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main_conway.cpp
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main_conway.cpp
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/**
* From the OpenGL Programming wikibook: http://en.wikibooks.org/wiki/OpenGL_Programming
* This file is in the public domain.
* Contributors: Sylvain Beucler
* Enhanced by: onlyuser
*/
/* Use glew.h instead of gl.h to get all the GL prototypes declared */
#include <GL/glew.h>
/* Using the GLUT library for the base windowing setup */
#include <GL/glut.h>
#include <Camera.h>
#include <FrameBuffer.h>
#include <Material.h>
#include <Mesh.h>
#include <PrimitiveFactory.h>
#include <Scene.h>
#include <Texture.h>
#include <sstream> // std::stringstream
#include <iomanip> // std::setprecision
#define HI_RES_TEX_DIM 128
const char* DEFAULT_CAPTION = "";
int init_screen_width = 800,
init_screen_height = 800;
vt::Camera* camera = NULL;
vt::Mesh *mesh = NULL;
vt::Texture *conway_texture = NULL, // input/output
*conway_texture2 = NULL; // input/output
vt::Material *write_through_material = NULL,
*conway_color_material = NULL,
*conway_material = NULL;
vt::FrameBuffer *conway_fb = NULL, // input/output
*conway_fb2 = NULL; // input/output
bool left_mouse_down = false,
right_mouse_down = false;
glm::vec2 prev_mouse_coord,
mouse_drag;
float orbit_radius = 8;
bool show_fps = false,
do_animation = true;
void init_conway()
{
// initial pattern
conway_texture->set_color_r32f(0);
conway_texture->draw_x();
// upload to gpu (very slow)
conway_texture->update();
conway_texture2->update();
// reset cursor
vt::Scene::instance()->set_cursor_pos(glm::ivec2(0, 0));
}
int init_resources()
{
//============
// scene setup
//============
vt::Scene* scene = vt::Scene::instance();
glm::vec3 origin = glm::vec3();
camera = new vt::Camera("camera", origin + glm::vec3(0, 0, orbit_radius), origin);
camera->set_image_res(glm::ivec2(HI_RES_TEX_DIM, HI_RES_TEX_DIM));
scene->set_camera(camera);
//=========
// textures
//=========
// input/output
conway_texture = new vt::Texture("conway",
vt::Texture::RED,
glm::ivec2(HI_RES_TEX_DIM, HI_RES_TEX_DIM),
false); // no lerp (need exact values)
conway_fb = new vt::FrameBuffer(conway_texture, camera);
// input/output
conway_texture2 = new vt::Texture("conway2",
vt::Texture::RED,
glm::ivec2(HI_RES_TEX_DIM, HI_RES_TEX_DIM),
false); // no lerp (need exact values)
conway_fb2 = new vt::FrameBuffer(conway_texture2, camera);
//==========
// materials
//==========
// for display
write_through_material = new vt::Material("write_through",
"src/shaders/overlay_write_through.v.glsl",
"src/shaders/overlay_write_through.f.glsl",
true); // use_overlay
write_through_material->add_texture(conway_texture);
write_through_material->add_texture(conway_texture2);
scene->add_material(write_through_material);
// for conway_color display
conway_color_material = new vt::Material("conway_color",
"src/shaders/overlay_conway_color.v.glsl",
"src/shaders/overlay_conway_color.f.glsl",
true); // use_overlay
conway_color_material->add_texture(conway_texture);
conway_color_material->add_texture(conway_texture2);
scene->add_material(conway_color_material);
// for conway rendering
conway_material = new vt::Material("conway",
"src/shaders/overlay_conway.v.glsl",
"src/shaders/overlay_conway.f.glsl",
true); // use_overlay
conway_material->add_texture(conway_texture);
conway_material->add_texture(conway_texture2);
scene->add_material(conway_material);
//==============
// scene setup 2
//==============
// for display
mesh = vt::PrimitiveFactory::create_viewport_quad("overlay");
mesh->set_material(write_through_material);
mesh->set_texture_index(mesh->get_material()->get_texture_index_by_name("conway2"));
scene->set_overlay(mesh);
