gpuray_glsl

annotate src/main.cc @ 1:92695e89164b

vc project
author John Tsiombikas <nuclear@member.fsf.org>
date Sun, 09 Nov 2014 14:30:37 +0200
parents
children
rev   line source
nuclear@0 1 #include <stdio.h>
nuclear@0 2 #include <stdlib.h>
nuclear@0 3 #include <stdarg.h>
nuclear@0 4 #include <assert.h>
nuclear@0 5 #include "opengl.h"
nuclear@0 6
nuclear@0 7 #include "gpuscene.h"
nuclear@0 8 #include "sphere.h"
nuclear@0 9 #include "plane.h"
nuclear@0 10 #include "image.h"
nuclear@0 11 #include "rend.h"
nuclear@0 12 #include "glsdr.h"
nuclear@0 13
nuclear@0 14 static bool init(const char *scene_fname);
nuclear@0 15 static void cleanup();
nuclear@0 16 static void disp();
nuclear@0 17 static void draw_text(float r, float g, float b, const char *fmt, ...);
nuclear@0 18 //static void update_texture(const float *fb);
nuclear@0 19 static void idle();
nuclear@0 20 static void reshape(int x, int y);
nuclear@0 21 static void handle_keys(float dt);
nuclear@0 22 static void keyb(unsigned char key, int x, int y);
nuclear@0 23 static void keyb_up(unsigned char key, int x, int y);
nuclear@0 24 static void skeyb(int key, int x, int y);
nuclear@0 25 static void mouse(int bn, int st, int x, int y);
nuclear@0 26 static void motion(int x, int y);
nuclear@0 27 static void sball_motion(int x, int y, int z);
nuclear@0 28 static void sball_rotate(int x, int y, int z);
nuclear@0 29 static void sball_button(int bn, int state);
nuclear@0 30
nuclear@0 31 static unsigned int tex;
nuclear@0 32 static long last_fps_upd, first_time = -1;
nuclear@0 33 static long frames, total_frames;
nuclear@0 34 static float fps;
nuclear@0 35 static int xsz = 800;
nuclear@0 36 static int ysz = 450;
nuclear@0 37 //static int tex_xsz, tex_ysz;
nuclear@0 38
nuclear@0 39 static GPUScene *scn;
nuclear@0 40 static FlyCamera *cam;
nuclear@0 41
nuclear@0 42 static float img_scale = 1.0f;
nuclear@0 43 static bool keystate[256];
nuclear@0 44
nuclear@0 45 static char *scene_fname;
nuclear@0 46 static bool sdr_valid = true;
nuclear@0 47
nuclear@0 48 int main(int argc, char **argv)
nuclear@0 49 {
nuclear@0 50 glutInit(&argc, argv);
nuclear@0 51
nuclear@0 52 int num_samples = 1;
nuclear@0 53
nuclear@0 54 for(int i=1; i<argc; i++) {
nuclear@0 55 if(argv[i][0] == '-') {
nuclear@0 56 if(strcmp(argv[i], "-size") == 0) {
nuclear@0 57 if(sscanf(argv[++i], "%dx%d", &xsz, &ysz) < 2) {
nuclear@0 58 fprintf(stderr, "-size must be followed by the image resolution (WxH)\n");
nuclear@0 59 return 1;
nuclear@0 60 }
nuclear@0 61
nuclear@0 62 } else if(strcmp(argv[i], "-samples") == 0) {
nuclear@0 63 num_samples = atoi(argv[++i]);
nuclear@0 64 if(num_samples <= 0) {
nuclear@0 65 fprintf(stderr, "-samples must be followed by the number of samples per pixel\n");
nuclear@0 66 return 1;
nuclear@0 67 }
nuclear@0 68 } else if(strcmp(argv[i], "-scale") == 0) {
nuclear@0 69 img_scale = atof(argv[++i]);
nuclear@0 70 if(img_scale <= 1.0f) {
nuclear@0 71 fprintf(stderr, "-scale must be followed by an image scale factor >= 1\n");
nuclear@0 72 return 1;
nuclear@0 73 }
nuclear@0 74 } else {
nuclear@0 75 fprintf(stderr, "invalid option: %s\n", argv[i]);
nuclear@0 76 return 1;
nuclear@0 77 }
nuclear@0 78 } else {
nuclear@0 79 if(scene_fname) {
nuclear@0 80 fprintf(stderr, "unexpected argument: %s\n", argv[i]);
