예제 #1
0
int main()
{
    int width = 640;
    int height = 480;
   
    UserData userdata;
    userdata.running = true;
    
    GLWTConfig glwt_config;
    glwt_config.red_bits = 8;
    glwt_config.green_bits = 8;
    glwt_config.blue_bits = 8;
    glwt_config.alpha_bits = 8;
    glwt_config.depth_bits = 24;
    glwt_config.stencil_bits = 8;
    glwt_config.samples = 0;
    glwt_config.sample_buffers = 0;
    glwt_config.api = GLWT_API_OPENGL | GLWT_PROFILE_CORE;
    glwt_config.api_version_major = 3;
    glwt_config.api_version_minor = 3;
    
    GLWTAppCallbacks app_callbacks;
    app_callbacks.error_callback = error_callback;
    app_callbacks.userdata = &userdata;
    
    if(glwtInit(&glwt_config, &app_callbacks) != 0)
    {
        std::cerr << "failed to init GLWT" << std::endl;
        return 1;
    }
 
    GLWTWindowCallbacks win_callbacks;
    win_callbacks.close_callback = close_callback;
    win_callbacks.expose_callback = 0;
    win_callbacks.resize_callback = 0;
    win_callbacks.show_callback = 0;
    win_callbacks.focus_callback = 0;
    win_callbacks.key_callback = key_callback,
    win_callbacks.motion_callback = 0;
    win_callbacks.button_callback = 0;
    win_callbacks.mouseover_callback = 0;
    win_callbacks.userdata = &userdata;
    
    // create a window
    GLWTWindow *window = glwtWindowCreate("", width, height, &win_callbacks, 0);
    if(window == 0)
    {
        std::cerr << "failed to open window" << std::endl;
        glwtQuit();
        return 1;
    }
    
    if (glxwInit())
    {
        std::cerr << "failed to init GLXW" << std::endl;
        glwtWindowDestroy(window);
        glwtQuit();
        return 1;
    }
    
    glwtWindowShow(window, 1);
    glwtMakeCurrent(window);
    glwtSwapInterval(window, 1);
    
    // creation and initialization of stuff goes here

    while(userdata.running)
    {   
        // update events 
        glwtEventHandle(0);
        
        // drawing etc goes here
        // ...
       
        // check for errors
        GLenum error = glGetError();
        if(error != GL_NO_ERROR)
        {
            userdata.running = false;       
        }
        
        // finally swap buffers
        glwtSwapBuffers(window);       
    }


    glwtWindowDestroy(window);
    glwtQuit();
    return 0;
}
int main()
{
    int width = 640;
    int height = 480;
   
    UserData userdata;
    userdata.running = true;
    
    GLWTConfig glwt_config;
    glwt_config.red_bits = 8;
    glwt_config.green_bits = 8;
    glwt_config.blue_bits = 8;
    glwt_config.alpha_bits = 8;
    glwt_config.depth_bits = 24;
    glwt_config.stencil_bits = 8;
    glwt_config.samples = 0;
    glwt_config.sample_buffers = 0;
    glwt_config.api = GLWT_API_OPENGL | GLWT_PROFILE_CORE;
    glwt_config.api_version_major = 3;
    glwt_config.api_version_minor = 3;
    
    GLWTAppCallbacks app_callbacks;
    app_callbacks.error_callback = error_callback;
    app_callbacks.userdata = &userdata;
    
    if(glwtInit(&glwt_config, &app_callbacks) != 0)
    {
        std::cerr << "failed to init GLWT" << std::endl;
        return 1;
    }
 
    GLWTWindowCallbacks win_callbacks;
    win_callbacks.close_callback = close_callback;
    win_callbacks.expose_callback = 0;
    win_callbacks.resize_callback = 0;
    win_callbacks.show_callback = 0;
    win_callbacks.focus_callback = 0;
    win_callbacks.key_callback = key_callback,
    win_callbacks.motion_callback = 0;
    win_callbacks.button_callback = 0;
    win_callbacks.mouseover_callback = 0;
    win_callbacks.userdata = &userdata;
    
    // create a window
    GLWTWindow *window = glwtWindowCreate("", width, height, &win_callbacks, 0);
    if(window == 0)
    {
        std::cerr << "failed to open window" << std::endl;
        glwtQuit();
        return 1;
    }
    
    if (glxwInit())
    {
        std::cerr << "failed to init GLXW" << std::endl;
        glwtWindowDestroy(window);
        glwtQuit();
        return 1;
    }
    
    glwtWindowShow(window, 1);
    glwtMakeCurrent(window);
    glwtSwapInterval(window, 1);

    // shader source code
    
    // the vertex shader simply passes through data
    std::string vertex_source =
        "#version 330\n"
        "layout(location = 0) in vec4 vposition;\n"
        "void main() {\n"
        "   gl_Position = vposition;\n"
        "}\n";