//===============
// initial values
//===============
// initial pattern
init_conway();
return 1;
}
int deinit_resources()
{
return 1;
}
void onIdle()
{
glutPostRedisplay();
}
void do_conway_iter(vt::Scene* scene,
vt::Texture* input_texture, // IN
vt::FrameBuffer* output_fb) // OUT
{
vt::Mesh* mesh = scene->get_overlay();
vt::Texture* output_texture = output_fb->get_texture();
// enter gpu kernel
output_fb->bind();
mesh->set_material(conway_material);
mesh->set_texture_index(mesh->get_material()->get_texture_index(input_texture));
scene->render(false, true);
output_fb->unbind();
// switch to write-through mode to display final output texture
mesh->set_material(conway_color_material);
mesh->set_texture_index(mesh->get_material()->get_texture_index(output_texture));
}
void onTick()
{
static unsigned int prev_tick = 0;
static unsigned int frames = 0;
unsigned int tick = glutGet(GLUT_ELAPSED_TIME);
unsigned int delta_time = tick - prev_tick;
static float fps = 0;
if(delta_time > 1000) {
fps = 1000.0 * frames / delta_time;
frames = 0;
prev_tick = tick;
}
if(show_fps && delta_time > 100) {
std::stringstream ss;
ss << std::setprecision(2) << std::fixed << fps << " FPS, "
<< "Mouse: {" << mouse_drag.x << ", " << mouse_drag.y << "}";
//ss << "Width=" << camera->get_width() << ", Width=" << camera->get_height();
glutSetWindowTitle(ss.str().c_str());
}
frames++;
if(!do_animation) {
return;
}
do_conway_iter(vt::Scene::instance(),
conway_fb->get_texture(), // input_texture
conway_fb2); // output_fb
std::swap(conway_fb, conway_fb2); // the elusive ping-pong swap
}
void onDisplay()
{
if(do_animation) {
onTick();
}
vt::Scene::instance()->render(true, true);
glutSwapBuffers();
}
void onKeyboard(unsigned char key, int x, int y)
{
switch(key) {
case 'f': // frame rate
show_fps = !show_fps;
if(!show_fps) {
glutSetWindowTitle(DEFAULT_CAPTION);
}
break;
case 'r': // reset pattern
if(conway_fb->get_texture() == conway_texture2) {
std::swap(conway_fb, conway_fb2);
}
init_conway();
break;
case 32: // space
do_animation = !do_animation;
break;
case 27: // escape
exit(0);
break;
}
}
void onSpecial(int key, int x, int y)
{
switch(key) {
case GLUT_KEY_F1:
case GLUT_KEY_LEFT:
case GLUT_KEY_RIGHT:
case GLUT_KEY_UP:
case GLUT_KEY_DOWN:
break;
}
}
void onSpecialUp(int key, int x, int y)
{
switch(key) {
case GLUT_KEY_F1:
case GLUT_KEY_LEFT:
case GLUT_KEY_RIGHT:
case GLUT_KEY_UP:
case GLUT_KEY_DOWN:
break;
}
}
void onMouse(int button, int state, int x, int y)
{
}
void onMotion(int x, int y)
{
}
void onPassiveMotion(int x, int y)
{
vt::Scene::instance()->set_cursor_pos(glm::ivec2(x, camera->get_height() - y));
}
void onReshape(int width, int height)
{
camera->resize(0, 0, width, height);
glViewport(0, 0, width, height);
}
int main(int argc, char* argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGBA | GLUT_ALPHA | GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(init_screen_width, init_screen_height);
glutCreateWindow(DEFAULT_CAPTION);
GLenum glew_status = glewInit();
if(glew_status != GLEW_OK) {
fprintf(stderr, "Error: %s\n", glewGetErrorString(glew_status));
return 1;
}
if(!GLEW_VERSION_2_0) {
fprintf(stderr, "Error: your graphic card does not support OpenGL 2.0\n");
return 1;
}
printf("GLSL version %s\n", glGetString(GL_SHADING_LANGUAGE_VERSION));
if(init_resources()) {
glutDisplayFunc(onDisplay);
glutKeyboardFunc(onKeyboard);
glutSpecialFunc(onSpecial);
glutSpecialUpFunc(onSpecialUp);
glutMouseFunc(onMouse);
glutMotionFunc(onMotion);
glutPassiveMotionFunc(onPassiveMotion);
glutReshapeFunc(onReshape);
glutIdleFunc(onIdle);
//glEnable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
//glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glutMainLoop();
deinit_resources();
}
return 0;
}