Beispiel #1
0
void set_shader(Uint32 program, GPU_ShaderBlock* block)
{
    if(program == 0)
        program = GPU_GetContextTarget()->context->default_textured_shader_program;
    GPU_ActivateShaderProgram(program, block);
    
    timeloc = GPU_GetUniformLocation(program, "time");
    color_attr.location = GPU_GetAttributeLocation(program, "gpu_Color");
}
Beispiel #2
0
shader_program::shader_program(const std::string &vsrc, const std::string &fsrc)
	: program_object_(0)
	, vertex_object_(0)
	, fragment_object_(0)
	, block_()
	, attr_color_mod_(0)
	, attr_submerge_(0)
	, attr_effects_(0)
	, uni_overlay_(0)
	, overlay_image_()
	, refcount_(new unsigned(1))
{
	vertex_object_ = GPU_LoadShader(GPU_VERTEX_SHADER, vsrc.c_str());
	if (!vertex_object_) {
		throw shader_error("Failed to compile vertex shader");
	}

	fragment_object_ = GPU_LoadShader(GPU_FRAGMENT_SHADER, fsrc.c_str());
	if (!fragment_object_) {
		throw shader_error("Failed to compile fragment shader");
	}

	program_object_ = GPU_LinkShaders(vertex_object_, fragment_object_);
	if (!program_object_) {
		throw shader_error("Failed to link shader program");
	}

	attr_color_mod_ = GPU_GetAttributeLocation(program_object_,
											   "vert_color_mod");
	attr_submerge_ = GPU_GetAttributeLocation(program_object_,
											  "vert_submerge");
	attr_effects_ = GPU_GetAttributeLocation(program_object_,
											 "vert_effects");
	uni_overlay_ = GPU_GetUniformLocation(program_object_, "overlay");

	set_color_mod(0, 0, 0, 0);
	set_submerge(0);
	set_effects(0);
}
Beispiel #3
0
int main(int argc, char* argv[])
{
    GPU_Target* screen;

    printRenderers();

    screen = GPU_Init(800, 600, GPU_DEFAULT_INIT_FLAGS);
    if(screen == NULL)
        return -1;

    printCurrentRenderer();

    {
        Uint32 startTime;
        long frameCount;
        Uint8 done;
        SDL_Event event;

        GPU_Image* image;
        Uint32 v, f, p;
        GPU_ShaderBlock block;
        int uloc;
        int timeloc;
        float dt;
#define MAX_SPRITES 50
        int numSprites;
        float x[MAX_SPRITES];
        float y[MAX_SPRITES];
        float velx[MAX_SPRITES];
        float vely[MAX_SPRITES];
        int i;

        image = GPU_LoadImage("data/test.bmp");
        if(image == NULL)
            return -1;

        block = load_shaders(&v, &f, &p);
        uloc = GPU_GetUniformLocation(p, "tex");
        GPU_SetUniformi(uloc, 0);
        timeloc = GPU_GetUniformLocation(p, "time");

        dt = 0.010f;

        startTime = SDL_GetTicks();
        frameCount = 0;

        numSprites = 1;

        for(i = 0; i < MAX_SPRITES; i++)
        {
            x[i] = rand()%screen->w;
            y[i] = rand()%screen->h;
            velx[i] = 10 + rand()%screen->w/10;
            vely[i] = 10 + rand()%screen->h/10;
        }


        done = 0;
        while(!done)
        {
            while(SDL_PollEvent(&event))
            {
                if(event.type == SDL_QUIT)
                    done = 1;
                else if(event.type == SDL_KEYDOWN)
                {
                    if(event.key.keysym.sym == SDLK_ESCAPE)
                        done = 1;
                    else if(event.key.keysym.sym == SDLK_EQUALS || event.key.keysym.sym == SDLK_PLUS)
                    {
                        if(numSprites < MAX_SPRITES)
                            numSprites++;
                    }
                    else if(event.key.keysym.sym == SDLK_MINUS)
                    {
                        if(numSprites > 0)
                            numSprites--;
                    }
                    else if(event.key.keysym.sym == SDLK_SPACE)
                    {
                        if(GPU_IsDefaultShaderProgram(GPU_GetCurrentShaderProgram()))
                        {
                            GPU_ActivateShaderProgram(p, &block);
                            uloc = GPU_GetUniformLocation(p, "tex");
                            GPU_SetUniformi(uloc, 0);
                            timeloc = GPU_GetUniformLocation(p, "time");
                        }
                        else
                            GPU_ActivateShaderProgram(0, NULL);
                    }
                }
            }

