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/*
* Author: Sven Gothel <sgothel@jausoft.com>
* Copyright (c) 2022 Gothel Software e.K.
*
* 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 <gamp/gamp.hpp>
#include <random>
#include <cstdio>
#include <cmath>
#include <iostream>
#include <GLES2/gl2.h>
#include <SDL2/SDL_opengles2.h>
using namespace jau::math;
using namespace jau::math::util;
// Vertex shader
static GLint u_pmv;
static GLint a_vertices, a_colors;
static_assert(sizeof(GLfloat) == sizeof(float) );
// 2 <= ES < 3: #version 100
// ES >= 3: #version 300 es
//
// ES2/ES3 precision:
// precision highp float;
// precision highp int;
static const GLchar* vertexSource =
"#version 100\n"
"precision highp float;\n"
"precision highp int;\n"
"\n"
"#if __VERSION__ >= 130\n"
" #define attribute in\n"
" #define varying out\n"
"#endif\n"
"\n"
"uniform mat4 mgl_PMVMatrix[2];\n"
"attribute vec4 mgl_Vertex;\n"
"attribute vec4 mgl_Color;\n"
"varying vec4 frontColor;\n"
"\n"
"void main(void)\n"
"{\n"
" frontColor=mgl_Color;\n"
" gl_Position = mgl_PMVMatrix[0] * mgl_PMVMatrix[1] * mgl_Vertex;\n"
"}\n";
// Fragment/pixel shader
//
// ES2 precision
// precision mediump float;
// precision mediump int;
// ES3 precision:
// precision highp float;
// precision highp int;
static const GLchar* fragmentSource =
"#version 100\n"
"precision mediump float;\n"
"precision mediump int;\n"
"\n"
"#if __VERSION__ >= 130\n"
" #define varying in\n"
" out vec4 mgl_FragColor;\n"
"#else\n"
" #define mgl_FragColor gl_FragColor\n"
"#endif\n"
"\n"
"varying vec4 frontColor;\n"
"\n"
"void main (void)\n"
"{\n"
" mgl_FragColor = frontColor;\n"
"}\n";
static std::vector<Vec3f> vertices2 = { Vec3f(-2, 2, 0),
Vec3f( 2, 2, 0),
Vec3f(-2, -2, 0),
Vec3f( 2, -2, 0) };
static std::vector<Vec4f> colors2 = { Vec4f( 1, 0, 0, 1),
Vec4f( 0, 0, 1, 1),
Vec4f( 1, 0, 0, 1),
Vec4f( 1, 0, 0, 1) };
class RenderContext {
public:
typedef bool (*init_func)(RenderContext& pmv);
private:
Recti& m_viewport;
PMVMat4f m_pmv;
bool m_initialized;
public:
RenderContext(init_func init)
: m_viewport(gamp::viewport), m_pmv(), m_initialized(false) {
m_initialized = init(*this);
}
Recti& viewport() noexcept { return m_viewport; }
const Recti& viewport() const noexcept { return m_viewport; }
PMVMat4f& pmv() noexcept { return m_pmv; }
const PMVMat4f& pmv() const noexcept { return m_pmv; }
bool initialized() const noexcept { return m_initialized; }
};
void updatePMv(const PMVMat4f& pmv)
{
const PMVMat4f::SyncMats4& spmv = pmv.getSyncPMv();
glUniformMatrix4fv(u_pmv, (GLsizei)spmv.matrixCount(), false, spmv.floats());
}
void reshape(RenderContext& rc) {
rc.pmv().getP().loadIdentity();
const float aspect = 1.0f;
const float fovy_deg=45.0f;
const float aspect2 = ( (float) rc.viewport().width() / (float) rc.viewport().height() ) / aspect;
const float zNear=1.0f;
const float zFar=100.0f;
rc.pmv().perspectiveP(gamp::adeg_to_rad(fovy_deg), aspect2, zNear, zFar);
updatePMv(rc.pmv());
}
bool initialize(RenderContext& rc)
{
// Create and compile vertex shader
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexSource, nullptr);
glCompileShader(vertexShader);
// Create and compile fragment shader
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentSource, nullptr);
glCompileShader(fragmentShader);
// Link vertex and fragment shader into shader program and use it
GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
glUseProgram(shaderProgram);
