Exemple #1
0
void app_Scene::on_open()
{
	if(!glew_init())
		die("GLEW init fail");
	
	if(!gl_init())
		die("GL init fail");
	
	if(!load_resources())
		die("Couldn't load resources");

	if(!init_scene())
		die("Couldn't init scene");
	
	//Initial resize ( window init kinda )
	{
		int w, h;
		glfwGetWindowSize(this->handle(), &w, &h);
		this->on_resize(w,h);
	}
}
void compare()
{
    const int ITERATIONS = 8192;
    const int ITERATIONS_WARMUP = ITERATIONS / 32;


    Timer timer;

    std::cout <<  std::endl << "test: initialize bindings ..." << std::endl;

    timer.start("      glbinding ");
    glbinding_init();

    timer.restart("      glew      ");
    glew_init();

    timer.stop();


    std::cout << std::endl
        << "OpenGL Version:  " << glbinding::ContextInfo::version() << std::endl
        << "OpenGL Vendor:   " << glbinding::ContextInfo::vendor() << std::endl
        << "OpenGL Renderer: " << glbinding::ContextInfo::renderer() << std::endl;


    std::cout << std::endl << "prep: warm-up ..." << std::endl;
    std::this_thread::sleep_for(std::chrono::seconds(1));

    std::cout << "      glew      " << std::endl;
    for (int i = 0; i < ITERATIONS_WARMUP; ++i)
        glew_test();

    std::cout << "      glbinding " << std::endl;
    for (int i = 0; i < ITERATIONS_WARMUP; ++i)
        glbinding_test();

    timer.setSteps(24 * ITERATIONS);
    

    std::cout << std::endl << "test: average call times for " << ITERATIONS << " x 24 calls ..." << std::endl;

    timer.start("      glew      ");
    for (int i = 0; i < ITERATIONS; ++i)
        glew_test();

    long double glew_avg = timer.restart("      glbinding ");

    for (int i = 0; i < ITERATIONS; ++i)
        glbinding_test();

    long double glbinding_avg = timer.stop();

 
    std::cout << std::endl << "test: again, now with error checking ..." << std::endl;

    glew_error(true);
    glbinding_error(true);

    timer.start("      glew      ");
    for (int i = 0; i < ITERATIONS; ++i)
        glew_test();

    long double glew_avg_err = timer.restart("      glbinding ");
    for (int i = 0; i < ITERATIONS; ++i)
        glbinding_test();

    long double glbinding_avg_err = timer.stop();
    glbinding_error(false);

    std::cout << std::endl << "test: again, now with logging ..." << std::endl;
    glbinding::logging::start("logs/comparison");
    timer.start("      glbinding ");

    for (int i = 0; i < ITERATIONS; ++i)
        glbinding_test();
    
    long double glbinding_avg_log = timer.stop();
    glbinding::logging::stop();


    std::cout << std::endl << "glbinding/glew decrease:                 " << (glbinding_avg / glew_avg - 1.0) * 100.0 << "%" << std::endl;
    std::cout << std::endl << "glbinding/glew decrease (error checks):  " << (glbinding_avg_err / glew_avg_err - 1.0) * 100.0 << "%" << std::endl;
    std::cout << std::endl << "glbinding decrease with logging:         " << (glbinding_avg_log / glbinding_avg  - 1.0) * 100.0 << "%" << std::endl;

    std::cout << std::endl << "finalizing ..." << std::endl;
    std::this_thread::sleep_for(std::chrono::seconds(3));
}
Exemple #3
0
//ToDo(robin): add support for log
int main(int argc, char ** argv) {
  CommandLineOptions options(argc, argv);
	Window * window = new Window(800, 600, APPLICATION_NAME);
	buffer points;
	buffer lines;
	int count = 1;

	std::vector<float> lines_buffer;
	std::vector<float> points_buffer;
	std::vector<ObjectInfo> obj_buffer;

	bool mouseDown = false;
	int mouseX = 0, mouseY = 0, mouseDX = 0, mouseDY = 0, screenSizeX = window->getSize().x, screenSizeY =  window->getSize().y;

	float scale[2] = {1.0, 1.0}, centerX = 0.0, centerY = 0.0, mouseDXScreen = 0.0, mouseDYScreen = 0.0;
	float radius = 50;
	unsigned int samplerate = options.samplerate();

	std::vector<SoundProcessor::v3> listener;

	std::signal(SIGTERM, terminate);
	std::signal(SIGINT, terminate);
	std::signal(SIGABRT, terminate);

	double distBetween = 0.42;

	double * mics = options.mics();

	for(int i = 0; i < options.micCount(); i++) {
		listener.push_back(SoundProcessor::v3(mics[3 * i], mics[3 * i + 1], mics[3 * i + 2]));
	}

	std::cout << "mics: [" << std::endl;
	for(auto l : listener) {
		std::cout << "[" << l.x << ", "
				  << l.y << ", "
				  << l.z << "]" << std::endl;