            for(i = 0; i < numSprites; i++)
            {
                x[i] += velx[i]*dt;
                y[i] += vely[i]*dt;
                if(x[i] < 0)
                {
                    x[i] = 0;
                    velx[i] = -velx[i];
                }
                else if(x[i]> screen->w)
                {
                    x[i] = screen->w;
                    velx[i] = -velx[i];
                }

                if(y[i] < 0)
                {
                    y[i] = 0;
                    vely[i] = -vely[i];
                }
                else if(y[i]> screen->h)
                {
                    y[i] = screen->h;
                    vely[i] = -vely[i];
                }
            }

            GPU_SetUniformf(timeloc, SDL_GetTicks()/1000.0f);

            GPU_Clear(screen);

            for(i = 0; i < numSprites; i++)
            {
                GPU_Blit(image, NULL, screen, x[i], y[i]);
            }

            GPU_Flip(screen);

            frameCount++;
            if(frameCount%500 == 0)
                printf("Average FPS: %.2f\n", 1000.0f*frameCount/(SDL_GetTicks() - startTime));
        }

        printf("Average FPS: %.2f\n", 1000.0f*frameCount/(SDL_GetTicks() - startTime));

        GPU_FreeImage(image);

        free_shaders(v, f, p);
    }

    GPU_Quit();

    return 0;
}
Beispiel #4
0
int do_attributes(GPU_Target* screen)
{
	GPU_LogError("do_attributes()\n");
	GPU_Image* image = GPU_LoadImage("data/small_test.png");
	if(image == NULL)
		return -1;
	
	int return_value = 0;
	
	float dt = 0.010f;
	
	Uint32 startTime = SDL_GetTicks();
	long frameCount = 0;
	
	int maxSprites = 50000;
	int numSprites = 101;
	
	// 2 pos floats per vertex, 2 texcoords, 4 color components
	int floats_per_vertex = 2 + 2 + 4;
	int floats_per_sprite = floats_per_vertex*4;
	float* sprite_values = (float*)malloc(sizeof(float)*maxSprites*floats_per_sprite);
	
	// Load attributes for the textured shader
	Uint32 program_object = 0;
	GPU_ActivateShaderProgram(program_object, NULL);
	// Disable the default shader's attributes (not a typical thing to do...)
	GPU_ShaderBlock block = {-1,-1,-1,GPU_GetUniformLocation(program_object, "gpu_ModelViewProjectionMatrix")};
	GPU_ActivateShaderProgram(program_object, &block);
	
	GPU_Attribute attributes[3] = {
	    GPU_MakeAttribute(GPU_GetAttributeLocation(program_object, "gpu_Vertex"), sprite_values, 
                                                    GPU_MakeAttributeFormat(2, GPU_TYPE_FLOAT, 0, floats_per_vertex*sizeof(float), 0)),
        GPU_MakeAttribute(GPU_GetAttributeLocation(program_object, "gpu_TexCoord"), sprite_values, 
                                                    GPU_MakeAttributeFormat(2, GPU_TYPE_FLOAT, 0, floats_per_vertex*sizeof(float), 2*sizeof(float))),
        GPU_MakeAttribute(GPU_GetAttributeLocation(program_object, "gpu_Color"), sprite_values, 
                                                    GPU_MakeAttributeFormat(4, GPU_TYPE_FLOAT, 0, floats_per_vertex*sizeof(float), 4*sizeof(float)))
    };
	
