コード例 #1
0
uint32_t get_ticks(void) {
	return uget_ticks() / 1000;
	//return (uint32_t)(tv.tv_sec*1000 + tv.tv_usec/1000);
}
コード例 #2
0
ファイル: glmain.c プロジェクト: Spudd86/julia-vis
void init_gl(const opt_data *opt_data, int width, int height)
{
	if(!ogl_LoadFunctions()) {
		fprintf(stderr, "ERROR: Failed to load GL extensions\n");
		exit(EXIT_FAILURE);
	}
	CHECK_GL_ERR;
	if(!(ogl_GetMajorVersion() > 1 || ogl_GetMinorVersion() >= 4)) {
		fprintf(stderr, "ERROR: Your OpenGL Implementation is too old\n");
		exit(EXIT_FAILURE);
	}

	opts = opt_data;
	GLboolean force_fixed = opts->gl_opts != NULL && strstr(opts->gl_opts, "fixed") != NULL;
	GLboolean res_boost = opts->gl_opts != NULL && strstr(opts->gl_opts, "rboost") != NULL;
	packed_intesity_pixels = opts->gl_opts != NULL && strstr(opts->gl_opts, "pintens") != NULL;
	scr_w = width; scr_h = height;
	if(opts->fullscreen) im_w = scr_w, im_h=scr_h;
	else im_w = IMAX(make_pow2(IMAX(scr_w, scr_h)), 128)<<res_boost; im_h = im_w;
	while(!check_res(im_w, im_h)) { // shrink textures until they work
		printf(" %ix%i Too big! Shrink texture\n", im_h, im_w);
		im_w = im_w/2;
		im_h = im_h/2;
	}

	printf("Using internel resolution of %ix%i\n\n", im_h, im_w);

	CHECK_GL_ERR;
	setup_viewport(scr_w, scr_h); CHECK_GL_ERR;
	//glEnable(GL_LINE_SMOOTH); CHECK_GL_ERR;

	glClear(GL_COLOR_BUFFER_BIT); CHECK_GL_ERR;
	glRasterPos2f(-1,1 - 20.0f/(scr_h*0.5f));
	//draw_string("Loading... "); swap_buffers(); CHECK_GL_ERR;

	printf("GL_VENDOR: %s\n", glGetString(GL_VENDOR));
	printf("GL_RENDERER: %s\n", glGetString(GL_RENDERER));
	printf("GL_VERSION: %s\n", glGetString(GL_VERSION));
	if(ogl_ext_ARB_shading_language_100) printf("GL_SL_VERSION: %s\n", glGetString(GL_SHADING_LANGUAGE_VERSION_ARB));
	printf("GL_EXTENSIONS: %s\n", glGetString(GL_EXTENSIONS));
	printf("\n\n");

/*
        void DebugMessageControlARB(enum source,
                                    enum type,
                                    enum severity,
                                    sizei count,
                                    const uint* ids,
                                    boolean enabled);
 */
	if(ogl_ext_ARB_debug_output) {
		glDebugMessageCallbackARB((GLDEBUGPROCARB)gl_debug_callback, NULL);
#if DEBUG
		glDebugMessageControlARB(GL_DONT_CARE,
		                         GL_DONT_CARE,
		                         GL_DONT_CARE,
		                         0, NULL,
		                         GL_TRUE);
		glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
#else
		glDebugMessageControlARB(GL_DONT_CARE,
		                         GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB,
		                         GL_DONT_CARE,
		                         0, NULL,
		                         GL_TRUE);
		glDebugMessageControlARB(GL_DONT_CARE,
		                         GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB,
		                         GL_DONT_CARE,
		                         0, NULL,
		                         GL_TRUE);
#endif
		printf("Have ARB_debug_output: registered callback\n");
	}
	CHECK_GL_ERR;

	// for ES we need:
	//    EXT_blend_minmax
	//    EXT_texture_format_BGRA8888

	// optionally we should use
	//    EXT_texture_rg + OES_texture_float/OES_texture_half_float
	//    OES_mapbuffer