	}
	std::cout << "]" << std::endl;

	SoundProcessor soundProcessor(samplerate, listener);

	glew_init();

	int listener_count = init_listeners(listener, points_buffer, soundProcessor, radius);

	server = new Server(options.audioPort(), [listener](sf::TcpSocket * socket) {
			unsigned int size = listener.size();

			socket->send(&size, sizeof(int));
			std::cout << "client connected: " << socket->getRemoteAddress() << ":" << socket->getRemotePort() << std::endl;
		});

    GuiServer gserver(options.guiPort());

	count = listener.size();

	glGenBuffers(1, &points.vbo);
	glGenVertexArrays(1, &points.vao);

	glBindBuffer(GL_ARRAY_BUFFER, points.vbo);
	glBufferData(GL_ARRAY_BUFFER, 6 * count * sizeof(float), points_buffer.data(), GL_STREAM_DRAW);
	glBindVertexArray(points.vao);

	ShaderProgram * shaderProgram = new ShaderProgram("#version 130\n"
													  "uniform vec2 center;\n"
													  "uniform vec2 scale;\n"
													  "in vec3 vp;\n"
													  "in vec3 color;\n"
													  "out vec3 Color;\n"
													  "void main() {\n"
													  "   gl_Position = vec4((vp.x + center.x) / scale.x, (vp.y - center.y) / scale.y, 0.0, 1.0);\n"
													  "   gl_PointSize = vp.z / scale.x;\n"
													  "   Color = color;\n"
													  "}\n"
													  , "#version 130\n"
													  "in vec3 Color;\n"
													  "out vec4 frag_colour;\n"
													  "void main () {\n"
													  "    gl_FragColor = vec4(Color, 1.0);\n"
 													  "}");

	shaderProgram->vertexAttribPointer("color", 3, GL_FLOAT, false, 24, (void *) 12);
	shaderProgram->vertexAttribPointer("vp", 3, GL_FLOAT, false, 24, 0);

	lines_buffer.push_back(-1);
	lines_buffer.push_back(0);
	lines_buffer.push_back(1);
	lines_buffer.push_back(0);
	lines_buffer.push_back(1);
	lines_buffer.push_back(0);

	lines_buffer.push_back(1);
	lines_buffer.push_back(0);
	lines_buffer.push_back(1);
	lines_buffer.push_back(0);
	lines_buffer.push_back(1);
	lines_buffer.push_back(0);

	lines_buffer.push_back(0);
	lines_buffer.push_back(-1);
	lines_buffer.push_back(1);
	lines_buffer.push_back(0);
	lines_buffer.push_back(1);
	lines_buffer.push_back(0);

	lines_buffer.push_back(0);
	lines_buffer.push_back(1);
	lines_buffer.push_back(1);
	lines_buffer.push_back(0);
	lines_buffer.push_back(1);
	lines_buffer.push_back(0);

	glGenBuffers(1, &lines.vbo);
	glGenVertexArrays(1, &lines.vao);

	glBindBuffer(GL_ARRAY_BUFFER, lines.vbo);
	glBufferData(GL_ARRAY_BUFFER, lines_buffer.size() * sizeof(float), lines_buffer.data(), GL_STREAM_DRAW);
	glBindVertexArray(lines.vao);

	shaderProgram->vertexAttribPointer("color", 3, GL_FLOAT, false, 24, (void *) 12);
	shaderProgram->vertexAttribPointer("vp", 3, GL_FLOAT, false, 24, 0);

    glEnable(GL_POINT_SMOOTH);
	glEnable(GL_LINE_SMOOTH);
	glEnable(GL_PROGRAM_POINT_SIZE);

    glPointSize(20.0);
	glLineWidth(3.0);

	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	glEnable(GL_BLEND);

	glClearColor(1, 1, 1, 1);

	screenSizeX = window->getSize().x;
	screenSizeY = window->getSize().y;

	float freq = 100;
	auto now = std::chrono::high_resolution_clock::now();

	Stopwatch::getInstance().setCustomSignature(32435);

	int id = 0;

	while (window->open()) {
		TICK("simulation_total");
		TICK("simulation_process_events");

		auto events = window->pollEvents();

		for(auto event : events) {
			switch (event.type) {
			case sf::Event::Closed: {
				window->close();
				break;
			}
			case sf::Event::KeyPressed: {
				if(event.key.code == sf::Keyboard::Space && gserver.buffer != nullptr) {
					std::cout << id++ << ", "
							  << gserver.buffer[0] << ", "
							  << gserver.buffer[1] << ", "
							  << gserver.buffer[2] << std::endl;
				}
				break;
			}
			case sf::Event::Resized: {
                glViewport(0, 0, event.size.width, event.size.height);
				screenSizeX = event.size.width;
				screenSizeY = event.size.height;
				break;
			}
			case sf::Event::MouseButtonPressed: {
				if(event.mouseButton.button == sf::Mouse::Left) {
					mouseDown = true;

