int main(int argc, char* argv[]) { int dim, nthreads; double **a, *b; double start_time; double total_time; if (argc != 2) { fprintf(stderr, "Usage: ./matmul dim\n"); exit(1); } dim = atoi(argv[1]); a = rand_mat(dim, dim); b = rand_vec(dim); omp_set_dynamic(0); printf("dim,nthreads,time\n"); for (nthreads = 1; nthreads <= MAX_THREADS; nthreads++) { start_time = omp_get_wtime(); #pragma omp parallel num_threads(nthreads) { mat_mul_vec(a, b, dim, dim); } total_time = omp_get_wtime() - start_time; printf("%d,%d,%f\n", dim, nthreads, total_time); } return 0; }
int32_t main(int32_t argc, char *argv[]) { printf("<<watchlist//>>\n"); if( init_sdl2() ) { return 1; } int32_t width = 1280; int32_t height = 720; SDL_Window* window; sdl2_window("cute3d: " __FILE__, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, &window); SDL_GLContext* context; sdl2_glcontext(3, 2, window, &context); if( init_shader() ) { return 1; } if( init_vbo() ) { return 1; } if( init_canvas(1280,720) ) { return 1; } canvas_create("global_dynamic_canvas", &global_dynamic_canvas); canvas_create("global_static_canvas", &global_static_canvas); struct Vbo vbo = {0}; vbo_create(&vbo); vbo_add_buffer(&vbo, SHADER_ATTRIBUTE_VERTEX, 3, GL_FLOAT, GL_STATIC_DRAW); vbo_add_buffer(&vbo, SHADER_ATTRIBUTE_VERTEX_NORMAL, 3, GL_FLOAT, GL_STATIC_DRAW); vbo_add_buffer(&vbo, SHADER_ATTRIBUTE_VERTEX_COLOR, 4, GL_UNSIGNED_BYTE, GL_STATIC_DRAW); struct Ibo ibo = {0}; ibo_create(GL_TRIANGLES, GL_UNSIGNED_INT, GL_STATIC_DRAW, &ibo); struct CollisionEntity entity_a = {0}; entity_create("red", (Color){ 255, 0, 0, 255 }, &vbo, &ibo, &entity_a); /* quat_mul_axis_angle(entity_a.pivot.orientation, (Vec4f)UP_AXIS, PI/4, entity_a.pivot.orientation); */ /* quat_mul_axis_angle(entity_a.pivot.orientation, (Vec4f)RIGHT_AXIS, PI/2 + 0.2, entity_a.pivot.orientation); */ vec_add(entity_a.pivot.position, (Vec4f){0.2, 0.15, 0.8, 1.0}, entity_a.pivot.position); struct CollisionEntity entity_b = {0}; entity_create("green", (Color){ 0, 255, 0, 255 }, &vbo, &ibo, &entity_b); quat_mul_axis_angle(entity_b.pivot.orientation, (Vec4f)RIGHT_AXIS, PI/4 - 0.2, entity_b.pivot.orientation); quat_mul_axis_angle(entity_b.pivot.orientation, (Vec4f)UP_AXIS, PI/2 + 0.0, entity_b.pivot.orientation); struct Shader flat_shader = {0}; shader_create(&flat_shader); shader_attach(&flat_shader, GL_VERTEX_SHADER, "prefix.vert", 1, "flat_shading.vert"); shader_attach(&flat_shader, GL_FRAGMENT_SHADER, "prefix.frag", 1, "flat_shading.frag"); shader_make_program(&flat_shader, SHADER_DEFAULT_NAMES, "flat_shader"); Vec4f light_direction = { 0.2, -0.5, -1.0 }; shader_set_uniform_3f(&flat_shader, flat_shader.program, SHADER_UNIFORM_LIGHT_DIRECTION, 3, GL_FLOAT, light_direction); Color ambiance = { 65, 25, 50, 255 }; shader_set_uniform_4f(&flat_shader, flat_shader.program, SHADER_UNIFORM_AMBIENT_LIGHT, 4, GL_UNSIGNED_BYTE, ambiance); struct Arcball arcball = {0}; arcball_create(width, height, (Vec4f){5.0, 3.0, 5.0, 1.0}, (Vec4f){0.0, 0.0, 0.0, 1.0}, 1.0, 1000.0, &arcball); size_t num_entities = 2; struct PickingSphere* picking_spheres[2]; picking_spheres[0] = &entity_a.picking_sphere; picking_spheres[1] = &entity_b.picking_sphere; struct CollisionEntity* picking_entities[2]; picking_entities[0] = &entity_a; picking_entities[1] = &entity_b; struct GameTime time = {0}; gametime_create(1.0f / 60.0f, &time); draw_grid(&global_static_canvas, 0, (Mat)IDENTITY_MAT, (Color){127, 127, 127, 127}, 0.01f, 12.0f, 12.0f, 12); while (true) { SDL_Event event; while( sdl2_poll_event(&event) ) { if( sdl2_handle_quit(event) ) { goto