nuclear@0 81 return 1;
nuclear@0 82 }
nuclear@0 83 scene_fname = argv[i];
nuclear@0 84 }
nuclear@0 85 }
nuclear@0 86
nuclear@0 87 glutInitWindowSize(xsz * img_scale, ysz * img_scale);
nuclear@0 88 glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
nuclear@0 89 glutCreateWindow("single threaded");
nuclear@0 90
nuclear@0 91 glutDisplayFunc(disp);
nuclear@0 92 glutIdleFunc(idle);
nuclear@0 93 glutReshapeFunc(reshape);
nuclear@0 94 glutKeyboardFunc(keyb);
nuclear@0 95 glutKeyboardUpFunc(keyb_up);
nuclear@0 96 glutSpecialFunc(skeyb);
nuclear@0 97 glutMouseFunc(mouse);
nuclear@0 98 glutMotionFunc(motion);
nuclear@0 99 glutSpaceballMotionFunc(sball_motion);
nuclear@0 100 glutSpaceballRotateFunc(sball_rotate);
nuclear@0 101 glutSpaceballButtonFunc(sball_button);
nuclear@0 102
nuclear@0 103 glewInit();
nuclear@0 104
nuclear@0 105 if(!init(scene_fname)) {
nuclear@0 106 return 1;
nuclear@0 107 }
nuclear@0 108 atexit(cleanup);
nuclear@0 109
nuclear@0 110 glutMainLoop();
nuclear@0 111 return 0;
nuclear@0 112 }
nuclear@0 113
nuclear@0 114 static bool init(const char *scene_fname)
nuclear@0 115 {
nuclear@0 116 scn = new GPUScene;
nuclear@0 117 if(!scn->load(scene_fname ? scene_fname : "scene")) {
nuclear@0 118 return false;
nuclear@0 119 }
nuclear@0 120
nuclear@0 121 cam = new FlyCamera;
nuclear@0 122 cam->input_move(0, 1.5, -10);
nuclear@0 123 cam->input_rotate(25, 0, 0);
nuclear@0 124 scn->set_camera(cam);
nuclear@0 125
nuclear@0 126 if(!init_renderer(scn, xsz, ysz)) {
nuclear@0 127 return false;
nuclear@0 128 }
nuclear@0 129
nuclear@0 130 glGenTextures(1, &tex);
nuclear@0 131 glBindTexture(GL_TEXTURE_2D, tex);
nuclear@0 132 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
nuclear@0 133 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
nuclear@0 134 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
nuclear@0 135 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
nuclear@0 136
nuclear@0 137 int srgb_capable;
nuclear@0 138 if(GLEW_EXT_framebuffer_sRGB && (glGetIntegerv(GL_FRAMEBUFFER_SRGB_CAPABLE_EXT, &srgb_capable), srgb_capable)) {
nuclear@0 139 printf("enabling sRGB framebuffer\n");
nuclear@0 140 glEnable(GL_FRAMEBUFFER_SRGB);
nuclear@0 141 } else {
nuclear@0 142 printf("using post shader for gamma correction\n");
nuclear@0 143 unsigned int post_sdr = create_program_load(0, "sdr/postsdr.glsl");
nuclear@0 144 if(post_sdr) {
nuclear@0 145 glUseProgram(post_sdr);
nuclear@0 146 }
nuclear@0 147 }
nuclear@0 148
nuclear@0 149 last_fps_upd = glutGet(GLUT_ELAPSED_TIME);
nuclear@0 150 first_time = last_fps_upd;
nuclear@0 151 total_frames = 0;
nuclear@0 152 return true;
nuclear@0 153 }
nuclear@0 154
nuclear@0 155 static void cleanup()
nuclear@0 156 {
nuclear@0 157 long interval = glutGet(GLUT_ELAPSED_TIME) - first_time;
nuclear@0 158 printf("average fps: %.2f\n", (float)total_frames / ((float)interval / 1000.0f));
nuclear@0 159
nuclear@0 160 glDeleteTextures(1, &tex);
nuclear@0 161
nuclear@0 162 destroy_renderer();
nuclear@0 163 delete scn;
nuclear@0 164 }
nuclear@0 165
nuclear@0 166 static void disp()
nuclear@0 167 {
nuclear@0 168 static long prev_msec;
nuclear@0 169 long interval, msec = glutGet(GLUT_ELAPSED_TIME);
nuclear@0 170
nuclear@0 171 handle_keys((msec - prev_msec) / 1000.0f);
nuclear@0 172 prev_msec = msec;