    // the geometry shader creates the billboard quads
    std::string geometry_source =
        "#version 330\n"
        "uniform mat4 View;\n"
        "uniform mat4 Projection;\n"
        "layout (points) in;\n"
        "layout (triangle_strip, max_vertices = 4) out;\n"
        "out vec2 txcoord;\n"
        "void main() {\n"
        "   vec4 pos = View*gl_in[0].gl_Position;\n"
        "   txcoord = vec2(-1,-1);\n"
        "   gl_Position = Projection*(pos+vec4(txcoord,0,0));\n"
        "   EmitVertex();\n"
        "   txcoord = vec2( 1,-1);\n"
        "   gl_Position = Projection*(pos+vec4(txcoord,0,0));\n"
        "   EmitVertex();\n"
        "   txcoord = vec2(-1, 1);\n"
        "   gl_Position = Projection*(pos+vec4(txcoord,0,0));\n"
        "   EmitVertex();\n"
        "   txcoord = vec2( 1, 1);\n"
        "   gl_Position = Projection*(pos+vec4(txcoord,0,0));\n"
        "   EmitVertex();\n"
        "}\n";    
    
    // the fragment shader creates a bell like radial color distribution    
    std::string fragment_source =
        "#version 330\n"
        "in vec2 txcoord;\n"
        "layout(location = 0) out vec4 FragColor;\n"
        "void main() {\n"
        "   float s = 0.2*(1/(1+15.*dot(txcoord, txcoord))-1/16.);\n"
        "   FragColor = s*vec4(1,0.9,0.6,1);\n"
        "}\n";
   
    // program and shader handles
    GLuint shader_program, vertex_shader, geometry_shader, fragment_shader;
    
    // we need these to properly pass the strings
    const char *source;
    int length;

    // create and compiler vertex shader
    vertex_shader = glCreateShader(GL_VERTEX_SHADER);
    source = vertex_source.c_str();
    length = vertex_source.size();
    glShaderSource(vertex_shader, 1, &source, &length); 
    glCompileShader(vertex_shader);
    if(!check_shader_compile_status(vertex_shader))
    {
        return 1;
    }
    
    // create and compiler geometry shader
    geometry_shader = glCreateShader(GL_GEOMETRY_SHADER);
    source = geometry_source.c_str();
    length = geometry_source.size();
    glShaderSource(geometry_shader, 1, &source, &length); 
    glCompileShader(geometry_shader);
    if(!check_shader_compile_status(geometry_shader))
    {
        return 1;
    }
 
    // create and compiler fragment shader
    fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
    source = fragment_source.c_str();
    length = fragment_source.size();
    glShaderSource(fragment_shader, 1, &source, &length);   
    glCompileShader(fragment_shader);
    if(!check_shader_compile_status(fragment_shader))
    {
        return 1;
    }
    
    // create program
    shader_program = glCreateProgram();
    
    // attach shaders
    glAttachShader(shader_program, vertex_shader);
    glAttachShader(shader_program, geometry_shader);
    glAttachShader(shader_program, fragment_shader);
    
    // link the program and check for errors
    glLinkProgram(shader_program);
    check_program_link_status(shader_program);
    
    // obtain location of projection uniform
    GLint View_location = glGetUniformLocation(shader_program, "View");
    GLint Projection_location = glGetUniformLocation(shader_program, "Projection");
    
    
    // vao and vbo handle
    GLuint vao, vbo;
 
    // generate and bind the vao
    glGenVertexArrays(1, &vao);
    glBindVertexArray(vao);
    
    // generate and bind the vertex buffer object
    glGenBuffers(1, &vbo);
    glBindBuffer(GL_ARRAY_BUFFER, vbo);
    
    const int particles = 128*1024;

    // create a galaxylike distribution of points
    std::vector<GLfloat> vertexData(particles*3);
    for(int i = 0;i<particles;++i)
    {
        int arm = 3*(std::rand()/float(RAND_MAX));
        float alpha = 1/(0.1f+std::pow(std::rand()/float(RAND_MAX),0.7f))-1/1.1f;
        float r = 4.0f*alpha;
        alpha += arm*2.0f*3.1416f/3.0f;
        
        vertexData[3*i+0] = r*std::sin(alpha);
        vertexData[3*i+1] = 0;
        vertexData[3*i+2] = r*std::cos(alpha);
        
        vertexData[3*i+0] += (4.0f-0.2*alpha)*(2-(std::rand()/float(RAND_MAX)+std::rand()/float(RAND_MAX)+
                                                  std::rand()/float(RAND_MAX)+std::rand()/float(RAND_MAX)));
        vertexData[3*i+1] += (2.0f-0.1*alpha)*(2-(std::rand()/float(RAND_MAX)+std::rand()/float(RAND_MAX)+
                                                  std::rand()/float(RAND_MAX)+std::rand()/float(RAND_MAX)));
        vertexData[3*i+2] += (4.0f-0.2*alpha)*(2-(std::rand()/float(RAND_MAX)+std::rand()/float(RAND_MAX)+
                                                  std::rand()/float(RAND_MAX)+std::rand()/float(RAND_MAX)));
    }

    // fill with data
    glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat)*vertexData.size(), &vertexData[0], GL_STATIC_DRAW);
                    
           
    // set up generic attrib pointers
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(GLfloat), (char*)0 + 0*sizeof(GLfloat));
 
    
    // "unbind" vao
    glBindVertexArray(0);

    
    // we are blending so no depth testing
    glDisable(GL_DEPTH_TEST);
    
    // enable blending
    glEnable(GL_BLEND);
    //  and set the blend function to result = 1*source + 1*destination
    glBlendFunc(GL_ONE, GL_ONE);

    while(userdata.running)
    {   
        // get the time in seconds
        float t = glwtGetNanoTime()*1.e-9f;
        
