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demo-Lava.c
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demo-Lava.c
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// Lava OpenGL Demo by Philip Rideout
// Licensed under the Creative Commons Attribution 3.0 Unported License.
// http://creativecommons.org/licenses/by/3.0/
#include <stdlib.h>
#include <png.h>
#include "pez.h"
#include "vmath.h"
typedef struct {
GLuint ColorTexture;
GLuint DepthBuffer;
GLuint Fbo;
int Width;
int Height;
} RenderTarget;
struct GlobalsParameters {
int IndexCount;
float Theta;
float Time;
Matrix4 Projection;
Matrix4 Modelview;
Matrix4 ViewMatrix;
Matrix4 ModelMatrix;
Matrix3 NormalMatrix;
GLuint LavaTexture;
GLuint CloudTexture;
GLuint HipassProgram;
GLuint QuadProgram;
GLuint LavaProgram;
GLuint BlurProgram;
GLuint TorusVao;
GLuint QuadVao;
RenderTarget Scene;
RenderTarget Small[2];
} Globals;
static GLuint LoadProgram(const char* vsKey, const char* gsKey, const char* fsKey);
static GLuint CurrentProgram();
static GLuint LoadTexture(const char* filename);
static GLuint CreateTorus(float major, float minor, int slices, int stacks);
static RenderTarget CreateRenderTarget(int width, int height, bool depth);
#define u(x) glGetUniformLocation(CurrentProgram(), x)
#define a(x) glGetAttribLocation(CurrentProgram(), x)
#define offset(x) ((const GLvoid*)x)
#define OpenGLError GL_NO_ERROR == glGetError(), \
"%s:%d - OpenGL Error - %s", __FILE__, __LINE__, __FUNCTION__ \
PezConfig PezGetConfig()
{
PezConfig config;
config.Title = __FILE__;
config.Width = 1280;
config.Height = 800;
config.Multisampling = true;
config.VerticalSync = true;
return config;
}
static GLuint CreateTorus(float major, float minor, int slices, int stacks)
{
GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
int vertexCount = slices * stacks * 3;
int vertexStride = sizeof(float) * 5;
GLsizeiptr size = vertexCount * vertexStride;
GLfloat* verts = (GLfloat*) malloc(size);
GLfloat* vert = verts;
for (int slice = 0; slice < slices; slice++) {
float theta = slice * 2.0f * Pi / (slices - 1);
for (int stack = 0; stack < stacks; stack++) {
float phi = stack * 2.0f * Pi / (stacks - 1);
float beta = major + minor * cos(phi);
*vert++ = cos(theta) * beta;
*vert++ = sin(theta) * beta;
*vert++ = sin(phi) * minor;
*vert++ = (float) slice / (slices-1);
*vert++ = (float) stack / (stacks-1);
}
}
GLuint handle;
glGenBuffers(1, &handle);
glBindBuffer(GL_ARRAY_BUFFER, handle);
glBufferData(GL_ARRAY_BUFFER, size, verts, GL_STATIC_DRAW);
glEnableVertexAttribArray(a("Position"));
glVertexAttribPointer(a("Position"), 3, GL_FLOAT, GL_FALSE, vertexStride, 0);
if (a("TexCoord") != -1) {
glEnableVertexAttribArray(a("TexCoord"));
glVertexAttribPointer(a("TexCoord"), 2, GL_FLOAT, GL_FALSE, vertexStride, offset(12));
}
free(verts);
Globals.IndexCount = (slices-1) * (stacks-1) * 6;
size = Globals.IndexCount * sizeof(GLushort);
GLushort* indices = (GLushort*) malloc(size);
GLushort* index = indices;
int v = 0;
for (int i = 0; i < slices-1; i++) {
for (int j = 0; j < stacks-1; j++) {
int next = (j + 1) % stacks;
*index++ = (v+next+stacks) % vertexCount;
*index++ = (v+next) % vertexCount;
*index++ = (v+j) % vertexCount;
*index++ = (v+j) % vertexCount;
