Exemplo n.º 1
0
main(int argc, char *argv[]){

	/** Check the number of parameters */
	if (argc < 3) {
		/** Tell the user how to run the program */
		cerr << "Usage: " << argv[0] << " num_col key_file" << endl;
        	return 1;
	}

	mr_init_threading();
	PFC pfc(AES_SECURITY);

	SecureSelect *db=NULL;

	int m=atoi(argv[1]);
	string key_name(argv[2]);

	db = new SecureSelect(m,&pfc,pfc.order());
	#ifdef VERBOSE
	int start = getMilliCount();
	#endif
	db->KeyGen(key_name);
	#ifdef VERBOSE
	int milliSecondsElapsed = getMilliSpan(start);
	cout << "\texec time " << milliSecondsElapsed << endl;
	#endif
}
Exemplo n.º 2
0
main(int argc, char *argv[]){

	/** Check the number of parameters */
	if (argc < 5) {
		/** Tell the user how to run the program */
		cerr << "Usage: " << argv[0] << " token encrows results num_threads" << endl;
        	return 1;
	}

	mr_init_threading();
	PFC pfc(AES_SECURITY);

	SecureSelect *db=NULL;

	int m=0;
	string query_name(argv[1]);
	string enctable_name(argv[2]);
	string results_name(argv[3]);
	int num_threads = atoi(argv[4]);

	db = new SecureSelect(&pfc,pfc.order());

	if (!ifstream(query_name+"_ptok")){
		cout << "Query file doesn't exist" << endl;
		return 0;
	}

	if (!ifstream(enctable_name+"_enc_msgs")){
		cout << "Enctable file doesn't exist" << endl;
		return 0;
	}

	#ifdef VERBOSE
	int start = getMilliCount();
	#endif
	int res_num = db->ApplyPTokenMT(query_name, enctable_name, results_name, num_threads);
	//int res_num = db->ApplyPToken(query_name, enctable_name, results_name);
	#ifdef VERBOSE
	int milliSecondsElapsed = getMilliSpan(start);
	cout << "\texec time " << milliSecondsElapsed << endl;
	#endif

	if(res_num >=0){
		cout << res_num << " result(s) found" << endl;
		return 1;
	}
	else
		return 0;

}
Exemplo n.º 3
0
main(int argc, char *argv[]){

	/** Check the number of parameters */
	if (argc < 6) {
		/** Tell the user how to run the program */
		cerr << "Usage: " << argv[0] << " key_file rows encrows noise num_threads" << endl;
        	return 1;
	}

	/** Set the random seed for noise parameter generation */
	srand(time(NULL));

	mr_init_threading();
	PFC pfc(AES_SECURITY);

	SecureSelect *db=NULL;

	int m=0;
	string key_file(argv[1]);
	string table_name(argv[2]);
	string enctable_name(argv[3]);
	int rand_lim = atoi(argv[4]);
	int num_threads = atoi(argv[5]);

	db = new SecureSelect(&pfc,pfc.order());
	if(!db->LoadKey(key_file))
		return 0;

	if(rand_lim<1){
		cout << "Random paramter < 1, it has to be >= 1" << endl;
		return 0;
	}

	#ifdef VERBOSE
	int start = getMilliCount();
	#endif
	db->EncryptRowsMT(table_name,enctable_name,rand_lim, num_threads);
//	db->EncryptRows(table_name,enctable_name,rand_lim);
	#ifdef VERBOSE
	int milliSecondsElapsed = getMilliSpan(start);
	cout << "\texec time " << milliSecondsElapsed << endl;
	#endif

}
static void libusbCallback(struct libusb_transfer* transfer)
{
  if (start == 0)
  {
    start = getMilliCount();
    count = 0;
  }
  else
  {
    if (getMilliSpan(start) > 1000)
    {
      printf("%f bytes / second\n", (float)count / 1.0);
      start = getMilliCount();
      count = 0;
    }
  }

  count += transfer->actual_length;
  libusb_submit_transfer(transfer);
}
void RenderGL(void)
{
//t1.start();
//============
//countFrames ++;
//============

//=======================================================================================================================