// Get shader variables and initialize them
u_pmv = glGetUniformLocation(shaderProgram, "mgl_PMVMatrix");
a_vertices = glGetAttribLocation(shaderProgram, "mgl_Vertex");
a_colors = glGetAttribLocation(shaderProgram, "mgl_Color");
{
// Create vertex buffer object and copy vertex data into it
GLuint vbos[2];
glGenBuffers(2, vbos);
// Specify the layout of the shader vertex data (positions only, 3 floats)
glBindBuffer(GL_ARRAY_BUFFER, vbos[0]);
glBufferData(GL_ARRAY_BUFFER, static_cast<GLsizeiptr>(vertices2.size() * Vec3f::byte_size), vertices2.data(), GL_STATIC_DRAW);
glEnableVertexAttribArray(a_vertices);
glVertexAttribPointer(a_vertices, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
// Specify the layout of the shader vertex data (positions only, 4 floats)
glBindBuffer(GL_ARRAY_BUFFER, vbos[1]);
glBufferData(GL_ARRAY_BUFFER, static_cast<GLsizeiptr>(colors2.size() * Vec4f::byte_size), colors2.data(), GL_STATIC_DRAW);
glEnableVertexAttribArray(a_colors);
glVertexAttribPointer(a_colors, 4, GL_FLOAT, GL_FALSE, 0, nullptr);
}
PMVMat4f& pmv = rc.pmv();
pmv.getP().loadIdentity();
pmv.getMv().loadIdentity();
pmv.translateMv(0, 0, -10);
reshape(rc);
glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
glEnable(GL_DEPTH_TEST);
return shaderProgram;
}
void mainloop() {
static uint64_t t_sum = 0;
static uint64_t t_last = jau::environment::getElapsedMillisecond(); // [ms]
static gamp::input_event_t event;
static RenderContext renderContext(initialize);
gamp::handle_events(event);
if( event.pressed_and_clr( gamp::input_event_type_t::WINDOW_CLOSE_REQ ) ) {
printf("Exit Application\n");
#if defined(__EMSCRIPTEN__)
emscripten_cancel_main_loop();
#else
exit(0);
#endif
} else if( event.pressed_and_clr( gamp::input_event_type_t::WINDOW_RESIZED ) ) {
reshape(renderContext);
}
const bool animating = !event.paused();
const uint64_t t1 = jau::environment::getElapsedMillisecond(); // [ms]
const uint64_t dt = animating ? t1 - t_last : 0; // [ms]
t_sum += dt;
t_last = t1;
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
PMVMat4f& pmv = renderContext.pmv();
pmv.getMv().loadIdentity();
pmv.translateMv(0, 0, -10);
const float ang = gamp::adeg_to_rad(static_cast<float>(t_sum) * 360.0f) / 4000.0f;
pmv.rotateMv(ang, 0, 0, 1);
pmv.rotateMv(ang, 0, 1, 0);
updatePMv(pmv);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
gamp::swap_gpu_buffer();
}
int main(int argc, char *argv[])
{
printf("%s\n", jau::os::get_platform_info().c_str());
int win_width = 1920, win_height = 1000;
#if defined(__EMSCRIPTEN__)
win_width = 1024, win_height = 576; // 16:9
#endif
{
for(int i=1; i<argc; ++i) {
if( 0 == strcmp("-width", argv[i]) && i+1<argc) {
win_width = atoi(argv[i+1]);
++i;
} else if( 0 == strcmp("-height", argv[i]) && i+1<argc) {
win_height = atoi(argv[i+1]);
++i;
} else if( 0 == strcmp("-fps", argv[i]) && i+1<argc) {
gamp::forced_fps = atoi(argv[i+1]);
++i;
}
}
printf("-fps: %d\n", gamp::forced_fps);
}
gamp::set_gpu_stats_show(true);
if( !gamp::init_gfx_subsystem("gamp example01", win_width, win_height, true /* vsync */) ) {
printf("Exit...");
return 1;
}
{
const int w = gamp::viewport.width();
const int h = gamp::viewport.width();
const float a = (float)w / (float)h;
printf("FB %d x %d [w x h], aspect %f [w/h]; Win %d x %d\n", w, h, a, gamp::win_width, gamp::win_height);
}
#if defined(__EMSCRIPTEN__)
emscripten_set_main_loop(mainloop, 0, 1);
#else
while( true ) { mainloop(); }
#endif
}
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