/*	if(!ogl_ext_EXT_blend_minmax) { // can stop checking for this, it's in OpenGL 1.4*/
/*		printf("missing required gl extension EXT_blend_minmax!\n");*/
/*		exit(1);*/
/*	}*/
	if(!ogl_ext_EXT_framebuffer_object && !ogl_ext_ARB_framebuffer_object) {
		printf("missing required gl extension EXT_framebuffer_object!\n");
		exit(1);
	}

	// TODO: this should also pass if we have GL 2.0+
	if(!ogl_ext_ARB_shading_language_100 && !(ogl_ext_ARB_fragment_shader && ogl_ext_ARB_vertex_shader && ogl_ext_ARB_shader_objects)) {
		if(!ogl_ext_ARB_pixel_buffer_object)
			printf("Missing GLSL and no pixel buffer objects, WILL be slow!\n");
		else
			printf("No GLSL using all fixed function! (might be slow)\n");
	}

	if(force_fixed) {
		printf("Fixed function code forced\n");
		packed_intesity_pixels = GL_FALSE;
	}
	CHECK_GL_ERR;

	if(packed_intesity_pixels) printf("Packed intensity enabled\n");

	glEnable(GL_TEXTURE_2D); CHECK_GL_ERR;

	init_mandel(); CHECK_GL_ERR;

	if(!force_fixed) glfract = fractal_glsl_init(opts, im_w, im_h, packed_intesity_pixels);
	if(!glfract) glfract = fractal_fixed_init(opts, im_w, im_h);
	CHECK_GL_ERR;

	if(!force_fixed) glmaxsrc = maxsrc_new_glsl(IMAX(im_w>>res_boost, 256), IMAX(im_h>>res_boost, 256), packed_intesity_pixels);
	if(!glmaxsrc) glmaxsrc = maxsrc_new_fixed(IMAX(im_w>>res_boost, 256), IMAX(im_h>>res_boost, 256));
	CHECK_GL_ERR;

	if(!force_fixed) glpal = pal_init_glsl(packed_intesity_pixels);
	if(!glpal) glpal = pal_init_fixed(im_w, im_h);
	CHECK_GL_ERR;

	pd = new_point_data(opts->rational_julia?4:2);

	memset(frametimes, 0, sizeof(frametimes));
	totframetime = frametimes[0] = MAX(10000000/opts->draw_rate, 1);
	memset(worktimes, 0, sizeof(worktimes));
	totworktime = worktimes[0] = MIN(10000000/opts->draw_rate, 1);
	tick0 = uget_ticks();
}
コード例 #3
0
ファイル: glxmain.c プロジェクト: Spudd86/julia-vis
uint32_t get_ticks(void) {
	return uget_ticks() / 1000;
}
コード例 #4
0
ファイル: glmain.c プロジェクト: Spudd86/julia-vis
void render_frame(GLboolean debug_maxsrc, GLboolean debug_pal, GLboolean show_mandel, GLboolean show_fps_hist)
{
	static int cnt = 0;
	static uint32_t maxfrms = 0;
	static uint32_t last_beat_time = 0, lastpalstep = 0, fps_oldtime = 0;
	static int beats = 0;
	static uint64_t now = 0, workstart = 0;

	//TODO: move this up to top
	workstart = now = uget_ticks();
	int delay =  (tick0 + cnt*INT64_C(1000000)/opts->draw_rate) - now;
	if(delay > 0) { udodelay(delay); workstart = now = uget_ticks(); }