      
                        //=================================================================
                        #ifdef __APPLE__   
                        //--------------         
                                //eyeposition[0] -= PassTouchMovement[0];
                                //eyeposition[1] -= PassTouchMovement[1];
                                //eyeposition[2] -= PassTouchMovement[2];                   
                        
                                //PassTouchMovement[0] = 0.0;
                                //PassTouchMovement[1] = 0.0;
                                //PassTouchMovement[2] = 0.0;
                        
                        //--------------                        
                        #endif 
                        //=================================================================
                                      
                        //=================================================================        
                        #ifdef WIN32  
                        //------------
                                rotateModelWithMiddleMouse[0] = Pass_MIDDLE_Mouse[0];
                                rotateModelWithMiddleMouse[1] = Pass_MIDDLE_Mouse[1];
                                //-------------------------------------------------------
                                zoomModelWithMiddleMouse = Pass_MIDDLE_CONTROL_Mouse;
                                //-------------------------------------------------------
                                moveModelWithMiddleMouse[0] = Pass_MIDDLE_SHIFT_Mouse[0];
                                moveModelWithMiddleMouse[1] = Pass_MIDDLE_SHIFT_Mouse[1];
                        //------------ 
                        #endif            
                        //=================================================================  
       
//============================================================================================================================       
//turnTable += 0.1;

        
      




//====================================================================================================================================
///////////////________FRAMEBUFFER_SHADOWS_BEGINS_HERE______________FRAMEBUFFER_SHADOWS_BEGINS_HERE___________________________________
///////////////________FRAMEBUFFER_SHADOWS_BEGINS_HERE______________FRAMEBUFFER_SHADOWS_BEGINS_HERE___________________________________
//====================================================================================================================================
        glEnable(GL_DEPTH_TEST);
        glDepthMask(1);
        glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); 
        glDepthFunc(GL_LESS);
        glBindFramebuffer(GL_FRAMEBUFFER, m_uiFrameBufferObject);   

            #include "runDepth_FBO.cpp"
        
        glBindFramebuffer(GL_FRAMEBUFFER, 0);
	    //glDepthMask(0);
        glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); 
        //glDepthFunc(GL_EQUAL);    
//====================================================================================================================================
///////////////________FRAMEBUFFER_SHADOWS_BEGINS_HERE______________FRAMEBUFFER_SHADOWS_BEGINS_HERE___________________________________
///////////////________FRAMEBUFFER_SHADOWS_BEGINS_HERE______________FRAMEBUFFER_SHADOWS_BEGINS_HERE___________________________________
//====================================================================================================================================
 
 
 
    glBindFramebuffer(GL_FRAMEBUFFER, normals_FBO);//normals_FBO
    //==========================================
    #include "drawNormalColor_FBO.cpp" 
    //==========================================
    glBindFramebuffer(GL_FRAMEBUFFER, 0);  
 
 
 
  
//=============================================================================================================== 
//=============================================================================================================== 
/*
    glBindFramebuffer(GL_FRAMEBUFFER, softDiffuse_FBO);//softDiffuse_FBO_TEXTURE
    //==========================================
            shaderNumber = 5;  
    #include "softDiffuse.cpp" 
    //==========================================
    glBindFramebuffer(GL_FRAMEBUFFER, 0);  
*/  

//=============================================================================================================== 
//=============================================================================================================== 


    glBindFramebuffer(GL_FRAMEBUFFER, drawMainColor_PRIMARY_FBO);//drawMainColor_PRIMARY_FBO_COLOR_TEXTURE, drawMainColor_PRIMARY_FBO_RAW_DEPTH_TEXTURE
    //==========================================
    #include "drawMainColor_FBO.cpp" 
    //==========================================
    glBindFramebuffer(GL_FRAMEBUFFER, 0);  

/*
//=============================================================================================================== 
//=============================================================================================================== 
    glBindFramebuffer(GL_FRAMEBUFFER, hardEdgeShadow_TEXTURE); //hardEdgeShadow_TEXTURE
    //----------------------------------------------------------------
        glActiveTexture (GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, drawMainColor_PRIMARY_FBO_COLOR_TEXTURE);
        shaderNumber = 1;        
        //---------------  
        #include "_MODEL_FOLDERS_/frameBufferPlane/frameBufferPlane_RENDER.cpp"
    glBindFramebuffer(GL_FRAMEBUFFER, 0);
//=============================================================================================================== 
*/

