Esempio n. 1
0
int main(void) {
    GLint shader_program;
    GLint transform_location;
    GLuint vbo;
    GLuint vao;
    GLFWwindow* window;
    double time;

    glfwInit();
    window = glfwCreateWindow(WIDTH, HEIGHT, __FILE__, NULL, NULL);
    glfwMakeContextCurrent(window);
    glewExperimental = GL_TRUE;
    glewInit();
    glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
    glViewport(0, 0, WIDTH, HEIGHT);

    shader_program = common_get_shader_program(vertex_shader_source, fragment_shader_source);

    glGenVertexArrays(1, &vao);
    glGenBuffers(1, &vbo);
    glBindVertexArray(vao);
    glBindBuffer(GL_ARRAY_BUFFER, vbo);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
    /* Position attribute */
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)0);
    glEnableVertexAttribArray(0);
    /* Color attribute */
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
    glEnableVertexAttribArray(1);
    glBindVertexArray(0);

    while (!glfwWindowShouldClose(window)) {
        glfwPollEvents();
        glClear(GL_COLOR_BUFFER_BIT);

        glUseProgram(shader_program);
        transform_location = glGetUniformLocation(shader_program, "transform");
        /* To do serious things, we'd need a math library like glm here. */
        GLfloat transform[] = {
            0.0f, 0.0f, 0.0f, 0.0f,
            0.0f, 0.0f, 0.0f, 0.0f,
            0.0f, 0.0f, 1.0f, 0.0f,
            0.0f, 0.0f, 0.0f, 1.0f,
        };
        time = glfwGetTime();
        transform[0] = 2.0f * sin(time);
        transform[5] = 2.0f * cos(time);
        glUniformMatrix4fv(transform_location, 1, GL_FALSE, transform);

        glBindVertexArray(vao);
        glDrawArrays(GL_TRIANGLES, 0, 3);
        glBindVertexArray(0);
        glfwSwapBuffers(window);
    }
    glDeleteVertexArrays(1, &vao);
    glDeleteBuffers(1, &vbo);
    glfwTerminate();
    return EXIT_SUCCESS;
}
Esempio n. 2
0
int main(void) {
      GLuint shader_program, vbo;
    GLint pos;
    GLFWwindow* window;

    glfwInit();
    glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
    window = glfwCreateWindow(WIDTH, HEIGHT, __FILE__, NULL, NULL);
    glfwMakeContextCurrent(window);

    printf("GL_VERSION  : %s\n", glGetString(GL_VERSION) );
    printf("GL_RENDERER : %s\n", glGetString(GL_RENDERER) );

    shader_program = common_get_shader_program(vertex_shader_source, fragment_shader_source);
    pos = glGetAttribLocation(shader_program, "position");

    glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
    glViewport(0, 0, WIDTH, HEIGHT);

    glGenBuffers(1, &vbo);
    glBindBuffer(GL_ARRAY_BUFFER, vbo);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
    glVertexAttribPointer(pos, 3, GL_FLOAT, GL_FALSE, 0, (GLvoid*)0);
    glEnableVertexAttribArray(pos);
    glBindBuffer(GL_ARRAY_BUFFER, 0);

    while (!glfwWindowShouldClose(window)) {
        glfwPollEvents();
        glClear(GL_COLOR_BUFFER_BIT);
        glUseProgram(shader_program);
        glDrawArrays(GL_TRIANGLES, 0, 3);
        glfwSwapBuffers(window);
    }
    glDeleteBuffers(1, &vbo);
    glfwTerminate();
    return EXIT_SUCCESS;
}
Esempio n. 3
0
int main(void) {
    /* SDL variables. */
    SDL_Event event;
    SDL_Window *window;
    SDL_GLContext gl_context;
    const unsigned int WINDOW_WIDTH = 500, WINDOW_HEIGHT = WINDOW_WIDTH;
    double dt, initial_time;