	float* velx = (float*)malloc(sizeof(float)*maxSprites);
	float* vely = (float*)malloc(sizeof(float)*maxSprites);
	int i;
    int val_n = 0;
	for(i = 0; i < maxSprites; i++)
	{
	    float x = rand()%screen->w;
		float y = rand()%screen->h;
		sprite_values[val_n++] = x - image->w/2;
		sprite_values[val_n++] = y - image->h/2;
		
		sprite_values[val_n++] = 0;
		sprite_values[val_n++] = 0;
		
		sprite_values[val_n++] = rand()%101/100.0f;
		sprite_values[val_n++] = rand()%101/100.0f;
		sprite_values[val_n++] = rand()%101/100.0f;
		sprite_values[val_n++] = rand()%101/100.0f;
		
		sprite_values[val_n++] = x + image->w/2;
		sprite_values[val_n++] = y - image->h/2;
		
		sprite_values[val_n++] = 1;
		sprite_values[val_n++] = 0;
		
		sprite_values[val_n++] = rand()%101/100.0f;
		sprite_values[val_n++] = rand()%101/100.0f;
		sprite_values[val_n++] = rand()%101/100.0f;
		sprite_values[val_n++] = rand()%101/100.0f;
		
		sprite_values[val_n++] = x + image->w/2;
		sprite_values[val_n++] = y + image->h/2;
		
		sprite_values[val_n++] = 1;
		sprite_values[val_n++] = 1;
		
		sprite_values[val_n++] = rand()%101/100.0f;
		sprite_values[val_n++] = rand()%101/100.0f;
		sprite_values[val_n++] = rand()%101/100.0f;
		sprite_values[val_n++] = rand()%101/100.0f;
		
		sprite_values[val_n++] = x - image->w/2;
		sprite_values[val_n++] = y + image->h/2;
		
		sprite_values[val_n++] = 0;
		sprite_values[val_n++] = 1;
		
		sprite_values[val_n++] = rand()%101/100.0f;
		sprite_values[val_n++] = rand()%101/100.0f;
		sprite_values[val_n++] = rand()%101/100.0f;
		sprite_values[val_n++] = rand()%101/100.0f;
		
		velx[i] = 10 + rand()%screen->w/10;
		vely[i] = 10 + rand()%screen->h/10;
		if(rand()%2)
            velx[i] = -velx[i];
		if(rand()%2)
            vely[i] = -vely[i];
	}
	
	
	Uint8 done = 0;
	SDL_Event event;
	while(!done)
	{
		while(SDL_PollEvent(&event))
		{
			if(event.type == SDL_QUIT)
				done = 1;
			else if(event.type == SDL_KEYDOWN)
			{
				if(event.key.keysym.sym == SDLK_ESCAPE)
					done = 1;
				else if(event.key.keysym.sym == SDLK_SPACE)
                {
					done = 1;
					return_value = 1;
                }
				else if(event.key.keysym.sym == SDLK_EQUALS || event.key.keysym.sym == SDLK_PLUS)
				{
					if(numSprites < maxSprites)
						numSprites += 100;
                    GPU_LogError("Sprites: %d\n", numSprites);
                    frameCount = 0;
                    startTime = SDL_GetTicks();
				}
				else if(event.key.keysym.sym == SDLK_MINUS)
				{
					if(numSprites > 1)
						numSprites -= 100;
					if(numSprites < 1)
                        numSprites = 1;
                    GPU_LogError("Sprites: %d\n", numSprites);
                    frameCount = 0;
                    startTime = SDL_GetTicks();
				}
			}
		}
		