	// rate limit our maxsrc updates, but run at full frame rate if we're close the opts.maxsrc_rate to avoid choppyness
	if((tick0-now)*opts->maxsrc_rate + (maxfrms*INT64_C(1000000)) > INT64_C(1000000) ) {
//			|| (totframetime + 10*FPS_HIST_LEN > FPS_HIST_LEN*1000/opts->maxsrc_rate ) ) {
		audio_data ad; audio_get_samples(&ad);
		maxsrc_update(glmaxsrc, ad.data, ad.len);
		audio_finish_samples();
		maxfrms++;
	}

	render_fractal(glfract, pd, maxsrc_get_tex(glmaxsrc));

	if(!debug_pal || !debug_maxsrc || !show_mandel) {
		gl_pal_render(glpal, fract_get_tex(glfract));
	} else {
		glPushAttrib(GL_VIEWPORT_BIT);
		setup_viewport(scr_w/2, scr_h/2);
		gl_pal_render(glpal, fract_get_tex(glfract));
		glPopAttrib();
	}

	if(show_mandel) render_mandel(pd); //TODO: enable click to change c

	//TODO: figure out what attrib to push to save color
	if(debug_pal || debug_maxsrc) { glPushAttrib(GL_TEXTURE_BIT); if(packed_intesity_pixels) glColor3f(1.0f, 1.0f, 1.0f); }
	if(debug_pal) {
		glBindTexture(GL_TEXTURE_2D, fract_get_tex(glfract));
		draw_tex_quad(0.5f, 0.5f, -0.5f);
	}
	if(debug_maxsrc) {
		glBindTexture(GL_TEXTURE_2D, maxsrc_get_tex(glmaxsrc));
		draw_tex_quad(0.5f, -0.5f, 0.5f);
	}
	if(debug_pal || debug_maxsrc) { glPopAttrib(); if(packed_intesity_pixels) glColor3f(1.0f, 1.0f, 1.0f); }

	if(show_fps_hist) { DEBUG_CHECK_GL_ERR;
		glPushMatrix();
		glScalef(0.5f, 0.25f, 1);
		glTranslatef(-2, 3, 0);
		draw_hist_array(cnt, FPS_HIST_LEN/(8.0f*totframetime), frametimes, FPS_HIST_LEN);
		glPopMatrix();
		glPushMatrix();
		glScalef(0.5f, 0.25f, 1);
		glTranslatef(1, 3, 0);
		draw_hist_array(cnt, FPS_HIST_LEN/(8.0f*totworktime), worktimes, FPS_HIST_LEN);
		glPopMatrix();
		glColor3f(1.0f, 1.0f, 1.0f);
		char buf[128];
		glRasterPos2f(-1,1 - 20.0f/(scr_h*0.5f));
		sprintf(buf,"%6.1f FPS %6.1f", FPS_HIST_LEN*1000000.0f/totframetime, maxfrms*1000000.0f/(now-tick0));
		draw_string(buf); DEBUG_CHECK_GL_ERR;
		glRasterPos2f(-1,0.75f-20.0f/(scr_h*0.5f));
		sprintf(buf,"%7.1fns frametime\n%7.1fns worktime\n", totframetime/((float)FPS_HIST_LEN), totworktime/((float)FPS_HIST_LEN));
		draw_string(buf); DEBUG_CHECK_GL_ERR;
	} else {
		glRasterPos2f(-1,0.75f-20.0f/(scr_h*0.5f));
	}

	render_debug_overlay();

	swap_buffers(); CHECK_GL_ERR;

	now = uget_ticks();
	if(now - lastpalstep >= 1000*2048/256 && gl_pal_changing(glpal)) { // want pallet switch to take ~2 seconds
		if(gl_pal_step(glpal, IMIN((now - lastpalstep)*256/(2048*1000), 32)))
		lastpalstep = now;
	}
	int newbeat = beat_get_count();
	if(newbeat != beats) {
		gl_pal_start_switch(glpal, newbeat);
	}
	if(newbeat != beats && now - last_beat_time > 1000000) {
		last_beat_time = now;
		update_points(pd, (now - tick0)/1000, 1);
	} else update_points(pd, (now - tick0)/1000, 0);
	beats = newbeat;


	now = uget_ticks();
	totframetime -= frametimes[cnt%FPS_HIST_LEN];
	totframetime += (frametimes[cnt%FPS_HIST_LEN] = now - fps_oldtime);
	fps_oldtime = now;

	totworktime -= worktimes[cnt%FPS_HIST_LEN];
	totworktime += (worktimes[cnt%FPS_HIST_LEN] = now - workstart);

	cnt++;
}