    /* OpenGL variables. */
    GLint
        attribute_coord2d,
        ibo_size,
        width_location,
        height_location,
        time_location,
        periods_x_location,
        periods_y_location,
        pi2_location,
        program
    ;
    GLuint ibo, vbo;
    const char *attribute_name = "coord2d";
    const float
        periods_x = 10.0,
        periods_y = 10.0,
        pi2 = 2.0 * acos(-1.0)
    ;

    /* SDL init. */
    SDL_Init(SDL_INIT_TIMER | SDL_INIT_VIDEO);
    window = SDL_CreateWindow(__FILE__, 0, 0,
            WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_OPENGL);
    gl_context = SDL_GL_CreateContext(window);
    glewInit();

    /* OpenGL init. */
    {
        program = common_get_shader_program(vertex_shader_source, fragment_shader_source);
        attribute_coord2d = glGetAttribLocation(program, attribute_name);
        if (attribute_coord2d == -1) {
            fprintf(stderr, "error: attribute_coord2d: %s\n", attribute_name);
            return EXIT_FAILURE;
        }
        height_location = glGetUniformLocation(program, "height");
        periods_x_location = glGetUniformLocation(program, "periods_x");
        periods_y_location = glGetUniformLocation(program, "periods_y");
        pi2_location = glGetUniformLocation(program, "pi2");
        time_location = glGetUniformLocation(program, "time");
        width_location = glGetUniformLocation(program, "width");

        glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
        glUseProgram(program);
        glViewport(0, 0, WIDTH, HEIGHT);

        glGenBuffers(1, &vbo);
        glBindBuffer(GL_ARRAY_BUFFER, vbo);
        glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

        glGenBuffers(1, &ibo);
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
        glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indexes), indexes, GL_STATIC_DRAW);
        glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_SIZE, &ibo_size);

        glUniform1f(pi2_location, pi2);
        glUniform1f(width_location, WIDTH);
        glUniform1f(height_location, HEIGHT);
        glUniform1f(periods_x_location, periods_x);
        glUniform1f(periods_y_location, periods_y);
    }

    initial_time = common_get_secs();
    common_fps_init();
    while (1) {
        dt = common_get_secs() - initial_time;

        /* OpenGL draw. */
        glClear(GL_COLOR_BUFFER_BIT);
        glEnableVertexAttribArray(attribute_coord2d);
        glBindBuffer(GL_ARRAY_BUFFER, vbo);
        glVertexAttribPointer(attribute_coord2d, 2, GL_FLOAT, GL_FALSE, 0, 0);
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
        glUniform1f(time_location, dt);
        glDrawElements(GL_TRIANGLES, ibo_size / sizeof(indexes[0]), GL_UNSIGNED_INT, 0);
        glDisableVertexAttribArray(attribute_coord2d);

        common_fps_update_and_print();
        SDL_GL_SwapWindow(window);
        if (SDL_PollEvent(&event) && event.type == SDL_QUIT)
            break;
    }

    /* OpenGL cleanup. */
    glDeleteBuffers(1, &ibo);
    glDeleteBuffers(1, &vbo);
    glDeleteProgram(program);

    /* SDL cleanup. */
    SDL_GL_DeleteContext(gl_context);
    SDL_DestroyWindow(window);
    SDL_Quit();

    return EXIT_SUCCESS;
}
int main(int argc, char **argv) {
    GLFWwindow *window;
    GLfloat
        *temperatures = NULL,
        *temperatures2 = NULL,
        *temperature_buf = NULL
    ;
    GLint
        coord2d_location,
        textureSampler_location,
        vertexUv_location,
        width_location
    ;
    GLuint
        compute_program,
        ebo,
        height,
        window_height,
        program,
        ssbo,
        texture,
        width,
        window_width,
        work_group_width,
        vao,
        vbo
    ;
    char *compute_shader_source, *work_group_width_str;
    double
        cursor_pos_x = 0.0,
        cursor_pos_y = 0.0,
        window_grid_ratio_x = 0.0,
        window_grid_ratio_y = 0.0
    ;
    int cpu, step = 0, which_boundary;
    float conduction_coeff;
    size_t
        n_temperatures,
        square_x,
        square_y,
        square_width,
        square_height
    ;
    unsigned int steps_per_frame, window_x;

