/* * Copyright (C) 1999-2001 Brian Paul All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /* * Ported to GLES2. * Kristian Høgsberg * May 3, 2010 * * Improve GLES2 port: * * Refactor gear drawing. * * Use correct normals for surfaces. * * Improve shader. * * Use perspective projection transformation. * * Add FPS count. * * Add comments. * Alexandros Frantzis * Jul 13, 2010 */ #define GL_GLEXT_PROTOTYPES #define EGL_EGLEXT_PROTOTYPES #define _GNU_SOURCE #include #include #include #include #include #include #include #include #include #include #include "eglut.h" static int demo_start_duration = 5000; // ms #define OBJECT_VERTEX_STRIDE 3 #define OBJECT_COLOR_STRIDE 4 typedef GLfloat ObjectVertex[OBJECT_VERTEX_STRIDE]; typedef GLfloat ObjectColor[OBJECT_COLOR_STRIDE]; /** * Struct representing an object. */ struct object { ObjectVertex *vertices; int nvertices; ObjectColor *colors; int ncolors; GLuint vbo; GLuint cbo; }; static struct object *obj; /** The location of the shader uniforms */ static GLuint ModelViewProjectionMatrix_location; /** The projection matrix */ static GLfloat ProjectionMatrix[16]; GLuint vertextCode=0, fragmentCode=0; GLuint program = 0; /** * Fills an object vertex. * * @param v the vertex to fill * @param x the x coordinate * @param y the y coordinate * @param z the z coortinate * * @return the operation error code */ static ObjectVertex * vert(ObjectVertex *v, GLfloat x, GLfloat y, GLfloat z) { v[0][0] = x; v[0][1] = y; v[0][2] = z; return v + 1; } static ObjectColor * color(ObjectColor *v, GLfloat r, GLfloat g, GLfloat b, GLfloat a) { v[0][0] = r; v[0][1] = g; v[0][2] = b; v[0][3] = a; return v + 1; } static struct object * create_object() { ObjectVertex *v; ObjectColor *c; struct object *object; /* Allocate memory for the object */ object = malloc(sizeof *object); if (object == NULL) return NULL; /* Allocate memory for the vertices */ object->vertices = calloc(4, sizeof(*object->vertices)); v = object->vertices; v = vert(v, -2, 2, 0); v = vert(v, 2, 2, 0); v = vert(v, -2, -2, 0); v = vert(v, 2, -2, 0); object->nvertices = (v - object->vertices); assert(4 == object->nvertices); object->colors = calloc(4, sizeof(*object->colors)); c = object->colors; c = color(c, 1.0, 0.0, 0.0, 1.0); c = color(c, 0.0, 0.0, 1.0, 1.0); c = color(c, 1.0, 0.0, 0.0, 1.0); c = color(c, 1.0, 0.0, 0.0, 1.0); object->ncolors = (c - object->colors); assert(4 == object->ncolors); /* Store the vertices in a vertex buffer object (VBO) */ glGenBuffers(1, &object->vbo); glBindBuffer(GL_ARRAY_BUFFER, object->vbo); glBufferData(GL_ARRAY_BUFFER, object->nvertices * sizeof(ObjectVertex), object->vertices, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); glGenBuffers(1, &object->cbo); glBindBuffer(GL_ARRAY_BUFFER, object->cbo); glBufferData(GL_ARRAY_BUFFER, object->ncolors * sizeof(ObjectColor), object->colors, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); return object; } static void destroy_object(struct object *object) { glDeleteBuffers(1, &object->cbo); glDeleteBuffers(1, &object->vbo); free(object->colors); free(object->vertices); free(object); } /** * Multiplies two 4x4 matrices. * * The result is stored in matrix m. * * @param m the first matrix to multiply * @param n the second matrix to multiply */ static void multiply(GLfloat *m, const GLfloat *n) { GLfloat tmp[16]; const GLfloat *row, *column; div_t d; int i, j; for (i = 0; i < 16; i++) { tmp[i] = 0; d = div(i, 4); row = n + d.quot * 4; column = m + d.rem; for (j = 0; j < 4; j++) tmp[i] += row[j] * column[j * 4]; } memcpy(m, &tmp, sizeof tmp); } /** * Rotates a 4x4 matrix. * * @param[in,out] m the matrix to rotate * @param angle the angle to rotate * @param x the x component of the direction to rotate to * @param y the y component of the direction to rotate to * @param z the z component of the direction to rotate to */ static void rotate(GLfloat *m, GLfloat _angle, GLfloat x, GLfloat y, GLfloat z) { double s, c; sincos(_angle, &s, &c); GLfloat r[16] = { x * x * (1 - c) + c, y * x * (1 - c) + z * s, x * z * (1 - c) - y * s, 0, x * y * (1 - c) - z * s, y * y * (1 - c) + c, y * z * (1 - c) + x * s, 0, x * z * (1 - c) + y * s, y * z * (1 - c) - x * s, z * z * (1 - c) + c, 0, 0, 0, 0, 1 }; multiply(m, r); } /** * Translates a 4x4 matrix. * * @param[in,out] m the matrix to translate * @param x the x component of the direction to translate to * @param y the y component of the direction to translate to * @param z the z component of the direction to translate to */ static void translate(GLfloat *m, GLfloat x, GLfloat y, GLfloat z) { GLfloat t[16] = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, x, y, z, 1 }; multiply(m, t); } /** * Creates an identity 4x4 matrix. * * @param m the matrix make an identity matrix */ static void identity(GLfloat *m) { GLfloat t[16] = { 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, }; memcpy(m, t, sizeof(t)); } /** * Transposes a 4x4 matrix. * * @param m the matrix to transpose */ static void transpose(GLfloat *m) { GLfloat t[16] = { m[0], m[4], m[8], m[12], m[1], m[5], m[9], m[13], m[2], m[6], m[10], m[14], m[3], m[7], m[11], m[15]}; memcpy(m, t, sizeof(t)); } /** * Inverts a 4x4 matrix. * * This function can currently handle only pure translation-rotation matrices. * Read http://www.gamedev.net/community/forums/topic.asp?topic_id=425118 * for an explanation. */ static void invert(GLfloat *m) { GLfloat t[16]; identity(t); // Extract and invert the translation part 't'. The inverse of a // translation matrix can be calculated by negating the translation // coordinates. t[12] = -m[12]; t[13] = -m[13]; t[14] = -m[14]; // Invert the rotation part 'r'. The inverse of a rotation matrix is // equal to its transpose. m[12] = m[13] = m[14] = 0; transpose(m); // inv(m) = inv(r) * inv(t) multiply(m, t); } /** * Calculate a perspective projection transformation. * * @param m the matrix to save the transformation in * @param fovy the field of view in the y direction * @param aspect the view aspect ratio * @param zNear the near clipping plane * @param zFar the far clipping plane */ void perspective(GLfloat *m, GLfloat fovy, GLfloat aspect, GLfloat zNear, GLfloat zFar) { GLfloat tmp[16]; identity(tmp); double sine, cosine, cotangent, deltaZ; GLfloat radians = fovy / 2 * M_PI / 180; deltaZ = zFar - zNear; sincos(radians, &sine, &cosine); if ((deltaZ == 0) || (sine == 0) || (aspect == 0)) return; cotangent = cosine / sine; tmp[0] = cotangent / aspect; tmp[5] = cotangent; tmp[10] = -(zFar + zNear) / deltaZ; tmp[11] = -1; tmp[14] = -2 * zNear * zFar / deltaZ; tmp[15] = 0; memcpy(m, tmp, sizeof(tmp)); } /** * Draws * * @param transform the current transformation matrix * @param x the x position to draw the gear at * @param y the y position to draw the gear at * @param _angle the rotation angle */ static void draw_object(GLfloat *transform) { GLfloat model_view[16]; GLfloat model_view_projection[16]; int tms = eglutGet(EGLUT_ELAPSED_TIME); GLfloat angle = ( tms * 360.0 ) / 4000.0; GLfloat grad = 2 * M_PI * angle / 360.0; // fprintf(stderr, "td %d, angle %f\n", tms, angle); /* Translate and rotate the gear */ memcpy(model_view, transform, sizeof (model_view)); translate(model_view, 0, 0, -10); rotate(model_view, grad, 0.0, 0.0, 1.0); rotate(model_view, grad, 0.0, 1.0, 0.0); /* Create and set the ModelViewProjectionMatrix */ memcpy(model_view_projection, ProjectionMatrix, sizeof(model_view_projection)); multiply(model_view_projection, model_view); glUniformMatrix4fv(ModelViewProjectionMatrix_location, 1, GL_FALSE, model_view_projection); /* Set the vertex buffer object to use */ glBindBuffer(GL_ARRAY_BUFFER, obj->vbo); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), NULL); glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, obj->cbo); glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), NULL); glEnableVertexAttribArray(1); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); /* Disable the attributes */ glDisableVertexAttribArray(1); glDisableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); } /** * Draws