From 806a1e093eeac8b426b20717c14260c9cb896798 Mon Sep 17 00:00:00 2001 From: Andrew Guschin Date: Sat, 2 Apr 2022 09:13:33 +0400 Subject: Removed CUDA files and changed build system to premake --- src/main.cpp | 251 +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 251 insertions(+) create mode 100644 src/main.cpp (limited to 'src/main.cpp') diff --git a/src/main.cpp b/src/main.cpp new file mode 100644 index 0000000..0e00a90 --- /dev/null +++ b/src/main.cpp @@ -0,0 +1,251 @@ +#include +#include + +#define STB_IMAGE_IMPLEMENTATION +#include + +#include "shader.h" +#include "point.h" + +#include +#include +#include + +void framebuffer_size_callback(GLFWwindow* window, int width, int height); +void processInput(GLFWwindow *window); + +void loadTexture(std::string path, unsigned int* texture, int* width, int* height); +void generateCanvasTexture(unsigned int *texture, unsigned char color); +void window_size_callback(GLFWwindow* window, int width, int height); + +// settings +unsigned int SCR_WIDTH = 500; +unsigned int SCR_HEIGHT = 500; +unsigned char* canvas = (unsigned char*) malloc(SCR_HEIGHT * SCR_WIDTH * 3); + +std::vector points; +const double c = 1e5; +// cuda_point* gpuPoints = (cuda_point*) malloc(3 * sizeof(cuda_point)); + +int main() +{ + // glfw: initialize and configure + // ------------------------------ + glfwInit(); + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1); + glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); + glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); + + // glfw window creation + // -------------------- + GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL); + if (window == NULL) + { + std::cout << "Failed to create GLFW window" << std::endl; + glfwTerminate(); + return -1; + } + glfwMakeContextCurrent(window); + glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); + + // glad: load all OpenGL function pointers + // --------------------------------------- + if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) + { + std::cout << "Failed to initialize GLAD" << std::endl; + return -1; + } + + // build and compile our shader zprogram + // ------------------------------------ + Shader ourShader("4.1.texture.vs", "4.1.texture.fs"); + + // set up vertex data (and buffer(s)) and configure vertex attributes + // ------------------------------------------------------------------ + + float vertices[] = { + // positions // colors // texture coords + 1.f, 1.f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top right + 1.f, -1.f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom right + -1.f, -1.f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom left + -1.f, 1.f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f // top left + }; + unsigned int indices[] = { + 0, 1, 3, // first triangle + 1, 2, 3 // second triangle + }; + unsigned int VBO, VAO, EBO; + glGenVertexArrays(1, &VAO); + glGenBuffers(1, &VBO); + glGenBuffers(1, &EBO); + + glBindVertexArray(VAO); + + glBindBuffer(GL_ARRAY_BUFFER, VBO); + glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); + + // position attribute + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0); + glEnableVertexAttribArray(0); + // color attribute + glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float))); + glEnableVertexAttribArray(1); + // texture coord attribute + glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float))); + glEnableVertexAttribArray(2); + + // load and create a texture + // ------------------------- + unsigned int texture; + glGenTextures(1, &texture); + unsigned char i = 0; + + points.emplace_back(point(100, 100)); + points.emplace_back(point(500, 500)); + points.emplace_back(point(200, 375)); + + // render loop + // ----------- + while (!glfwWindowShouldClose(window)) + { + // input + // ----- + processInput(window); + + // render + // ------ + glClearColor(0.2f, 0.3f, 0.3f, 1.0f); + glClear(GL_COLOR_BUFFER_BIT); + + generateCanvasTexture(&texture, i++); + // bind Texture + glBindTexture(GL_TEXTURE_2D, texture); + + // render container + ourShader.use(); + glBindVertexArray(VAO); + glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); + + // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.) + // ------------------------------------------------------------------------------- + glfwSwapBuffers(window); + glfwPollEvents(); + } + + // optional: de-allocate all resources once they've outlived their purpose: + // ------------------------------------------------------------------------ + glDeleteVertexArrays(1, &VAO); + glDeleteBuffers(1, &VBO); + glDeleteBuffers(1, &EBO); + + // glfw: terminate, clearing all previously allocated GLFW resources. + // ------------------------------------------------------------------ + glfwTerminate(); + return 0; +} + + +void loadTexture(std::string path, unsigned int* texture, int* width, int* height) +{ + glGenTextures(1, texture); + // all upcoming GL_TEXTURE_2D operations now have effect on this texture object + glBindTexture(GL_TEXTURE_2D, *texture); + // set texture wrapping to GL_REPEAT (default wrapping method) + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); + // set texture filtering parameters + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + // load image, create texture and generate mipmaps + int nrChannels; + unsigned char* data = stbi_load(path.c_str(), width, height, &nrChannels, 0); + + if (data) + { + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, *width, *height, 0, GL_RGB, GL_UNSIGNED_BYTE, data); + glGenerateMipmap(GL_TEXTURE_2D); + } + else + { + std::cout << "Failed to load texture" << std::endl; + } + stbi_image_free(data); +} + + +void generateCanvasTexture(unsigned int *texture, unsigned char color) +{ + // all upcoming GL_TEXTURE_2D operations now have effect on this texture object + glBindTexture(GL_TEXTURE_2D, *texture); + + // set texture wrapping to GL_REPEAT (default wrapping method) + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); + + // set texture filtering parameters + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + + // load image, create texture and generate mipmaps + for (int x = 0; x < SCR_WIDTH; x++) + { + for (int y = 0; y < SCR_HEIGHT; y++) + { + point canvas_pt(x, y); + double f = 0; + for (point pt : points) + { + point path = pt - canvas_pt; + f += (c * 20 * 1) / path.length_sqared(); + } + + int l = (int) f; + if (l > 255) l = 255; + + canvas[y * SCR_WIDTH * 3 + x * 3 + 0] = l; + canvas[y * SCR_WIDTH * 3 + x * 3 + 1] = 0; + canvas[y * SCR_WIDTH * 3 + x * 3 + 2] = 0; + } + } + + // generate_canvas(SCR_WIDTH, SCR_HEIGHT, canvas, gpuPoints, 3); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, SCR_WIDTH, SCR_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, (unsigned char*) canvas); + glGenerateMipmap(GL_TEXTURE_2D); +} + +void processInput(GLFWwindow *window) +{ + if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) + glfwSetWindowShouldClose(window, true); + + if (glfwGetKey(window, GLFW_KEY_LEFT) == GLFW_PRESS) + points[0].x -= 20; + if (glfwGetKey(window, GLFW_KEY_RIGHT) == GLFW_PRESS) + points[0].x += 20; + + if (glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS) + points[0].y -= 20; + if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS) + points[0].y += 20; + + double xpos, ypos; + + //getting cursor position + glfwGetCursorPos(window, &xpos, &ypos); + + points[0].x = xpos; + points[0].y = SCR_HEIGHT - ypos; +} + +// glfw: whenever the window size changed (by OS or user resize) this callback function executes +// --------------------------------------------------------------------------------------------- +void framebuffer_size_callback(GLFWwindow* window, int width, int height) +{ + // make sure the viewport matches the new window dimensions; note that width and + // height will be significantly larger than specified on retina displays. + glViewport(0, 0, width, height); +} -- cgit v1.2.3