        // update events
        glwtEventHandle(0);
        
        // clear first
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        
        // use the shader program
        glUseProgram(shader_program);
        
        // calculate ViewProjection matrix
        glm::mat4 Projection = glm::perspective(90.0f, 4.0f / 3.0f, 0.1f, 100.f);
        
        // translate the world/view position
        glm::mat4 View = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, -50.0f));
        
        // make the camera rotate around the origin
        View = glm::rotate(View, 30.0f*std::sin(0.1f*t), glm::vec3(1.0f, 0.0f, 0.0f)); 
        View = glm::rotate(View, -22.5f*t, glm::vec3(0.0f, 1.0f, 0.0f)); 
        
        
        // set the uniform
        glUniformMatrix4fv(View_location, 1, GL_FALSE, glm::value_ptr(View)); 
        glUniformMatrix4fv(Projection_location, 1, GL_FALSE, glm::value_ptr(Projection)); 
        
        // bind the vao
        glBindVertexArray(vao);

        // draw
        glDrawArrays(GL_POINTS, 0, particles);
       
        // check for errors
        GLenum error = glGetError();
        if(error != GL_NO_ERROR)
        {
            userdata.running = false;       
        }
        
        // finally swap buffers
        glwtSwapBuffers(window);       
    }
    
    // delete the created objects
        
    glDeleteVertexArrays(1, &vao);
    glDeleteBuffers(1, &vbo);
    
    glDetachShader(shader_program, vertex_shader);	
    glDetachShader(shader_program, geometry_shader);	
    glDetachShader(shader_program, fragment_shader);
    glDeleteShader(vertex_shader);
    glDeleteShader(geometry_shader);
    glDeleteShader(fragment_shader);
    glDeleteProgram(shader_program);
    
    glwtWindowDestroy(window);
    glwtQuit();
    return 0;
}
예제 #3
0
파일: window.c 프로젝트: progschj/glwt
GLWTWindow *glwtWindowCreate(
    const char *title,
    int width, int height,
    GLWTWindow *share,
    void (*win_callback)(GLWTWindow *window, const GLWTWindowEvent *event, void *userdata),
    void *userdata)
{
    GLWTWindow *win = calloc(1, sizeof(GLWTWindow));
    if(!win)
        return 0;

    win->win_callback = win_callback;
    win->userdata = userdata;

    XSetWindowAttributes attrib;
    attrib.colormap = glwt.x11.colormap;
    attrib.event_mask = 0
                        | StructureNotifyMask
                        | PointerMotionMask
                        | ButtonPressMask
                        | ButtonReleaseMask
                        | KeyPressMask
                        | KeyReleaseMask
                        | EnterWindowMask
                        | LeaveWindowMask
                        | FocusChangeMask
                        | ExposureMask;
    unsigned long attrib_mask = CWColormap | CWEventMask;

    win->x11.window = XCreateWindow(
                          glwt.x11.display,
                          RootWindow(glwt.x11.display, glwt.x11.screen_num),
                          0, 0, width, height,
                          0,
                          glwt.x11.depth,
                          InputOutput,
                          glwt.x11.visual,
                          attrib_mask,
                          &attrib);

    Atom protocols[] = {
        glwt.x11.atoms.WM_DELETE_WINDOW,
        glwt.x11.atoms._NET_WM_PING,
    };
    int num_protocols = sizeof(protocols)/sizeof(*protocols);
    if(XSetWMProtocols(glwt.x11.display, win->x11.window, protocols, num_protocols) == 0)
    {
        glwtErrorPrintf("XSetWMProtocols failed");
        goto error;
    }

#ifdef GLWT_USE_EGL
    if(glwtWindowCreateEGL(win, share, win->x11.window) != 0)
#else
    if(glwtWindowCreateGLX(win, share) != 0)
#endif
        goto error;

    if(XSaveContext(glwt.x11.display, win->x11.window, glwt.x11.xcontext, (XPointer)win) != 0)
    {
        glwtErrorPrintf("XSaveContext failed");
        goto error;
    }

    glwtWindowSetTitle(win, title);

    return win;
error:
    glwtWindowDestroy(win);
    return 0;
}
int main()
{
    int width = 640;
    int height = 480;
   
    UserData userdata;
    userdata.running = true;
    
    GLWTConfig glwt_config;
    glwt_config.red_bits = 8;
    glwt_config.green_bits = 8;
    glwt_config.blue_bits = 8;
    glwt_config.alpha_bits = 8;
    glwt_config.depth_bits = 24;
    glwt_config.stencil_bits = 8;
    glwt_config.samples = 0;
    glwt_config.sample_buffers = 0;
    glwt_config.api = GLWT_API_OPENGL | GLWT_PROFILE_CORE;
    glwt_config.api_version_major = 3;
    glwt_config.api_version_minor = 3;
    
    GLWTAppCallbacks app_callbacks;
    app_callbacks.error_callback = error_callback;
    app_callbacks.userdata = &userdata;
    
    if(glwtInit(&glwt_config, &app_callbacks) != 0)
    {
        std::cerr << "failed to init GLWT" << std::endl;
        return 1;
    }
 