		GPU_Clear(screen);
		
		for(i = 0; i < numSprites; i++)
		{
		    val_n = floats_per_sprite*i;
		    float x = sprite_values[val_n] + image->w/2;
		    float y = sprite_values[val_n+1] + image->h/2;
		    
			x += velx[i]*dt;
			y += vely[i]*dt;
			if(x < 0)
			{
				x = 0;
				velx[i] = -velx[i];
			}
			else if(x > screen->w)
			{
				x = screen->w;
				velx[i] = -velx[i];
			}
			
			if(y < 0)
			{
				y = 0;
				vely[i] = -vely[i];
			}
			else if(y > screen->h)
			{
				y = screen->h;
				vely[i] = -vely[i];
			}
			
            sprite_values[val_n] = x - image->w/2;
            sprite_values[val_n+1] = y - image->h/2;
            val_n += floats_per_vertex;
            sprite_values[val_n] = x + image->w/2;
            sprite_values[val_n+1] = y - image->h/2;
            val_n += floats_per_vertex;
            sprite_values[val_n] = x + image->w/2;
            sprite_values[val_n+1] = y + image->h/2;
            val_n += floats_per_vertex;
            sprite_values[val_n] = x - image->w/2;
            sprite_values[val_n+1] = y + image->h/2;
		}
		
		//float color[4] = {0.5f, 0, 0, 1.0f};
		//GPU_SetAttributefv(attributes[2].location, 4, color);
		GPU_SetAttributeSource(numSprites*4, attributes[0]);
		GPU_SetAttributeSource(numSprites*4, attributes[1]);
		GPU_SetAttributeSource(numSprites*4, attributes[2]);
        GPU_BlitBatch(image, screen, numSprites, NULL, 0);
		
		GPU_Flip(screen);
		
		frameCount++;
		if(SDL_GetTicks() - startTime > 5000)
        {
			printf("Average FPS: %.2f\n", 1000.0f*frameCount/(SDL_GetTicks() - startTime));
			frameCount = 0;
			startTime = SDL_GetTicks();
        }
	}
	
	printf("Average FPS: %.2f\n", 1000.0f*frameCount/(SDL_GetTicks() - startTime));
	
	free(sprite_values);
	free(velx);
	free(vely);
	
	GPU_FreeImage(image);
	
	// Reset the default shader's block
	GPU_ActivateShaderProgram(screen->context->default_textured_shader_program, NULL);
	
	return return_value;
}
Beispiel #5
0
int main(int argc, char* argv[])
{
	GPU_Target* screen;

	GPU_SetDebugLevel(GPU_DEBUG_LEVEL_MAX);
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);

	GPU_SetRequiredFeatures(GPU_FEATURE_BASIC_SHADERS);
	screen = GPU_InitRenderer(GPU_RENDERER_OPENGL_3, 800, 600, GPU_DEFAULT_INIT_FLAGS);
	if(screen == NULL)
    {
        GPU_LogError("Initialization Error: Could not create a renderer with proper feature support for this demo.\n");
		return 1;
    }
    
    glewExperimental = GL_TRUE;  // Force GLEW to get exported functions instead of checking via extension string
    if(glewInit() != GLEW_OK)
    {
        GPU_LogError("Initialization Error: Failed to initialize GLEW.\n");
        return 2;
    }

	{
		GPU_Image* image;
		float dt;
		Uint32 startTime;
		long frameCount;
		int maxSprites = 50;
		int numSprites;
		float x[50];
		float y[50];
		float velx[50];
		float vely[50];
		int i;
		Uint8 done;
		SDL_Event event;

		image = GPU_LoadImage("data/test.bmp");
		if (image == NULL)
			return 3;
        
        v = GPU_LoadShader(GPU_VERTEX_SHADER, "data/shaders/untextured-150.vert");
        f = GPU_LoadShader(GPU_FRAGMENT_SHADER, "data/shaders/untextured-150.frag");
        p = GPU_LinkShaders(v, f);
            