    /* CLI arguments. */
    if (argc > 1) {
        width = strtol(argv[1], NULL, 10);
    } else {
        width = WIDTH;
    }
    height = width;
    if (argc > 2) {
        window_width = strtol(argv[2], NULL, 10);
    } else {
        window_width = WINDOW_WIDTH;
    }
    window_height = window_width;
    if (argc > 3) {
        work_group_width = strtol(argv[3], NULL, 10);
    } else {
        work_group_width = WORK_GROUP_WIDTH;
    }
    if (argc > 4) {
        cpu = (argv[4][0] == '1');
    } else {
        cpu = 0;
    }
    /* TODO remove this when we implement GPU. */
    cpu = 1;
    /* Must be between 0.0 and 1.0.
     *
     * Physics allows it to be in 0 / infinity.
     *
     * Anything greater than 1.0 leads to numeric instabilities
     * for our simplistic method. For example, the following:
     *
     *        1.0
     *
     *   1.0  0.0  1.0
     *
     *        1.0
     *
     * the center point goes above its surroundings on the next time step (2.0)
     * for a conduction coefficient of 2.0.
     *
     * Negative values make temperatures unbounded and breaks energy conservation.
     *
     * But you obviously will try out "bad" values in the simulation to see what happens.
     * The behaviour of this value around 1.99, 2.0, 2.01, 3.0 is specially interesting.
     *
     * At 0.0, the system does not evolve. Your mouse heat source becomes a permanent pen.
     * The close to one, the faster your writting dissipates.
     * */
    conduction_coeff = 1.0;
    if (argc > 5) {
        conduction_coeff = strtod(argv[5], NULL);
    }
    which_boundary = 0;
    if (argc > 6) {
        which_boundary = strtol(argv[6], NULL, 10);
    }
    /* Ideally set to make simulation be 60 FPS. */
    steps_per_frame = 1;
    if (argc > 7) {
        steps_per_frame = strtol(argv[7], NULL, 10);
    }
    window_x = 0;
    if (argc > 8) {
        window_x = strtol(argv[8], NULL, 10);
    }
    square_x = width / 2;
    square_y = height / 2;
    square_width = width / 20;
    square_height = height / 20;
    window_grid_ratio_x = width / (double)window_width;
    window_grid_ratio_y = height / (double)window_height;

    /* Window. */
    glfwInit();
    glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
    window = glfwCreateWindow(window_width, window_height, __FILE__, NULL, NULL);
    glfwSetWindowPos(window, window_x, 0);
    glfwMakeContextCurrent(window);
    glfwSwapInterval(1);
    glewInit();

    /* Shader. */
    program = common_get_shader_program(vertex_shader_source, fragment_shader_source);
    coord2d_location = glGetAttribLocation(program, "coord2d");
    vertexUv_location = glGetAttribLocation(program, "vertexUv");
    textureSampler_location = glGetUniformLocation(program, "textureSampler");

    if (!cpu) {
        /* Compute shader. */
        int work_group_width_len = snprintf(NULL, 0, "%d", work_group_width);
        size_t compute_shader_source_len = sizeof(compute_shader_source_template) + 2 * work_group_width_len;
        compute_shader_source = malloc(compute_shader_source_len);
        snprintf(
            compute_shader_source,
            compute_shader_source_len,
            compute_shader_source_template,
            work_group_width,
            work_group_width
        );
        compute_program = common_get_compute_program(compute_shader_source);
        free(compute_shader_source);
        width_location = glGetUniformLocation(compute_program, "width");
    }