    GLWTWindowCallbacks win_callbacks;
    win_callbacks.close_callback = close_callback;
    win_callbacks.expose_callback = 0;
    win_callbacks.resize_callback = 0;
    win_callbacks.show_callback = 0;
    win_callbacks.focus_callback = 0;
    win_callbacks.key_callback = key_callback,
    win_callbacks.motion_callback = 0;
    win_callbacks.button_callback = 0;
    win_callbacks.mouseover_callback = 0;
    win_callbacks.userdata = &userdata;
    
    // create a window
    GLWTWindow *window = glwtWindowCreate("", width, height, &win_callbacks, 0);
    if(window == 0)
    {
        std::cerr << "failed to open window" << std::endl;
        glwtQuit();
        return 1;
    }
    
    if (glxwInit())
    {
        std::cerr << "failed to init GLXW" << std::endl;
        glwtWindowDestroy(window);
        glwtQuit();
        return 1;
    }
    
    glwtWindowShow(window, 1);
    glwtMakeCurrent(window);
    glwtSwapInterval(window, 1);
 
    // shader source code
    std::string vertex_source =
        "#version 330\n"
        "uniform mat4 ViewProjection;\n" // the projection matrix uniform
        "layout(location = 0) in vec4 vposition;\n"
        "layout(location = 1) in vec4 vcolor;\n"
        "layout(location = 2) in vec3 voffset;\n" // the per instance offset
        "out vec4 fcolor;\n"
        "void main() {\n"
        "   fcolor = vcolor;\n"
        "   gl_Position = ViewProjection*(vposition + vec4(voffset, 0));\n"
        "}\n";
        
    std::string fragment_source =
        "#version 330\n"
        "in vec4 fcolor;\n"
        "layout(location = 0) out vec4 FragColor;\n"
        "void main() {\n"
        "   FragColor = fcolor;\n"
        "}\n";
   
    // program and shader handles
    GLuint shader_program, vertex_shader, fragment_shader;
    
    // we need these to properly pass the strings
    const char *source;
    int length;
 
    // create and compiler vertex shader
    vertex_shader = glCreateShader(GL_VERTEX_SHADER);
    source = vertex_source.c_str();
    length = vertex_source.size();
    glShaderSource(vertex_shader, 1, &source, &length); 
    glCompileShader(vertex_shader);
    if(!check_shader_compile_status(vertex_shader))
    {
        return 1;
    }
 
    // create and compiler fragment shader
    fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
    source = fragment_source.c_str();
    length = fragment_source.size();
    glShaderSource(fragment_shader, 1, &source, &length);   
    glCompileShader(fragment_shader);
    if(!check_shader_compile_status(fragment_shader))
    {
        return 1;
    }
    
    // create program
    shader_program = glCreateProgram();
    
    // attach shaders
    glAttachShader(shader_program, vertex_shader);
    glAttachShader(shader_program, fragment_shader);
    
    // link the program and check for errors
    glLinkProgram(shader_program);
    check_program_link_status(shader_program);
    
    // obtain location of projection uniform
    GLint ViewProjection_location = glGetUniformLocation(shader_program, "ViewProjection");
    
    
    // vao and vbo handles
    GLuint vao, vbo, tbo, ibo;
 
    // generate and bind the vao
    glGenVertexArrays(1, &vao);
    glBindVertexArray(vao);
    
    // generate and bind the vertex buffer object
    glGenBuffers(1, &vbo);
    glBindBuffer(GL_ARRAY_BUFFER, vbo);
            
    // data for a cube
    GLfloat vertexData[] = {
    //  X     Y     Z           R     G     B
    // face 0:
       1.0f, 1.0f, 1.0f,       1.0f, 0.0f, 0.0f, // vertex 0
      -1.0f, 1.0f, 1.0f,       1.0f, 0.0f, 0.0f, // vertex 1
       1.0f,-1.0f, 1.0f,       1.0f, 0.0f, 0.0f, // vertex 2
      -1.0f,-1.0f, 1.0f,       1.0f, 0.0f, 0.0f, // vertex 3
 
    // face 1:
       1.0f, 1.0f, 1.0f,       0.0f, 1.0f, 0.0f, // vertex 0
       1.0f,-1.0f, 1.0f,       0.0f, 1.0f, 0.0f, // vertex 1
       1.0f, 1.0f,-1.0f,       0.0f, 1.0f, 0.0f, // vertex 2
       1.0f,-1.0f,-1.0f,       0.0f, 1.0f, 0.0f, // vertex 3
 
    // face 2:
       1.0f, 1.0f, 1.0f,       0.0f, 0.0f, 1.0f, // vertex 0
       1.0f, 1.0f,-1.0f,       0.0f, 0.0f, 1.0f, // vertex 1
      -1.0f, 1.0f, 1.0f,       0.0f, 0.0f, 1.0f, // vertex 2
      -1.0f, 1.0f,-1.0f,       0.0f, 0.0f, 1.0f, // vertex 3
      
    // face 3:
       1.0f, 1.0f,-1.0f,       1.0f, 1.0f, 0.0f, // vertex 0
       1.0f,-1.0f,-1.0f,       1.0f, 1.0f, 0.0f, // vertex 1
      -1.0f, 1.0f,-1.0f,       1.0f, 1.0f, 0.0f, // vertex 2
      -1.0f,-1.0f,-1.0f,       1.0f, 1.0f, 0.0f, // vertex 3
 
