156 строки
6.0 KiB
C++
156 строки
6.0 KiB
C++
// Copyright 2012 The Emscripten Authors. All rights reserved.
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// Emscripten is available under two separate licenses, the MIT license and the
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// University of Illinois/NCSA Open Source License. Both these licenses can be
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// found in the LICENSE file.
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#define GL_GLEXT_PROTOTYPES
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#define EGL_EGLEXT_PROTOTYPES
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#include <cmath>
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#include <iostream>
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#include <vector>
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extern "C" {
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#include <GL/gl.h>
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#include <GL/glut.h>
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}
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static const char vertex_shader[] =
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"#ifdef GL_ES\n"
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"precision lowp float;\n"
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"#endif\n"
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"attribute float indices;\n"
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"uniform sampler2D nodeInfo;\n"
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"varying vec4 color;"
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"\n"
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"void main(void)\n"
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"{\n"
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" float s = (indices + 0.5) / 512.; \n"
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" vec4 v = texture2D(nodeInfo, vec2( s, 0.5));\n"
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" gl_Position = vec4(v.x, v.y, 0.5, 1.);\n"
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" gl_PointSize = v.z;\n"
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" color = vec4(0.5 + v.w/2., 0.5 + 0.5 * v.w/2., 0.5, 1);\n"
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"}\n";
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static const char fragment_shader[] =
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"#ifdef GL_ES\n"
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"precision lowp float;\n"
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"#endif\n"
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"\n"
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"varying vec4 color;\n"
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"void main(void)\n"
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"{\n"
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" float dst = distance(vec2(0.5, 0.5), gl_PointCoord); \n"
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" gl_FragColor = color;\n"
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" if ( dst > 0.3) {"
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" gl_FragColor = vec4(0., 0., 0.5, 0.2);\n"
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"}\n"
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"if ( dst > 0.5) discard;\n"
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"}";
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struct NodeInfo { //structure that we want to transmit to our shaders
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float x;
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float y;
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float s;
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float c;
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};
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GLuint nodeTexture; //texture id used to bind
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GLuint nodeSamplerLocation; //shader sampler address
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GLuint indicesAttributeLocation; //shader attribute address
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GLuint indicesVBO; //Vertex Buffer Object Id;
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const int nbNodes = 512;
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NodeInfo data[nbNodes]; //our data that will be transmitted using float texture.
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double alpha = 0; //use to make a simple funny effect;
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static void updateFloatTexture() {
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int count = 0;
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for (float x=0; x < nbNodes; ++x ) {
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data[count].x = 0.2*pow(cos(alpha), 3) + (sin(alpha)*3. + 3.5) * x/nbNodes * cos(alpha + x/nbNodes * 16. * M_PI);
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data[count].y = 0.2*pow(sin(alpha), 3) + (sin(alpha)*3. + 3.5) * x/nbNodes * sin(alpha + x/nbNodes * 16. * M_PI);
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data[count].s = (16. + 16. * cos(alpha + x/nbNodes * 32. * M_PI)) + 8.;// * fmod(x/nbNodes + alpha, 1.) + 5.;
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data[count].c = 0.5 + 0.5 * sin(alpha + x/nbNodes * 32. * M_PI);
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++count;
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}
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glBindTexture(GL_TEXTURE_2D, nodeTexture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, nbNodes, 1, 0, GL_RGBA, GL_FLOAT, data);
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#ifdef __EMSCRIPTEN__ // In GLES2 and WebGL1, we must use unsized texture internal formats.
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const GLenum internalFormat = GL_RGBA;
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#else
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// In desktop GL, we can also use sized internal formats.
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const GLenum internalFormat = GL_RGBA32F;
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#endif
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glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, nbNodes, 1, 0, GL_RGBA, GL_FLOAT, data);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glBindTexture(GL_TEXTURE_2D, NULL);
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alpha -= 0.001;
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}
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static void glut_draw_callback(void) {
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glDisable(GL_CULL_FACE);
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glDisable(GL_DEPTH_TEST);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glClearColor(1., 1., 1., 0.);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glActiveTexture(GL_TEXTURE0);
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updateFloatTexture(); //we change the texture each time to create the effect (it is just for the test)
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glBindTexture(GL_TEXTURE_2D, nodeTexture);
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glUniform1i(nodeSamplerLocation, 0);
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, indicesVBO);
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glVertexAttribPointer(0, 1, GL_FLOAT, GL_FALSE, 0, NULL);
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glDrawArrays(GL_POINTS, 0, nbNodes);
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glutSwapBuffers();
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}
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GLuint createShader(const char source[], int type) {
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char msg[512];
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GLuint shader = glCreateShader(type);
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glShaderSource(shader, 1, (const GLchar**)(&source), NULL);
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glCompileShader(shader);
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glGetShaderInfoLog(shader, sizeof msg, NULL, msg);
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std::cout << "Shader info: " << msg << std::endl;
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return shader;
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}
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static void gl_init(void) {
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GLuint program = glCreateProgram();
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glAttachShader(program, createShader(vertex_shader , GL_VERTEX_SHADER));
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glAttachShader(program, createShader(fragment_shader, GL_FRAGMENT_SHADER));
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glLinkProgram(program);
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char msg[512];
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glGetProgramInfoLog(program, sizeof msg, NULL, msg);
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std::cout << "info: " << msg << std::endl;
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glUseProgram(program);
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std::vector<float> elements(nbNodes);
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int count = 0;
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for (float x=0; x < nbNodes; ++x ) {
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elements[count] = count;
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++count;
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}
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/*Create one texture to store all the needed information */
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glGenTextures(1, &nodeTexture);
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/* Store the vertices in a vertex buffer object (VBO) */
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glGenBuffers(1, &indicesVBO);
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glBindBuffer(GL_ARRAY_BUFFER, indicesVBO);
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float zeroes[nbNodes];
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memset(zeroes, 0, sizeof(zeroes));
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glBufferData(GL_ARRAY_BUFFER, elements.size() * sizeof(float), zeroes, GL_STATIC_DRAW);
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for (int x = 0; x < nbNodes; x++) {
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glBufferSubData(GL_ARRAY_BUFFER, x * sizeof(float), sizeof(float), &elements[x]);
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}
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/* Get the locations of the uniforms so we can access them */
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nodeSamplerLocation = glGetUniformLocation(program, "nodeInfo");
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glBindAttribLocation(program, 0, "indices");
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#ifndef __EMSCRIPTEN__ // GLES2 & WebGL do not have these, only pre 3.0 desktop GL and compatibility mode GL3.0+ GL do.
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//Enable glPoint size in shader, always enable in Open Gl ES 2.
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glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
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glEnable(GL_POINT_SPRITE);
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#endif
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}
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int main(int argc, char *argv[]) {
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glutInit(&argc, argv);
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glutInitWindowSize(640, 480);
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glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
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glutCreateWindow("Simple FLOAT Texture Test");
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/* Set up glut callback functions */
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glutDisplayFunc(glut_draw_callback );
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gl_init();
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glutMainLoop();
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return 0;
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}
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