    /* vbo */
    glGenBuffers(1, &vbo);
    glBindBuffer(GL_ARRAY_BUFFER, vbo);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices_xy_uv), vertices_xy_uv, GL_STATIC_DRAW);
    glBindBuffer(GL_ARRAY_BUFFER, 0);

    /* ebo */
    glGenBuffers(1, &ebo);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);

    /* vao */
    glGenVertexArrays(1, &vao);
    glBindVertexArray(vao);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
    glBindBuffer(GL_ARRAY_BUFFER, vbo);
    glVertexAttribPointer(coord2d_location, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(vertices_xy_uv[0]), (GLvoid*)0);
    glEnableVertexAttribArray(coord2d_location);
    glVertexAttribPointer(vertexUv_location, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(vertices_xy_uv[0]), (GLvoid*)(2 * sizeof(vertices_xy_uv[0])));
    glEnableVertexAttribArray(vertexUv_location);
    glBindVertexArray(0);

    /* ssbo */
    srand(time(NULL));
    n_temperatures = width * height;
    temperatures = malloc(n_temperatures * sizeof(temperatures[0]));
    /* Initial condition. TODO: make continuous with boundary conditions. */
    for (size_t i = 1; i < height - 1; ++i) {
        for (size_t j = 1; j < width - 1; ++j) {
            temperatures[i * width + j] = 0.0;
        }
    }
    if (cpu) {
        temperatures2 = malloc(n_temperatures * sizeof(temperatures[0]));
        /* Boundary must also be initialized for this buffer,
         * since the boundary is never touched after the beginning. */
        init_boundary(temperatures2, width, height, which_boundary, step);
    } else {
        glGenBuffers(1, &ssbo);
        glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
        glBufferData(GL_SHADER_STORAGE_BUFFER, n_temperatures * sizeof(temperatures[0]), temperatures, GL_DYNAMIC_COPY);
        glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, ssbo);
        glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
        free(temperatures);
    }

    /* Texture. */
    glGenTextures(1, &texture);
    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, texture);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    if (!cpu) {
        glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, width, height, 0, GL_RED, GL_FLOAT, NULL);
        /* Bind to image unit so can write to specific pixels from the compute shader. */
        glBindImageTexture(0, texture, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R32F);
    }

    /* Constant state. */
    glViewport(0, 0, window_width, window_height);
    glClearColor(1.0f, 1.0f, 1.0f, 1.0f);

    /* Main loop. */
    common_fps_init();
    while (!glfwWindowShouldClose(window)) {
        if (cpu) {
            for (
                unsigned int steps_this_frame = 0;
                steps_this_frame < steps_per_frame;
                ++steps_this_frame
            ) {
                glfwPollEvents();
                glfwGetCursorPos(window, &cursor_pos_x, &cursor_pos_y);
                glfwSetMouseButtonCallback(window, mouse_button_callback);
                square_x = width - (cursor_pos_x * window_grid_ratio_y);
                square_y = cursor_pos_y * window_grid_ratio_y;
                moving_boundary_set_square(
                    temperatures,
                    width,
                    height,
                    square_x,
                    square_y,
                    square_width,
                    square_height,
                    moving_boundary_value
                );
                init_boundary(temperatures, width, height, which_boundary, step);
                for (unsigned int i = 1; i < height - 1; ++i) {
                    for (unsigned int j = 1; j < width - 1; ++j) {
                        size_t idx = i * width + j;
                        temperatures2[idx] =
                            (1.0 - conduction_coeff) * temperatures2[idx] +
                            conduction_coeff * (
                                temperatures[idx - 1] +
                                temperatures[idx + 1] +
                                temperatures[idx - width] +
                                temperatures[idx + width]
                            ) / 4.0;
                    }
                }
                /* Swap old and new. */
                temperature_buf = temperatures;
                temperatures = temperatures2;
                temperatures2 = temperature_buf;
                step++;
            }
            glTexImage2D(
                GL_TEXTURE_2D, 0, GL_RED, width, height,
                0, GL_RED, GL_FLOAT, temperatures2
            );
        } else {
            /* Compute. */
            glUseProgram(compute_program);
            glUniform1ui(width_location, width);
            glDispatchCompute((GLuint)width / work_group_width, (GLuint)height / work_group_width, 1);
            glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
        }