    // face 4:
      -1.0f, 1.0f, 1.0f,       0.0f, 1.0f, 1.0f, // vertex 0
      -1.0f, 1.0f,-1.0f,       0.0f, 1.0f, 1.0f, // vertex 1
      -1.0f,-1.0f, 1.0f,       0.0f, 1.0f, 1.0f, // vertex 2
      -1.0f,-1.0f,-1.0f,       0.0f, 1.0f, 1.0f, // vertex 3
 
    // face 5:
       1.0f,-1.0f, 1.0f,       1.0f, 0.0f, 1.0f, // vertex 0
      -1.0f,-1.0f, 1.0f,       1.0f, 0.0f, 1.0f, // vertex 1
       1.0f,-1.0f,-1.0f,       1.0f, 0.0f, 1.0f, // vertex 2
      -1.0f,-1.0f,-1.0f,       1.0f, 0.0f, 1.0f, // vertex 3
    }; // 6 faces with 4 vertices with 6 components (floats)
 
    // fill with data
    glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat)*6*4*6, vertexData, GL_STATIC_DRAW);
                    
           
    // set up generic attrib pointers
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6*sizeof(GLfloat), (char*)0 + 0*sizeof(GLfloat));
 
    glEnableVertexAttribArray(1);
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6*sizeof(GLfloat), (char*)0 + 3*sizeof(GLfloat));
 
    
    
    
    // generate and bind the index buffer object
    glGenBuffers(1, &ibo);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
            
    GLuint indexData[] = {
        // face 0:
        0,1,2,      // first triangle
        2,1,3,      // second triangle
        // face 1:
        4,5,6,      // first triangle
        6,5,7,      // second triangle
        // face 2:
        8,9,10,     // first triangle
        10,9,11,    // second triangle
        // face 3:
        12,13,14,   // first triangle
        14,13,15,   // second triangle
        // face 4:
        16,17,18,   // first triangle
        18,17,19,   // second triangle
        // face 5:
        20,21,22,   // first triangle
        22,21,23,   // second triangle
    };
 
    // fill with data
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint)*6*2*3, indexData, GL_STATIC_DRAW);
    

    // generate and bind the vertex buffer object containing the
    // instance offsets
    glGenBuffers(1, &tbo);
    glBindBuffer(GL_ARRAY_BUFFER, tbo);
            
    // the offsets
    GLfloat translationData[] = {
                 2.0f, 2.0f, 2.0f,  // cube 0
                 2.0f, 2.0f,-2.0f,  // cube 1
                 2.0f,-2.0f, 2.0f,  // cube 2
                 2.0f,-2.0f,-2.0f,  // cube 3
                -2.0f, 2.0f, 2.0f,  // cube 4
                -2.0f, 2.0f,-2.0f,  // cube 5
                -2.0f,-2.0f, 2.0f,  // cube 6
                -2.0f,-2.0f,-2.0f,  // cube 7
    }; // 8 offsets with 3 components each
 
    // fill with data
    glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat)*3*8, translationData, GL_STATIC_DRAW);
                    
    // set up generic attrib pointers
    glEnableVertexAttribArray(2);
    glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 3*sizeof(GLfloat), (char*)0 + 0*sizeof(GLfloat));
    
    // a attrib divisor of 1 means that attribute 2 will advance once
    // every instance (0 would mean once per vertex) 
    glVertexAttribDivisor(2, 1);
    
    
    // "unbind" vao
    glBindVertexArray(0);
 
    
    // we are drawing 3d objects so we want depth testing
    glEnable(GL_DEPTH_TEST);
 
    while(userdata.running)
    {   
        // get the time in seconds
        float t = glwtGetNanoTime()*1.e-9f;
        
        // update events
        glwtEventHandle(0);
        
        // clear first
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        
        // use the shader program
        glUseProgram(shader_program);
        
        // calculate ViewProjection matrix
        glm::mat4 Projection = glm::perspective(90.0f, 4.0f / 3.0f, 0.1f, 100.f);
        
        // translate the world/view position
        glm::mat4 View = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, -5.0f));
        
        // make the camera rotate around the origin
        View = glm::rotate(View, 90.0f*t, glm::vec3(1.0f, 1.0f, 1.0f)); 
        
        glm::mat4 ViewProjection = Projection*View;
        
        // set the uniform
        glUniformMatrix4fv(ViewProjection_location, 1, GL_FALSE, glm::value_ptr(ViewProjection)); 
        
        // bind the vao
        glBindVertexArray(vao);

        // draw
        // the additional parameter indicates how many instances to render
        glDrawElementsInstanced(GL_TRIANGLES, 6*6, GL_UNSIGNED_INT, 0, 8);
       
        // check for errors
        GLenum error = glGetError();
        if(error != GL_NO_ERROR)
        {
            userdata.running = false;       
        }
        
        // finally swap buffers
        glwtSwapBuffers(window);       
    }
    
    // delete the created objects
        
    glDeleteVertexArrays(1, &vao);
    glDeleteBuffers(1, &vbo);
    glDeleteBuffers(1, &ibo);
    glDeleteBuffers(1, &tbo);
    
    glDetachShader(shader_program, vertex_shader);      
    glDetachShader(shader_program, fragment_shader);
    glDeleteShader(vertex_shader);
    glDeleteShader(fragment_shader);
    glDeleteProgram(shader_program);
    
    glwtWindowDestroy(window);
    glwtQuit();
    return 0;
}
예제 #5
0
파일: window.c 프로젝트: Nuos/crawler
GLWTWindow *glwtWindowCreate(
    const char *title,
    int width, int height,
    GLWTWindow *share,
    void (*win_callback)(GLWTWindow *window, const GLWTWindowEvent *event, void *userdata),
    void *userdata)
{
    (void)title;

