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main.c
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main.c
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#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <stddef.h>
#include <assert.h>
#include <GL/freeglut.h>
#include <GL/glext.h>
#include <GL/glx.h>
#include "matrix.h"
#define SPIRV
enum {
UBLOCK_MATRIX,
};
enum {
VATTR_VERTEX,
VATTR_NORMAL,
VATTR_TEXCOORD
};
struct vertex {
float x, y, z;
float nx, ny, nz;
float tu, tv;
};
struct mesh {
struct vertex *varr;
unsigned int *iarr;
int vcount, icount;
unsigned int vbo, ibo, vao;
};
struct matrix_state {
float view_mat[16];
float proj_mat[16];
float mvmat[16];
float mvpmat[16];
float lpos[3];
} __attribute__((packed));
unsigned int tex;
int init(void);
void cleanup(void);
void display(void);
void reshape(int x, int y);
void keypress(unsigned char key, int x, int y);
void mouse(int bn, int st, int x, int y);
void motion(int x, int y);
int gen_torus(struct mesh *mesh, float rad, float rrad, int usub, int vsub);
void draw_mesh(struct mesh *mesh);
unsigned int gen_texture(int width, int height);
unsigned int load_shader(const char *fname, int type);
unsigned int load_program(const char *vfname, const char *pfname);
int link_program(unsigned int prog);
void GLAPIENTRY gldebug(GLenum src, GLenum type, GLuint id, GLenum severity,
GLsizei len, const char *msg, const void *cls);
float cam_theta, cam_phi = 25, cam_dist = 4;
int prev_x, prev_y, bnstate[8];
struct mesh torus;
unsigned int sdr;
struct matrix_state matrix_state;
unsigned int ubo_matrix;
static PFNGLSPECIALIZESHADERPROC gl_specialize_shader;
int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitWindowSize(800, 600);
glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
glutInitContextProfile(GLUT_CORE_PROFILE);
glutInitContextVersion(4, 4);
glutCreateWindow("GL4 test");
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutKeyboardFunc(keypress);
glutMouseFunc(mouse);
glutMotionFunc(motion);
if(init() == -1) {
return 1;
}
atexit(cleanup);
glutMainLoop();
return 0;
}
int init(void)
{
glDebugMessageCallback(gldebug, 0);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
gl_specialize_shader = (PFNGLSPECIALIZESHADERPROC)glXGetProcAddress((unsigned char*)"glSpecializeShaderARB");
if(!gl_specialize_shader) {
fprintf(stderr, "failed to load glSpecializeShaderARB entry point\n");
return -1;
}
if(!(tex = gen_texture(256, 256))) {
return -1;
}
if(gen_torus(&torus, 1.0, 0.25, 32, 12) == -1) {
return -1;
}
#ifndef SPIRV
if(!(sdr = load_program("vertex.glsl", "pixel.glsl"))) {
return -1;
}
#else
if(!(sdr = load_program("spirv/vertex.spv", "spirv/pixel.spv"))) {
return -1;
}
#endif
glUseProgram(sdr);
glGenBuffers(1, &ubo_matrix);
glBindBuffer(GL_UNIFORM_BUFFER, ubo_matrix);
glBufferData(GL_UNIFORM_BUFFER, sizeof matrix_state, &matrix_state, GL_STREAM_DRAW);
return 0;
}
void cleanup(void)
{
free(torus.varr);
free(torus.iarr);
if(torus.vbo) {
glDeleteBuffers(1, &torus.vbo);
glDeleteBuffers(1, &torus.ibo);
}
if(torus.vao) {
glDeleteVertexArrays(1, &torus.vao);
}
glDeleteTextures(1, &tex);
glDeleteBuffers(1, &ubo_matrix);
}
void display(void)
{
matrix_state.lpos[0] = -10;
matrix_state.lpos[1] = 10;
matrix_state.lpos[2] = 10;
glClearColor(0.05, 0.05, 0.05, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
mat_identity(matrix_state.view_mat);
mat_translate(matrix_state.view_mat, 0, 0, -cam_dist);
mat_rotate(matrix_state.view_mat, cam_phi, 1, 0, 0);
mat_rotate(matrix_state.view_mat, cam_theta, 0, 1, 0);
mat_copy(matrix_state.mvmat, matrix_state.view_mat);
mat_copy(matrix_state.mvpmat, matrix_state.proj_mat);
mat_mul(matrix_state.mvpmat, matrix_state.mvmat);
mat_transform(matrix_state.view_mat, matrix_state.lpos);
glUseProgram(sdr);
glBindBuffer(GL_UNIFORM_BUFFER, ubo_matrix);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof matrix_state, &matrix_state);
