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path: root/src/main.cpp
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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;
}