    GLWTWindow *win = calloc(1, sizeof(GLWTWindow));
    if(!win)
        return 0;

    win->win_callback = win_callback;
    win->userdata = userdata;

    DISPMANX_UPDATE_HANDLE_T dispman_update;
    VC_RECT_T dst_rect;
    VC_RECT_T src_rect;

    dst_rect.x = 0;
    dst_rect.y = 0;
    dst_rect.width = glwt.rpi.width;
    dst_rect.height = glwt.rpi.height;

    width = glwt.rpi.width;
    height = glwt.rpi.height;

    src_rect.x = 0;
    src_rect.y = 0;
    src_rect.width = width << 16;
    src_rect.height = height << 16;

    dispman_update = vc_dispmanx_update_start( 0 );

    VC_DISPMANX_ALPHA_T alpha_flags;
    alpha_flags.flags = DISPMANX_FLAGS_ALPHA_FIXED_ALL_PIXELS;
    alpha_flags.opacity = 255;
    alpha_flags.mask = 0;

    win->rpi.nativewindow.element = vc_dispmanx_element_add(
        dispman_update,
        glwt.rpi.dispman_display,
        0 /*layer*/,
        &dst_rect,
        0 /*src*/,
        &src_rect,
        DISPMANX_PROTECTION_NONE,
        &alpha_flags /*alpha*/,
        0 /*clamp*/,
        (DISPMANX_TRANSFORM_T)0 /*transform*/);

    win->rpi.nativewindow.width = width;
    win->rpi.nativewindow.height = height;
    vc_dispmanx_update_submit_sync( dispman_update );

    if(glwtWindowCreateEGL(win, share, &win->rpi.nativewindow) != 0)
        goto error;

    return win;
error:
    glwtWindowDestroy(win);
    return 0;
}
예제 #6
0
int main()
{
    int width = 640;
    int height = 480;
   
    UserData userdata;
    userdata.running = true;
    
    GLWTConfig glwt_config;
    glwt_config.red_bits = 8;
    glwt_config.green_bits = 8;
    glwt_config.blue_bits = 8;
    glwt_config.alpha_bits = 8;
    glwt_config.depth_bits = 24;
    glwt_config.stencil_bits = 8;
    glwt_config.samples = 0;
    glwt_config.sample_buffers = 0;
    glwt_config.api = GLWT_API_OPENGL | GLWT_PROFILE_CORE;
    glwt_config.api_version_major = 3;
    glwt_config.api_version_minor = 3;
    
    GLWTAppCallbacks app_callbacks;
    app_callbacks.error_callback = error_callback;
    app_callbacks.userdata = &userdata;
    
    if(glwtInit(&glwt_config, &app_callbacks) != 0)
    {
        std::cerr << "failed to init GLWT" << std::endl;
        return 1;
    }
 
    GLWTWindowCallbacks win_callbacks;
    win_callbacks.close_callback = close_callback;
    win_callbacks.expose_callback = 0;
    win_callbacks.resize_callback = 0;
    win_callbacks.show_callback = 0;
    win_callbacks.focus_callback = 0;
    win_callbacks.key_callback = key_callback,
    win_callbacks.motion_callback = 0;
    win_callbacks.button_callback = 0;
    win_callbacks.mouseover_callback = 0;
    win_callbacks.userdata = &userdata;
    
    // create a window
    GLWTWindow *window = glwtWindowCreate("", width, height, &win_callbacks, 0);
    if(window == 0)
    {
        std::cerr << "failed to open window" << std::endl;
        glwtQuit();
        return 1;
    }
    
    if (glxwInit())
    {
        std::cerr << "failed to init GLXW" << std::endl;
        glwtWindowDestroy(window);
        glwtQuit();
        return 1;
    }
    
    glwtWindowShow(window, 1);
    glwtMakeCurrent(window);
    glwtSwapInterval(window, 1);

    // shader source code
    std::string vertex_source =
        "#version 330\n"
        "layout(location = 0) in vec4 vposition;\n"
        "layout(location = 1) in vec2 vtexcoord;\n"
        "out vec2 ftexcoord;\n"
        "void main() {\n"
        "   ftexcoord = vtexcoord;\n"
        "   gl_Position = vposition;\n"
        "}\n";
        
    std::string fragment_source =
        "#version 330\n"
        "uniform sampler2D tex;\n" // texture uniform
        "in vec2 ftexcoord;\n"
        "layout(location = 0) out vec4 FragColor;\n"
        "void main() {\n"
        "   FragColor = texture(tex, ftexcoord);\n"
        "}\n";
   
    // program and shader handles
    GLuint shader_program, vertex_shader, fragment_shader;
    
    // we need these to properly pass the strings
    const char *source;
    int length;

    // create and compiler vertex shader
    vertex_shader = glCreateShader(GL_VERTEX_SHADER);
    source = vertex_source.c_str();
    length = vertex_source.size();
    glShaderSource(vertex_shader, 1, &source, &length); 
    glCompileShader(vertex_shader);
    if(!check_shader_compile_status(vertex_shader))
    {
        return 1;
    }
 