glBindBufferBase(GL_UNIFORM_BUFFER, UBLOCK_MATRIX, ubo_matrix);
glBindTexture(GL_TEXTURE_2D, tex);
draw_mesh(&torus);
assert(glGetError() == GL_NO_ERROR);
glutSwapBuffers();
}
void reshape(int x, int y)
{
glViewport(0, 0, x, y);
mat_identity(matrix_state.proj_mat);
mat_perspective(matrix_state.proj_mat, 50.0, (float)x / (float)y, 0.5, 500.0);
}
void keypress(unsigned char key, int x, int y)
{
switch(key) {
case 27:
exit(0);
}
}
void mouse(int bn, int st, int x, int y)
{
bnstate[bn - GLUT_LEFT_BUTTON] = st == GLUT_DOWN ? 1 : 0;
prev_x = x;
prev_y = y;
}
void motion(int x, int y)
{
int dx = x - prev_x;
int dy = y - prev_y;
prev_x = x;
prev_y = y;
if(!dx && !dy) return;
if(bnstate[0]) {
cam_theta += dx * 0.5;
cam_phi += dy * 0.5;
if(cam_phi < -90) cam_phi = -90;
if(cam_phi > 90) cam_phi = 90;
glutPostRedisplay();
}
if(bnstate[2]) {
cam_dist += dy * 0.1;
if(cam_dist < 0.0) cam_dist = 0.0;
glutPostRedisplay();
}
}
static void torus_vertex(struct vertex *vout, float rad, float rrad, float u, float v)
{
float theta = u * M_PI * 2.0;
float phi = v * M_PI * 2.0;
float rx, ry, rz, cx, cy, cz;
cx = sin(theta) * rad;
cy = 0.0;
cz = -cos(theta) * rad;
rx = -cos(phi) * rrad + rad;
ry = sin(phi) * rrad;
rz = 0.0;
vout->x = rx * sin(theta) + rz * cos(theta);
vout->y = ry;
vout->z = -rx * cos(theta) + rz * sin(theta);
vout->nx = (vout->x - cx) / rrad;
vout->ny = (vout->y - cy) / rrad;
vout->nz = (vout->z - cz) / rrad;
vout->tu = u;
vout->tv = v;
}
int gen_torus(struct mesh *mesh, float rad, float rrad, int usub, int vsub)
{
int i, j, uverts, vverts, nverts, nquads, ntri;
float u, v;
float du = 1.0 / (float)usub;
float dv = 1.0 / (float)vsub;
struct vertex *vptr;
unsigned int *iptr;
if(usub < 3) usub = 3;
if(vsub < 3) vsub = 3;
uverts = usub + 1;
vverts = vsub + 1;
nverts = uverts * vverts;
nquads = usub * vsub;
ntri = nquads * 2;
mesh->vcount = nverts;
mesh->icount = ntri * 3;
if(!(mesh->varr = malloc(mesh->vcount * sizeof *mesh->varr))) {
fprintf(stderr, "failed to allocate vertex array for %d vertices\n", mesh->vcount);
return -1;
}
vptr = mesh->varr;
if(!(mesh->iarr = malloc(mesh->icount * sizeof *mesh->iarr))) {
fprintf(stderr, "failed to allocate index array for %d indices\n", mesh->icount);
free(mesh->varr);
mesh->varr = 0;
return -1;
}
iptr = mesh->iarr;
u = 0.0;
for(i=0; i<uverts; i++) {
v = 0.0;
for(j=0; j<vverts; j++) {
torus_vertex(vptr++, rad, rrad, u, v);
if(i < usub && j < vsub) {
int vnum = i * vverts + j;
*iptr++ = vnum;
*iptr++ = vnum + vverts + 1;
*iptr++ = vnum + 1;
*iptr++ = vnum;
*iptr++ = vnum + vverts;
*iptr++ = vnum + vverts + 1;
}
v += dv;
}
u += du;
}
glGenBuffers(1, &mesh->vbo);
glBindBuffer(GL_ARRAY_BUFFER, mesh->vbo);
glBufferData(GL_ARRAY_BUFFER, mesh->vcount * sizeof *mesh->varr, mesh->varr, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glGenBuffers(1, &mesh->ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh->ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, mesh->icount * sizeof *mesh->iarr, mesh->iarr, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glGenVertexArrays(1, &mesh->vao);
glBindVertexArray(mesh->vao);
glEnableVertexAttribArray(VATTR_VERTEX);
glEnableVertexAttribArray(VATTR_NORMAL);
glEnableVertexAttribArray(VATTR_TEXCOORD);
glBindBuffer(GL_ARRAY_BUFFER, mesh->vbo);
glVertexAttribPointer(VATTR_VERTEX, 3, GL_FLOAT, GL_FALSE, sizeof(struct vertex), 0);
glVertexAttribPointer(VATTR_NORMAL, 3, GL_FLOAT, GL_FALSE, sizeof(struct vertex), (void*)offsetof(struct vertex, nx));
glVertexAttribPointer(VATTR_TEXCOORD, 2, GL_FLOAT, GL_FALSE, sizeof(struct vertex), (void*)offsetof(struct vertex, tu));
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
return 0;
}
void draw_mesh(struct mesh *mesh)
{
glBindVertexArray(mesh->vao);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh->ibo);