nuclear@0 173
nuclear@0 174 //update_texture();
nuclear@0 175 if(sdr_valid) {
nuclear@0 176 render_frame(msec);
nuclear@0 177 } else {
nuclear@0 178 glUseProgram(0);
nuclear@0 179 glMatrixMode(GL_MODELVIEW);
nuclear@0 180 glLoadIdentity();
nuclear@0 181 glMatrixMode(GL_PROJECTION);
nuclear@0 182 glLoadIdentity();
nuclear@0 183
nuclear@0 184 glLineWidth(8.0);
nuclear@0 185 glBegin(GL_LINES);
nuclear@0 186 glColor3f(1, 0, 0);
nuclear@0 187 glVertex2f(-1, -1);
nuclear@0 188 glVertex2f(1, 1);
nuclear@0 189 glVertex2f(-1, 1);
nuclear@0 190 glVertex2f(1, -1);
nuclear@0 191 glEnd();
nuclear@0 192 glLineWidth(1.0);
nuclear@0 193 }
nuclear@0 194
nuclear@0 195 draw_text(0.8, 0.75, 0, "fps: %.2f", fps);
nuclear@0 196
nuclear@0 197 glutSwapBuffers();
nuclear@0 198 frames++;
nuclear@0 199 total_frames++;
nuclear@0 200
nuclear@0 201 interval = (msec = glutGet(GLUT_ELAPSED_TIME)) - last_fps_upd;
nuclear@0 202 if(interval >= 2000) {
nuclear@0 203 float tm = (float)interval / 1000.0f;
nuclear@0 204 fps = (float)frames / tm;
nuclear@0 205 /*printf("%.2f fps \r", (float)frames / tm);
nuclear@0 206 fflush(stdout);*/
nuclear@0 207 last_fps_upd = msec;
nuclear@0 208 frames = 0;
nuclear@0 209 }
nuclear@0 210 }
nuclear@0 211
nuclear@0 212 void draw_text(float r, float g, float b, const char *fmt, ...)
nuclear@0 213 {
nuclear@0 214 char buf[256], *text = buf;
nuclear@0 215 va_list ap;
nuclear@0 216
nuclear@0 217 va_start(ap, fmt);
nuclear@0 218 vsprintf(buf, fmt, ap);
nuclear@0 219 va_end(ap);
nuclear@0 220
nuclear@0 221 glUseProgram(0);
nuclear@0 222
nuclear@0 223 glMatrixMode(GL_MODELVIEW);
nuclear@0 224 glPushMatrix();
nuclear@0 225 glLoadIdentity();
nuclear@0 226 glMatrixMode(GL_PROJECTION);
nuclear@0 227 glPushMatrix();
nuclear@0 228 glLoadIdentity();
nuclear@0 229 glOrtho(0, xsz, 0, ysz, -1, 1);
nuclear@0 230
nuclear@0 231 glColor3f(r, g, b);
nuclear@0 232 glRasterPos2f(2, 4);
nuclear@0 233 while(*text) {
nuclear@0 234 glutBitmapCharacter(GLUT_BITMAP_HELVETICA_18, *text++);
nuclear@0 235 }
nuclear@0 236 glColor3f(1, 1, 1);
nuclear@0 237
nuclear@0 238 glPopMatrix();
nuclear@0 239 glMatrixMode(GL_MODELVIEW);
nuclear@0 240 glPopMatrix();
nuclear@0 241 }
nuclear@0 242
nuclear@0 243
nuclear@0 244 /*
nuclear@0 245 static void update_texture()
nuclear@0 246 {
nuclear@0 247 int ntx = next_pow2(xsz);
nuclear@0 248 int nty = next_pow2(ysz);
nuclear@0 249
nuclear@0 250 if(ntx != tex_xsz || nty != tex_ysz) {
nuclear@0 251 tex_xsz = ntx;
nuclear@0 252 tex_ysz = nty;
nuclear@0 253
nuclear@0 254 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, tex_xsz, tex_ysz, 0, GL_RGB, GL_FLOAT, 0);
nuclear@0 255 }
nuclear@0 256 }
nuclear@0 257 */
nuclear@0 258
nuclear@0 259 static void idle()
nuclear@0 260 {
nuclear@0 261 glutPostRedisplay();
nuclear@0 262 }
nuclear@0 263
nuclear@0 264 static void reshape(int x, int y)
nuclear@0 265 {
nuclear@0 266 int tx, ty;
nuclear@0 267
nuclear@0 268 xsz = x / img_scale;
nuclear@0 269 ysz = y / img_scale;
nuclear@0 270
nuclear@0 271 glViewport(0, 0, x, y);
nuclear@0 272
nuclear@0 273 /* setup the texture matrix that maps just the visible area
nuclear@0 274 * of the texture to [0, 1]
nuclear@0 275 */
nuclear@0 276 tx = next_pow2(xsz);
nuclear@0 277 ty = next_pow2(ysz);
nuclear@0 278
nuclear@0 279 glMatrixMode(GL_TEXTURE);