    //=======================_POWER_VR_BLUR_======================
    //============================================================     
    scaleFrameBufferPlaneViewPort = scale_generic_FBO;
    //#include "_SHADERS/PowerVR_blur/PowerVR_blur_RENDER.cpp"
    //============================================================
    //=======================_POWER_VR_BLUR_======================


    //=======================_Radial_BLUR_====================
    //============================================================     
    scaleFrameBufferPlaneViewPort = scale_generic_FBO;
    #include "_SHADERS/radial_blur/radial_blur_RENDER.cpp"
    //============================================================
    //=======================_Radial_BLUR_====================


    //=======================_Radial_OCC_====================
    //============================================================     
    scaleFrameBufferPlaneViewPort = scale_radial_OCC_FBO;
    #include "_SHADERS/radial_occlusion/radial_occlusion_RENDER.cpp"
    //============================================================
    //=======================_Radial_OCC_====================
//=================================================================================================================================
//---------------------------------------------------------------------------------------------------------------------------------
//=================================================================================================================================
#ifdef __APPLE__ //=======================================================
                  if(iOS_MSAA_IS_ON)
                  {
                      glBindFramebuffer(GL_FRAMEBUFFER, msaaFramebuffer);     
                  }else 
                  {
                      glBindFramebuffer(GL_FRAMEBUFFER, viewRenderbuffer);  
                  }
#endif //=================================================================




    //==================================__FINAL_COMPOSITE__===============================
    scaleFrameBufferPlaneViewPort = 1;
    //=================================
    glActiveTexture (GL_TEXTURE2);
    glBindTexture(GL_TEXTURE_2D, drawMainColor_PRIMARY_FBO_RAW_DEPTH_TEXTURE);
    //----------------------------
    glActiveTexture (GL_TEXTURE1);
    glBindTexture(GL_TEXTURE_2D, radial_OCC_01_TEXTURE);//generic_04_TEXTURE
    //----------------------------    
    glActiveTexture (GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, drawMainColor_PRIMARY_FBO_COLOR_TEXTURE);//
    //---------------------------------------------------------------------
    shaderNumber = 10;
    #include "_MODEL_FOLDERS_/frameBufferPlane/frameBufferPlane_RENDER.cpp"
    //==================================__FINAL_COMPOSITE__===============================


/*
    
    glBindFramebuffer(GL_FRAMEBUFFER, drawMainColor_FBO);
    const GLenum discards[]  = {GL_COLOR_ATTACHMENT0,GL_DEPTH_ATTACHMENT};
    glDiscardFramebufferEXT(GL_FRAMEBUFFER,2,discards);
   
    glBindFramebuffer(GL_FRAMEBUFFER, shadow_01_blur_HorizontalPass_fboId);
    const GLenum discards2[]  = {GL_COLOR_ATTACHMENT0};
    glDiscardFramebufferEXT(GL_FRAMEBUFFER,1,discards2);
    
    glBindFramebuffer(GL_FRAMEBUFFER, shadow_01_blur_VerticalPass_fboId);
    const GLenum discards3[]  = {GL_COLOR_ATTACHMENT0};
    glDiscardFramebufferEXT(GL_FRAMEBUFFER,1,discards3);
*/
//=================================================================================================================================
//---------------------------------------------------------------------------------------------------------------------------------
//=================================================================================================================================



//==========================================================
//==========================================================
//==========================================================
milliSecondsElapsed = getMilliSpan(start);
//--------------
#ifdef __APPLE__
NSLog(@"milliSecondsElapsed: %i", (int)milliSecondsElapsed);
#endif
//==========================================================
//==========================================================
//==========================================================   
LoadIdentity(moveSetMatrix);
Translate(moveSetMatrix, moveSet[0], moveSet[1],moveSet[2]);

 
marc_ROTATE[3] += 0.2;