        GPU_Log("%s\n", GPU_GetShaderMessage());

        glUseProgram(p);
        vertex_loc = GPU_GetAttributeLocation(p, "gpu_Vertex");
        color_loc = GPU_GetAttributeLocation(p, "gpu_Color");
        modelViewProjection_loc = GPU_GetUniformLocation(p, "gpu_ModelViewProjectionMatrix");

        glGenVertexArrays(1, &VAO);
        glBindVertexArray(VAO);

        glGenBuffers(1, &VBO);
        glBindBuffer(GL_ARRAY_BUFFER, VBO);

		dt = 0.010f;

		startTime = SDL_GetTicks();
		frameCount = 0;

		numSprites = 1;

		for (i = 0; i < maxSprites; i++)
		{
			x[i] = rand() % screen->w;
			y[i] = rand() % screen->h;
			velx[i] = 10 + rand() % screen->w / 10;
			vely[i] = 10 + rand() % screen->h / 10;
		}


		done = 0;
		while (!done)
		{
			while (SDL_PollEvent(&event))
			{
				if (event.type == SDL_QUIT)
					done = 1;
				else if (event.type == SDL_KEYDOWN)
				{
					if (event.key.keysym.sym == SDLK_ESCAPE)
						done = 1;
					else if (event.key.keysym.sym == SDLK_EQUALS || event.key.keysym.sym == SDLK_PLUS)
					{
						if (numSprites < maxSprites)
							numSprites++;
					}
					else if (event.key.keysym.sym == SDLK_MINUS)
					{
						if (numSprites > 0)
							numSprites--;
					}
				}
			}

			for (i = 0; i < numSprites; i++)
			{
				x[i] += velx[i] * dt;
				y[i] += vely[i] * dt;
				if (x[i] < 0)
				{
					x[i] = 0;
					velx[i] = -velx[i];
				}
				else if (x[i]> screen->w)
				{
					x[i] = screen->w;
					velx[i] = -velx[i];
				}

				if (y[i] < 0)
				{
					y[i] = 0;
					vely[i] = -vely[i];
				}
				else if (y[i]> screen->h)
				{
					y[i] = screen->h;
					vely[i] = -vely[i];
				}
			}

			GPU_Clear(screen);

			draw_3d_stuff(screen);

			for (i = 0; i < numSprites; i++)
			{
				GPU_Blit(image, NULL, screen, x[i], y[i]);
			}

			draw_more_3d_stuff(screen);

			GPU_Flip(screen);

			frameCount++;
			if (frameCount % 500 == 0)
				printf("Average FPS: %.2f\n", 1000.0f*frameCount / (SDL_GetTicks() - startTime));
		}

		printf("Average FPS: %.2f\n", 1000.0f*frameCount / (SDL_GetTicks() - startTime));

		GPU_FreeImage(image);
	}

	GPU_Quit();
	
	return 0;
}
Beispiel #6
0
int do_attributes(GPU_Target* screen)
{
    Uint32 startTime;
    long frameCount;
    Uint8 done;
    SDL_Event event;

    int return_value = 0;

    float dt = 0.010f;

    int max_vertices = 60000;
    int num_vertices = 303;

    float* velx = (float*)malloc(sizeof(float)*max_vertices/3);
    float* vely = (float*)malloc(sizeof(float)*max_vertices/3);
    int i;

    // 2 pos floats per vertex, 2 texcoords, 4 color components
    int floats_per_vertex = 2 + 2 + 4;
    float* vertex_values = (float*)malloc(sizeof(float)*max_vertices*floats_per_vertex);

    Uint32 program_object;
    GPU_Attribute attributes[3];

    GPU_Image* image = GPU_LoadImage("data/small_test.png");

    GPU_LogError("do_attributes()\n");
    if(image == NULL)
        return -1;

    startTime = SDL_GetTicks();
    frameCount = 0;

    fill_vertex_values(vertex_values, velx, vely, max_vertices, screen, image);