done; } sdl2_handle_resize(event); if( picking_sphere_drag_event(&arcball.camera, num_entities, picking_spheres, event) ) { struct CollisionEntity* selected_entity = NULL; float nearest = -FLT_MIN; for( size_t i = 0; i < num_entities; i++ ) { if( picking_spheres[i]->picked && ( picking_spheres[i]->front < nearest || nearest < 0.0f ) ) { nearest = picking_spheres[i]->front; selected_entity = picking_entities[i]; } } static int32_t last_x = -1; static int32_t last_y = -1; if( selected_entity != NULL ) { if( last_x > -1 && last_y > -1 ) { float distance = selected_entity->picking_sphere.front; Vec4f a = {0}; camera_ray(&arcball.camera, CAMERA_PERSPECTIVE, last_x, last_y, a); vec_mul1f(a, distance, a); Vec4f b = {0}; camera_ray(&arcball.camera, CAMERA_PERSPECTIVE, event.motion.x, event.motion.y, b); vec_mul1f(b, distance, b); Vec4f move = {0}; vec_sub(b, a, move); float length = vec_length(move); move[1] = 0.0f; vec_normalize(move, move); vec_mul1f(move, length, move); vec_add(selected_entity->pivot.position, move, selected_entity->pivot.position); } last_x = event.motion.x; last_y = event.motion.y; } if( event.type == SDL_MOUSEBUTTONUP ) { last_x = -1; last_y = -1; } } else { arcball_handle_resize(&arcball, event); arcball_handle_mouse(&arcball, event); } } sdl2_gl_set_swap_interval(0); gametime_advance(&time, sdl2_time_delta()); ogl_debug( glClearDepth(1.0f); glClearColor(.0f, .0f, .0f, 1.0f); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); ); Mat projection_mat = {0}; Mat view_mat = {0}; camera_matrices(&arcball.camera, CAMERA_PERSPECTIVE, projection_mat, view_mat); Mat identity = {0}; mat_identity(identity); Mat transform_a = {0}; pivot_world_transform(&entity_a.pivot, transform_a); //vbo_mesh_render(&entity_a.vbo_mesh, &flat_shader, &arcball.camera, transform_a); draw_halfedgemesh_wire(&global_dynamic_canvas, 0, transform_a, (Color){255, 0, 0, 255}, 0.02f, &entity_a.hemesh); Mat transform_b = {0}; pivot_world_transform(&entity_b.pivot, transform_b); //vbo_mesh_render(&entity_b.vbo_mesh, &flat_shader, &arcball.camera, transform_b); draw_halfedgemesh_wire(&global_dynamic_canvas, 0, transform_b, (Color){0, 255, 0, 255}, 0.02f, &entity_b.hemesh); Mat between_transform = {0}; pivot_between_transform(&entity_a.pivot, &entity_b.pivot, between_transform); Vec3f foo = {0}; mat_mul_vec(between_transform, entity_a.hemesh.vertices.array[0].position, foo); struct CollisionConvexConvex collision = {0}; struct CollisionParameter collision_parameter = { .face_tolerance = 0.9, .edge_tolerance = 0.95, .absolute_tolerance = 0.025 }; collision_create_convex_convex(&entity_a.hemesh, &entity_a.pivot, &entity_b.hemesh, &entity_b.pivot, collision_parameter, &collision); if( collision_test_convex_convex(&collision) ) { collision_contact_convex_convex(&collision); //printf("//collision: %d\n", collision_counter); const struct Contacts* contacts = &collision.contacts; VecP* m = contacts->points[contacts->num_contacts-1]; for( int32_t i = 0; i < contacts->num_contacts; i++ ) { VecP* n = contacts->points[i]; draw_line(&global_dynamic_canvas, 0, transform_b, (Color){255, 255, 255, 255}, 0.08f, m, n); m = n; } } gametime_integrate(&time); Vec4f screen_cursor = {0,0,0,1}; text_show_fps(&global_dynamic_canvas, 0, screen_cursor, 0, 0, (Color){255, 255, 255, 255}, 20.0, "default_font", time.frame); canvas_render_layers(&global_static_canvas, 0, 0, &arcball.camera, (Mat)IDENTITY_MAT); canvas_render_layers(&global_dynamic_canvas, 0, 0, &arcball.camera, (Mat)IDENTITY_MAT); canvas_clear(&global_dynamic_canvas); sdl2_gl_swap_window(window); } done: SDL_Quit(); printf("done\n"); return 0; }