        /* Draw. */
        glClear(GL_COLOR_BUFFER_BIT);
        glUseProgram(program);
        glUniform1i(textureSampler_location, 0);
        glBindVertexArray(vao);
        glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
        glBindVertexArray(0);
        glfwSwapBuffers(window);

        glfwPollEvents();
        common_fps_print();
    }

    /* Cleanup. */
    glDeleteBuffers(1, &ebo);
    if (cpu) {
        free(temperatures);
        free(temperatures2);
    } else {
        glDeleteBuffers(1, &ssbo);
    }
    glDeleteBuffers(1, &vbo);
    glDeleteVertexArrays(1, &vao);
    glDeleteTextures(1, &texture);
    glDeleteProgram(program);
    glDeleteProgram(compute_program);
    glfwTerminate();
    return EXIT_SUCCESS;
}
Esempio n. 5
0
int main(int argc, char **argv) {
    GLFWwindow *window;
    GLint
        attribute_coord2d,
        ibo_size,
        periods_location,
        pi2_location,
        time_location,
        win_dim_location
    ;
    GLuint height, ibo, program, width, vbo;
    const char *attribute_name = "coord2d";
    const float
        periods_x = 5.0,
        periods_y = 10.0,
        pi2 = 2.0 * acos(-1.0)
    ;

    /* CLI arguments. */
    if (argc > 1) {
        width = strtol(argv[1], NULL, 10);
    } else {
        width = WIDTH;
    }
    height = width;

    /* Window system. */
    glfwInit();
    window = glfwCreateWindow(width, height, __FILE__, NULL, NULL);
    glfwMakeContextCurrent(window);
    glewInit();

    /* Shader setup. */
    program = common_get_shader_program(vertex_shader_source, fragment_shader_source);
    attribute_coord2d = glGetAttribLocation(program, attribute_name);
    periods_location = glGetUniformLocation(program, "periods");
    pi2_location = glGetUniformLocation(program, "pi2");
    time_location = glGetUniformLocation(program, "time");
    win_dim_location = glGetUniformLocation(program, "win_dim");

    /* Global settings. */
    glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
    glUseProgram(program);
    glViewport(0, 0, width, height);

    /* vbo */
    glGenBuffers(1, &vbo);
    glBindBuffer(GL_ARRAY_BUFFER, vbo);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
    glVertexAttribPointer(
        attribute_coord2d,
        2,
        GL_FLOAT,
        GL_FALSE,
        0,
        0
    );
    glEnableVertexAttribArray(attribute_coord2d);

    /* ibo */
    glGenBuffers(1, &ibo);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indexes), indexes, GL_STATIC_DRAW);
    glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_SIZE, &ibo_size);

    /* Uniforms. */
    glUniform1f(pi2_location, pi2);
    glUniform2f(win_dim_location, width, height);
    glUniform2f(periods_location, periods_x, periods_y);

    /* Main loop. */
    common_fps_init();
    while (!glfwWindowShouldClose(window)) {
        glfwPollEvents();
        glClear(GL_COLOR_BUFFER_BIT);
        glUniform1f(time_location, glfwGetTime());
        glDrawElements(GL_TRIANGLES, ibo_size / sizeof(indexes[0]), GL_UNSIGNED_INT, 0);
        glfwSwapBuffers(window);
        common_fps_print();
    }

    /* Cleanup. */
    glDisableVertexAttribArray(attribute_coord2d);
    glDeleteBuffers(1, &ibo);
    glDeleteBuffers(1, &vbo);
    glDeleteProgram(program);
    glfwTerminate();
    return EXIT_SUCCESS;
}