    // create and compiler fragment shader
    fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
    source = fragment_source.c_str();
    length = fragment_source.size();
    glShaderSource(fragment_shader, 1, &source, &length);   
    glCompileShader(fragment_shader);
    if(!check_shader_compile_status(fragment_shader))
    {
        return 1;
    }
    
    // create program
    shader_program = glCreateProgram();
    
    // attach shaders
    glAttachShader(shader_program, vertex_shader);
    glAttachShader(shader_program, fragment_shader);
    
    // link the program and check for errors
    glLinkProgram(shader_program);
    check_program_link_status(shader_program);
    
    // get texture uniform location
    GLint texture_location = glGetUniformLocation(shader_program, "tex");
    
    // vao and vbo handle
    GLuint vao, vbo, ibo;
 
    // generate and bind the vao
    glGenVertexArrays(1, &vao);
    glBindVertexArray(vao);
    
    // generate and bind the vertex buffer object
    glGenBuffers(1, &vbo);
    glBindBuffer(GL_ARRAY_BUFFER, vbo);
            
    // data for a fullscreen quad (this time with texture coords)
    GLfloat vertexData[] = {
    //  X     Y     Z           U     V     
       1.0f, 1.0f, 0.0f,       1.0f, 1.0f, // vertex 0
      -1.0f, 1.0f, 0.0f,       0.0f, 1.0f, // vertex 1
       1.0f,-1.0f, 0.0f,       1.0f, 0.0f, // vertex 2
      -1.0f,-1.0f, 0.0f,       0.0f, 0.0f, // vertex 3
    }; // 4 vertices with 5 components (floats) each

    // fill with data
    glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat)*4*5, vertexData, GL_STATIC_DRAW);
                    
           
    // set up generic attrib pointers
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(GLfloat), (char*)0 + 0*sizeof(GLfloat));
 
    glEnableVertexAttribArray(1);
    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(GLfloat), (char*)0 + 3*sizeof(GLfloat));
    
    
    // generate and bind the index buffer object
    glGenBuffers(1, &ibo);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
            
    GLuint indexData[] = {
        0,1,2, // first triangle
        2,1,3, // second triangle
    };

    // fill with data
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint)*2*3, indexData, GL_STATIC_DRAW);
    
    // "unbind" vao
    glBindVertexArray(0);

    // texture handle
    GLuint texture;
    
    // generate texture
    glGenTextures(1, &texture);

    // bind the texture
    glBindTexture(GL_TEXTURE_2D, texture);

    // create some image data
    std::vector<GLubyte> image(4*width*height);
    for(int j = 0;j<height;++j)
        for(int i = 0;i<width;++i)
        {
            size_t index = j*width + i;
            image[4*index + 0] = 0xFF*(j/10%2)*(i/10%2); // R
            image[4*index + 1] = 0xFF*(j/13%2)*(i/13%2); // G
            image[4*index + 2] = 0xFF*(j/17%2)*(i/17%2); // B
            image[4*index + 3] = 0xFF;                   // A
        }
    
    // set texture parameters
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    
    // set texture content
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, &image[0]);
    
    while(userdata.running)
    {
        // update events
        glwtEventHandle(0);
            
        // clear first
        glClear(GL_COLOR_BUFFER_BIT);
        
        // use the shader program
        glUseProgram(shader_program);

        // bind texture to texture unit 0
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, texture);
        
        // set texture uniform
        glUniform1i(texture_location, 0);
        
        // bind the vao
        glBindVertexArray(vao);
        
        // draw
        glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
       
        // check for errors
        GLenum error = glGetError();
        if(error != GL_NO_ERROR)
        {
            userdata.running = false;       
        }
        
        // finally swap buffers
        glwtSwapBuffers(window);       
    }
    
    // delete the created objects
    
    glDeleteTextures(1, &texture);
    
    glDeleteVertexArrays(1, &vao);
    glDeleteBuffers(1, &vbo);
    glDeleteBuffers(1, &ibo);
    
    glDetachShader(shader_program, vertex_shader);	
    glDetachShader(shader_program, fragment_shader);
    glDeleteShader(vertex_shader);
    glDeleteShader(fragment_shader);
    glDeleteProgram(shader_program);

    glwtWindowDestroy(window);
    glwtQuit();
    return 0;
}
int main()
{
    int width = 640;
    int height = 480;
   
    UserData userdata;
    userdata.running = true;
    
    GLWTConfig glwt_config;
    glwt_config.red_bits = 8;
    glwt_config.green_bits = 8;
    glwt_config.blue_bits = 8;
    glwt_config.alpha_bits = 8;
    glwt_config.depth_bits = 24;
    glwt_config.stencil_bits = 8;
    glwt_config.samples = 0;
    glwt_config.sample_buffers = 0;
    glwt_config.api = GLWT_API_OPENGL | GLWT_PROFILE_CORE;
    glwt_config.api_version_major = 3;
    glwt_config.api_version_minor = 3;
    
    GLWTAppCallbacks app_callbacks;
    app_callbacks.error_callback = error_callback;
    app_callbacks.userdata = &userdata;
    
    if(glwtInit(&glwt_config, &app_callbacks) != 0)
    {
        std::cerr << "failed to init GLWT" << std::endl;
        return 1;
    }
 
