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render.cpp
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render.cpp
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//#define GLEW_STATIC
#define GL_GLEXT_PROTOTYPES
#include "render.h"
#include "config.h"
//#include <GL/gl.h>
#include <GL/glew.h>
#include <GL/glext.h>
#include <GL/glu.h>
#include <GL/glut.h>
#include <SDL2/SDL.h>
#include <fstream>
#include <iostream>
#include <pthread.h>
#include <sstream>
#include <unistd.h>
using namespace std;
GLuint load_and_compile_shader(const char* source);
GLuint load_shader_program(const char* vtx_shader_file, const char* frag_shader_file);
int do_stop_render = 0;
int display_ready = 0;
pthread_t win_thread_id;
SDL_Window* window;
SDL_GLContext context;
float test_img[] = { 0, 1., 1, 0. };
//unsigned int test_img[] = { 0, 9999, 9999, 0 };
void check_GL_error()
{
const GLubyte* errString = NULL;
int errCode;
if ((errCode = glGetError()) != GL_NO_ERROR) {
errString = gluErrorString(errCode);
debug_print("GL Error: %s\n", errString);
} else {
debug_print("No error\n");
}
}
void keyboardCB(unsigned char key, int x, int y)
{
debug_print("Key: %c\n", key);
switch (key) {
case 27: // Escape key
SDL_DestroyWindow(window);
exit(0);
break;
}
glutPostRedisplay();
}
void* window_thread(void* args)
{
debug_print("Thread for window is running\n");
SDL_Init(SDL_INIT_EVERYTHING);
int argc = 1;
char* argv[2] = { program_invocation_name, NULL };
glutInit(&argc, argv);
debug_print("OpenGL Render Initialized!\n");
window = SDL_CreateWindow("Accelerated CA", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, RENDER_WINDOW_WIDTH, RENDER_WINDOW_HEIGHT, SDL_WINDOW_OPENGL);
context = SDL_GL_CreateContext(window);
glewExperimental = GL_TRUE;
glewInit();
glutKeyboardFunc(keyboardCB); // exit on esc
// Default to blue background
glClearColor(0.0f, 0.0f, 0.4f, 0.0f);
// Compile shaders and use them
//GLuint shaderProgram = load_shader_program("./shaders/vtxShader.vs", "./shaders/fragShader.fs");
//glBindFragDataLocation(shaderProgram, 0, "color");
//check_GL_error();
//glLinkProgram(shaderProgram);
//char log_buffer[1024];
//glGetProgramInfoLog(shaderProgram, sizeof(log_buffer), NULL, log_buffer);
//debug_print("Linking log: \n\t %s", log_buffer);
//glUseProgram(shaderProgram);
// Create texture
glEnable(GL_TEXTURE_2D);
GLuint tex;
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
while (host_buffer == nullptr)
; // wait until host buffer is initialized
debug_print("Host Buffer is ready: %p\n", host_buffer);
sleep(1);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
//glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE32F_ARB, 2, 2, 0, GL_LUMINANCE, GL_BYTE, test_img);
//glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE32F_ARB, CANVAS_SIZE_X, CANVAS_SIZE_Y, 0, GL_LUMINANCE, GL_FLOAT, host_buffer);
// target, level, internal_format, w, h, boarder, format, pixels
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_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glDisable(GL_TEXTURE_2D);
check_GL_error();
SDL_Event windowEvent;
while (!do_stop_render) {
if (SDL_PollEvent(&windowEvent)) {
if (windowEvent.type == SDL_QUIT) {
debug_print("Exit\n");
abort();
break;
}
}
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// draw texture
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, tex);
//glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE32F_ARB, 2, 2, 0, GL_RED, GL_UNSIGNED_INT, test_img);
//glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE32F_ARB, 2, 2, 0, GL_LUMINANCE, GL_FLOAT, test_img);
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE32F_ARB, CANVAS_SIZE_X, CANVAS_SIZE_Y, 0, GL_LUMINANCE, GL_FLOAT, host_buffer);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2f(-RENDER_WIDTH, -RENDER_WIDTH);
glTexCoord2f(0, RENDER_WIDTH);
glVertex2f(-RENDER_WIDTH, RENDER_WIDTH);
glTexCoord2f(RENDER_WIDTH, RENDER_WIDTH);
glVertex2f(RENDER_WIDTH, RENDER_WIDTH);
glTexCoord2f(RENDER_WIDTH, 0);
glVertex2f(RENDER_WIDTH, -RENDER_WIDTH);
glEnd();
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_TEXTURE_2D);
// Swap buffers
glFlush();
SDL_GL_SwapWindow(window);
display_ready = 1;
}
return NULL;
}
void render_init()
{
pthread_create(&win_thread_id, NULL, window_thread, NULL);
}
void render_disinit()
{
do_stop_render = 1;
sleep(1); // Race condition here, but doesn't really matter for now
SDL_GL_DeleteContext(context);
SDL_Quit();
}
/** Read file into string. */
inline string slurp(const string& path)
{
ostringstream buf;
ifstream input(path.c_str());
buf << input.rdbuf();
return buf.str();
}
GLuint load_and_compile_shader(const char* source, GLenum type)
{
// Compile and upload shaders
debug_print("Compiling Shaders: ");
GLuint shader = glCreateShader(type);
glShaderSource(shader, 1, &source, NULL);
glCompileShader(shader);
GLint status; // Retrieve status and log
char log_buffer[1024];
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
glGetShaderInfoLog(shader, sizeof(log_buffer), NULL, log_buffer);
debug_print(" %s\n\t%s\n", status == GL_TRUE ? "Success" : "Failed", log_buffer);
if (status != GL_TRUE) {
fprintf(stderr, "Shader compilation failed, aborting...\n");
abort();
}
return shader;
}
GLuint load_shader_program(const char* vtx_shader_file, const char* frag_shader_file)
{
GLuint shaderProgram = glCreateProgram();
string vtx_src = slurp(vtx_shader_file);
GLuint vtx = load_and_compile_shader(vtx_src.c_str(), GL_VERTEX_SHADER);
glAttachShader(shaderProgram, vtx);
glDeleteShader(vtx);
string frag_src = slurp(frag_shader_file);
GLuint frag = load_and_compile_shader(frag_src.c_str(), GL_FRAGMENT_SHADER);
glAttachShader(shaderProgram, frag);
glDeleteShader(frag);
return shaderProgram;
}