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heatmap_shader.c
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heatmap_shader.c
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/*
SDL version of the GLFW shader at ../opengl/glfw_heatmap.c
to compare FPS with heatmap.c.
*/
#include "common.h"
#define GLEW_STATIC
#include <GL/glew.h>
static const GLuint WIDTH = 500;
static const GLuint HEIGHT = 500;
static const GLchar* vertex_shader_source =
"#version 120\n"
"attribute vec2 coord2d;\n"
"void main(void) {\n"
" gl_Position = vec4(coord2d, 0.0, 1.0);\n"
"}\n";
static const GLchar* fragment_shader_source =
"#version 120\n"
"uniform float pi2;\n"
"uniform float time;\n"
"uniform float width;\n"
"uniform float height;\n"
"uniform float periods_x;\n"
"uniform float periods_y;\n"
"void main(void) {\n"
" float center_x = width / 2.0;"
" float center_y = height / 2.0;"
" float x = (gl_FragCoord.x - center_x) * periods_x / width;"
" float y = (gl_FragCoord.y - center_y) * periods_y / height;"
" gl_FragColor[0] = 0.5 * (1.0 + (sin((pi2 * (sqrt(x*x + y*y) - time)))));\n"
" gl_FragColor[1] = 0.0;\n"
" gl_FragColor[2] = 0.0;\n"
"}\n";
static const GLfloat vertices[] = {
-1.0, 1.0,
1.0, 1.0,
1.0, -1.0,
-1.0, -1.0,
};
static const GLuint indexes[] = {
0, 2, 1,
0, 3, 2,
};
/* Copy paste. Upstream on OpenGL. */
GLint common_get_shader_program(
const char *vertex_shader_source,
const char *fragment_shader_source) {
GLchar *log = NULL;
GLint fragment_shader, log_length, program, success, vertex_shader;
/* Vertex shader */
vertex_shader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex_shader, 1, &vertex_shader_source, NULL);
glCompileShader(vertex_shader);
glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &success);
glGetShaderiv(vertex_shader, GL_INFO_LOG_LENGTH, &log_length);
log = malloc(log_length);
if (log_length > 0) {
glGetShaderInfoLog(vertex_shader, log_length, NULL, log);
printf("vertex shader log:\n\n%s\n", log);
}
if (!success) {
printf("vertex shader compile error\n");
exit(EXIT_FAILURE);
}
/* Fragment shader */
fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment_shader, 1, &fragment_shader_source, NULL);
glCompileShader(fragment_shader);
glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &success);
glGetShaderiv(fragment_shader, GL_INFO_LOG_LENGTH, &log_length);
if (log_length > 0) {
log = realloc(log, log_length);
glGetShaderInfoLog(fragment_shader, log_length, NULL, log);
printf("fragment shader log:\n\n%s\n", log);
}
if (!success) {
printf("fragment shader compile error\n");
exit(EXIT_FAILURE);
}
/* Link shaders */
program = glCreateProgram();
glAttachShader(program, vertex_shader);
glAttachShader(program, fragment_shader);
glLinkProgram(program);
glGetProgramiv(program, GL_LINK_STATUS, &success);
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &log_length);
if (log_length > 0) {
log = realloc(log, log_length);
glGetProgramInfoLog(program, log_length, NULL, log);
printf("shader link log:\n\n%s\n", log);
}
if (!success) {
printf("shader link error");
exit(EXIT_FAILURE);
}
free(log);
glDeleteShader(vertex_shader);
glDeleteShader(fragment_shader);
return program;
}
int main(void) {
/* SDL variables. */
SDL_Event event;
SDL_Window *window;
SDL_GLContext gl_context;
const unsigned int WINDOW_WIDTH = 500, WINDOW_HEIGHT = WINDOW_WIDTH;
double dt, initial_time;
/* OpenGL variables. */
GLint
attribute_coord2d,
ibo_size,
width_location,
height_location,
time_location,
periods_x_location,
periods_y_location,
pi2_location,
program
;
GLuint ibo, vbo;
const char *attribute_name = "coord2d";
const float
periods_x = 10.0,
periods_y = 10.0,
pi2 = 2.0 * acos(-1.0)
;
/* SDL init. */
SDL_Init(SDL_INIT_TIMER | SDL_INIT_VIDEO);
window = SDL_CreateWindow(__FILE__, 0, 0,
WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_OPENGL);
gl_context = SDL_GL_CreateContext(window);
glewInit();
/* OpenGL init. */
{
program = common_get_shader_program(vertex_shader_source, fragment_shader_source);
attribute_coord2d = glGetAttribLocation(program, attribute_name);
if (attribute_coord2d == -1) {
fprintf(stderr, "error: attribute_coord2d: %s\n", attribute_name);
return EXIT_FAILURE;
}
height_location = glGetUniformLocation(program, "height");
periods_x_location = glGetUniformLocation(program, "periods_x");
periods_y_location = glGetUniformLocation(program, "periods_y");
pi2_location = glGetUniformLocation(program, "pi2");
time_location = glGetUniformLocation(program, "time");
width_location = glGetUniformLocation(program, "width");
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glUseProgram(program);
glViewport(0, 0, WIDTH, HEIGHT);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glGenBuffers(1, &ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indexes), indexes, GL_STATIC_DRAW);
glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_SIZE, &ibo_size);
glUniform1f(pi2_location, pi2);
glUniform1f(width_location, WIDTH);
glUniform1f(height_location, HEIGHT);
glUniform1f(periods_x_location, periods_x);
glUniform1f(periods_y_location, periods_y);
}
initial_time = common_get_secs();
common_fps_init();
while (1) {
dt = common_get_secs() - initial_time;
/* OpenGL draw. */
glClear(GL_COLOR_BUFFER_BIT);
glEnableVertexAttribArray(attribute_coord2d);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glVertexAttribPointer(attribute_coord2d, 2, GL_FLOAT, GL_FALSE, 0, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glUniform1f(time_location, dt);
glDrawElements(GL_TRIANGLES, ibo_size / sizeof(indexes[0]), GL_UNSIGNED_INT, 0);
glDisableVertexAttribArray(attribute_coord2d);
common_fps_update_and_print();
SDL_GL_SwapWindow(window);
if (SDL_PollEvent(&event) && event.type == SDL_QUIT)
break;
}
/* OpenGL cleanup. */
glDeleteBuffers(1, &ibo);
glDeleteBuffers(1, &vbo);
glDeleteProgram(program);
/* SDL cleanup. */
SDL_GL_DeleteContext(gl_context);
SDL_DestroyWindow(window);
SDL_Quit();
return EXIT_SUCCESS;
}