					mouseX = sf::Mouse::getPosition().x;
					mouseY = sf::Mouse::getPosition().y;
				}
				else if(event.mouseButton.button == sf::Mouse::Right) {
					float x = event.mouseButton.x, y = event.mouseButton.y, dx, dy;
					bool add = true;

					x = (2.0 * (x / screenSizeX) - 1.0) * scale[0] - centerX;
					y = -(2.0 * (y / screenSizeY) - 1.0) * scale[1] + centerY;

					for(int i = (points_buffer.size() / 6) - 1; i > listener.size() - 1; i--) {
						dx = (points_buffer[6 * i] - x) * screenSizeX * scale[0];
						dy = (points_buffer[6 * i + 1] - y) * screenSizeY * scale[1];

						if(sqrt(dx * dx + dy * dy) < radius * scale[0]) {
							soundProcessor.remove(points_buffer[6 * i], points_buffer[6 * i + 1]);
							points_buffer.erase(points_buffer.begin() + 6 * i - 1, points_buffer.begin() + 6 * i + 5);
							obj_buffer.erase(obj_buffer.begin() + i - listener.size());

							count--;
							add = false;

							break;
						}
					}

					if(add) {
						points_buffer.push_back(x);
						points_buffer.push_back(y);
						points_buffer.push_back(radius);
						points_buffer.push_back(0);
						points_buffer.push_back(0);
						points_buffer.push_back(0);

						ObjectInfo oinfo;
						SoundProcessor::SoundObject * obj = new SoundProcessor::SoundObject(x, y, freq);

						oinfo.id = soundProcessor.add(obj);

						obj_buffer.push_back(oinfo);

						std::cout << "adding with freq: " << freq << std::endl;

						//freq += 0;
						freq += FREQUENCY_INCREMENT;

						count++;
					}

					glBindBuffer(GL_ARRAY_BUFFER, points.vbo);
					glBufferData(GL_ARRAY_BUFFER, 6 * count * sizeof(float), points_buffer.data(), GL_STREAM_DRAW);
				}
				break;
			}
			case sf::Event::MouseButtonReleased: {
				if(event.mouseButton.button == sf::Mouse::Left) {
					mouseDown = false;
					centerX = centerX - mouseDXScreen;
					centerY = centerY - mouseDYScreen;
					mouseDXScreen = 0.0;
					mouseDYScreen = 0.0;
				}
				break;
			}
			case sf::Event::MouseWheelScrolled: {
				scale[0] *= (event.mouseWheelScroll.delta > 0 ? 0.9 : 1.11111111);
				scale[1] *= (event.mouseWheelScroll.delta > 0 ? 0.9 : 1.11111111);

				break;
			}
			default:
				break;
			}
		}

		glClear(GL_COLOR_BUFFER_BIT);

		if (mouseDown) {
			mouseDX = mouseX - sf::Mouse::getPosition().x;
			mouseDY = mouseY - sf::Mouse::getPosition().y;

			mouseDXScreen = ((((double) mouseDX * 2) / (double) screenSizeX)) * scale[0];
			mouseDYScreen = ((((double) mouseDY * 2) / (double) screenSizeY)) * scale[1];
		}

		TOCK("simulation_process_events");

		double time = (std::chrono::duration_cast<std::chrono::nanoseconds>(std::chrono::high_resolution_clock().now() - now).count()) / 1000000000.0;
		now = std::chrono::high_resolution_clock().now();
		unsigned int samples = (float) samplerate * time;

		TICK("simulation_generate_samples");

		double * current_samples = soundProcessor.sample(samples);

		TOCK("simulation_generate_samples");

		server->send(current_samples, samples * listener.size());

		free(current_samples);

		TICK("simulation_draw");

	    glBindVertexArray(points.vao);

		shaderProgram->uniform2f("center", centerX - mouseDXScreen, centerY - mouseDYScreen);
		shaderProgram->uniform2f("scale", scale[0], scale[1]);

		glBufferData(GL_ARRAY_BUFFER, 6 * count * sizeof(float), points_buffer.data(), GL_STREAM_DRAW);

		glDrawArrays(GL_POINTS, 0, count);

		glBindVertexArray(lines.vao);

		std::vector<float> data = gserver.getPoints();

		lines_buffer.clear();
		lines_buffer.insert(lines_buffer.begin(), data.begin(), data.end());

		glBindBuffer(GL_ARRAY_BUFFER, lines.vbo);

		glBufferData(GL_ARRAY_BUFFER, data.size() * sizeof(float), data.data(), GL_STREAM_DRAW);

		// ToDo(robin): better solution!!
		//if(count > listener.size())
			glDrawArrays(GL_POINTS, 0, data.size() / 6);

		window->display();
		TOCK("simulation_draw");

		TOCK("simulation_total");

        Stopwatch::getInstance().sendAll();
    }

	terminate(0);

	return 0;
}