    // Load attributes for the textured shader
    program_object = 0;
    GPU_ActivateShaderProgram(program_object, NULL);
    // Disable the default shader's attributes (not a typical thing to do...)
    {
        GPU_ShaderBlock block = {-1,-1,-1,GPU_GetUniformLocation(program_object, "gpu_ModelViewProjectionMatrix")};
        GPU_ActivateShaderProgram(program_object, &block);
    }

    attributes[0] = GPU_MakeAttribute(GPU_GetAttributeLocation(program_object, "gpu_Vertex"), vertex_values,
                                      GPU_MakeAttributeFormat(2, GPU_TYPE_FLOAT, 0, floats_per_vertex*sizeof(float), 0));
    attributes[1] = GPU_MakeAttribute(GPU_GetAttributeLocation(program_object, "gpu_TexCoord"), vertex_values,
                                      GPU_MakeAttributeFormat(2, GPU_TYPE_FLOAT, 0, floats_per_vertex*sizeof(float), 2 * sizeof(float)));
    attributes[2] = GPU_MakeAttribute(GPU_GetAttributeLocation(program_object, "gpu_Color"), vertex_values,
                                      GPU_MakeAttributeFormat(4, GPU_TYPE_FLOAT, 0, floats_per_vertex*sizeof(float), 4 * sizeof(float)));


    done = 0;
    while(!done)
    {
        while(SDL_PollEvent(&event))
        {
            if(event.type == SDL_QUIT)
                done = 1;
            else if(event.type == SDL_KEYDOWN)
            {
                if(event.key.keysym.sym == SDLK_ESCAPE)
                    done = 1;
                else if(event.key.keysym.sym == SDLK_SPACE)
                {
                    done = 1;
                    return_value = 4;
                }
                else if(event.key.keysym.sym == SDLK_EQUALS || event.key.keysym.sym == SDLK_PLUS)
                {
                    num_vertices += 300;
                    if(num_vertices > max_vertices)
                        num_vertices = max_vertices;
                    GPU_LogError("Vertices: %d\n", num_vertices);
                    frameCount = 0;
                    startTime = SDL_GetTicks();
                }
                else if(event.key.keysym.sym == SDLK_MINUS)
                {
                    if(num_vertices > 3)
                        num_vertices -= 300;
                    if(num_vertices < 3)
                        num_vertices = 3;
                    GPU_LogError("Vertices: %d\n", num_vertices);
                    frameCount = 0;
                    startTime = SDL_GetTicks();
                }
            }
        }

        GPU_Clear(screen);

        // FIXME: Can cause squishing when a vertex hits a wall...
        for(i = 0; i < num_vertices; i++)
        {
            int n = i/3;
            int val_n = floats_per_vertex*i;
            vertex_values[val_n] += velx[n]*dt;
            vertex_values[val_n+1] += vely[n]*dt;
            if(vertex_values[val_n] < 0)
            {
                vertex_values[val_n] = 0;
                velx[n] = -velx[n];
            }
            else if(vertex_values[val_n] > screen->w)
            {
                vertex_values[val_n] = screen->w;
                velx[n] = -velx[n];
            }

            if(vertex_values[val_n+1] < 0)
            {
                vertex_values[val_n+1] = 0;
                vely[n] = -vely[n];
            }
            else if(vertex_values[val_n+1] > screen->h)
            {
                vertex_values[val_n+1] = screen->h;
                vely[n] = -vely[n];
            }
        }

        GPU_SetAttributeSource(num_vertices, attributes[0]);
        GPU_SetAttributeSource(num_vertices, attributes[1]);
        GPU_SetAttributeSource(num_vertices, attributes[2]);
        GPU_TriangleBatch(image, screen, num_vertices, NULL, 0, NULL, GPU_NONE);

        GPU_Flip(screen);

        frameCount++;
        if(SDL_GetTicks() - startTime > 5000)
        {
            printf("Average FPS: %.2f\n", 1000.0f*frameCount/(SDL_GetTicks() - startTime));
            frameCount = 0;
            startTime = SDL_GetTicks();
        }
    }

    printf("Average FPS: %.2f\n", 1000.0f*frameCount/(SDL_GetTicks() - startTime));

    free(vertex_values);
    free(velx);
    free(vely);

    GPU_FreeImage(image);

    // Reset the default shader's block
    GPU_ActivateShaderProgram(screen->context->default_textured_shader_program, NULL);

    return return_value;
}