glDrawElements(GL_TRIANGLES, mesh->icount, GL_UNSIGNED_INT, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
unsigned int gen_texture(int width, int height)
{
int i, j;
unsigned int tex;
unsigned char *pixels, *ptr;
if(!(pixels = malloc(width * height * 3))) {
return 0;
}
ptr = pixels;
for(i=0; i<height; i++) {
for(j=0; j<width; j++) {
int x = i ^ j;
*ptr++ = x;
*ptr++ = (x << 1) & 0xff;
*ptr++ = (x << 2) & 0xff;
}
}
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, pixels);
glGenerateMipmap(GL_TEXTURE_2D);
free(pixels);
return tex;
}
unsigned int load_shader(const char *fname, int type)
{
unsigned int sdr;
int fsz;
char *buf;
FILE *fp;
int status, loglen;
if(!(fp = fopen(fname, "rb"))) {
fprintf(stderr, "failed to open shader: %s\n", fname);
return 0;
}
fseek(fp, 0, SEEK_END);
fsz = ftell(fp);
rewind(fp);
if(!(buf = malloc(fsz + 1))) {
fprintf(stderr, "failed to allocate %d bytes\n", fsz + 1);
fclose(fp);
return 0;
}
if(fread(buf, 1, fsz, fp) < fsz) {
fprintf(stderr, "failed to read shader: %s\n", fname);
free(buf);
fclose(fp);
return 0;
}
buf[fsz] = 0;
fclose(fp);
sdr = glCreateShader(type);
#ifndef SPIRV
glShaderSource(sdr, 1, (const char**)&buf, 0);
glCompileShader(sdr);
#else
glShaderBinary(1, &sdr, GL_SHADER_BINARY_FORMAT_SPIR_V_ARB, buf, fsz);
gl_specialize_shader(sdr, "main", 0, 0, 0);
#endif
free(buf);
glGetShaderiv(sdr, GL_COMPILE_STATUS, &status);
if(status) {
printf("successfully compiled shader: %s\n", fname);
} else {
printf("failed to compile shader: %s\n", fname);
}
glGetShaderiv(sdr, GL_INFO_LOG_LENGTH, &loglen);
if(loglen > 0 && (buf = malloc(loglen + 1))) {
glGetShaderInfoLog(sdr, loglen, 0, buf);
buf[loglen] = 0;
printf("%s\n", buf);
free(buf);
}
if(!status) {
glDeleteShader(sdr);
return 0;
}
return sdr;
}
unsigned int load_program(const char *vfname, const char *pfname)
{
unsigned int vs, ps, prog;
if(!(vs = load_shader(vfname, GL_VERTEX_SHADER))) {
return 0;
}
if(!(ps = load_shader(pfname, GL_FRAGMENT_SHADER))) {
glDeleteShader(vs);
return 0;
}
prog = glCreateProgram();
glAttachShader(prog, vs);
glAttachShader(prog, ps);
if(link_program(prog) == -1) {
glDeleteShader(vs);
glDeleteShader(ps);
glDeleteProgram(prog);
return 0;
}
glDetachShader(prog, vs);
glDetachShader(prog, ps);
return prog;
}
int link_program(unsigned int prog)
{
int status, loglen;
char *buf;
glLinkProgram(prog);
glGetProgramiv(prog, GL_LINK_STATUS, &status);
if(status) {
printf("successfully linked shader program\n");
} else {
printf("failed to link shader program\n");
}
glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &loglen);
if(loglen > 0 && (buf = malloc(loglen + 1))) {
glGetProgramInfoLog(prog, loglen, 0, buf);
buf[loglen] = 0;
printf("%s\n", buf);
free(buf);
}
return status ? 0 : -1;
}
const char *gldebug_srcstr(unsigned int src)
{
switch(src) {
case GL_DEBUG_SOURCE_API:
return "api";
case GL_DEBUG_SOURCE_WINDOW_SYSTEM:
return "wsys";
case GL_DEBUG_SOURCE_SHADER_COMPILER:
return "sdrc";
case GL_DEBUG_SOURCE_THIRD_PARTY:
return "3rdparty";
case GL_DEBUG_SOURCE_APPLICATION:
return "app";
case GL_DEBUG_SOURCE_OTHER:
return "other";
default:
break;
}
return "unknown";
}
const char *gldebug_typestr(unsigned int type)
{
switch(type) {
case GL_DEBUG_TYPE_ERROR:
return "error";
case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR:
return "deprecated";
case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR:
return "undefined behavior";
case GL_DEBUG_TYPE_PORTABILITY:
return "portability";
case GL_DEBUG_TYPE_PERFORMANCE:
return "performance";
case GL_DEBUG_TYPE_OTHER:
return "other";
default:
break;
}
return "unknown";
}
void GLAPIENTRY gldebug(GLenum src, GLenum type, GLuint id, GLenum severity,
GLsizei len, const char *msg, const void *cls)
{
printf("[GLDEBUG] (%s) %s: %s\n", gldebug_srcstr(src), gldebug_typestr(type), msg);
}