nuclear@0 280 glLoadIdentity();
nuclear@0 281 glScalef((float)xsz / tx, (float)ysz / ty, 1.0f);
nuclear@0 282
nuclear@0 283 resize_renderer(xsz, ysz);
nuclear@0 284 }
nuclear@0 285
nuclear@0 286 static void handle_keys(float dt)
nuclear@0 287 {
nuclear@0 288 Vector3 move;
nuclear@0 289 float tilt = 0.0f;
nuclear@0 290 float offs = dt * 8.0;
nuclear@0 291
nuclear@0 292 if(keystate['w']) {
nuclear@0 293 move.z += offs;
nuclear@0 294 }
nuclear@0 295 if(keystate['s']) {
nuclear@0 296 move.z -= offs;
nuclear@0 297 }
nuclear@0 298 if(keystate['d']) {
nuclear@0 299 move.x += offs;
nuclear@0 300 }
nuclear@0 301 if(keystate['a']) {
nuclear@0 302 move.x -= offs;
nuclear@0 303 }
nuclear@0 304
nuclear@0 305 if(keystate['q']) {
nuclear@0 306 tilt -= dt;
nuclear@0 307 }
nuclear@0 308 if(keystate['e']) {
nuclear@0 309 tilt += dt;
nuclear@0 310 }
nuclear@0 311
nuclear@0 312 cam->input_move(move.x, move.y, move.z);
nuclear@0 313 cam->input_rotate(0, 0, tilt);
nuclear@0 314 }
nuclear@0 315
nuclear@0 316 static void keyb(unsigned char key, int x, int y)
nuclear@0 317 {
nuclear@0 318 keystate[key] = true;
nuclear@0 319
nuclear@0 320 switch(key) {
nuclear@0 321 case 27:
nuclear@0 322 exit(0);
nuclear@0 323
nuclear@0 324 case '`':
nuclear@0 325 sdr_valid = reload_shader();
nuclear@0 326 break;
nuclear@0 327 }
nuclear@0 328 }
nuclear@0 329
nuclear@0 330 static void keyb_up(unsigned char key, int x, int y)
nuclear@0 331 {
nuclear@0 332 keystate[key] = false;
nuclear@0 333 }
nuclear@0 334
nuclear@0 335 static void skeyb(int key, int x, int y)
nuclear@0 336 {
nuclear@0 337 switch(key) {
nuclear@0 338 case GLUT_KEY_F1:
nuclear@0 339 printf("reinitializing\n");
nuclear@0 340 cleanup();
nuclear@0 341 sdr_valid = init(scene_fname);
nuclear@0 342 break;
nuclear@0 343
nuclear@0 344 default:
nuclear@0 345 break;
nuclear@0 346 }
nuclear@0 347 }
nuclear@0 348
nuclear@0 349 static int prev_x, prev_y;
nuclear@0 350
nuclear@0 351 static void mouse(int bn, int st, int x, int y)
nuclear@0 352 {
nuclear@0 353 prev_x = x;
nuclear@0 354 prev_y = y;
nuclear@0 355 }
nuclear@0 356
nuclear@0 357 static void motion(int x, int y)
nuclear@0 358 {
nuclear@0 359 int dx = x - prev_x;
nuclear@0 360 int dy = y - prev_y;
nuclear@0 361 prev_x = x;
nuclear@0 362 prev_y = y;
nuclear@0 363 cam->input_rotate(-dy * 0.01, -dx * 0.01, 0);
nuclear@0 364 }
nuclear@0 365
nuclear@0 366 static void sball_motion(int x, int y, int z)
nuclear@0 367 {
nuclear@0 368 float fx = x * 0.01;
nuclear@0 369 float fy = y * 0.01;
nuclear@0 370 float fz = z * 0.01;
nuclear@0 371 cam->input_move(fx, fy, fz);
nuclear@0 372 }
nuclear@0 373
nuclear@0 374 static void sball_rotate(int x, int y, int z)
nuclear@0 375 {
nuclear@0 376 float fx = x * 0.00025;
nuclear@0 377 float fy = y * 0.00025;
nuclear@0 378 float fz = z * 0.00025;
nuclear@0 379 cam->input_rotate(fx, fy, fz);
nuclear@0 380 }
nuclear@0 381
nuclear@0 382 static void sball_button(int bn, int state)
nuclear@0 383 {
nuclear@0 384 }
nuclear@0 385
nuclear@0 386
nuclear@0 387 int next_pow2(int x)
nuclear@0 388 {
nuclear@0 389 x--;
nuclear@0 390 x = (x >> 1) | x;
nuclear@0 391 x = (x >> 2) | x;
nuclear@0 392 x = (x >> 4) | x;
nuclear@0 393 x = (x >> 8) | x;
nuclear@0 394 x = (x >> 16) | x;
nuclear@0 395 return x + 1;
nuclear@0 396 }