the object. */ static void object_draw(void) { const static GLfloat red[4] = { 0.8, 0.1, 0.0, 1.0 }; const static GLfloat green[4] = { 0.0, 0.8, 0.2, 1.0 }; const static GLfloat blue[4] = { 0.2, 0.2, 1.0, 1.0 }; GLfloat transform[16]; identity(transform); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glUseProgram(program); /* Draw the object */ draw_object(transform); glUseProgram(0); } /** * Handles a new window size or exposure. * * @param width the window width * @param height the window height */ static void object_reshape(int width, int height) { /* Update the projection matrix */ perspective(ProjectionMatrix, 45.0, (float)width / (float)height, 1.0, 100.0); /* Set the viewport */ glViewport(0, 0, (GLint) width, (GLint) height); glClearColor(0.0, 0.0, 0.0, 1.0); } /** * Handles special eglut events. * * @param special the event to handle. */ static void object_special(int special) { switch (special) { case EGLUT_KEY_LEFT: break; case EGLUT_KEY_RIGHT: break; case EGLUT_KEY_UP: break; case EGLUT_KEY_DOWN: break; } } static void object_idle(void) { static int frames = 0; static double tRate0 = -1.0; int tms = eglutGet(EGLUT_ELAPSED_TIME); double t = tms / 1000.0; if(tms>demo_start_duration) { eglutStopMainLoop(); return; } eglutPostRedisplay(); frames++; if (tRate0 < 0.0) tRate0 = t; if (t - tRate0 >= 1.0) { GLfloat seconds = t - tRate0; GLfloat fps = frames / seconds; printf("%d frames in %3.1f seconds = %6.3f FPS\n", frames, seconds, fps); tRate0 = t; frames = 0; } } static const char vertex_shader[] = " #ifdef GL_ES\n" " precision mediump float;\n" " precision mediump int;\n" "#endif\n" "\n" "uniform mat4 mgl_PMVMatrix;\n" "attribute vec3 mgl_Vertex;\n" "attribute vec4 mgl_Color;\n" "varying vec4 frontColor;\n" "\n" "void main(void)\n" "{\n" " frontColor=mgl_Color;\n" " gl_Position = mgl_PMVMatrix * vec4(mgl_Vertex, 1.0);\n" "}\n" ; static const char fragment_shader[] = " #ifdef GL_ES\n" " precision mediump float;\n" " precision mediump int;\n" "#endif\n" "\n" "varying vec4 frontColor;\n" "\n" "void main (void)\n" "{\n" " gl_FragColor = frontColor;\n" "}\n" ; static void object_init(void) { const char *p; char msg[512]; glEnable(GL_DEPTH_TEST); /* Compile the vertex shader */ p = vertex_shader; vertextCode = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vertextCode, 1, &p, NULL); glCompileShader(vertextCode); glGetShaderInfoLog(vertextCode, sizeof msg, NULL, msg); printf("vertex shader info: %s\n", msg); /* Compile the fragment shader */ p = fragment_shader; fragmentCode = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragmentCode, 1, &p, NULL); glCompileShader(fragmentCode); glGetShaderInfoLog(fragmentCode, sizeof msg, NULL, msg); printf("fragment shader info: %s\n", msg); /* Create and link the shader program */ program = glCreateProgram(); glAttachShader(program, vertextCode); glAttachShader(program, fragmentCode); glBindAttribLocation(program, 0, "mgl_Vertex"); glBindAttribLocation(program, 1, "mgl_Color"); glLinkProgram(program); glGetProgramInfoLog(program, sizeof msg, NULL, msg); printf("info: %s\n", msg); /* Enable the shaders */ glUseProgram(program); /* Get the locations of the uniforms so we can access them */ ModelViewProjectionMatrix_location = glGetUniformLocation(program, "mgl_PMVMatrix"); /* make the object */ obj = create_object(); glUseProgram(0); // eglutSwapInterval(1); } static void object_release(void) { destroy_object(obj); obj = NULL; glDetachShader(program, vertextCode); glDeleteShader(vertextCode); glDetachShader(program, fragmentCode); glDeleteShader(fragmentCode); glDeleteProgram(program); } int main(int argc, char *argv[]) { int demo_loops = 1; int i; for (i = 1; i < argc; i++) { if (strcmp(argv[i], "-time") == 0) { demo_start_duration = atoi(argv[++i]); } else if (strcmp(argv[i], "-loops") == 0) { demo_loops = atoi(argv[++i]); } } fprintf(stderr, "duration: %d\n", demo_start_duration); fprintf(stderr, "loops: %d\n", demo_loops); for(i=0; i