    GLWTWindowCallbacks win_callbacks;
    win_callbacks.close_callback = close_callback;
    win_callbacks.expose_callback = 0;
    win_callbacks.resize_callback = 0;
    win_callbacks.show_callback = 0;
    win_callbacks.focus_callback = 0;
    win_callbacks.key_callback = key_callback,
    win_callbacks.motion_callback = 0;
    win_callbacks.button_callback = 0;
    win_callbacks.mouseover_callback = 0;
    win_callbacks.userdata = &userdata;
    
    // create a window
    GLWTWindow *window = glwtWindowCreate("", width, height, &win_callbacks, 0);
    if(window == 0)
    {
        std::cerr << "failed to open window" << std::endl;
        glwtQuit();
        return 1;
    }
    
    if (glxwInit())
    {
        std::cerr << "failed to init GLXW" << std::endl;
        glwtWindowDestroy(window);
        glwtQuit();
        return 1;
    }
    
    glwtWindowShow(window, 1);
    glwtMakeCurrent(window);
    glwtSwapInterval(window, 1);

    // shader source code
    std::string vertex_source =
        "#version 330\n"
        "layout(location = 0) in vec4 vposition;\n"
        "layout(location = 1) in vec4 vcolor;\n"
        "out vec4 fcolor;\n"
        "void main() {\n"
        "   fcolor = vcolor;\n"
        "   gl_Position = vposition;\n"
        "}\n";
        
    std::string fragment_source =
        "#version 330\n"
        "in vec4 fcolor;\n"
        "layout(location = 0) out vec4 FragColor;\n"
        "void main() {\n"
        "   FragColor = fcolor;\n"
        "}\n";

    // program and shader handles
    GLuint shader_program, vertex_shader, fragment_shader;
    
    // we need these to properly pass the strings
    const char *source;
    int length;

    // create and compiler vertex shader
    vertex_shader = glCreateShader(GL_VERTEX_SHADER);
    source = vertex_source.c_str();
    length = vertex_source.size();
    glShaderSource(vertex_shader, 1, &source, &length); 
    glCompileShader(vertex_shader);
    if(!check_shader_compile_status(vertex_shader))
    {
        return 1;
    }
 
    // create and compiler fragment shader
    fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
    source = fragment_source.c_str();
    length = fragment_source.size();
    glShaderSource(fragment_shader, 1, &source, &length);   
    glCompileShader(fragment_shader);
    if(!check_shader_compile_status(fragment_shader))
    {
        return 1;
    }
    
    // create program
    shader_program = glCreateProgram();
    
    // attach shaders
    glAttachShader(shader_program, vertex_shader);
    glAttachShader(shader_program, fragment_shader);

    // link the program and check for errors
    glLinkProgram(shader_program);
    check_program_link_status(shader_program);
    

    // vao and vbo handle
    GLuint vao, vbo;
 
    // generate and bind the vao
    glGenVertexArrays(1, &vao);
    glBindVertexArray(vao);
    
    // generate and bind the buffer object
    glGenBuffers(1, &vbo);
    glBindBuffer(GL_ARRAY_BUFFER, vbo);
            
    // data for a fullscreen quad
    GLfloat vertexData[] = {
    //  X     Y     Z           R     G     B
       1.0f, 1.0f, 0.0f,       1.0f, 0.0f, 0.0f, // vertex 0
      -1.0f, 1.0f, 0.0f,       0.0f, 1.0f, 0.0f, // vertex 1
       1.0f,-1.0f, 0.0f,       0.0f, 0.0f, 1.0f, // vertex 2
       1.0f,-1.0f, 0.0f,       0.0f, 0.0f, 1.0f, // vertex 3
      -1.0f, 1.0f, 0.0f,       0.0f, 1.0f, 0.0f, // vertex 4
      -1.0f,-1.0f, 0.0f,       1.0f, 0.0f, 0.0f, // vertex 5
    }; // 6 vertices with 6 components (floats) each

    
    // fill with data
    glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat)*6*6, vertexData, GL_STATIC_DRAW);
                    
           
    // set up generic attrib pointers
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6*sizeof(GLfloat), (char*)0 + 0*sizeof(GLfloat));

    glEnableVertexAttribArray(1);
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6*sizeof(GLfloat), (char*)0 + 3*sizeof(GLfloat));
    
    // "unbind" vao
    glBindVertexArray(0);

    while(userdata.running)
    {
        // update events
        glwtEventHandle(0);
                    
        // clear first
        glClear(GL_COLOR_BUFFER_BIT);
        
        // use the shader program
        glUseProgram(shader_program);
        
        // bind the vao
        glBindVertexArray(vao);

        // draw
        glDrawArrays(GL_TRIANGLES, 0, 6);
       
        // check for errors
        GLenum error = glGetError();
        if(error != GL_NO_ERROR)
        {
            userdata.running = false;       
        }
        
        // finally swap buffers
        glwtSwapBuffers(window);      
    }

    // delete the created objects
    
    glDeleteVertexArrays(1, &vao);
    glDeleteBuffers(1, &vbo);
    
    glDetachShader(shader_program, vertex_shader);	
    glDetachShader(shader_program, fragment_shader);
    glDeleteShader(vertex_shader);
    glDeleteShader(fragment_shader);
    glDeleteProgram(shader_program);
    
    glwtWindowDestroy(window);
    glwtQuit();
    return 0;
}