*index++ = (v+j+stacks) % vertexCount;
*index++ = (v+next+stacks) % vertexCount;
}
v += stacks;
}
glGenBuffers(1, &handle);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, handle);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, size, indices, GL_STATIC_DRAW);
free(indices);
return vao;
}
void PezInitialize()
{
Globals.HipassProgram = LoadProgram("Quad.VS", 0, "Hipass.FS");
Globals.QuadProgram = LoadProgram("Quad.VS", 0, "Quad.FS");
Globals.BlurProgram = LoadProgram("Quad.VS", 0, "Blur.FS");
Globals.LavaProgram = LoadProgram("TheGameMaker.VS", 0, "TheGameMaker.FS");
PezConfig cfg = PezGetConfig();
Globals.Scene = CreateRenderTarget(cfg.Width, cfg.Height, true);
int d = 6;
Globals.Small[0] = CreateRenderTarget(cfg.Width/d, cfg.Height/d, false);
Globals.Small[1] = CreateRenderTarget(cfg.Width/d, cfg.Height/d, false);
float fovy = 170 * TwoPi / 180;
float aspect = (float) cfg.Width / cfg.Height;
float zNear = 65, zFar = 90;
Globals.Projection = M4MakePerspective(fovy, aspect, zNear, zFar);
const float MajorRadius = 8.0f, MinorRadius = 4.0f;
const int Slices = 60, Stacks = 30;
Globals.TorusVao = CreateTorus(MajorRadius, MinorRadius, Slices, Stacks);
glGenVertexArrays(1, &Globals.QuadVao);
glBindVertexArray(Globals.QuadVao);
Globals.Theta = 0;
// Load textures
Globals.CloudTexture = LoadTexture("cloud.png");
Globals.LavaTexture = LoadTexture("lavatile.png");
glClearColor(0, 0, 0, 0);
glBlendFunc(GL_ONE, GL_ONE);
}
void PezUpdate(float seconds)
{
const float RadiansPerSecond = 0.5f;
Globals.Theta += seconds * RadiansPerSecond;
Globals.Time += seconds;
// Create the model-view matrix:
Globals.ModelMatrix = M4MakeRotationZYX((Vector3){Globals.Theta, Globals.Theta, Globals.Theta});
Point3 eye = {0, 0, -80};
Point3 target = {0, 0, 0};
Vector3 up = {0, 1, 0};
Globals.ViewMatrix = M4MakeLookAt(eye, target, up);
Globals.Modelview = M4Mul(Globals.ViewMatrix, Globals.ModelMatrix);
Globals.NormalMatrix = M4GetUpper3x3(Globals.Modelview);
}
void PezRender()
{
PezConfig cfg = PezGetConfig();
float* pModel = (float*) &Globals.ModelMatrix;
float* pView = (float*) &Globals.ViewMatrix;
float* pModelview = (float*) &Globals.Modelview;
float* pProjection = (float*) &Globals.Projection;
int w = Globals.Small[0].Width;
int h = Globals.Small[0].Height;
const float hoffsets[10] = {
-2.0f / w, 0,
-1.0f / w, 0,
0, 0,
+1.0f / w, 0,
+2.0f / w, 0,
};
const float voffsets[10] = {
0, -2.0f / h,
0, -1.0f / h,
0, 0,
0, +1.0f / h,
0, +2.0f / h,
};
const float weights[5] = {
1.0f / 16.0f,
4.0f / 16.0f,
6.0f / 16.0f,
4.0f / 16.0f,
1.0f / 16.0f,
};
glBindFramebuffer(GL_FRAMEBUFFER, Globals.Scene.Fbo);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glUseProgram(Globals.LavaProgram);
glBindVertexArray(Globals.TorusVao);
glUniformMatrix4fv(u("ViewMatrix"), 1, 0, pView);
glUniformMatrix4fv(u("ModelMatrix"), 1, 0, pModel);
glUniformMatrix4fv(u("Modelview"), 1, 0, pModelview);
glUniformMatrix4fv(u("Projection"), 1, 0, pProjection);
glUniform1f(u("time"), Globals.Time * 3);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, Globals.CloudTexture);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, Globals.LavaTexture);
glDrawElements(GL_TRIANGLES, Globals.IndexCount, GL_UNSIGNED_SHORT, 0);
