/** * From the OpenGL Programming wikibook: http://en.wikibooks.org/wiki/OpenGL_Programming * This file is in the public domain. * Contributors: Sylvain Beucler */ #include #include #include /* Use glew.h instead of gl.h to get all the GL prototypes declared */ #include /* Using the GLUT library for the base windowing setup */ #include /* GLM */ // #define GLM_MESSAGES #define GLM_FORCE_RADIANS #include #include #include #include "../common/shader_utils.h" int screen_width=800, screen_height=600; GLuint vbo_cube_vertices, vbo_cube_colors; GLuint vbo_vertex_velocity; GLuint ibo_cube_elements; GLuint program, cprogram; GLint attribute_coord3d, attribute_v_color; GLint cattribute_coord3d; GLint uniform_mvp; int init_resources() { GLfloat cube_vertices[] = { // front -1.0, -1.0, 1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, // back -1.0, -1.0, -1.0, 1.0, 1.0, -1.0, -1.0, 1.0, 1.0, 1.0, -1.0, 1.0, -1.0, 1.0, -1.0, 1.0, }; glGenBuffers(1, &vbo_cube_vertices); glBindBuffer(GL_SHADER_STORAGE_BUFFER, vbo_cube_vertices); glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(cube_vertices), cube_vertices, GL_STATIC_DRAW); GLfloat vertex_velocity[] = { // front 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }; glGenBuffers(1, &vbo_vertex_velocity); glBindBuffer(GL_SHADER_STORAGE_BUFFER, vbo_vertex_velocity); glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(cube_vertices), vertex_velocity, GL_STATIC_DRAW); GLfloat cube_colors[] = { // front colors 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, // back colors 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, }; glGenBuffers(1, &vbo_cube_colors); glBindBuffer(GL_ARRAY_BUFFER, vbo_cube_colors); glBufferData(GL_ARRAY_BUFFER, sizeof(cube_colors), cube_colors, GL_STATIC_DRAW); GLushort cube_elements[] = { // front 0, 1, 2, 2, 3, 0, // top 1, 5, 6, 6, 2, 1, // back 7, 6, 5, 5, 4, 7, // bottom 4, 0, 3, 3, 7, 4, // left 4, 5, 1, 1, 0, 4, // right 3, 2, 6, 6, 7, 3, }; glGenBuffers(1, &ibo_cube_elements); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_cube_elements); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(cube_elements), cube_elements, GL_STATIC_DRAW); GLint link_ok = GL_FALSE; GLuint vs, fs, cs; if ((vs = create_shader("cube.v.glsl", GL_VERTEX_SHADER)) == 0) return 0; if ((fs = create_shader("cube.f.glsl", GL_FRAGMENT_SHADER)) == 0) return 0; if ((cs = create_shader("cube.c.glsl", GL_COMPUTE_SHADER)) == 0) return 0; program = glCreateProgram(); glAttachShader(program, vs); glAttachShader(program, fs); glLinkProgram(program); glGetProgramiv(program, GL_LINK_STATUS, &link_ok); if (!link_ok) { fprintf(stderr, "glLinkProgram:"); print_log(program); return 0; } const char* attribute_name; attribute_name = "coord3d"; attribute_coord3d = glGetAttribLocation(program, attribute_name); if (attribute_coord3d == -1) { fprintf(stderr, "Could not bind attribute %s\n", attribute_name); return 0; } attribute_name = "v_color"; attribute_v_color = glGetAttribLocation(program, attribute_name); if (attribute_v_color == -1) { fprintf(stderr, "Could not bind attribute %s\n", attribute_name); return 0; } const char* uniform_name; uniform_name = "mvp"; uniform_mvp = glGetUniformLocation(program, uniform_name); if (uniform_mvp == -1) { fprintf(stderr, "Could not bind uniform %s\n", uniform_name); return 0; } cprogram = glCreateProgram(); glAttachShader(cprogram, cs); glLinkProgram(cprogram); glGetProgramiv(cprogram, GL_LINK_STATUS, &link_ok); if (!link_ok) { fprintf(stderr, "Compute glLinkProgram:"); print_log(cprogram); return 0; } return 1; } void onIdle() { float angle = glutGet(GLUT_ELAPSED_TIME) / 1000.0 * 45; // 45° per second glm::vec3 axis_y(0, 1, 0); glm::mat4 anim = glm::rotate(glm::mat4(1.0f), glm::radians(angle), axis_y); glm::mat4 model = glm::translate(glm::mat4(1.0f), glm::vec3(0.0, 0.0, -4.0)); glm::mat4 view = glm::lookAt(glm::vec3(0.0, 2.0, 20.0), glm::vec3(0.0, 0.0, -4.0), glm::vec3(0.0, 1.0, 0.0)); glm::mat4 projection = glm::perspective(45.0f, 1.0f*screen_width/screen_height, 0.1f, 1000.0f); glm::mat4 mvp = projection * view * model * anim; glUseProgram(program); glUniformMatrix4fv(uniform_mvp, 1, GL_FALSE, glm::value_ptr(mvp)); glutPostRedisplay(); } void onDisplay() { glClearColor(1.0, 1.0, 1.0, 1.0); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); glUseProgram(cprogram); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, vbo_cube_vertices); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, vbo_vertex_velocity); glDispatchCompute(1, 1, 1); glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT); GLfloat feedback[10]; glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, sizeof(feedback), feedback); for(float *i = feedback; i < sizeof(feedback)/sizeof(float) + feedback; i++) printf("%f ", *i); printf("\n"); glUseProgram(program); glEnableVertexAttribArray(attribute_coord3d); // Describe our vertices array to OpenGL (it can't guess its format automatically) glBindBuffer(GL_ARRAY_BUFFER, vbo_cube_vertices); glVertexAttribPointer( attribute_coord3d, // attribute 4, // number of elements per vertex, here (x,y,z,o) GL_FLOAT, // the type of each element GL_FALSE, // take our values as-is 0, // no extra data between each position 0 // offset of first element ); glEnableVertexAttribArray(attribute_v_color); glBindBuffer(GL_ARRAY_BUFFER, vbo_cube_colors); glVertexAttribPointer( attribute_v_color, // attribute 3, // number of elements per vertex, here (R,G,B) GL_FLOAT, // the type of each element GL_FALSE, // take our values as-is 0, // no extra data between each position 0 // offset of first element ); /* Push each element in buffer_vertices to the vertex shader */ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_cube_elements); int size; glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_SIZE, &size); glDrawElements(GL_TRIANGLES, size/sizeof(GLushort), GL_UNSIGNED_SHORT, 0); glDisableVertexAttribArray(attribute_coord3d); glDisableVertexAttribArray(attribute_v_color); glutSwapBuffers(); } void onReshape(int width, int height) { screen_width = width; screen_height = height; glViewport(0, 0, screen_width, screen_height); } void free_resources() { glDeleteProgram(program); glDeleteBuffers(1, &vbo_cube_vertices); glDeleteBuffers(1, &vbo_cube_colors); glDeleteBuffers(1, &ibo_cube_elements); } int main(int argc, char* argv[]) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGBA|GLUT_ALPHA|GLUT_DOUBLE|GLUT_DEPTH); glutInitWindowSize(screen_width, screen_height); glutCreateWindow("My Rotating Cube"); 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; } if (init_resources()) { glutDisplayFunc(onDisplay); glutReshapeFunc(onReshape); glutIdleFunc(onIdle); onDisplay(); glEnable(GL_BLEND); glEnable(GL_DEPTH_TEST); //glDepthFunc(GL_LESS); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glutMainLoop(); } free_resources(); return 0; }