#include #include #define STB_IMAGE_IMPLEMENTATION #include #include #include "Canvas/Canvas.h" #include "point.h" #include "Canvas/cuda/CalculateCanvasGPU.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 = 768; unsigned int SCR_HEIGHT = 768; const std::string PROJECT_PATH = "/home/saintruler/Documents/opengl_gravity/"; 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, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); 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((PROJECT_PATH + "4.1.texture.vs").c_str(), (PROJECT_PATH + "4.1.texture.fs").c_str()); // 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)); gpuPoints[0] = cuda_point{.x=100, .y=100}; gpuPoints[1] = cuda_point{.x=500, .y=500}; gpuPoints[2] = cuda_point{.x=200, .y=200}; // 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); glBindTexture(GL_TEXTURE_2D, *texture); // all upcoming GL_TEXTURE_2D operations now have effect on this texture object // set the texture wrapping parameters glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // set texture wrapping to GL_REPEAT (default wrapping method) 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) { glBindTexture(GL_TEXTURE_2D, *texture); // all upcoming GL_TEXTURE_2D operations now have effect on this texture object // set the texture wrapping parameters glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // set texture wrapping to GL_REPEAT (default wrapping method) 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); } // process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly // --------------------------------------------------------------------------------------------------------- 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; gpuPoints[0].x = xpos; gpuPoints[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); }