glActiveTexture(GL_TEXTURE0);
glDisable(GL_DEPTH_TEST);
// Downsample
glBindFramebuffer(GL_FRAMEBUFFER, Globals.Small[0].Fbo);
glViewport(0, 0, w, h);
glUseProgram(Globals.HipassProgram);
glBindTexture(GL_TEXTURE_2D, Globals.Scene.ColorTexture);
glBindVertexArray(Globals.QuadVao);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindTexture(GL_TEXTURE_2D, 0);
// Horizontal Pass
glBindFramebuffer(GL_FRAMEBUFFER, Globals.Small[1].Fbo);
glUseProgram(Globals.BlurProgram);
glUniform2fv(u("Offsets"), 5, hoffsets);
glUniform1fv(u("Weights"), 5, weights);
glBindTexture(GL_TEXTURE_2D, Globals.Small[0].ColorTexture);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindTexture(GL_TEXTURE_2D, 0);
// Vertical Pass
glBindFramebuffer(GL_FRAMEBUFFER, Globals.Small[0].Fbo);
glUniform2fv(u("Offsets"), 5, voffsets);
glBindTexture(GL_TEXTURE_2D, Globals.Small[1].ColorTexture);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindTexture(GL_TEXTURE_2D, 0);
// Blit full-res unprocessed scene to screen:
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, cfg.Width, cfg.Height);
glUseProgram(Globals.QuadProgram);
glUniform1f(u("Alpha"), 1.0);
glBindTexture(GL_TEXTURE_2D, Globals.Scene.ColorTexture);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindTexture(GL_TEXTURE_2D, 0);
// Additive blending with the blurred image:
glEnable(GL_BLEND);
glBindTexture(GL_TEXTURE_2D, Globals.Small[0].ColorTexture);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_BLEND);
}
void PezHandleMouse(int x, int y, int action)
{
}
static GLuint CurrentProgram()
{
GLuint p;
glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*) &p);
return p;
}
static GLuint LoadProgram(const char* vsKey, const char* gsKey, const char* fsKey)
{
GLchar spew[256];
GLint compileSuccess;
GLuint programHandle = glCreateProgram();
const char* vsSource = pezGetShader(vsKey);
pezCheck(vsSource != 0, "Can't find vshader: %s\n", vsKey);
GLuint vsHandle = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vsHandle, 1, &vsSource, 0);
glCompileShader(vsHandle);
glGetShaderiv(vsHandle, GL_COMPILE_STATUS, &compileSuccess);
glGetShaderInfoLog(vsHandle, sizeof(spew), 0, spew);
pezCheck(compileSuccess, "Can't compile vshader:\n%s", spew);
glAttachShader(programHandle, vsHandle);
if (gsKey) {
const char* gsSource = pezGetShader(gsKey);
pezCheck(gsSource != 0, "Can't find gshader: %s\n", gsKey);
GLuint gsHandle = glCreateShader(GL_GEOMETRY_SHADER);
glShaderSource(gsHandle, 1, &gsSource, 0);
glCompileShader(gsHandle);
glGetShaderiv(gsHandle, GL_COMPILE_STATUS, &compileSuccess);
glGetShaderInfoLog(gsHandle, sizeof(spew), 0, spew);
pezCheck(compileSuccess, "Can't compile gshader:\n%s", spew);
glAttachShader(programHandle, gsHandle);
}
const char* fsSource = pezGetShader(fsKey);
pezCheck(fsSource != 0, "Can't find fshader: %s\n", fsKey);
GLuint fsHandle = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fsHandle, 1, &fsSource, 0);
glCompileShader(fsHandle);
glGetShaderiv(fsHandle, GL_COMPILE_STATUS, &compileSuccess);
glGetShaderInfoLog(fsHandle, sizeof(spew), 0, spew);
pezCheck(compileSuccess, "Can't compile fshader:\n%s", spew);
glAttachShader(programHandle, fsHandle);
glLinkProgram(programHandle);
GLint linkSuccess;
