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
|
#include <stdbool.h>
#include <stdio.h>
#include <stdlib.h>
#include <GL/glew.h>
#include <GL/gl.h>
#include <GLFW/glfw3.h>
static void opengl_error(GLenum err, const char *file, int line)
{
switch (err) {
case GL_INVALID_ENUM: fprintf(stderr, "[warning] OpenGL error: INVALID_ENUM %s:%d\n", file, line); break;
case GL_INVALID_VALUE: fprintf(stderr, "[warning] OpenGL error: INVALID_VALUE %s:%d\n", file, line); break;
case GL_INVALID_OPERATION: fprintf(stderr, "[warning] OpenGL error: INVALID_OPERATION %s:%d\n", file, line); break;
case GL_STACK_OVERFLOW: fprintf(stderr, "[warning] OpenGL error: STACK_OVERFLOW %s:%d\n", file, line); break;
case GL_STACK_UNDERFLOW: fprintf(stderr, "[warning] OpenGL error: STACK_UNDERFLOW %s:%d\n", file, line); break;
case GL_OUT_OF_MEMORY: fprintf(stderr, "[warning] OpenGL error: OUT_OF_MEMORY %s:%d\n", file, line); break;
case GL_INVALID_FRAMEBUFFER_OPERATION: fprintf(stderr, "[warning] OpenGL error: INVALID_FRAMEBUFFER_OPERATION %s:%d\n", file, line); break;
default: break;
}
}
void opengl_debug(const char *file, int line)
{
GLenum err = glGetError();
if (err != GL_NO_ERROR)
opengl_error(err, file, line);
}
struct shader {
const char *name;
GLenum type;
const char *src;
size_t len;
};
static void framebuffer_size_callback(GLFWwindow *handle, int width, int height)
{
(void) handle;
glViewport(0, 0, width, height);
}
GLuint shader_program_create(const char *name, struct shader *shaders, size_t num_shaders)
{
GLuint prog_id = glCreateProgram();
GLuint shader_ids[num_shaders];
for (size_t i = 0; i < num_shaders; i++) {
GLint len = shaders[i].len;
shader_ids[i] = glCreateShader(shaders[i].type);
glShaderSource(shader_ids[i], 1, &shaders[i].src, &len);
glCompileShader(shader_ids[i]);
GLint compile_success;
glGetShaderiv(shader_ids[i], GL_COMPILE_STATUS, &compile_success);
if (!compile_success) {
char error[BUFSIZ];
glGetShaderInfoLog(shader_ids[i], BUFSIZ, NULL, error);
fprintf(stderr, "[error] failed to compile %s shader: %s", shaders[i].name, error);
exit(EXIT_FAILURE);
}
glAttachShader(prog_id, shader_ids[i]);
}
glLinkProgram(prog_id);
for (size_t i = 0; i < num_shaders; i++)
glDeleteShader(shader_ids[i]);
GLint link_success;
glGetProgramiv(prog_id, GL_LINK_STATUS, &link_success);
if (!link_success) {
char error[BUFSIZ];
glGetProgramInfoLog(prog_id, BUFSIZ, NULL, error);
fprintf(stderr, "[error] failed to link %s shader program: %s\n", name, error);
exit(EXIT_FAILURE);
}
return prog_id;
}
#define GL_DEBUG opengl_debug(__FILE__, __LINE__);
int main()
{
if (!glfwInit()) {
fprintf(stderr, "[error] failed to initialize GLFW\n");
exit(EXIT_FAILURE);
}
atexit(glfwTerminate);
// glfwWindowHint(GLFW_SAMPLES, 8);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
int win_w = 900;
int win_h = 900;
GLFWwindow *window = glfwCreateWindow(win_w, win_h, "Juxtapos", NULL, NULL);
if (window == NULL) {
fprintf(stderr, "[error] failed to create window\n");
exit(EXIT_FAILURE);
}
glfwMakeContextCurrent(window);
if (glewInit() != GLEW_OK) {
fprintf(stderr, "[error] failed to initialize GLEW\n");
exit(EXIT_FAILURE);
}
glViewport(0, 0, win_w, win_h);
glfwSetFramebufferSizeCallback(window, &framebuffer_size_callback);
// dimensions of the image
int tex_w = 512, tex_h = 512;
GLuint wood_texture;
glGenTextures(1, &wood_texture);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, wood_texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, tex_w, tex_h, 0, GL_RGBA, GL_FLOAT, NULL);
glBindImageTexture(0, wood_texture, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA32F);
/*
int work_grp_cnt[3];
glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT, 0, &work_grp_cnt[0]);
glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT, 1, &work_grp_cnt[1]);
glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT, 2, &work_grp_cnt[2]);
printf("max global (total) work group counts x:%i y:%i z:%i\n",
work_grp_cnt[0], work_grp_cnt[1], work_grp_cnt[2]);
int work_grp_inv;
glGetIntegerv(GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS, &work_grp_inv);
printf("max local work group invocations %i\n", work_grp_inv); */
const char wood_shader_src[] = {
#include "wood.glsl.h"
};
GLuint wood_shader = shader_program_create("wood", (struct shader []) {
{ "wood", GL_COMPUTE_SHADER, wood_shader_src, sizeof wood_shader_src },
}, 1);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, wood_texture);
glUseProgram(wood_shader);
glDispatchCompute(tex_w, tex_h, 1);
const char fragment_shader_src[] = {
#include "fragment.glsl.h"
};
const char vertex_shader_src[] = {
#include "vertex.glsl.h"
};
GLuint main_shader = shader_program_create("main", (struct shader []) {
{ "vertex", GL_VERTEX_SHADER, vertex_shader_src, sizeof vertex_shader_src },
{ "fragment", GL_FRAGMENT_SHADER, fragment_shader_src, sizeof fragment_shader_src },
}, 2);
GLfloat quad[4][2] = {
{ -0.5, +0.5 },
{ -0.5, -0.5 },
{ +0.5, +0.5 },
{ +0.5, -0.5 },
};
GLuint vao, vbo;
glGenVertexArrays(1, &vao);
glGenBuffers(1, &vbo);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof quad, quad, GL_STATIC_DRAW);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof *quad, 0);
glEnableVertexAttribArray(0);
unsigned int skyblue = 0x87ceeb;
glClearColor(
((skyblue >> 16) & 0xff) / 255.0,
((skyblue >> 8) & 0xff) / 255.0,
((skyblue >> 0) & 0xff) / 255.0, 1.0);
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
while (!glfwWindowShouldClose(window)) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// preview wood texture
glUseProgram(main_shader);
glBindVertexArray(vao);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, wood_texture);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteProgram(wood_shader);
}
|