forked from TinyTitan/SPH
-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathmover_gl.c
256 lines (205 loc) · 8.09 KB
/
mover_gl.c
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
/*
The MIT License (MIT)
Copyright (c) 2014 Adam Simpson
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
*/
#include <stdio.h>
#include <assert.h>
#include <sys/stat.h>
#include <stdlib.h>
#include "mover_gl.h"
#include "ogl_utils.h"
#ifdef GLFW
#include "glfw_utils.h"
#else
#include "egl_utils.h"
#endif
void init_mover(mover_t *state)
{
// Create circle buffers
create_mover_buffers(state);
// Create shader programs
create_sphere_mover_program(state);
// Need to update shaders
// create_rectangle_mover_program(state);
}
// Update coordinates of point mover and then render
void render_mover(float *center, float *gl_dims, float *color, mover_t *state)
{
// Set buffer
glBindBuffer(GL_ARRAY_BUFFER, state->vbo);
float center_x = center[0];
float center_y = center[1];
float half_width = gl_dims[0]*0.5;
float half_height = gl_dims[1]*0.5;
// Triangle strip Verticies for rectangle that contains circle
float verts[4*4];
// Verticies = gl_x, gl_y, tex_x, tex_y
// Bottom left
verts[0] = center_x - half_width;
verts[1] = center_y - half_height;
verts[2] = -1.0;
verts[3] = -1.0;
// Top left
verts[4] = center_x - half_width;
verts[5] = center_y + half_height;
verts[6] = -1.0;
verts[7] = 1.0;
// Bottom right
verts[8] = center_x + half_width;
verts[9] = center_y - half_height;
verts[10] = 1.0;
verts[11] = -1.0;
// Top right
verts[12] = center_x + half_width;
verts[13] = center_y + half_height;
verts[14] = 1.0;
verts[15] = 1.0;
// Fill buffer
glBufferData(GL_ARRAY_BUFFER, 4*4*sizeof(GLfloat), verts, GL_STREAM_DRAW);
// Unbind buffer
glBindBuffer(GL_ARRAY_BUFFER, 0);
if(state->mover_type == SPHERE_MOVER) {
float radius = half_width;
draw_circle_mover(state, center, radius, color);
}
else if(state->mover_type == RECTANGLE_MOVER)
draw_rectangle_mover(state, center, color);
}
void create_mover_buffers(mover_t *state)
{
// VAO is REQUIRED for OpenGL 3+ when using VBO I believe
#ifndef RASPI
GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
#endif
// Generate vertex buffer
glGenBuffers(1, &state->vbo);
}
// Compile sphere program
void create_sphere_mover_program(mover_t *state)
{
// Compile vertex shader
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
#ifdef RASPI
compile_shader(vertexShader, "SPH/shaders/mover_circle_es.vert");
#else
compile_shader(vertexShader, "shaders/mover_circle.vert");
#endif
// Compile frag shader
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
#ifdef RASPI
compile_shader(fragmentShader, "SPH/shaders/mover_circle_es.frag");
#else
compile_shader(fragmentShader, "shaders/mover_circle.frag");
#endif
// Create shader program
state->sphere_program = glCreateProgram();
glAttachShader(state->sphere_program, vertexShader);
glAttachShader(state->sphere_program, fragmentShader);
// Link and use program
glLinkProgram(state->sphere_program);
show_program_log(state->sphere_program);
// Get position location
state->sphere_position_location = glGetAttribLocation(state->sphere_program, "position");
state->sphere_tex_coord_location = glGetAttribLocation(state->sphere_program, "tex_coord");
// Get color location
state->sphere_color_location = glGetUniformLocation(state->sphere_program, "color");
// Get radius location
state->sphere_radius_location = glGetUniformLocation(state->sphere_program, "radius");
// Get center location
state->sphere_center_location = glGetUniformLocation(state->sphere_program, "center");
}
// Compile rectnagle program
void create_rectangle_mover_program(mover_t *state)
{
// Compile vertex shader
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
#ifdef RASPI
compile_shader(vertexShader, "SPH/mover_rectangle_es.vert");
#else
compile_shader(vertexShader, "mover_rectangle.vert");
#endif
// Compile frag shader
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
#ifdef RASPI
compile_shader(fragmentShader, "SPH/mover_rectangle_es.frag");
#else
compile_shader(fragmentShader, "mover_rectangle.frag");
#endif
// Create shader program
state->rectangle_program = glCreateProgram();
glAttachShader(state->rectangle_program, vertexShader);
glAttachShader(state->rectangle_program, fragmentShader);
// Link and use program
glLinkProgram(state->rectangle_program);
show_program_log(state->rectangle_program);
// Get position location
state->rectangle_position_location = glGetAttribLocation(state->rectangle_program, "position");
state->rectangle_tex_coord_location = glGetAttribLocation(state->rectangle_program, "tex_coord");
// Get rectangle location
state->rectangle_color_location = glGetUniformLocation(state->rectangle_program, "color");
// Get center location
state->rectangle_center_location = glGetUniformLocation(state->rectangle_program, "center");
}
void draw_circle_mover(mover_t *state, float *center, float radius, float *color)
{
// Bind sphere shader program
glUseProgram(state->sphere_program);
// set radius uniform
glUniform1f(state->sphere_radius_location, radius);
// set color uniform
glUniform3fv(state->sphere_color_location, 1, color);
// set center uniform
glUniform2fv(state->sphere_center_location, 1, center);
// Bind buffer
glBindBuffer(GL_ARRAY_BUFFER, state->vbo);
// Setup verticies
glVertexAttribPointer(state->sphere_position_location, 2, GL_FLOAT, GL_FALSE, 4*sizeof(GL_FLOAT), 0);
glVertexAttribPointer(state->sphere_tex_coord_location, 2, GL_FLOAT, GL_FALSE, 4*sizeof(GL_FLOAT), (void*)(2*sizeof(GLfloat)));
glEnableVertexAttribArray(state->sphere_position_location);
// Blend is required to show cleared color when the frag shader draws transparent pixels
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// Draw
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
// Unbind buffer
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void draw_rectangle_mover(mover_t *state, float *center, float *color)
{
// Bind rectangle shader program
glUseProgram(state->rectangle_program);
// set color uniform
glUniform3fv(state->rectangle_color_location, 1, color);
// set center uniform
glUniform2fv(state->rectangle_center_location, 1, center);
// Bind buffer
glBindBuffer(GL_ARRAY_BUFFER, state->vbo);
// Setup verticies
glVertexAttribPointer(state->rectangle_position_location, 2, GL_FLOAT, GL_FALSE, 4*sizeof(GL_FLOAT), 0);
glVertexAttribPointer(state->rectangle_tex_coord_location, 2, GL_FLOAT, GL_FALSE, 4*sizeof(GL_FLOAT), (void*)(2*sizeof(GLfloat)));
glEnableVertexAttribArray(state->rectangle_position_location);
// Blend is required to show cleared color when the frag shader draws transparent pixels
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// Draw
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
// Unbind buffer
glBindBuffer(GL_ARRAY_BUFFER, 0);
}