glGetProgramiv(programHandle, GL_LINK_STATUS, &linkSuccess);
glGetProgramInfoLog(programHandle, sizeof(spew), 0, spew);
pezCheck(linkSuccess, "Can't link shaders:\n%s", spew);
glUseProgram(programHandle);
return programHandle;
}
static GLuint LoadTexture(const char* filename)
{
unsigned long w, h;
int color_type, bit_depth, row_stride;
png_bytep image;
if (true) {
FILE *fp = fopen(filename, "rb");
pezCheck(fp ? 1 : 0, "Can't find %s", filename);
unsigned char header[8];
fread(header, 1, 8, fp);
bool isPng = !png_sig_cmp(header, 0, 8);
pezCheck(isPng, "%s is not a valid PNG file.", filename);
png_structp png_ptr = png_create_read_struct(PNG_LIBPNG_VER_STRING, NULL, NULL, NULL);
pezCheckPointer(png_ptr, "PNG error line %d", __LINE__);
png_infop info_ptr = png_create_info_struct(png_ptr);
pezCheckPointer(info_ptr, "PNG error line %d", __LINE__);
png_init_io(png_ptr, fp);
png_set_sig_bytes(png_ptr, 8);
png_read_info(png_ptr, info_ptr);
w = png_get_image_width(png_ptr, info_ptr);
h = png_get_image_height(png_ptr, info_ptr);
color_type = png_get_color_type(png_ptr, info_ptr);
bit_depth = png_get_bit_depth(png_ptr, info_ptr);
pezPrintString("%s %dx%d bpp=%d ct=%d\n", filename, w, h, bit_depth, color_type);
png_read_update_info(png_ptr, info_ptr);
row_stride = png_get_rowbytes(png_ptr,info_ptr);
image = (png_bytep) malloc(h * row_stride);
png_bytep* row_pointers = (png_bytep*) malloc(sizeof(png_bytep) * h);
png_bytep row = image;
for (int y = h-1; y >= 0; y--, row += row_stride) {
row_pointers[y] = row;
}
png_read_image(png_ptr, row_pointers);
free(row_pointers);
fclose(fp);
png_destroy_read_struct(&png_ptr, &info_ptr, png_infopp_NULL);
}
pezCheck(bit_depth == 8, "Bit depth must be 8.");
GLenum type = 0;
switch (color_type) {
case PNG_COLOR_TYPE_RGB: type = GL_RGB; break;
case PNG_COLOR_TYPE_RGBA: type = GL_RGBA; break;
case PNG_COLOR_TYPE_GRAY: type = GL_RED; break;
default: pezFatal("Unknown color type: %d.", color_type);
}
GLuint handle;
glGenTextures(1, &handle);
glBindTexture(GL_TEXTURE_2D, handle);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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, type, w, h, 0, type, GL_UNSIGNED_BYTE, image);
glGenerateMipmap(GL_TEXTURE_2D);
pezCheck(OpenGLError);
free(image);
return handle;
}
static RenderTarget CreateRenderTarget(int width, int height, bool depth)
{
pezCheck(GL_NO_ERROR == glGetError(), "OpenGL error on line %d", __LINE__);
RenderTarget rt;
rt.Width = width;
rt.Height = height;
glGenTextures(1, &rt.ColorTexture);
glBindTexture(GL_TEXTURE_2D, rt.ColorTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_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, 0);
pezCheck(GL_NO_ERROR == glGetError(), "Unable to create color texture.");
glGenFramebuffers(1, &rt.Fbo);
glBindFramebuffer(GL_FRAMEBUFFER, rt.Fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt.ColorTexture, 0);
if (depth) {
glGenRenderbuffers(1, &rt.DepthBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, rt.DepthBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt.DepthBuffer);
} else {
rt.DepthBuffer = 0;
}
pezCheck(GL_FRAMEBUFFER_COMPLETE == glCheckFramebufferStatus(GL_FRAMEBUFFER), "Invalid FBO.");
glBindFramebuffer(GL_FRAMEBUFFER, 0);
return rt;
}