,
totals[1] / 100,
totals[2] / 100);
memset(totals, 0, sizeof(totals));
count = 0;
}
}
}
static void Idle(void)
{
static Uint32 last_t = ~0;
Uint32 t = SDL_GetTicks();
if (last_t != (Uint32)~0) {
float dt = (float) (t - last_t) / 1000.0f;
if (anim) {
angle_offset += M_PI * dt;
}
}
last_t = t;
}
static GLuint
compile_shader_from_file(GLenum target, const char *filename)
{
static const char *const paths_to_try[] = {
"",
"data/",
"../data/",
0
};
GLuint shader;
char *log = NULL;
const char *code;
const size_t name_len = strlen(filename);
for (unsigned i = 0; paths_to_try[i] != 0; i++) {
const size_t path_len = strlen(paths_to_try[i]);
char *name_with_path = new char [path_len + name_len + 1];
memcpy(name_with_path, paths_to_try[i], path_len);
memcpy(&name_with_path[path_len], filename, name_len);
name_with_path[path_len + name_len] = '\0';
code = gluLoadTextFile(name_with_path);
delete [] name_with_path;
if (code != NULL)
break;
}
if (code == NULL) {
fprintf(stderr, "Unable to load shader code for %s.\n",
filename);
exit(1);
}
shader = gluCompileShader(target, code, &log);
if (log != NULL) {
printf("Shader compile log for %s:\n%s\n", filename, log);
gluReleaseInfoLog(log);
log = NULL;
}
if (shader == 0) {
fprintf(stderr, "Failed to compile %s.\n", filename);
exit(1);
}
gluUnloadTextFile(code);
return shader;
}
static complex_points_program *
create_program(GLuint vs, GLuint fs, const char *name)
{
complex_points_program *p = new complex_points_program(vs, fs);
const bool linked = p->link();
if (p->log != NULL)
printf("%s link log:\n%s\n", name, p->log);
if (!linked) {
fprintf(stderr, "Failed to link %s.\n", name);
exit(1);
}
p->get_uniform_locations();
return p;
}
/* Load, compile, link, etc. the vertex and fragment programs.
*/
static void
build_all_shaders(void)
{
GLuint vs[3];
GLuint fs;
/* If there are dangling instances of these program hanging around,
* clean them up.
*/
if (explicit_rotation)
delete explicit_rotation;
if (angle_addition)
delete angle_addition;
if (matrix_rotation)
delete matrix_rotation;
/* Compile all of the shaders
*/
vs[0] = compile_shader_from_file(GL_VERTEX_SHADER,
"explicit_rotation.vert");
vs[1] = compile_shader_from_file(GL_VERTEX_SHADER,
"angle_addition.vert");
vs[2] = compile_shader_from_file(GL_VERTEX_SHADER,
"matrix_rotation.vert");
fs = compile_shader_from_file(GL_FRAGMENT_SHADER,
"ellipse.frag");
/* Create all of the programs that use the previously created shaders.
*/
explicit_rotation = create_program(vs[0], fs, "explicit rotation");
angle_addition = create_program(vs[1], fs, "angle addition");
matrix_rotation = create_program(vs[2], fs, "matrix rotation");
/* The individual shaders have been attached to the programs, so they
* can safely be deleted.
*/
glDeleteShader(vs[0]);
glDeleteShader(vs[1]);
glDeleteShader(vs[2]);
glDeleteShader(fs);
}
static void
Init(void)
{
glewInit();
if (!GLEW_VERSION_2_0) {
printf ("Sorry, this demo requires OpenGL 2.0 or later.\n");
exit(1);
}
if (GLEW_EXT_timer_query || GLEW_ARB_timer_query)
glGenQueries(3, timer_queries);
gluInitializeCompiler();
explicit_rotation = 0;
angle_addition = 0;
matrix_rotation = 0;
build_all_shaders();
float data[2 * (2 * NUM_POINTS)];
for (unsigned i = 0; i < NUM_POINTS; i++) {
const float angle = float(i) * M_PI * 2.0f / float(NUM_POINTS);
const float r = cos(5.0f * angle) * 0.4f + 0.5f;
data[(i + 0) * 2 + 0] = r * cos(angle);
data[(i + 0) * 2 + 1] = r * sin(angle);
data[(i + NUM_POINTS) * 2 + 0] = r;
data[(i + NUM_POINTS) * 2 + 1] = angle;
}
glGenBuffers(1, &buf);
glBindBuffer(GL_ARRAY_BUFFER, buf);
glBufferData(GL_ARRAY_BUFFER, sizeof(data), data, GL_STATIC_DRAW);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat),
BUFFER_OFFSET(0));
glEnableVertexAttribArray(0);
glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
printf("GL_RENDERER = %s\n", (const char *) glGetString(GL_RENDERER));
printf("Keyboard input:\n"
" a: Toggle animation of object.\n"
" c: Re-load and compile shader program code.\n"
" ESC: Exit program.\n");
}
static void
Reshape(int w, int h)
{
my_surf = SDL_SetVideoMode(w, h, 0, SDL_OPENGL | SDL_RESIZABLE);
if (my_surf == NULL) {
exit(1);
}
glViewport(0, 0, my_surf->w, my_surf->h);
Init();
}
static void
Key(SDLKey sym)
{
switch (sym) {
case SDLK_ESCAPE:
done = true;
break;
case ' ':
case 'a':
anim = !anim;
break;
case 'c':
printf("Reloading and compiling program code...\n");
build_all_shaders();
break;
default:
break;
}
}
/**
* Push an event each time the timer callback fires.
*/
Uint32
timer_callback(Uint32 interval, void *not_used)
{
SDL_Event e;
(void) not_used;
e.type = SDL_USEREVENT;
e.user.code = 0;
e.user.data1 = NULL;
e.user.data2 = NULL;
SDL_PushEvent(& e);
return interval;
}
int
main(int argc, char **argv)
{
(void) argc;
(void) argv;
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER) < 0) {
exit(1);
}
atexit(SDL_Quit);
Reshape(800, 600);
SDL_TimerID timer_id = SDL_AddTimer(10, timer_callback, NULL);
while (!done) {
SDL_Event event;
SDL_WaitEvent(&event);
do {
switch (event.type) {
case SDL_VIDEORESIZE:
Reshape(event.resize.w, event.resize.h);
break;
case SDL_QUIT:
done = true;
break;
case SDL_KEYDOWN:
if ((event.key.keysym.sym == SDLK_RSHIFT)
|| (event.key.keysym.sym == SDLK_LSHIFT)) {
shift_status++;
} else {
Key(event.key.keysym.sym);
}
break;
case SDL_KEYUP:
if ((event.key.keysym.sym == SDLK_RSHIFT)
|| (event.key.keysym.sym == SDLK_LSHIFT)) {
shift_status--;
}
/* By clamping the shift status value to 0 we
* prevent some bugs when the program is
* started with one or both of the shift keys
* held down.
*/
if (shift_status < 0) {
shift_status = 0;
}
break;
default:
break;
}
} while (SDL_PollEvent(&event));
Idle();
Redisplay();
}
SDL_RemoveTimer(timer_id);
SDL_Quit();
return 0;
}
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