    //ROOM_01_IS_ACTIVE = false;
    //============================================ // eyePosition = 0.0
    if(eyePosition[1] >= -5.0 && eyePosition[1] <= 5.0)
    {
        room_01_IS_ACTIVE = true;
    }
    else
        {
           room_01_IS_ACTIVE = false;
        } 
    //============================================ // eyePosition = -4.0
    if(eyePosition[1] >= -9.0 && eyePosition[1] <= 1.0)
    {
        room_02_IS_ACTIVE = true;
    }
    else
        {
            room_02_IS_ACTIVE = false;
        } 
    //============================================  // eyePosition = -8.0 
    if(eyePosition[1] >= -13.0 && eyePosition[1] <= -3.0)
    {
        room_03_IS_ACTIVE = true;
    }
    else
        {
            room_03_IS_ACTIVE = false;
        } 
    //============================================      
   
   
   
   
}//_END_RenderGL()//#####################################################################################################
Exemplo n.º 6
0
int Timer::getDelta()
{
	m_DeltaMilliseconds = getMilliSpan( m_MilliCount );
	if( m_DeltaMilliseconds > 0 ) m_MilliCount = getMilliCount();
	return m_DeltaMilliseconds;
}
Exemplo n.º 7
0
int Timer::getElapsed()
{
    return getMilliSpan( m_MilliTimer );
}
Exemplo n.º 8
0
Timer::Timer()
{
	m_MilliTimer = getMilliCount();
	m_MilliCount = getMilliCount();
	m_DeltaMilliseconds = getMilliSpan( m_MilliCount );
}
Exemplo n.º 9
0
void RenderGL(void)
{


frameStart = getMilliSpan(start);



//=======================================================================================================================

      
                        //=================================================================
                        #if defined (__APPLE__) && TARGET_OS_IPHONE == 1
                        //--------------         
                                //eyePosition[0] -= PassTouchMovement[0];
                                //eyePosition[1] -= PassTouchMovement[1];
                                //eyePosition[2] -= PassTouchMovement[2];                   
                        
                                //PassTouchMovement[0] = 0.0;
                                //PassTouchMovement[1] = 0.0;
                                //PassTouchMovement[2] = 0.0;
                        
                        //--------------                        
                        #endif 
                        //=================================================================
                                      
                        //=================================================================        
                       // #ifdef WIN32
                        //------------
                                rotateModelWithMiddleMouse[0] = Pass_MIDDLE_Mouse[0];
                                rotateModelWithMiddleMouse[1] = Pass_MIDDLE_Mouse[1];
                                //-------------------------------------------------------
                                zoomModelWithMiddleMouse = Pass_MIDDLE_CONTROL_Mouse;
                                //-------------------------------------------------------
                                moveModelWithMiddleMouse[0] = Pass_MIDDLE_SHIFT_Mouse[0];
                                moveModelWithMiddleMouse[1] = Pass_MIDDLE_SHIFT_Mouse[1];
                        //------------ 
                        //#endif
                        //=================================================================  
    
    



    //==============================================================
    //turnTable += 0.1;

    LoadIdentity(moveSetMatrix);
    //Translate(moveSetMatrix, moveSet[0], moveSet[1],moveSet[2]);
    //==============================================================
    runDepth_PASS();
    //==============================================================

    
//========================================================================
//-------------------------------___iOS___--------------------------------
//========================================================================
#if defined (__APPLE__) && TARGET_OS_IPHONE == 1
                  if(iOS_MSAA_IS_ON)
                  {
                      glBindFramebuffer(GL_FRAMEBUFFER, msaaFramebuffer);     
                  }else 
                  {
                      glBindFramebuffer(GL_FRAMEBUFFER, viewRenderbuffer);  
                  }
#endif 
//========================================================================
//-------------------------------___iOS___--------------------------------
//========================================================================    
    
    
    
    GLuint RenderLocator = 0;
    runColor_PASS();
    //==============================================================



    
    
    
    
    


    
    

//==================================
frameEnd  = getMilliSpan(start);
frameTime = frameEnd - frameStart;

#if defined (__APPLE__)
    NSLog(@"frameTime = %i milliseconds", (int)frameTime);
#endif
   
    

    
}//_END_RenderGL()//#####################################################################################################